World after 300 years
Most of the changes here are focused on the Northern Inner Sea region since this is where the first leg of the campaign takes place. Insanely big changes coming from the rest of the world will also be included but these are not the only changes to take place.
• Year 4712, The Starstone exploded taking down the Ascendent Cathedral. From the rubble rose a glowing human claiming to be the lost god Aroden. He stated he was there to usher in the Age of Glory and deliver a warning and prophecy. Once the Age of Glory came to an end, there would be a great war to decide the fate of all of creation, gods and mortals alike and he had come back to prepare the world for this event. He then disappeared but from that point on the anyone who put their faith in this reappeared god was rewarded with divine magics. And so after that point the Church of Aroden was renewed.
• Year 4720, the city of Riddleport disappears, taking with it all its’ inhabitants and a great chunk of the island. To this day nobody knows why.
• Year 4756, the Pathfinder Society is dissolved as the Absalom government decides that there is too much power in its vaults to be uncontrolled by the government. A new branch of government is formed to continue hunting relics and artifacts in which many ex-pathfinders join.
• Year 4780, Kyonin expels all non-elves from its borders and issues out an edict, All elves are welcome to join the nation or be left outside its borders forever. Many elves make the journey but not all accept the invitation. The next year, its’ borders are closed and any outsider that tries to penetrate the elven nation are found as corpses outside the border.
• Year 4787, Isger attempts to invade the nation of Druma only to be repelled by Andoran troops. A formal alliance between Druma and Andora is formed
• Year 4795, the Cabinet of Skulls (ruling council of the nation of Galt) vote unanimously to join the nation of Taldor.
• Year 4800, Feeling threatened by the growing power and influence of Taldor and Andoran, Cheliax forces Nidel and Isger to become subservient nations through a combination of fear and intimidation. The new Cheliax Grand Empire is born.
• Year 4801, in response to the Cheliax Grand Empire, Taldor, Andor, Druma, and the Dwarven Clans of the 5 Kings Mountains form an alliance to keep the empire in check. Tensions mount and skirmishes occur over the next 200 years but there is no all-out war.
• Year 4827, Irrisen expands its’ influence over the next 10 years taking over much of the land of the Mammoth Lord and the Linnorm Kings and subjecting most of the population.
• Year 4950, the tribes of the Mwangi Expanse is united under the Clan of the Soaring Eagle. Outsiders are not completely deported but are limited to coastal cities where they are closely watched. It has been rumored that the new nation has made exponential progress in the science of enchanting weapons.
• Year 4986, a new Imperial Confederacy is formed in Tian Xia comprising of most of the nations.
• Year 5000, the Taldane crown prince challenges the Advisor to the Emperor of of Cheliax to a duel after a perceived slight against his honor during a peace conference. The crown prince is swiftly decapitated and the royal family of Taldor accuses the Advisor of foul play and demands his head. The Emperor refuses and all-out war ensues. Osirion grows in power selling magical weapons and firearms to both sides of the conflict.
• Year 5011, after massive casualties on both sides, a cease fire is called between the Alliance and the Chelix Grand Empire, a year later hostilities are on the brink of war again.
New Rules
These rules include the new rules for firearm combat as well as crafting.
Gods
Aroden (Lawful Neutral): God of Humans, Innovation, History
Favored Weapon (pistol) [NOTE: this does not give you proficiency in any other firearms or even any other single handed firearms]
Domains: Glory, Knowledge, Law, Protection
Inquisitions:Order, Illumination, Heresy, and Valor
!HOMEBREW FIREARM RULES!
All Firearms are now considered martial weapons, but taking Martial Weapon Proficiency (firearms) will give you access to all firearms.
Advance Firearms exist but are considered military grade equipment and illegal to privately own in almost all nations (Costs double from the table)
Reloading: Early two-handed firearms reload time cannot be dropped below a move action, one-handed firearms cannot be dropped below a swift action.
Advances in technology have made it so that Alchemy charges do not increase misfire value. Also they are 50% less cost than the table. Alchemy charges are now standard firearm equipment and Ball and Powder are considered antique. However they are still compatible with early firearms and are still widely used in less advanced areas.
Advanced Firearms cannot be crafted unless you have the Advanced Gunsmithing feat (which is shown later).
