Rules Information
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Character Creation
Characters in Istoria represent the progression from the mundane to the epic.
Characters must be human and will all start out at first level.
At first level all characters are created with the 25 point buy distribution, however the following limitation applies. No character can begin with an attribute over 16, rather than the normal 18.
Each additional level a character receives an additional number of point buy points equal to 1 + 1/2 their character level (rounded down). The player may distribute these points when they acquire them or save them to distribute later.
Humans are the only available race, other humanoid and nonhumanoid races are rare and things of stories and myths, although they do exist.
Classes as follows (Generics from UA modified)[sblock]
Starting Packages are only granted when the class is taken at character level 1.
Warrior
HD: 1d12
Skills: 8 class skills
Skill Points: 4 skill points per level (x2 at character level 1, 2 and 3)
Base Attack Bonus: +1 per level
Magic Rating: +1/4 per level
Saves: One Good, Two Poor
Starting Package: Basic plus four groups, Light, Medium and Heavy Armors, Shields (all)
Bonus Feats at Levels: 2, 4, 5, 7, 8, 10, 11, 13, 14, 16, 17, 19 and 20 (even numbered feats must be combat related feats, i.e. those off of the fighter list or combat related abilities)
Expert
HD: 1d8
Skills: 16 class skills
Skill Points: 8 skill points per level (x2 at character level 1, 2 and 3)
Base Attack Bonus: +3/4 per level
Magic Rating: +1/2 per level
Saves: Two Good, One Poor
Starting Package: Basic plus two groups, Light Armor, Shields (except tower)
Bonus Feats at Levels: 2, 4, 5, 7, 8, 10, 11, 13, 14, 16, 17, 19 and 20
Mage
HD: 1d4
Skills: 8 class skills
Skill Points: 4 skill points per level (x2 at character level 1, 2 and 3)
Base Attack Bonus: +1/2 per level
Magic Rating: +1 per level
Saves: One Good, Two Poor
Starting Package: Basic, Magic Talent
Bonus Feats at Levels: 2, 4, 5, 7, 8, 10, 11, 13, 14, 16, 17, 19 and 20 (even numbered feats must be metamagic, item creation feats or abilities related to spellcasting)
Spellcasting: See Magic section.[/sblock]
Feats[sblock]
For Item Creation feats, check out the Magic section.
Dodge: provides a blanket +1 dodge bonus to AC
Unarmed Combat (replaces Improved Unarmed Strike)
Benefit: With an unarmed strike, the character deals lethal or nonlethal damage (the character's choice) equal to 1d4 + the character's Strength modifier. The character's unarmed attacks count as armed, which means that opponents do not get attacks of opportunity when the character attacks them unarmed. The character may make attacks of opportunity against opponents who provoke such attacks. When the characters BAB is +6 the damage increases to 1d6, at +12 it increases to 1d8.
Improved Unarmed Combat
Prerequisites: Unarmed Combat, BAB +4
Benefit: The characters threat range on an unarmed strike increases to 19-20.
Greater Unarmed Combat
Prerequisites: Unarmed Combat, Improved Unarmed Combat, BAB +8
Benefit: The characters critical multiplier on an unarmed strike increases to x3.
Magic Talent
Prerequisites: May only be taken at 1st level
Benefit: The character can cast spells and gains access to spell lists, etc. as normal. Characters with the Magic Talent feat may also take ranks in Spellcraft.
Normal: Characters without this feat cannot ever gain access to spellcasting ability.
For any class features as feats, run them by me first.[/sblock]
Skills[sblock]
Maximum Ranks are changed to 2 at 1st level, 4 at 2nd level and 6 at 3rd level. They then progress as normal.
Acrobatics: Escape Artist, Tumble and Balance rolled into this skill.
Athletics: Climb, Jump and Swim rolled into this skill.
Disable Device: Open Locks rolled into this skill.
Examine: Search and Appraise rolled into this skill.
Handle Animal: Ride rolled into this skill, the ride portion uses Dexterity instead of Charisma.
Linguistics: Decipher Script and Forgery rolled into this skill.
Notice: Listen and Spot rolled into this skill (also used for scent, blindsense, blindsight).
Sneak: Hide and Move Silently rolled into this skill.
Negotiation: Bluff, Diplomacy and Intimidate are rolled into this skill.
Speak Language: 1 rank in a language is minimal understanding, 2 ranks is basic understanding, 3 ranks is fluent understanding, 4 ranks is expert understanding, 5 ranks is masterful understanding. Having 4 ranks grants synergy bonuses to various skills regarding that language, having 5 ranks grants synergy bonuses to various skills regarding languages within that language group. All characters start with 3 ranks in their native tongue.
