The Fate of the Empire

Game Master HighonHolyWater

War comes, the empire is threatened. Will you aid the Emperor and see the empire last or watch and perhaps even assist in its downfall?


Pantheon:

Elohim - Father of all Gods, resides on own seperate divine plane from everything else, rarely interracts.

MAJOR GODS
Phlox - God of fire and life giving warmth, resides on the elemental plane of fire.
Mayim - Twin gods of water and dance, reside on the elemetal plane of water.
Aveersh - God of the air and flight, resides on the elemental plane of air.
Eretza - God of the earth, soil and minerals, resides on the elemental plane of earth.
Chaia - God of life and positive energy, resides on the positive energy plane.
Mut - God of death, undead and negative energy, resides on the negative energy plane.

MINOR GODS - ALIGNMENT - COMMON WORSHIPPERS - DOMAINS(SUBDOMAINS) - FAVOURED WEAPON
Aleria - LG - Gardeners, healers, lovers - Charm, Good, Healing, Plant(Archon, Growth, Love, Restoration) - Starknife
Arete - LG - Humans and paladins - Law, Good, Protection, War - Longsword or bastard sword
Austri - LG - Dwarves - Earth, Good, Strength, Creation - Warhammer
Azathoth - CN - ? - Chaos, Magic, Trickery, Weather, Void - Chakram
Azdan - NE - ? - Darkness, Death, Evil, Repose, Void - Scythe
Bargrieke - CE - Orcs, half-orcs, some goblins - Death, Destruction, War, Evil - Greataxe
Chiuta - N - River and seaside dwellers - Animal, Plant, Repose, Water(Ancestors, Decay, Feather, Souls) - Sickle
Eshsalqua - LE - Entertainers, gangsters, lawyers - Animal, Art, Law, Trickery(Deception, Devil, Feather, Sound) - Switchblade knife
Ferrakus - N - Earthbound races, miners, stonecrafters - Earth, Fire, Luck, Strength(Ash, Caves, Curse, Ferocity) - Heavy Pick
Fenris Kul - NE - Madmen, suicidal fanatics, terrorists - Destruction, Evil, Strength, Trickery(Daemon, Ferocity, Rage, Thievery) - Battleaxe
Freya - NG - Human females - Animal, Good, Healing, War - Longsword, longbow
Gerana - LG - Honest citizens, knights, rulers - Earth, Glory, Nobility(Archon, Heroism, Honor, Leadership) - Warhammer
Hecate - LE - Wizards, Assassins, LE hags, witches - Law, Evil, Magic, Knowledge - ?
Hel - NE - Disease creatures, evil humanoids, druids and bards - Air, Animal, Death, Earth, Fire, Plant, Water - Poisoned dagger or sword
Helreginn - LG - Humans, Guardians, Paladins - Good, Healing, Law, Protection - Shields of all types for shield bash
Ilúvatiar - CG - Elves - Plant, Animal, Magic, War - Longbow, longsword
Ithreia - LN - Druids, fishermen, hunters - Air, Animal, Water, Weather(Feather, Ice, Storms, Wind) - Pilum
Justitia - LN - Barristers, judges, soldiers, officers and nobles - Law, Protection, War, Healing - Spear
Kamus - LE - Merchants lords, slavers, xenophobes - Artifice, Law, Sun, Travel(Light, Slavery, Toil, Trade) - Spiked chain
King Gobb - NE - Goblins, hobgoblins, bugbears - Evil, Magic, Trickery, Earth - Pick
Linium - LN - Craftsmen, lawmakers, wizards - Artifice, Fire, Law, Rune(Construct, Inevitable, Language, Smoke) - Light hammer
Lyssa - CN - Barbarians, raiders, reavers and plunderers - War, Chaos, Strength, Vengeance - Greatsword, warhammer
Lyvalia - NE - Bureaucrats, opportunists, politicians - Charm, Knowledge, Nobility, Trickery(Deception, Leadership, Love, Memory) - Fighting fan
Mâl - CE - Apocalyptic cults, evil druids, mâlites - Chaos, Destruction, Evil, Plant(Catastrophe, Decay, Protean, Rage) - Resin blade (scorpion whip)
Mitra - LG - Paladins, fighters, monks, farmers - Good, Healing, Law, Protection, War - Longsword
Myketa - N - Soldiers and their families - Community, Darkness, Time, War(Family, Loss, Tactics, Past) - Longspear
Nemyth Vaar - CN - Fallen knights, mercenaries, outcasts - Chaos, Death, Earth, Madness(Demon, Metal, Murder, Nightmare) - Bastard sword
Neria - NG - Advisors, musicians, visionaries - Art, Good, Luck, Knowledge(Agathion, Fate, Memory, Sound) - Sling staff
Nise - CN - Pirates, sailors, soldiers - Air, War, Water, Weather(Blood, Ice, Storms, Wind) - Cutlass
Njord - LN - Farmers and halflings, some druids - Air, Animal, Earth, Fire, Plant, Water - Sickle
Nyarlathotep - CE - ? - Chaos, Destruction, Evil, Madness, Void - Dagger
Orcus - CE - Monsters, undead and evil humanoids - Chaos, Evil, Death, Destruction - Ornamental heavy mace (spiked or skull-tipped)
Paletius - NG - Bards, scholars, wizards - Knowledge, Magic, Rune, Sun(Arcane, Divine, Thoughts, Wards) - Morningstar
Ra - NG - Humans - Air, Good, Sun, War - Sun staff, short sword
Rajuk Amon-Gore - CE - Assassins, doomsayers, necromancers - Art, Chaos, Death, Evil(Demon, Devil, Movement, Undead) - Short sword
Rolterra - LE - Rabble-rousers, revolutionaries - Liberation, Magic, Time, Travel(Arcane, Exploration, Future, Revolution) - Scythe
Saren - CG - Druids, foresters, sylvan creatures - Animal, Charm, Chaos, Plant(Azata, Fur, Lust, Growth) - Greatclub
Set - LE - Evil power-seeking humanoids, evil monks, assassins - Law, Evil, Knowledge, Death - Quarterstaff, spear, poisoned weapons
Shade - NE - Assassins, criminals, thieves - Darkness, Death, Luck, Trickery(Fate, Murder, Night, Thieving) - Kukri
Shamash - LN - ? - Law, Protection, Sun, Travel, Void - Warhammer
Shankhil - LN - Farmers, judges, morticians - Darkness, Repose, Sun, Weather(Ancestors, Day, Moon, Seasons) - Scizore
Thyr - LG - Humans, Royalty - Good, Healing, Law, Knowledge, Protection - Light or Heavy Mace
Toma Thule - LG - City officials, nobility, paladins - Artifice, Community, Law, Nobility(Archon, Home, Leadership, Toil) - Warhammer
The Black One - LE - Assassins, religious scholars - Death, Destruction, Law, Knowledge - Longsword
Tsathogga - CE - Aberrations, tsathar, sentient frogs, water monsters - Chaos, Destruction, Evil, Water - Any that slash, cut, and are wickedly curved, as well as, ropes or nets
Tulis - CG - Slaves, the oppressed, the poor - Liberation, Nobility, Protection, Strength(Defense, Freedom, Martyr, Purity) - Longsword
Ul'ul - CN - Artists, dancers, farmers, madmen - Art, Chaos, Madness, Weather(Insanity, Movement, Protean, Storms) - Bladed scarf
Veiloaria - NG - Adventurers, innkeepers, travelers - Air, Earth, Travel, Water(Clouds, Exploration, Oceans, Trade) - Quarterstaff
Vortain - CE - Addicts, anarchists, drug merchants - Chaos, Madness, Travel, Trickery(Deception, Demon, Insanity, Trade) - Flail
Yolana - CG - Freedom fighters, historians, spies - Knowledge, Liberation, Protection, Time(Defense, Memory, Revolution, Future) - Sai