All other firearm rules from Paizo remain the same.
New Equipment/Changes to equipment
Double Crossbow
Due to advancement in technology, firing the double crossbow does not take the -4 penalty unless you fire both bolts at once (like a double barreled pistol). You are now allowed to fire one bolt at a time with the double crossbow.
Boomerangs
Automatically return as if they have the returning weapon property.
Piercing ammo
Each piece of piercing ammo adds 1,000 Gold to the price of the ammunition. Piercing ammo causes attacks made using it to be resolved again Touch AC. Piercing ammo can be applied to bullets, bolts, arrows, and javelins (when thrown).
Class changes and other stuff
Druid’s roles have changed in the world and now frighten most common folk. Druids gain Intimidate as a class skill but take -2 to diplomacy rolls against citizens from large towns or cities. Druids also cannot use firearms.
Monks have adapted to the new style of warfare. Deflect and Catch Arrows work against firearms (I think this was actually a rule in regular play but I’m just clarifying it) also they gain +2 dodge bonus to AC against scatter weapons.
Magic has had to be reinvented in the face of death by firearms. Spells that give a bonus to AC such as Mage Armor and Shield get those bonuses against firearm attacks using the bonus they provide as the enchantment bonus.
EXAMPLE: Mage armor gives an AC bonus of +4, this means that a spellcaster using this spell gains the AC bonus against firearm attacks.
Advanced Gunsmithing Feat: Prerequisites 5 ranks in Craft(firearms), Gunsmithing = the ability to craft Advanced Firearms
REFLUFF STUFF
Year 5012 (Current) - Magic goes insane. No one seems to be able to craft new magical items. More Powerful Magical Items disintegrate or explode taking large chunks of cities with them. All known Intelligent items either cease to exist or turn cursed. Many spells cease to function. Summons no longer answer the calls. Dimensional travel has unravelled. The planes have become impossible to reach.
Razmir claims to be the cause of this having killed Nethys and sending a magical pulse throughout Golorian shifting the balance of magic.
Even magic not of arcane origin are effected. Clerics of less powerful, or lesser known dieties suddenly find themselves powerless, while those clerics who retain their power find it...changed.
Druids, strangely enough, are the least effected by the pulse.
Over the past year, the world has struggled to adjust without magic. Technology is on the rise and blacksmiths have learned to augment weapons with technology.
New Item Rules
Magical Items are pretty much none existant now days.
New category of weapons and armor- mechanical.
MECHANICAL
Seperated into two classes Basic and Advanced
Weapons
-While powered a Basic mechanical weapon gives a +1 to Hit and DMG.
-While powered an Advanced mechanical weapon gives a +2 to Hit and DMG.
-while unpowered a mechanical weapon gives a -2 to hit.
Armor
-While powered a Basic mechanical set of armor gives a +1 to AC
-While powered an Advanced mechanical set of armor gives a +2 to AC
-while unpowered a mechanical set of armor gives a -2 to Reflex saves and touch AC.
These new weapons are powered by alchemical batteries of various power and mimic the properties of magical weapons of old and sometimes something new...
to create a mechanical weapon you need three things...
The weapon- has to be of masterwork quality(+1 to hit does not stack)
The alchemical battery- powers the effect
-More expensive batteries last longer and can power more powerful rune plates
The mechanical housing- forms the bond between the weapon,battery, and
rune plate (optional)
-For exotic weapons, the mechanical housing will be either harder to craft of rarer to find
-The mechanical housing can be rigged with engineering checks to create effects such as overload which does electrical damage or overheat which does fire damage.
The Mark of Power- creates the effect
-can have more than one equipped but takes a more advanced battery to power and drains more energy.
NOTE= Marks of Power are considered to be MILITARY GRADE TECHNOLOGY and are very expensive and while not illegal in most nations will draw a lot of attention if displayed openly.
NEW ITEMS
-ALCHEMICAL ITEMS
*Basic Alchemical Batteries (cannot power advanced mechanical items)
-Weak Basic Alchemical Battery cost 30gp = lasts for around 2 weeks and will power a basic mechanical weapon for that time. Will only power a weapon for 1 week if plugged into a weapon with a Mark of Power.
