The Memory of a Lost World

Game Master DM-Beowulf

Sixty-four years since everything we've built has come crashing down. Perhaps now the rebuilding can begin.


Character Creation:
-25 point-buy
-Level 1 gestalt
-Any core race - others subject to approval.
-No alignment restrictions except classes with alignment based abilities (like paladins or monks), in which case they must have an extreme (IE monks must be lawful or chaotic and Paladins must be LG, LE, CG, or CE). All alignment abilities they possess simply switch to these alignments. Positive energy becomes negative. That sort of stuff.
-Guns Everywhere! (Check out homebrew stuff for more info)
-Combine average starting gold from both classes
-Two traits, third with a drawback (one MUST be a campaign trait that I’ve created, more on those below. If you choose ‘superstitious’ as your drawback, you can pick any 3 traits you want)
-Max HP at level 1. For reference: every level thereafter take 5 hp for d6, 6 for d8, 8 for d10, and 10 for d12. Thank you DM-Duboris for this wonderful way of doing this.
-One free Story Feat
-A basic idea of what you plan to do after level 1. Role, if you have one, any prestige classes you might plan on taking, etc.
-I want a backstory PM’d to me. I want your backstories to be a secret from one another for the roleplay opportunities that presents. I can also work with you one on one on anything I might want to add or adjust. Nothing big, just campaign stuff.
-I also want a small description of personality and
-I want a physical description/picture/both. (Neither have to be sent to me)
-After posting your character you may begin RPing in the Gameplay section (which I’ll have up within the next 24 hours).
-No spell-like abilities unless you are applying as a caster. If your race gets them and you aren't trying to be a caster, switch them for a different racial trait.

Houserules:

Feats:

First: Any monk can pick up style feats (provided they meet all style feat prerequisites), improved maneuver feats, or the feats listed as monk bonus feats. At 6th level they can pick up greater maneuver feats.
Weapon Finesse: All rogues receive weapon finesse as a bonus feat at level 1.
-I don’t like feat taxes.

Weapon Focus: Weapon Focus and Improved Weapon Focus apply to entire fighter weapon groups, not single specific weapons. Note: Weapon Specialization still only applies to specific weapons.
-Makes the feat a little more versatile.

Agile Maneuvers: No longer a feat, everyone has this option.
-Feat tax.

Combat Expertise: Change the prerequisites to: +1 BAB.
-Because why shouldn’t a 20th level fighter with 10 int be considered an expert in combat? This is begging people to spread themselves thin for something that’s already a borderline feat tax.

Combat Maneuvers: I am grouping combat maneuvers. Now if you decide to take improved [combat maneuver], you get multiple. They are Improved Agile Maneuvers (Trip, Disarm, Dirty Trick, Reposition, and Steal) and Improved Power Maneuvers (Bull Rush, Overrun, Drag, Grapple, and Sunder). Improved Agile Maneuvers requires Combat Expertise or Piranha Strike and Improved Power Maneuvers requires Power Attack or Combat Expertise. Note: Greater versions of these feats still require that you choose specific combat maneuvers.
-Most of these never get used and even the ones that do have limited use, so why not get more bang for your buck?

Improved Two-Weapon Fighting: Replace this feat and Greater Two-Weapon Fighting with the following feat (you count as having both for the purposes of prerequisites to other feats, classes, etc);

Improved Two-Weapon Fighting
Prerequisites: Two-Weapon Fighting, BAB +6, Dex 17
Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty. At 11th level, you get a third attack with your off-hand weapon, albeit at a –10 penalty.
Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.
-Feat tax. This second feat invests you into TWF without requiring you to sell your soul again in 5 levels.

Dodge: Replace Dodge and Mobility with the following feat (you count as having both for the purposes of prerequisites to other feats, classes, etc);

Mobility
Prerequisites: Dex 13
Benefit: You gain a +1 dodge bonus to your AC. This bonus increases to +5 against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
-Talk about feat taxes. Dodge is weak on its own and mobility is mediocre at best. Together they’re a solid feat and give easier access to spring attack and whirlwind attack. Might also make shadowdancer and duelist more attractive.

Point-Blank Shot: Replace Point-Blank Shot and Precise Shot with the following feat (you count as having both for the purposes of prerequisites to other feats, classes, etc);

Precise Shot
Benefit: You no longer take the -4 penalty for shooting into melee. You also get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
-I hate feat taxes.

Skills:

-Drive and Pilot are now skills. Both are dex based and they’re class skills for everyone.
-Diplomacy works differently in my games than the book outlines. No need to worry about it, that’s for me to do. This is just a buffer for ‘But I rolled a 57, the Orc should be giving me a footbath! It says so in the rules!’ because that’s just not how I roll.

-Perception is a bit different to help alleviate some of the DM intervention and skill-taxiness of perception. It will be used to spot ambushes and notice disguises and stuff like that, but I will have none of this ‘Crap, the whole party rolled a 1. How am I supposed to further the plot?’ stuff. I will also tell you everything you see in a room. A better perception roll will have nothing to do with that. If I tell you there are certain things in the room and you don’t see the trap coming, I’m sorry.

Equipment:

-This campaign in specific has a special material that can be added to the padding of armor: Kevlar. It increases touch AC against guns equal to half of the armor bonus provided by the armor. The increase in cost is 50% of the normal price of the armor (doesn't increase the cost to enchant assuming you have the ability). Any magical bonus to armor also increases this bonus. Example: Kevlar Fullplate provides +9 armor and +4 touch AC vs guns. +1 Kevlar Fullplate provides +10 armor and +5 touch AC vs guns.
-All guns in the Paizo rules exist and will mainly be what you run into, but different guns exist than those. More on that as the campaign progresses.

Gaming:

-1s and 20s are not auto failures or successes. 1s will be counted up from -5 and 20s from 25. If you can succeed by rolling a -5, you win. If you fail even though you got a 25, you probably shouldn’t have been trying the thing.
-Languages: Anytime you pick up new languages (whether it be from a rogue talent, the linguistics skill, or otherwise) you may choose to either learn to speak a new language or learn to read and write a language you can already speak. Also, all languages that exist in Pathfinder exist in my world, but replace all of the human languages with worldly languages (like French, Russian, English, etc.). English is ‘Common’.

-In light of guns everywhere rules, uld like to state that ammo is full price while guns are 10% of full price (as guns everywhere rules state)

-You may craft items at level 1. Half price assuming you can meet the craft DC by taking a 10. After the game begins, crafting costs 1/3 as per the rules. The DC to make early firearms is 15, advanced is 18, and ammo is 15.

-Crossbows are considered firearms for the purposes of any ability or feat that affects firearms including weapon training, weapon focus, etc.