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Additional Campaign Rules

Written by Jakman217

Character Stat Allocation

  15 Point buy standard.  

Traits

  You may take 1 trait. If you take a drawback you may take another trait.  

HP calculation and Management:

  We are using a variant of the Wounds and Vigor system (in line with Starfinder).   The Conversion of rolls to standard HP are as here http://www.starjammersrd.com/game-mastering/compatibilityconversion-rules/   Author's note. Apologies for not putting the table itself in here. WorldAnvil doesn't support proper tables yet.   Healing rules are slightly altered to fit this.   Stamina recovers to full every night.   HP recovers by your level every night, or twice your level for full bed rest. A heal check can double this.   Things that heal (such as the Life Sphere) work as written for stamina points. When used on HP it only heals 1 point per die that would be rolled. IE, Milly the Whitemage casts a heal spell on Billy the Battletank that normally does 3d8+6 HP. If she used it on SP it would heal 3d8+6 stamina, on HP it would only heal 3. You may apply healing either to Stamina or Health, not both.  

Dying

If your Hit Points reach 0, you are dying. You immediately fall unconscious and can take no actions.   While dying, you lose 1 Resolve Point each round at the end of your turn. (If your Hit Points reached 0 during your turn, such as from an attack of opportunity you provoked, you do not lose a Resolve Point until the end of your next turn.) This continues until either you die or stabilize (see Stabilizing below).  

Dead

When your Hit Point total is 0, if you are not stable and you have no Resolve Points remaining but would lose Resolve Points for any reason, you’re dead. If you have 0 RP when you are first reduced to 0 HP, you have 1 round to be healed or stabilized. If you have not been healed or stabilized by the end of your turn on the next round, you’re dead.   You can also die from taking ability damage or ability drain equal to your Constitution score or from having a number of negative levels equal to your character level (see Ability Damage, Ability Drain, and Negative Levels).  

Resolve points

All characters have the pool of resolve points. Character gains resolve points based on 1/2 their class level (minimum 1) + their main class ability modifier. This ability modifier is whatever is most appropriate for the class. For caster's it's their casting ability score, for martial characters it would be a physical ability score.   Any character with Resolve Points can use them to regain Stamina Points, to stabilize after sustaining grievous wounds, or to rally and stay in the fight, as described below.  

Combat Uses

You can use 1 resolve point to roll a d20 roll twice and take the higher of the two. You may also use 2 resolve points to reroll a d20 roll after the fact, but you must take the new roll.  

Regaining Stamina Points

You can spend 1 Resolve Point to regain lost Stamina Points, up to your normal maximum. Using this ability requires 10 minutes of uninterrupted rest—if you’re interrupted partway through this process, you neither regain your Stamina Points nor lose the Resolve Point. You must take 10 consecutive minutes of uninterrupted rest to use this ability and cannot simply rest in intervals that total 10 minutes.  

Stabilizing

If you are dying and you have enough Resolve Points, you can spend a number of Resolve Points equal to one-quarter your maximum (minimum 1 RP, maximum 3 RP) on your turn to immediately stabilize. This means you’re no longer dying, but you remain unconscious. If you don’t have at least 3 Resolve Points remaining when you are dying, you lose Resolve Points as per the dying rules (see Injury and Death).  

Staying in the Fight

If you are stable and have enough Resolve Points, or if you were knocked unconscious from nonlethal damage, you can spend 1 Resolve Point at the start of your turn to heal 1 Hit Point. You are no longer dying, you immediately become conscious, and you can take your turn as normal. You can spend Resolve Points to regain Hit Points only if you are at 0 Hit Points and are stable, and you cannot heal more than 1 Hit Point in this way. You cannot spend Resolve Points to both stabilize and stay in the fight in the same round.  

Loyalty

Instead of Alignment, we are using loyalties. Loyalties are what your character cares about or represents on a deeply personal level. Something that they would fight for or defend without a second thought. Every character chooses three of them.   When choosing it is best to remember that they should be neither overly specific (To defend by brother Bob) or overly general (myself). You should also order them by how important they are. If you need an example of what would work I suggest looking at domains for some inspiration if you need it.  