-Standard Basic Alchemical Battery cost 50 gp = lasts for around 1 month and will power a basic mechanical weapon for that time. Will only power a weapon for 2 weeks if plugged into a weapon with a Mark of Power.
*Basic Mechanical Housing (cost 350gp)
-Features:
=Overheat[weapon](DC 15)deal +xd6 fire damage to the enemy when x=1-3 (number your choice). You then take xd3 of fire damage.
=Overload[weapon](DC 15) deal +xd6 of lightning damage to the enemy that you hit when x = 1-4 (number of your choice) and your weapon's battery has a x*25% chance of becoming destroyed.
=Critical Cooldown[weapon] (DC 15) deal +2d6 frost damage and your weapon gains the fragile property for 1d4 rounds.
*Basic Mark of Power
-Mark of the Hunter cost 1000 gp
WPN = Select one type of creature when this mark is created. When this Mark is equipped and powered the WPN gains a +1 to ATK and DMG against that type of creature.
ARM = When a creature takes a 5-foot step away from you while this mark is equipped and powered, you can take an immediate action to take a 5-foot step directly towards it if you are able.
-Mark of Nethys cost 1000 gp
WPN = Weapon is considered magical for the purpose of overcoming DR.
ARM = You gain DR 5/magic
New Class Rules:
Summoners are now illegal
Gunslingers are once again legal
Battle Mechanic (Alchemist Archetype):
You have adapted your type of warfare to suit the times.
The Battle Mechanic replaces Knowledge (Nature) for Knowledge (Engineering).
Mechanical Warrior
The Battle Mechanic is considered proficient in Martial and Simple mechanical weapons even if he/she would not usually meet the requirements. A Battle Mechanic can use his Int to hit with a powered Mechanical weapon.
The Battle Mechanic also gains a +1 on Damage rolls while attacking using a powered mechanical
weapon. This bonus increases by 1 at 4th level and increases by 1 every 4 levels after
At 14th lvl, A Battle Mechanic becomes proficient in Medium mechanical Armor (even if he is not proficient in medium armor), if he is proficient in Medium mechanical Armor he then becomes proficient in Heavy mechanical Armor (even if he is not proficient in heavy armor)
This replaces the Alchemist’s Bomb, Mutagen, and Persistent Mutagen Class Features
Master Battle Mechanic
At first level you gain the Craft Mechanical Items feat even if you do not meet the prerequisites.
This replaces the Alchemist’s Brew Potion and Poison Use class features.
You know how to make ‘em, you know how to break ‘em
You gain Improved Sunder feat against mechanical weapons with a bonus to hit equal to your INT modifier.
This replaces the Throw Anything class feature.
Favored Mechanical Features
At second level and every third level after you can choose one favored Mechanical Housing. This reduces the penalty variable for the chosen feature by one (min 0) or penalty die by one step (min d0). Each time you gain this feature you can either decrease an already chosen Favored Mechanical Feature further or choose a new Mechanical Feature.
This replaces the Poison Resistance +2, +4, +6, +8 and the Poison Immunity class features.
Bodge on the Go
When you make a full attack action, you can make an engineering check to use a feature for each one of your attacks.
This replaces the Swift Alchemy class feature.
Fast Swap
You can change an Alchemical Battery as a move action.
This replaces the Swift Poisoning class feature.
New Discoveries
Hand Crank (Lvl 6): You have devised a method of recharging spent batteries. By spending 30min using the Hand Crank you can restore a single battery to 25% capability (Max 50%). However, you become fatigued after 1 hours of cranking. You cannot crank while you are fatigued or worse.
Multi Crank (Lvl 10): You have devised a method of charging multiple batteries at once. You can attach several batteries (equal to your Int mod) to the same crank and recharge these batteries by 25% every hour (Max 50%) This can be attached to any Hand Crank (use the worst penalties for each category).
Superior Crank (Lvl 14): You have mastered the ability of recharging batteries, any time you use a crank the recharging rate is halved and the maximum charge allowed is increased by 25%. This can be applied to any Hand Crank. You no longer become fatigued from using such a Hand Crank.
