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Author Topic: Basic Rules Changes (Clarion Quietus)  (Read 11388 times)
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Doomed Hero
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« on: May 24, 2010, 07:14:29 PM »

Races:

Racial Weapons are always martial weapons for that race. 1/2 breeds gain martial weapons based on the culture that raised them.

Stat Bonuses: As per standard pathfinder race rules, the total Modifier for a race should come out to +2. That means that all races gain an additional +2 bonus to a stat. Some races are already more numerically powerful than others, and thus will not be changed. (Except for Erenlanders. They were designed to be better than everyone else, and I'm keeping it that way.)

Favored Classes: Optional class benefits are available to characters of certain races when they take a level of a class their race excels at. Not everyone has a knack for everything, so when you first create your character you must choose your character's favored class from the list below, according to race. (erenlanders choose 2). If a class is not listed under a race entry, that means there is no additional benefit to you for that class.

Here is the list of additional bonuses and favored classes (with related perks):

Note: Perks are not gained automatically when a level of Favored Class is gained. They are an option that can be chosen in lieu of a bonus skill point or hit point. Fractional bonuses are rounded down until the perk has been taken enough times to make a whole number. (A perk that grants a 1/2 point bonus must be taken twice to gain any benefit)

Dorn: No penalty to Intelligence

Favored Classes optional perks-

Barbarian: Gain +1/4 of a new Rage power. (chosing this perk 4 times grants an additional Rage power.)

Binder: Reduce the cool-down time on a bound Vestige's special abilities by 1/5

Channeler: Gain 1/2 of a new spell. This spell must be at least 1 level lower than the highest level of spell the Dorn can cast. This spell must be chosen from the Divination, Transmutation or Necromancy school. Spells from these schools may be chosen even if the character does not have the required spellcasting feat.

Defender: Add +1/4 to the Stunning Fist DC.

Fighter: +1 to the CMD to resist Disarm or Overrun.

Scout: Reduce the non-proficiancy penalty of one weapon by 1. Once this perk has been chosen 4 times for the same weapon, the Dorn gains Proficiency in that weapon.

Wildlander: Add +2 HP to the Dorn's Animal Companion. Only one Animal Companion at a time may gain this bonus.


Sarcosans: No change

Favored Class optional perks-

Channeler: The Sarcosan gains 1/6th of a Bonus Feat. This feat must be chosen from the ones normally allowed by their channeler tradition.

Defender: Add +1/2 to the Sarcosan's Defender level to determine their AC bonus from the Defender class.

Factotem: Add +1/2 to Linguistics and add 1 point to any language.

Fighter: Add +1/4 as  Dodge bonus to your AC. Apply this bonus to the Sarcosan's mount while they are Mounted.

Rogue: Gain 1/6 of a new Rogue Talent.

Scout: Add +1/2 to the Sarcosan's effective Scout level to determine Skirmish damage while Mounted.

Wildlander: Add +1 Hp and +1 Skill point to the Sarcosan's Animal Companion.


Erenlander: Gain additional +2 to any one stat, cannot be applied to the same stat as either of the normal bonuses or penalties.

Favored Classes optional perks-

Barbarian: Gain 1/4 of a new Rage power.

Binder: Gain 1/6 of a new Pact Augmentation

Channeler: Gain 1/2 of a new spell. This spell must be at least one level lower than the maximum level spell the Erenlander can cast. It may be chosen from any any school that the Erenlander has the Spellcasting feat for.

Defender: Gain +1/8 of a Defender trait.

Factotum: Gain 1/4 of an Inspiration point.

Fighter: Gain +1/6 of a Fighter bonus feat.

Rogue: Gin +1/6 of a Rogue Talent.

Scout: Gain +1/6 of a bonus feat.

Wildlander: Gain 1/8 of a Wildlander trait.


Dwarf: +2 Wisdom

Favored Classes optional perks-

Barbarian: Add one to the Dwarf's total number of Rage rounds per day.

Binder: When Binding a Vestige on a stone Surface

Channeler: Add 1/4 to the Caster Level of any spell cast with a Casting Time of 1 Round or longer.

Defender: Add 1/2 bonus to the Dwarf's CMD to resist being Grappled.

Fighter: Add +1 to the Dwarf's CMD for the purposes of resisting Trip or Bull Rush attempts.