Read Language: 1 rank in a language is minimal understanding, 2 ranks is basic understanding, 3 ranks is fluent understanding, 4 ranks is expert understanding, 5 ranks is masterful understanding. Having 4 ranks grants synergy bonuses to various skills regarding that language, having 5 ranks grants synergy bonuses to various skills regarding languages within that language group.
Spellcraft: Based off of the primary attribute for the mages tradition, unavailable to characters without the Magic Talent feat. Other checks involving magic of other traditions schools increases the DC by 10. If you are using a spell from a text, you must be fluent in the language it is written in or have some other way of deciphering it.[/sblock]
Conditions[sblock]
Winded: A winded character cannot run nor charge and takes a -1 penalty on all Strength, Dexterity or Constitution skills and related checks.
Fatigued: A fatigued character cannot run nor charge and takes a -2 penalty on all Strength, Dexterity or Constitution skills and related checks as well as taking a -2 penalty to Strength and Dexterity. A winded character would become fatigued by doing something which would normally cause winding.
Exhausted: An exhausted character cannot run nor charge and moves at half speed. They take a -4 penalty on all Strength, Dexterity or Constitution skills and related checks as well as taking a -6 penalty to Strength and Dexterity. A fatigued character would become exhausted by doing something which would normally cause fatigue.[/sblock]
Magic[sblock]
Not divided by divine/arcane, but rather by tradition based on spellcasting attribute. Different schools of magic are also more common to the various traditions. Doesn’t mean that the other traditions don’t have access to them, just harder and rarer to learn outside of your tradition. Casters cannot choose a spell list outside of their tradition at 1st level. All casters are subject to Spell Failure.
Types: Abjure/Hex, Charm, Compel, Create, Evoke, Heal, Illusion, Infuse/Drain, Move, Summon, Transform.
Hermetic - Intelligence based
Favored Lists: Create, Transform, Summon, Illusion, Move
Spiritual - Wisdom based
Favored Lists: Heal, Infuse/Drain, Summon, Create, Abjure
Sorcerous - Charisma based
Favored Lists: Abjure/Hex, Evoke, Compel, Charm, Infuse/Drain
A mage cannot expend more magic points on a spell they are casting than their magic rating, a mage who expends more magic points than their magic rating in a single round (via quickened spells or other means) must make a Fortitude Save DC 10 + total spell points expended or become fatigued.
Your tradition ability (Intelligence for Hermetic, Wisdom for Spiritual, Charisma for Sorcererous) grants bonus signature spells. The DC for a spell is based off of the traditions ability depending upon which spell list it comes from.
Dispel Magic remains Charisma based.
Divination remains Wisdom based.
Scry becomes Intelligence based.
Spellcraft is your traditions ability.
To cast spells of a certain MP cost, a caster must have an ability modifier in the traditions prime ability equal to half of the MP cost of a spell. Thus a Hermetic mage with an Intelligence of 18 could cast spells from the lists accorded to his tradition that cost up to 8 MP. The same Hermetic mage only has a 12 Wisdom and so could only cast spells from the lists accorded to the Spiritual tradition that cost up to 2 MP.
For spell lists which appear in multiple traditions, use the most beneficial ability related to that spell list.
The Extra Spell List feat has the following addendum: The spell list you learn from this feat is considered part of your tradition and you use your traditions ability modifier for this spell list when determining the maximum MP cost of the spell and it's DC.
Extended spellcasting has its toll upon the body. Whenever the mage's magic point total falls to three-quarters of his maximum or less, he becomes winded. When the mage's magic point total falls to half of his maximum or less, he becomes fatigued. When his magic point total drops to less than one-quarter of his maximum or less, he becomes exhausted. The penalty upon the mages body is extreme, however the most resolute of mages can push on after their natural limits have been reached. That is to say that a mage can continue to use spell points beyond his total pool driving him into negative spell points. Doing so however requires a Concentration check DC 20 + amount of total negative spell points, else the character takes both lethal and nonlethal damage equal to the total negative spells points.
A characters magic points are directly tied to their fatigue level. If a mage is in negative magic points, he must rest one hour to put his magic point total at 0, he then proceeds as a normally exhausted mage would. If an exhausted character rests for 1 hour, he becomes fatigued and his magic point total rises to one-third of his normal maximum. A second hour of rest increases the mage's magic point total to two-thirds of his maximum. It takes another 6 hours to replenish the last one-third of his magic points and shake all of the physical effects of spellcasting.