Quick Release (Lvl 8): You can attach a quick release to any battery you craft or modify (DC 18). This modification reduces the time it takes to change a battery by one step. This effect stacks with other effects that lower the time to switch batteries.
Engineer:
You specialize in the new evolution of engineering that has taken place over the last year.
BAB progression: Medium
HD: d8
Fort Save: Fast
Reflex Save: Fast
Will Save: Slow
Skills: Appraise(INT), Craft(INT), Disable Device (DEX), Knowledge (arcana) (INT), Knowledge (Engineering) (INT), Linguistics (INT), Perception (WIS), Profession (WIS), Sleight of Hand (DEX), Spellcraft (INT), Use Magic Device (CHA)
4+INT skills per level.
Weapon Proficiency: The Engineer is Proficient in all simple weapons, the rivet gun, and the battle-wrench and light and medium armor.
Infusions
A Engineer is not a spell-caster, but he does have the ability to imbue items with magical infusions. Infusions are neither arcane nor divine; they are drawn from the Wizard Enchantment School. They function just like spells and follow all the rules for spells. For example, an infusion can be dispelled, it will not function in an anti-magic area, and a Engineer must make a Concentration check if injured while imbuing an item with an infusion.
A Engineer can imbue an item with any infusion from the list without preparing the infusion ahead of time. Unlike a sorcerer or bard, he does not select a subset of the available infusions as his known infusions; he has access to every infusion on the list that is of a level he can use.
It is possible for a Engineer to learn infusions that are not on the normal Engineer infusion list. These might include ancient infusions he finds in the ruins or secret infusions known only to the members of certain guilds or organizations. When he encounters such an infusion, a Engineer can attempt to learn it by making a Spellcraft check (DC 20 + spell level). If this check succeeds, he adds the infusion to his list. If not, he can try again when he gains another rank in Spellcraft, assuming he still has access to the new infusion.
To imbue an item with an infusion, a Engineer must have an Intelligence score equal to at least 10 + the infusion level, Infusions never allow saving throws.
Like spell-casters, a Engineer can use only a certain number of infusions of a particular level per day. His base daily infusion allotment follows the Alchemist table for extracts. In addition, he receives extra infusions per day if he has a sufficiently high Intelligence score.
A Engineer’s infusions can only be imbued into an item or a construct. He cannot, for example, simply imbue an ally with bull’s strength. He must instead imbue that ability into an item his ally is wearing. The item then functions as a belt of giant strength for the duration of the infusion. He can, however, imbue bull’s strength directly on a construct or a character with the living construct subtype, and infusions such as repair light damage and iron construct function only when imbued on such characters.
Like a spell-caster, a Engineer can apply item creation feats and meta-magic feats to his infusions. Like a sorcerer, a Engineer can apply a meta-magic feat to an infusion spontaneously, but doing this requires extra time. A Engineer can craft alchemical items as though he were a spell-caster.
A Engineer cannot automatically use a spell trigger or spell completion item if the equivalent spell appears on his infusion list. For example, a Engineer must still employ the Use Magic Device skill to use a wand of light, even though light appears on his infusion list.
Each day, a Engineer must focus his mind on his infusions. He needs 8 hours of rest, after which he spends 15 minutes concentrating. During this period, the Engineer readies his mind to hold his daily allotment of infusions. Without such a period of time to refresh himself, the character does not regain the infusion slots he used up the day before. Any infusions used within the last 8 hours count against the Engineer’s daily limit.
Powerbooster
At level 1, The Engineer creates an orb that, when powered can amplify his party’s mechanical gear. While in a 30’ radius of the Engineer, his ally’s receive one of the following effects
-Powered Mechanical Weapons receive a +1 to hit and damage
-Powered Mechanical Armor gives an extra +1 to AC
-Spells have their DC raised by +1
The Power Booster can be used for a number of rounds equal to 3+the Engineer’s Level+1/2 Intelligence Modifier. Activating a Power Booster is a standard action. Multiple Power Boosters do not stack. The bonus is raised by +1 at 5th level and every 6 levels after.
At level 4 and every 4 levels after the Engineer can choose to modify the Powerbooster with one of the following abilities:
· Extended Powerbooster: The Powerbooster now effects all allies within 50’
· Battery Charge: Instead of any of the original effects. The Powerbooster can instead keep mechanical devices from shutting down. While in the Powerbooster’s field while Battery Charge is in effect, Mechanical Items equipped by allies are never considered to be unpowered.
