System Rules

Character Generation

-generate ability scores normally (I prefer some form of randomization….)

Online access to APG:
Note that I am only using the APG and the Core out of that mass of stuff. There’s just too much.

human, half-elf, half-orc – as Pathfinder Core Rulebook with the following changes
(as per APG)
Human – may choose to replace “skilled” with “Heart of the Fields/Streets/Wilderness”
Half-elf – may choose to replace “adaptability” with Sociable or Integrated; “multitalented” with “Arcane Training”; or BOTH for “Water Child” {the last is going to require some talk on backstory}
Half-orc – may choose to replace “weapon familiarity” with “Toothy” or “Gatecrasher” (if not raised among orcs, MUST do so) or replace “intimidating” with “Cavewight”, “Rock Climber” or “Scavenger”.

mostly as Pathfinder Core. Rangers choose EITHER favored enemy OR terrain. Monks may use the APG or not, but must declare what school of monkey business (as it were) with the Core being one such school. Clerics & druids have changed (see below) and there are magic changes (also see below). None of the additional classes in the APG are available.

Clerics – domains are now merely extra spells and powers, particular to each deity. With no pre-hung spells, spontaneous casting is irrelevant and therefore gone.

Druids – must choose a biome from the APG. To play “blight” or “jungle” requires a favor. To play “forest”, see GM. (It’ll be actually written up some day, I swear.)

There are changes to the spell list, provided as needed because I don’t want to write them all out. Also, no pre-hung spells – instead you get the same number of slots, cast whatever fits there. (Ie., cast any of your first level spells in any first level slot) Domain spells are simply rolled in now, so instead of 1+1 you just get 2. [So, similar to 5e] Cantrips are unlimited. No material components, but wizards must spend same cost as “component pouch” to get their focus – an otherwise worthless, if pretty, gem WITHOUT WHICH THEY CANNOT CAST. It must be on their person, though not necessarily in hand. Most wizards work it into a ring or amulet or atop their staff – particularly if that is their bonded item. (It need not be, wizards with familiars use foci too.)

General hints on spell list changes – only clerics and druids heal (sorry, bards), only druids and mages (wizard or sorceror) cast elemental spells. Druids do not play mind-fuck games (not that they ever really did) and they can’t summon elementals (animals, yes). Cleric list is greatly reduced and adjusted per deity – just ask. Mages are the only ones with teleports or rune/symbol spells. Symbols/rune DO require components of a sort as they are actually inscribed (not merely traced in the air) as part of a ritual. Bards DO have the mind-fuckery – as do mages, sometimes – and all the sonic spells. (Sonic is NOT an element)

Some spells are universally had: detect magic, read magic (though irrelevant), dispel magic, comprehend languages, sending, message and light. Levels are unchanged.

Spells known limitations remain unchanged.

Using a version of the consolidated Pathfinder skill list (from the OSR for Pathfinder), skill points as Pathfinder with INT gains retroactive. Once a class skill, always a class skill – that +3 bonus just sits there once applied. Rogues and Rangers just get a bonus to their super-skill (trapfinding and tracking), not exclusive use. (as in Core rules)
Skill List

Feats: as per Pathfinder Core with many of the APG feats also available.

Max HP for level 1, thereafter may choose to roll or to take average, rounded up. (as 5e) Choose before rolling, duh, but open choice each level.

New combat maneuvers from APG and new items. List forthcoming (really, I mean it). Also hero points (yey, the force is with you….er, well, you know)!

Alignment: Law and chaos are not alignments. Period. Stuck only with good, evil and neutral. (People may have a predilection one way or the other, but that’s just general choice) Ordinarily people don’t have detectable alignments. However, evil leaves its mark. (Much like DS points or taint in L5R – mechanics still to be determined) Divine servants of deities highly associated with good (Sekneri or Steadfast) or evil (Kubialov or Blightborn) will radiate the appropriate auras. Doing great good or evil will develop an aura even around the least divine. (But that’s big ticket items.)

Can be from any part of Inamre (the main continent of play) without restriction by race, though some choices are less…comfortable than others. If you can come up with a VERY compelling reason and a thoroughly thought-out backstory you might be able to play someone from a different continent which may open other races, but those races are strange and unknown and likely to be…frowned upon.

The churches of Kubialov and Blightborn are illegal in Turkaivos, the Tribelands, the Campan confederacy and, while there are no laws in the remains of Vanitaeth, worshippers of either are hunted to extinction. Slowly, the temples and shrines of Turala, Nature’s Warden (who is now Blightborn) are still being destroyed.

Domains: TBD

Levels: Play begins at “3rd level”, which is 2 class levels on top of the background level. [For lack of a better term]. The background level involves a choice from a list of 3: Peasant, Expert, and Aristocrat. The Aristocrat background has a price tag (and some hopefully spiffy benefits).
Everyone starts with 2 background traits (see the Traits supplement, APG). Both of these are spent for a position in the aristocracy. Otherwise, traits are freely chosen regardless of choice of background level, so long as you can come up with a story.
Peasant – 8HP and 4 skill points, no class skills, features or weapon proficiencies, starting money as base for (eventually chosen PC) class
Townsfolk – 6HP, 8 skill points, no class skills, features or weapon proficiencies, starting money as for (eventually chosen PC) class, modified per level
Aristocrat – d6HP (not auto-max), 4 skill points, no class skills or features, 1 non-exotic weapon OR armor proficiency, money as per noble background trait, some power and influence (the hopefully spiffy benefits)

System Rules

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