A Changed World. (Inactive)

Game Master Herkymr the Silly

Changes in everything have occurred and magic has arrived after a apocalyptic cataclysm of nuclear and chemical warfare was released upon the world. You are among the first to "resurface" to the outs and begin to reclaim and rediscover the world not as it was but as it has become.


A post apocalyptic world. Chemical and Nuclear warfare devastated the world driving all to seek death or shelter in bunkers, caves, or even some buildings. The resulting consequence of our actions was 2 fold: the creation of magic by the warping of elements and basic nature of things; and Mutations or some would say adaptations.
When the damage receded enough to allow survival on the surface and outdoors again(year SR 001), things had changed and so had the people. There were now distinct differences resulting from mutation and adaptation to the different environments. Drawing from the wealth of stories and legends that remained, each "species" assumed a name. Ratfolk, Druegar,Fetchling Human, Elf, Dwarf, Gnome, and the ever elusive Halfling became how the races were distinguished by all. Then some seeking to manipulate human genes created throwbacks: the Hobgoblin and the Half-Orc named thus for their sheer brutality and love for war and destruction.
As cities and settlements began to emerge, parties were sent out seeking other survivors and to map and discover what their world had become. Feudal governments and city-states became the normal with each claiming control of the lands immediately surrounding their residences.
Coin reemerged slowly around year SR 003 but barter was still the main method of trade. Gems and crafted items especially those of skilled craftsmen became greatly valued and sought after.
Groups became generally known for specialties of skills. Those that fought with skill were called fighters while those who harnessed the power of rage were barbarians. The lore-keepers and entertainers were called after those in ancient legends; Bards and Monks. Thieves are always prevalent where their is want but not all people with "thieving skills" are thieves thus the term Rogue was penned for these specialists. A few came to dabble with chemicals left behind by the cataclysm and these became known as alchemists. Rangers ranged the lands creating new paths to other civilizations and familiarizing themselves with the "wildlife" as it now had become.
Magic users also appeared though rarely. Sorcerers focused the power of the elements drawing it through themselves to manifest in magical constructs. Oracles on the other hand delved into the mysteries of one concept; finding the purity or corruption underneath and learning how to bend it to their will either by bargain or by force.

Character Creation

Races:

  • All core races
  • and the following
  • ratfolk
  • duergar
  • hobgoblin
  • fetchling

Class Options:

  • Alchemist
  • Bard
  • Barbarian
  • Fighter
  • Gunslinger
  • Monk
  • Oracle
  • Ranger
  • Rogue
  • Sorcerer

Attributes:

roll 4d6's drop the lowest for each attribute --make sure the roles are visible here.

if 3 ones are rolled it becomes an automatic 18

Assign in order of how they were rolled...and you may switch any one stat with any one other stat.
You may only make a single trade.You must tell me what stats you are trading.
Example]str 14 cha 11 may become str 11 cha 14

Crafts and Professions are the backbone of civilization.
Choose 2 skills from craft or profession designation. These skills receive maximum skill points free at beginning of game. They cost to advance the same as any skill advancement when leveling.

Alignment:

No evil. Lawful Neutral must have a "set of rules" or code of conduct posted with character. MAKE it specific.

Level and Equipment :

Start Level 4
No multi-classing or prestige classes or archetypes

starting money 7000

May not spend more than 4k on any one item and may not buy something that gives more than a +1 bonus or equivalent.
You will be tracking items used including

  • ammo
  • food
  • alchemical substances
  • and etc.

IF you tie it in to your story you may request approval for a magic item "inherited" by you. DM discretion to modify or disallow all and or any item.

Give me a background. The more detailed you are the easier it is for me to create connections to your character and the world.

Spell Casters and Magic:

Every spellcaster has a reserve of spell points based on her class and level (see below). Characters also gain bonus spell points from a high ability score (just as normal spellcasters would gain bonus spells from a high ability score. These spell points provide the magical power behind the caster's spells: She spends a number of spell points appropriate to the spell's level to cast the spell Once spent, spell points are expended until the caster has sufficient time to rest and prepare new spells (as normal).

Spell casters prepare spells as normal for their class. The spells known are the spells available for casting using spellpoints.

Each spell costs a certain number of spell points to cast. The higher the level of the spell, the more points it costs

Spell Point Costs :

Spell Level Spell Point Cost
1st 1
2nd 3
3rd 5
4th 7
5th 9
6th 11
7th 13
8th 15
9th 17

Spell casting is taxing not only on the mind but also upon the body. Spellcasting not only drains the mind of mental energy (spellpoints) but also stamina of the physical body (hit points)

Spell casters take a # of nonlethal damage as the spellpoints used to cast the spell

When they take enough damage for it to become lethal they must also make a spellcasting check = 10 + the spell level or fail the cast.

Overcasting:
Spell casters may attempt to over-channel a number of times per day = their con bonus (example score 12 = bonus +1 thus 1 overcast per day attempt.)
This cost a number of spell points in lethal damage equal to the spell level + the # of spell points used to cast.

Example= All spell points used for the day. The need arises to use another spell, the caster chooses to overcast a level 1 spell then makes a spellcasting check = to 10 + spell level. If successful the spell is cast as normal. If caster check fails spell was not cast. After the spell is cast or fails, the caster then takes 2 lethal points of damage. He takes this damage whether or not the spell was effective or cast.

Scrolls/Wands/Staffs/additional spells items:

Scrolls do not use spell points to cast. With Scrolls, the caster is still subject to nonlethal damage from casting from a scroll. The same mental focus is required and thus same strain on the body no matter how a spell was cast.

Wands do not use spell points to use. The person using the wand takes half the damage (rounded down) as if they had cast the spell unaided.

Staffs do not cost spell points to use however the spells and # of times they can be used a day is noted in the description of the staff.Casting spells from a staff requires a spellcasting check of 10 + level of spell cast to avoid damage from casting.

Items such as pearl of power(s) restore a certain amount of spell points. Example: Pearl of Power +1 restores enough spellpoints to cast a level one spell. Upon restoring the points, the item is inert until the next day.

Bards,Rangers and Alchemists:
These classes are changed due to no longer being able to cast spells.
The Bard receives +2 uses of bardic music per day per level.
The Alchemist receives +2 bombs per day per level.
When a Ranger would spells he instead receives an additional +2 increase every other level to one of his favored enemies.

Noncombat Natural 1's and 20's:

These roles are subject to a modifier of -10 or +10 respectively.

Combat Natural 1's and 20's in :

These numbers are always followed by a second roll to "confirm" the roll.

If natural 1 is confirmed by another natural 1 something dire will be guaranteed to happen to you very very soon. Unconfirmed places a penalty on all actions for remainder of round and the following round. This modifier is usually -2 to -5 depending on the situation.

If natural 20 is confirmed a third confirmation roll is required. If the third roll is a natural 20 as well....all damage from the attack etc is maximized this pertains to spells requiring an attack role as well.


Hit Points
max first 2 levels. no re-rolls meaning not even ones