· Strengthen Metal: The Powerbooster will now improve regular weapons and armor as if they were mechanical weapon but only at ½ affect (min 1).
· Detonate Powerbooster (lvl 8): Usually used as a last resort, the powerbooster can be thrown and detonated like a grenade. A powerbooster acts as a thrown weapon with a 10’ radius. Everyone caught in it takes xd12 of damage +INT modifier (DC 15 for half) with x= 1/2Engineer level (min 1). Afterwards, the Powerbooster is considered destroyed.
· Advanced Powerbooster (level 8): The Powerbooster can now use two different effects at once but consumes double the amount of rounds each time it does.
· Vampiric Powerbooster (level 8): The Powerbooster saps enemy mechanical items and turns it into power for your allies. Each enemy with a mechanical weapon takes a -1 to hit and each ally with a mechanical weapon gets a +1 to Damage. Only works if there is an enemy in the Powerbooster’s field with a mechanical weapon. This value increases by 1 at 12th level and again at 16th level.
· Automated Powerbooster (level 12): The Powerbooster gains legs and can move on its own. It is counted as a tiny creature, move speed of 6, has no weapons, does not provide flanking, a hardness of 10 and 10 hp.
· Magnetic Powerfield (level 12): The Powerbooster gains a magnetic field. Instead of the normal bonus, the Engineer can choose either at the beginning of his turn to have all enemies within 30’ of him of Medium size or less to move 5’ directly towards him or 5’ directly away. This movement does not provoke attacks of opportunity. This ability only effects enemies equipped with metal armor or weapons. The movement increases to 10’ at level 16.
A Powerbooster that gets destroyed can be replaced by 1 day’s worth of work and 500 gold per level.
Craft Reserve
A Engineer receives a pool of points he can spend when crafting a magic or mechanical item instead of spending gold. Each time the artificer gains a new level, he receives a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. A Engineer can also use his craft reserve to supplement the gold cost of the item he is making, taking a portion of the cost from his craft reserve and his own gold. He gets a craft pool of 200 X his Engineer level equivalent of gold each level.
Mechanical Expertise
A Engineer gains a class bonus equal to his class level while crafting mechanical items, alchemical batteries, or marks of power.
Bonus Feat
A Engineer gains every item creation feat as a bonus feat at or near the level at which it becomes available. He gets Craft Mechanical Item as a bonus feat at 1st level, Craft Mark of Power as a bonus feat at 3rd level, Craft Advanced Alchemical Battery as a bonus feat at 5th level, Craft Advanced Mechanical Housing as a bonus feat at 7th level, and Craft Destructive Mark of Power as a bonus feat at 9th level.
Swift Engineer
At Lvl 3, A Engineer can craft Mechanical Housings and Alchemical Batteries in 1/2 the normal time.
Manhunter (Magus Archetype):
Skills: Replace Knowledge (planes) with Knowledge (local) and Use Magic Device with Survival
Rune Shot
A Manhunter can imbue his touch spells into his bullets. He can choose not to prepare his spells the way a normal spellcaster would. Instead he can mark runes similar to a Mark of Power into bullets in order to give them magical properties or to cause spell effects. Doing so consumes the spell slot for the day and takes a minute per spell level. If the bullet is not used before the next day, the bullet disintegrates and is rendered unusable and the spell is lost. A Manhunter cannot imbue a cantrip into a bullet. Rune Shots are divided into two categories:
Spell Shot
-A Manhunter can cast any ranged touch attack, melee touch attack, or ray spells using his bullets to deliver the attack. Even if the spell can normally affect multiple targets ray or effect accompanies the attack. At 11th level, a Manhunter using a multiple-target spell with this ability may deliver one ray with each attack when using a full-attack action, up to the maximum allowed by the spell. Any effects not used in the round the spell is cast are lost. (A spell cast this way does the damage from both the bullet and the spell)
Shooting a Spell Shot is a standard action and a Manhunter cannot shoot more than one Rune Shot bullet at a time until level 11. At level 11 he can shot 1 more Spell Shot per turn and at level 20 he can shot 3. A Manhunter who attempts to fire a gun ignoring these rules immediately explodes doing xd10 magic and fire damage to everybody in a 5 foot radius with x=combined spell level of all Rune Shots attempted to discharge (Reflex DC 20 for ½).