Rogue: Add +1/2 on Disable Device checks regarding stone or mechanical traps.

Scout: Add 1/2 bonus to Acrobatics, Stealth and, Survival when in mountainous (if Kurgan) or underground (if Clan) terrain.

Wildlander: Add +1/2 bonus to Wild Empathy and Handle Animal checks to influence Animals and Magical Beasts that live underground.


Elf: +2 Wisdom or Charisma

Favored Class optional perks-

Channeler: (Spiritual an Charismatic only) Add +1/2 to the number of times per day the elf may use their Tradition Gifts.

Factotum: Add +1/2 to Knowledge: History, Arcana and Nature checks.

Fighter: Add +1 to the CMD to resist Disarm or Sunder.

Rogue: Add +1/2 to confirm Critical Hits with Ranged weapons.

Scout: Add +1/3 to AC when moving.

Wildlander: Add +1/2 to Survival checks made to track a creature.


Gnome: No change. Gnomes gain a +4 bonus to their starting Karma.

Favored Classes optional perks-

Channeler: Add +1/2 to the caster level of any spell that Summons an object or creature.

Defender: Add +1/2 to Escape Artist checks.

Factotum: Add +1/2 to Perform, Knowledge: Local and Profession checks.

Fighter: +1 to the Gnome's CMD for resisting Disarm and +1 to the DC of an opponent's Bluff check when using the Feint Maneuver.

Rogue: Add +1/2 to Bluff and Diplomacy checks made to smuggle goods or escape the notice of agents of the Shadow.

Scout: Reduce penalties from difficult terrain caused by water or mud by 1


Halfling: +2 Charisma

Favored Classes optional perks-

Channeler: Add +1/2 to Caster Level when determining the duration of any spell with a range of Personal or Touch.

Fighter: add +1/4 to the bonus gained when flanking an enemy.

Rogue: +1/2 bonus when rolling to confirm critical hits.

Scout: Gain a 1 foot movement bonus. This bonus is essentially +1/5 of a movement square, so is rounded down in combat, but may make a difference in determining overland travel speed.

Wildlander: Add +1/3 to the halfling's AC when facing Goblinoids.


Orc: No penalty to Charisma. Orcs receive a -4 penalty to their starting Karma.

Favored Class optional perks-

Barbarian: Add +1 to the Orc's total number of Rage rounds per day.

Defender: Add +1/4 to the Stunning Fist DC.

Fighter: May remain conscious while Dying, instead acting as though they were Disabled. Each time this perk is taken, one round is added to the effect. This does not Stabilize the character, though they can take steps to Stabilize themselves while this effect is active.

Rogue: Add +1/3 damage when attacking during a surprise round.

Scout: Add +1/3 to damage when Charging.


Dwarrow: No change. Dwarrow gain a +2 bonus to their starting Karma.

Favored Classes optional perks-

Pick from the Dwarf or Gnome list


Dworg: Additional +2 to Constitution, or no penalty to Intelligence. Dworgs gain a -2 penalty to their starting Karma.

Favored Classes optional perks-

Pick from the Dwarf or Orc list.


Elfling: +2 Charisma

Favored Classes optional perks-

Pick from the Elf or halfling list.
« Last Edit: August 24, 2010, 03:58:57 PM by Doomed Hero » Logged

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Doomed Hero
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« Reply #1 on: May 24, 2010, 07:15:12 PM »

Paths:

Spell-Like abilities are never static DC's. The DC for Spell Likes is always 10+1/2 character level+ appropriate modifier. If unspecified, discuss modifier with GM.

Pathfinder versions of abilities supersede 3.5 versions. Wild Shape becomes beast shape, Smite Evil uses Pathfinder version of the same ability, ect.
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Doomed Hero
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« Reply #2 on: May 24, 2010, 07:17:45 PM »

Classes:

All Racial Class Modifications apply.

Fighters:  4+int skills.  At 5th level they gain Cultural Fighting Initiate as a bonus feat. and gain one of their culture's techniques. Others may be learned through experimentation or training in game.

Armor Training: This ability also increases the DR granted by any armor worn by 1.

Fumbles: Fighters gain a bonus equal to 1/2 their Fighter level to avoid fumbling with a weapon.