Background Skills

We are using background skills. These are a subset of skills that you get 2 additional skill points to invest in. This allows you to get a bit more breathing room with your characters skills and lets you have something odd or unique without punishing you.   Remember these background skill points are in addition to your normal skill points. You can use your normal skill points on background skills, but not the other way around.   The list of Background skills are
  • Appraise
  • Artistry (Any)
  • Craft (Any)
  • Handle Animal
  • Knowledge (Engineering)
  • Knowledge (Geography)
  • Knowledge (History)
  • Knowledge (Nobility)
  • Linguistics
  • Lore (Any)
  • Perform (Any)
  • Profession (Any)
  • Sleight of Hand
 

Altered Pricing and Material

  Due to the current setting being in the bronze age primarily all weapons and armor are made of bronze and Iron has an increased price due to it's rarity.  

Bronze

Weapons Light and one-handed weapons can be crafted from bronze. Likewise, spear points, arrowheads, and ax heads can be crafted from bronze, even those that are parts of two-handed weapons. Bronze is too weak to be used for two-handed weapons made entirely out of metal, and cannot typically be used to craft polearms, with the exception of the rhomphaia, which is provided in the section on Bronze Age equipment. Bronze weapons have the hardness of their base weapons but also have the fragile quality. Bronze weapons do the same damage as steel weapons of the same type and have the same cost and weight.   Armor Bronze can be used to create any medium or light armor made entirely of metal or that has metal components. It protects a creature as well as steel armor does, but it has the fragile quality. Bronze armor has the same cost and weight as normal steel armor of its type. Bronze armor has a hardness of 9.  

Fragile Property

Fragile weapons and armor cannot take the beating that sturdier weapons can. A fragile weapon gains the broken condition if the wielder rolls a natural 1 on an attack roll with the weapon. If a fragile weapon is already broken, a roll of a natural 1 destroys it instead.   Armor with the fragile quality falls apart when hit with heavy blows. If an attacker hits a creature wearing fragile armor with an attack roll of a natural 20 and confirms the critical hit (even if the creature is immune to critical hits), the armor gains the broken condition. If already broken, the armor is destroyed instead. Fragile armor is not broken or destroyed by critical threats that are not generated by natural 20s, so if a creature wielding a weapon with a 19–20 or 18–20 critical range scores a critical hit on the wearer of this armor with a roll of less than a natural 20, that critical hit has no chance to break or destroy the armor.   Masterwork and magical fragile weapons and armor lack these flaws unless otherwise noted in the item description or the special material description.  

Iron price increase

Items made of Iron are rare. It comes from The Iron-Forged realms of the Three Races which is in the far west. Due to this source of Iron being so far away, all iron prices are increased.   Item->Price Increase   Light Armor->+400gp   Medium Armor->+800gp   Heavy Armor->+3600gp   Shield->+400gp   Other Items->+200gp/lb    

Magic Item Price Increase

Due to Innate Item Bonus, there are some changes to magic items. However, due to the number of changes, we will not put them here.  

Downtime Rules

  In The Opium Crisis, downtime rules will be heavily utilized.   All rules in the downtime section are allowed with these exceptions (https://www.d20pfsrd.com/gamemastering/other-rules/downtime/#TOC-Downtime-Activities)
  • Enforce Order, You don’t enforce order in the black markets you enforce order in the city as a city guard. This alters the base Enforce Order.
  • Earn XP.
  • Lead your Kingdom.
 

Additional Options

  • Investigate: You may spend the day investigating a specific set of information, such as finding an individual, or following a lead. This will require an appropriate check to follow through. You make appropriate checks to investigate. Each success will apply to your overall progress. You roll this daily.
  • Steakout: You may spend a day simply watching a location, you may roll once to hide and get to take 20 on perception to watch what happens for an entire day. If anything major occurs you’ll be notified by the GM so you may act appropriately.
  • Ingratiate Yourself: You may spend the day ingratiating yourself to either a specific noble family, group, or part of the city. Doing so improves their attitude towards your group, making them more willing to assist you.

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