Brutal Shot
-A Manhunter can also choose to convert any spell into and transform that energy into a weapon bonus equal to the level of the spell sacrificed on a single bullet. With that weapon bonus the spellslinger can apply any of the following to that bullet: enhancement bonuses (up to +5) and dancing, defending, distance, flaming, flaming burst, frost, ghost touch, icy burst, merciful, seeking, shock, shocking burst, spell storing, thundering, vicious, and wounding. This lasts until the bullet is discharged or until spells are regenerated.
This replaces the Magus’s Arcane Pool, Spell Strike, Spell Recall, Improved Spell Recall, and True Magus
Gunsmithing
A Manhunter gains Gunsmithing as a bonus feat and a battered gun similer to the one the Gunslinger gets at 1st level.
This replaces the Magus’s Spell Combat and Improved Spell Combat
Advanced Gunsmithing
A Manhunter gains Advanced Gunsmithing as a bonus feat at 7th level even if he does not meet the prerequisites.
This replaces the Magus’s Greater Spell Combat
Fighter Training
At 7th level, a Manhunter counts his magus level –3 as his fighter level for the purpose of qualifying for feats (if he has levels in fighter, these levels stack).
This replaces the Magus’s Knowledge Pool
CLERICS
All Clerics of lesser gods lose their powers. Gods noted here do not.
Clerics of Asmodeus can no longer convert their spells into inflict wounds/cure wounds. They now convert them to command, hold person, and suggestion for each CL respectively.
Clerics of Iomedae can no longer channel positive energy. They instead gain the smite evil class feature as a paladin 1/2 their level.
Clerics of Aroden do not change
Clerics of Sarenrae do not change
Clerics of Cayden Cailen can no longer convert their spells into cure wounds. They now use CHA as their primary casting stat and they gain Combat Casting as a bonus feat at 1st level.
Clerics of Gorum can no longer convert their spells into inflict wounds/cure wounds. They now use CON as their primary casting stat and the gain the Channel Smite feat as a bonus feat at 1st level
Clerics of Norgorber can no longer channel negative energy. They instead get sneak attack as a rogue 1/2 their level.
Clerics of Pharasma do not change
Clerics of Abador do not change
Clerics of Torag do not change
Clerics of Gozreh do not change
Clerics of Nethys still have their powers but gain the following power instead of their channel energy ability.
-Last Whisper of Faith (you dig deep in your soul to tap into whatever is left of your god). As a standard action you can cast a single spell at 1/2 CHA mod (min 1) + your Caster Level. You also immediately take 1 damage to a physical score of your choice. You may use this ability 3+CHA mod per day. This will scale with lvl depending how it does in combat...yeah some enemies are going to have this.
SORCERERS
Razmiran priests gain the following power.
- Stolen Power of the Gods (you siphon off a little bit of undeserved power to cast spells shouldn't be able to). You can cast spells from the banned spell list but you take damage equal to xd6. x=the level of the spell. This will scale with lvl depending how it does in combat...yeah some enemies are going to have this.
All Arcane spellcasters (not alchemists) gain the following ability
- Tapping the Gift (With the advent of change in magic you have learned to change your spells to fit your new world). As a swift action, You can cast spells using a metamagic feat at caster level - 1 (cannot reduce below original level of spell). In return you take xd6 of damage where x = amount the caster level is raised by the metamagic feat before Tapping the Gift is applied. You may use this ability a number of times equal to your primary spellcasting stat modifier. This will scale with lvl depending how it does in combat...yeah some enemies are going to have this.
Campaign Traits:
Agent of the Greycloaks
You’ve worked for the Greycloaks before and are considered a trusted agent. You gain a contact within the Greycloaks as your direct superior and through him your gain a network of informants. These informants are qualified into two types, merchants and information brokers.
-Merchants will sell you items at a 5% discount.
-Information Brokers will allow you to make knowledge (local) checks untrained or allow the Information Broker to make that knowledge (local) check for you.