Barbarians: We are using the Pathfinder Barbarian, not the Midnight Barbarian, however, Midnight Barbarian Traits may be able to be chosen as a "Rage Power" on a case by case basis.

Rogues: At 5th level Rogues gain Rogue Talent as a bonus feat and must pick a main trick category.

Karma: Rogues start with a +2 bonus to their base Karma

Channelers: There is no Scentless Spell feat. The only way of disguising channeled magic is through rituals. At 5th level Channelers gain a spellcasting related bonus feat. Choose from the following list:  Sense Nexus, Ritual Magic, Extra Gift, Draw on Earth Power, Flexible Recovery, Blood Channeler, Living Talisman, Power Reservoir, or Sense Power.

Karma: Channelers receive a -4 penalty to their starting Karma.

Defenders: Defense bonus: Defenders use Column D for determining their Defense Bonus.

Hit Location: Defenders gain 2 DR from Iron Body stance instead of 1.

Armor: Defenders can wear heavier protection on their arms, useful for blocking weapons. These protective bracers are called Dasdana, grant 2 DR to the arms. They can only be worn with light armor. When used with heavier armor they offer no significant additional protection. Dasdana can be easily concealed beneath long sleeves.

Scout: Is available in this game without change.

Binder: From the Tome of Magic. This class is available to Dwarves, Dorns, Danisil Elves, and Halflings.

Factotum: From the Dungeonscape book. This class is available without change to individuals with the proper educational background.

Factotums gain +2 to their starting karma.

Wildlander: No change

Legate: No. Don't ask.
« Last Edit: June 10, 2010, 05:35:09 PM by Doomed Hero » Logged
Doomed Hero
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« Reply #3 on: May 24, 2010, 07:18:46 PM »

Skills:

Pathfinder rules supersede 3.5 rules. Spot and Listen is replaced with Perception, ect. Skill rank maximums are equal to character level.

Linguistics is a separate skill form Speak Language, though they are closely related. Characters will gain a +1 competence bonus to Linguistics for each language they are fluent in. (See the Darkness Falls Midnight SRD for the Language rules easily explained)
« Last Edit: May 25, 2010, 07:20:23 PM by Doomed Hero » Logged
Doomed Hero
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« Reply #4 on: May 24, 2010, 07:19:02 PM »

Traits:

See pathfinder SRD. Traits are essentially 1/2 feats. Use the examples as a basis. We will be making many of these up. I will also be using traits as story rewards depending on the actions of characters.
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Doomed Hero
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« Reply #5 on: May 24, 2010, 07:19:48 PM »

Feats:

Fighter bonus feats can be chosen from any combat-related feat, not just the ones listed in the Core Rulebooks.

Defender bonus feats may be chosen from any Monk-styled feats, not just those listed in the Core Rulebook.

Item Creation feats do not exist. If you have the power, the nexus, the time and the appropriate craft skills, you can make magic items. No feat necessary. Same for Charms and Hebalism, but all craft DC's are raised by 4, and creating Charms is amplified Channeled magic, so it is detectable. Almost all channelers know how to do these sorts of things, but few are willing to take the risk. In most cultures Charms are crafted using Ritual magic to mask the "scent".

Exotic Weapon Proficiencies are Traits, not Feats.
« Last Edit: May 30, 2010, 01:36:22 AM by Doomed Hero » Logged
Doomed Hero
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« Reply #6 on: May 24, 2010, 07:20:18 PM »

Equipment

VP's don't really matter to me. Starting equipment should make sense according to background and concept. If you have ranks in craft, profession, or merchant-related skills (or thievery) you will likely start with better equipment.
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Doomed Hero
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« Reply #7 on: May 24, 2010, 07:21:24 PM »

Spells:

Use Pathfinder versions of spells wherever possible.

Channelers are incredibly varied. Many additional spells are available. Don't ask me if a spell is available. Don't ask me for specific examples. For spells outside the standard list, simply tell me that your character is researching the spell, make the roll after the appropriate amount of time, and I'll tell you after if it's something that can be learned. High skill ranks in Spellcraft, representing strong grasp of magical theory, may be able to determine if a spell is likely or unlikely to be possible before research is attempted.
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Doomed Hero
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« Reply #8 on: May 24, 2010, 07:21:46 PM »

Advancement:

There are no XP's in this game. I'll tell you when you level up.
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Doomed Hero
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« Reply #9 on: May 25, 2010, 10:33:53 AM »

Added rules to the classes and races sections regarding the additional mechanics this game uses. Please take a look.
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Doomed Hero
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« Reply #10 on: June 10, 2010, 06:56:55 PM »

New Feats:

The following feats take advantage of the new rules set we are using.