Houserules:

Power Attack, Deadly Aim, Weapon Finesse and Combat Expertise are no longer feats but combat 'options' that any character, NPC or monster may use at any time they choose with an apropriate weapon that you are proficient with. Characters count as having these feats for the purpose of qualifying for other feats and abilities.

Two-Weapon Fighting and Vital Strike now automatically upgrade into their Improved and Greater versions when the appropriate BAB is reached, they counts as themselves AND the Improved and Greater versions once the required BAB is reached for the purpose of qualifying for other feats and abilities.

Improved Combat Maneuver feats now automatically scales into their Greater versions when the BAB prerequisites are reached and count as both feats for other prerequisites. Performing combat maneuvers now only provoke AoO's from a failed combat maneuver attempt.

Expanded Crafting
Watching game of thrones and seeing Stark's sword get melted down and reforged into two new swords gives me more ideas for crafting.

Crafting base weapons/armour/etc. still works the same with the required Craft(item) skill requirements with the added ability to take metal materials from existing items. For example, you find a Cold Iron longsword but want a Cold Iron Greatsword. Put 2/3 the original weapons worth towards the crafting cost of the new weapon (20gp in the Cold Iron Longswords case of the 33.3gp required raw materials for a Cold Iron Greatsword). This makes reforging existing weapons better than simply buying the raw materials.

In a similar vein to an Arcanist ability, special abilities from other weapons, shields, armour or almost any magical item can be 'cannibalised' and added to another weapon in replacement of the spells usually expended, rendering the original weapon mundane. For example you take the magic from a +1 Frost Longsword and add it to your +2 Longsword, ending up with a mundane Longsword and a +3 Frost Longsword(paying the usual amount of gold such a bonus increase would incur minus half the cost of the cannibalised weapon).

Leveling Up:

HP max at every level.
Feats 1 each level and bonus feat at level 1.
Class 1 level of previous class or 1 level of new class to gestalt with other classes. Each level up can be granted to only one class in your gestalt. (Psychic 1/Fighter 1 can level up to Psychic 2/Fighter 1 or Psychic 1/Fighter 2 or Psychic 1/Fighter 1/Rogue 1 etc...).

The maximum level attainable in this campaign is level 6. For full BAB this allows 2 attacks. Full casters can get upto 3rd level spells