If a mage is subject to some other effect that would make him winded, fatigued or exhausted, he loses magic points accordingly. If he becomes winded his magic point total drops to three-quarters of his maximum (round down), if he becomes fatigued his magic point total drops to one-half of his maximum (round down), and if he becomes exhausted his magic point total drops to one-quarter of his maximum (round down).
The creation of magical items is mostly a lost art, very few spellcasters are powerful enough to make all but the simplest of items. Items of magic are often temporarily imbued rather than permanently created, although some rare locations and components exist which along with the correct invocations can create permanent magical items.
Item Creation Feats
Craft Permanent Spell Prerequisites: Spellcaster level 12 Base Price: (spell level x caster level x magic item creation modifier) x 2000 gold pennies
Craft Charged Item Prerequisities: Spellcaster level 7 Base Price: (spell level x caster level x magic item creation modifier) x 750 gold pennies
Craft Constant Item (as per Arcana Unearthed) Prerequisities: Spellcaster level 12 Base Price: (spell level x caster level x magic item creation modifier) x 2000 gold pennies
Craft Magic Arms and Armor (as per Arcana Unearthed) Prerequisities: Spellcaster level 7 Base Price: as per DMG in gold pennies
Craft Single-Use Item (as per Arcana Unearthed) Prerequisities: Spellcaster level 5 Base Price: (spell level x caster level x magic item creation modifier) x 50 gold pennies
Craft Spell-Completion Item (as per Arcana Unearthed) Prerequisities: Spellcaster level 3 Base Price: (spell level x caster level x magic item creation modifier) x 25 gold pennies[/sblock]
Equipment[sblock]
Weapons, Armor and Combat[sblock]
Istoria has a generally western feel to it's equipment, therefore the following weapons do not exist in Istoria: Kama, Nunchaku, Sai, Siangham, Orc Double-axe, Spiked Chain, Dire Flail, Gnome Hooked Hammer, Two-bladed Sword, Dwarven Urgrosh, Repeating Crossbows (Light and Heavy), and Shuriken.
Arunds favor the use of clubs, maces, throwing axes, battle axes and great axes, as well as all manner of spears, particularly longspears for boar and bear hunting. They are ferocious warriors who primarily engage in melee combat. They are reknowned ship builders and seaman and few will engage an Arunden ship on the open water. They often wear shirts of steel mail with open-faced steel caps, and employ round and kite shaped wooden shields. Arunds are strong wrestlers but even more frightening brawlers usually.
Kends favor the use of curved swords like the scimitar and falchion. All men and women of adult age are given a kukri, the traditional knife of their people. It is a symbol of adulthood. Composite shortbows are also common as fighting from horseback gives them great speed on the battlefield. They fight with cunning hit and run tactics, using their often superior mobility to harry and wear down opponents. Kends often wear leather armor backed with light chain and rarely use shields. Kends prefer to settle things with a blade over unarmed combat, although most know a number of ways of disarming an opponent when they are unarmed.
The Empire is divided in two. The lower class are often forced into the stock army, where soldiers are trained with polearms, tower shields and shortswords. They are rarely given training in ranged weapons although they are regimented and disciplined units. The upper and warrior class in The Empire are split into two bodies, the upper class maintains many dueling fancies which prelude most to learn how to wield the thin-bladed rapier, the parrying dagger and the buckler. The warrior class however is much more skilled in real combat. Elite units are either heavy cavalry: mounted knights in full plate with lances, flails, maces and heavy bladed swords; or archers trained in the longbow and the greatsword. Most unarmed combat is left to basic brawling, although a few arenas glorify wrestling and grappling.
The River Folk are a cautious people, rarely leaving their ships for extended periods of time. They most commonly use sabres, curved daggers, spears and nets if engaged in combat, attempting to entangle and trip up their opponents for an easy kill. They rarely wear armor, having perfected a style of unarmored combat which emphasizes awareness and evasion over absorbing blows. Many of the River Folk also practice a graceful and deadly martial art which incorporates blows from the feet, knees, hands and elbows.
The Myrundi fight with efficient and exotic weapons, striking from the camouflage of the jungle and retreating before retaliation can occur. They employ blowguns, shortbows and spears in ranged combat, often poisoning their weapons. When engaged in melee they prefer small axes and thin-bladed daggers, often wielding two weapons at once. They usually wear studded leather armor, for the heat of the jungles is too great for much metal armor. They prefer to use tactics of fear and their surroundings to leave their enemies shaken, exposed and vulnerable.[/sblock][/sblock]
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