Tough As Nails

Prerequisites: Base Fort Save +2

You may add your level to your Damage Thresholds.


Grit Your Teeth

Prerequisites: Constitution 13+

When you take Wound damage, the required saving throws and penalties are delayed for a number of rounds equal to your Constitution modifier.


Improved Favoring

Prerequisites: Base Attack Bonus +5

You take half the usual penalties when Favoring.


Perfect Guard

Prerequisites: Base Attack Bonus +10

You take no penalty for Favoring.


Parry
You are skilled at deflecting the attacks of your enemies.

 Prerequisites: Dex 13+, Int 13+, BaB +1

 Benefit: After a melee attack roll to hit your character has been made, but before damage is assigned, you may attempt to parry the blow.  You may only attempt to parry an attack against a weapon up to two size categories larger than the one you wield, i.e. a rapier won't be able to parry an ogre's huge greatclub.  You cannot parry an attack when unarmed, or when you are denied your Dexterity bonus to AC. When wearing Medium or Heavy armor you take a penalty to any parry attempt equal to the Armor Check Penalty. Attempting a parry uses up an attack of opportunity for the round.  You may only make one parry attempt a round.
 To parry, you must make a melee attack roll in an attempt to surpass the attack roll that you are trying to parry.  When wielding a light weapon, you gain a +4 bonus to your parry roll. Bucklers and Light and Heavy shields count as Light weapons for parry attempts. If you succeed, the attack fails and deals no damage.  If you fail, the attack deals damage normally and gives your opponent the opportunity to make a disarm attempt against the weapon you are parrying with.  Attempting to disarm you is a free action that does not provoke an attack of opportunity, and failure does not allow you to make a disarm attempt in return.


Armored Defender
You may parry when wearing medium or heavy armor.

 Prerequisites: Armor Proficiency (Medium), Armor Proficiency (Heavy), Parry.

 Benefit: You do not take the usual penalty when attempting to parry while wearing armor.
  

Crushing Defense
You parry with crushing force.

 Prerequisites: Parry, Power Attack, Sunder, BAB +6 or higher.

 Benefit: When you succeed at a parry attempt, you may attempt to sunder your opponent's weapon.  Your weapon must be no more than one size category smaller than your opponent's weapon to sunder, i.e. no chopping an ogre's huge greatclub in half with your rapier.  If you succeed in parrying the blow, you deal damage to your opponent's weapon.  If you succeed in destroying your opponent's weapon, he does not get a free opportunity to disarm you.  You cannot sunder (and therefore damage) a natural attack or an unarmed strike when you parry.


Improved Parry
You may make multiple parry attempts in a round.

 Prerequisites: Combat Reflexes, Parry.

 Benefit: You may make a number of additional parry attempts equal to your Dexterity bonus.  Just as you cannot make multiple attacks of opportunity against the same creature in a round, you cannot attempt to parry multiple attacks made by a single creature in a round.  Each parry attempt uses up an attack of opportunity granted by the Combat Reflexes feat.


Expert Parry
You may parry multiple attacks by the same creature.

 Prerequisites: Combat Reflexes, Improved Parry, Parry.

 Benefit: Your parry attempts can be divided among multiple creatures' attacks or a single creatures' attacks as you see fit.  Each parry attempt uses up an attack of opportunity granted by the Combat Reflexes feat.


Guarded Defense
You parry with surprising deftness.

 Prerequisites: Improved Disarm, Parry, BAB +4 or higher.

 Benefit: When you make a parry attempt, it does not provoke an automatic disarm attempt.


Incredible Parry
You can parry attacks from weapons much larger than the one you wield.

 Prerequisites: Parry, BAB +6 or higher.

 Benefit: You may parry an attack from a weapon up to three size categories larger than the one you wield.

 Special: This feat can be taken multiple times.  Each time it is taken, you can parry a weapon one more size category larger than you otherwise could.  Thus, a character who had taken this feat three times could parry a Gargantuan weapon with a dagger.