Note that if you ever break ties with the Greycloaks you lose the benefits of this feat and depending on how bad your relations left off, the Greycloaks might attempt to silence you. Also there are some parts of the world were Greycloak influence and contacts are limited.
Soldier of Absalom
You are part of a branch of the armed forces of Absalom. Pick one of the following: City Guard, Absalom Army, Absalom Navy. You gain+2 trait bonus diplomacy when dealing with members of that military branch. You also gain the following bonus based on your selection:
-City Guard: You gain an additional +3 trait bonus to convince other city guard members to allow you into crime scenes, ignore minor offences (petty theft, vandalism, etc.), or talk to important officials.
-Absalom Army: You gain a +5 train bonus on a Knowledge (local) check when attempting to procure military grade equipment.
-Absalom Navy: You gain a +2 train bonus on Swim checks and Profession (sailor) checks while onboard a ship.
If you ever commit treason, or do any other crimes, you automatically get discharged from the army and are hunted down as a criminal. You lose all benefits of this trait and take a -5 penalty to all diplomacy checks to ALL branches of the Absalom military.
Pardoned Criminal
You were jailed for one crime or another. But your special talents got you out of jail on probation. As part of your release, you have a magical tattoo on your forehead that cannot be erased. You gain a +2 train bonus for Knowledge (local) checks pertaining to the criminal underworld of Absalom. You also take a -2 to all Diplomacy checks with City Guard.
You also gain underworld contacts which allow you to purchase items at a discount or items not normally available (will vary based on item)
If you attempt to flee before you earn your pardon, the tattoo changes color and you automatically take -4 to all stats as long as you do not remove the tattoo. You will then be hunted down to the full extent of Absalom law.
Researcher
You are a researcher in employment at the Arcanamirium, Absalom’s most prestigious magical university. You gain access to its vast libraries. While having access to the Arcanamirium, you gain a +2 trait bonus to knowledge (engineering), knowledge (history), knowledge (religion), knowledge (arcane), knowledge (planes), and knowledge (nature) to all rolls to gather information.
You lose this ability if you ever violate Absalom law.
New Spell Rules
Summon monster spells and spells like it EXCEPT FOR SUMMON NATURE'S ALLY are not banned except for Razmiran Priests.
Teleportation spells have all but ceased to exist for all but Razmiran Priests.
Scrying Spells have all but ceased to exist for all but Razmiran Priests
BANNED SPELL LIST
-Summon monster
-Teleport
-Scrying
-Make Whole
-Rope Trick
-Dispel Magic
-Mad Monkeys
-Phantom Driver
-Unseen Servent
-Rain of Frogs
-Spiked Pit
-Seek Thoughts
-Channel the Gift
-Animate Dead (includes lesser, etc.)
-Sands of Time
-Blink
-Devolution
-Wish
-Miracle
WIP
New Feat Rules
You can no long craft wonderous items(belts, weapons, armor, etc.) UNLESS YOU ARE A DRUID
You can still craft potions and scrolls though it has become much harder.
-Potions =DC+5
-Scrolls =DC+10
NEW FEATS
Craft Mechanical Items
-Prereq: Craft(Alchemy) 5, knowledge(engineering) 5
- You can craft Basic Alchemical Batteries and Mechanical Housing for Simple and Martial melee weapons and armor.
Craft Advanced Alchemical Battery
-Prereq: Craft(Alchemy) 7, Craft Mechanical Items.
- You can craft Advanced Alchemical Batteries
Craft Advanced Mechanical Items
-Prereq: Knowledge(engineering) 7, Craft Mechanical Items
-You can craft Mechanical Housing for ranged weapons and Exotic Weapons and Advanced Mechanical Items
Craft Mark of Power
-Prereq: Knowledge(arcana) 5
- You can craft Basic Marks of Power
Craft Destructive Mark of Power
-Prereq: Knowledge(arcana) 9, Craft Mark of Power
-You can craft Destructive Marks of Power
The following Social Climates have changed
Priests of Razmir are now universally hated except in their own nation but there are usually no openly violent actions taken against them but other hostile actions still occur. IF YOU PLAY A RAZMIRAN PRIEST PEOPLE WILL HATE YOU is the gist of it.