The Initiative (Inactive)

Game Master Zachman08


Edit This Campaign

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.

Advances in magic have caused advancement in firearm protection. A suit of magic armor +1 or shield +1 protects its wearer against mundane firearms (Gains AC bonus against firearm attacks). Magic Armor +2 or Shield +2 protects against a +1 magic firearm and mundane firearms, so on and so forth. Enchantments such as Flaming or Keen do not stack for the purpose of resolving AC bonus unless it specifically states. Also magic ammunition and magic weapons do not stack for the purpose of overcoming this bonus.
FOR EXAMPLE: Tim shots at John with a musket. John is wearing a +1 Breastplate. John gets to add the +6 AC he gets from the Breastplate against Tim’s musket attack. Tim’s attack DOES NOT automatically miss.

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.

Amulet of bullet protection
Due to high demand and increased supply, Amulet’s of bullet protection cost 50% less.

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 until he is shot with a +4 or higher musket.

Advanced Gunsmithing Feat: Prerequisites 10 ranks in Craft(firearms), Gunsmithing feat = the ability to craft Advanced Firearms