Protective Parry
Your training enables you to defend not only yourself, but also friendly creatures adjacent to you.

 Prerequisites: Parry, In Harm's Way

 Benefit: When a creature that you threaten is attacked, you may use a pary attempt for the round to parry a blow that would hit that creature.

 Special: If you have the Improved Parry feat, you may parry multiple attacks against allies within the area you threaten with your weapon, but you cannot protect any creature more than once per round.  If you have the Expert Parry feat, you may parry multiple attacks that would hit the same creature regardless of their source.  In both cases, parrying for another creature uses up a parry attempt and a possible attack of opportunity for the round.


Riposte
You have learned how to counterattack upon successfully defending yourself.

Prerequisite: Parry, BaB +3

Benefit: Whenever you make a successful parry you may immediately make one free attack against the opponent who attacked you. This attack may be with the weapon you parried with or with any other weapon you are wielding.


Steel Skin
You have learned how to parry when unarmed, enabling you to block sword blows with your open hand.  When you do so successfully, you can avoid any damage to your own hand or body.

 Prerequisites: Improved Unarmed Strike, Parry, BAB +4 or higher.

 Benefit: You may make a parry attempt with an unarmed strike.  Your hand counts as a weapon two size categories smaller than you.
« Last Edit: July 30, 2011, 05:05:38 PM by Doomed Hero » Logged
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« Reply #11 on: May 15, 2011, 04:58:09 PM »

Vitality/Wounds


Wounds
remains the same. It's equal to your Con score. Once you reach negative wounds you fall unconscious (unless you have Die Hard or something). Your death threshold is equal to your Con score in negative points. That means the higher your Con is, the deeper into the negative you can go before you die.


Vitality
starts at max for first level. Every subsequent level, instead of gaining your normal Hit Dice in Vitality you'll gain 1d4+ the difference.

A fighter, for example, will gain 1d4+6 Vitality.

This is basically like the "top half" rule, except that it favors high hit dice characters a bit more, which I am fine with.


Training Up
is possible. Basically by training hard to make yourself tougher and more resilient you can raise your max Vitality up to what it would be if you had rolled maximum hit points when you leveled up.

There are two ways of making yourself tougher:

Brutal Training: Think of this like Iron Body exercises in a kung fu movie, or a boxing montage. Generally this requires a partner, or some means of thoroughly beating yourself up regularly. Mechanically, you choose to take your level in Semi-permanent subdual damage. Maintaining a constant level of subdual damage by continuing to damage yourself at roughly the same rate you would heal for a number of weeks equal to your level will raise your Vitality by 1 point. Afterwards you need to let your body recover for 1/2 your level in weeks before you can begin the process again. (Gaining vitality this way is painful and slow.)

Surviving Deadly Damage: Healing from a critical hit naturally (no magical or accelerated healing) will give you 1 Vitality point. (and a nasty scar)
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« Reply #12 on: August 01, 2013, 02:25:43 PM »

So when putting ranks into Knowledge Local, do we have to put ranks into each area or terrain individually? Such as Knowledge Local- Southern/Central/Northern Erenland, Asmadar, Southern Kaladruns, Aruun Jungle, The Miraleen/Caraheen/Veradeen ect.?  Or is it a sort of catch all, where you have Knowledge Local and you slowly gain familiarity with your surroundings by the week up to your amount of ranks?
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« Reply #13 on: December 20, 2013, 06:44:31 PM »

Doomed, I see that you put +2 to Wisdom or Charisma as a choice for the Elves ability score enhancement. Why did you decide to do this instead of using +2 Intelligence as it is in the Conversion Guide and Corebook?
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Doomed Hero
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« Reply #14 on: December 20, 2013, 06:49:08 PM »

Because of how elven culture is in Midnight, and how the magic system works.

Elves have keen senses, and strong force of personality and will, as well as being extremely attractive and generally wise because of their long life spans (all of which are encompassed by the wisdom and charisma attributes)

Also, Elves have a cultural history of Spiritual and Charismatic Channeling, not Hermetic.

To give elves an Intelligence boost didn't seem to make sense to me.
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FellSlayer
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« Reply #15 on: December 21, 2013, 09:09:41 AM »

Thank you, sir
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