Adventures in Amaranthine
74 point buy—- 1 for 1 scale
potential stats are 18 +/- racial modifiers
max starting stat for a 1st level character is 15 +/- racial modifiers
a stat point is gained at every level
cannot spend the stat point on the same stat twice in a row
4th, 8th, 12th, 16th & 20th stat point raises the cap of the stat it is placed in as well as the current stat
players can change any 2 class skills
everyone receives a dm chosen feat at 1st level based on backstory
2 flaws= 1 feat
class abilities can be substituted for feats (with gm approval)
racial bonus to skills become class skills
Martial Classes gain a free EWP feat
Class granted pets are more awesome
rogues have 1 luck point to use every session to increase a roll by 1
Ride is a trained only skill
Natural 20 auto confirms
a percentile critical chart will be used for critical effects
all casting is spontaneous
sorcerers cast as spell-like abilities and gain extra gm chosen feats based on bloodline
prepared caster classes have a chance to gain 1 spell upon leveling up
material component bonus
Spells per day is transferred to spell points 1 level 1 spell is 1 point, 1 level 3 spell is 3 points.
Wizard class is not allowed specialty casters only
the specialty caster (Invoker, necromancer etc.) can only cast 0th level spells, spells from their schools and 1 spell per level of another school
creating your own spells is preferred and encouraged
Divine casters gain special abilities based on their god
spells are themed based on the divine casters domains and deity
in order to learn a new spell you must make a successful check based on the primary casting ability score
writing brief somatic, material and verbal components is encouraged with bonuses
Action Points will be as described in the action points website They are acquired as characters gain levels. Action Points not spent prior to recharging can be banked.
Characters will have a non-magical defensive bonus equal to half of their BAB. This will be a miscellaneous bonus that stacks with armor and other AC bonuses.
Surprise and Universally Lethal injuries.
An attack from complete and total surprise or to a helpless opponent will typically bypass hit points from hit die, and be applied directly to Injury value. It is very difficult to arrange for such an attack, of course. The same thing applies to falls from great distance, being run over by a boulder, falling into lava and any other environmental factor that should be universally fatal. Of course, action points might allow for a character to save themselves in such a circumstance, but it would be by grabbing a branch or hitting an awning…not by hitting the ground and walking away.
Last Words and Dying
All player characters and most important NPC’s should be afforded the opportunity to utter “last words.” Last words are usually used to drive the plot forward. They may be used to give a quest or task or impart important information. As such, an important character isn’t dead until they have spoken their last words and died. So a gravely injured character who continues to deteriorate will hover at the brink of death until they speak…then they die. Speaking last words will not change the ultimate outcome; they are “last words” for a reason. Obviously, the last words should be spoken as soon as possible. A dying main character will not loiter at the brink of death indefinitely, waiting to speak their last words… The exact amount of time is at the discretion of the GM.
The core currency will be as follows:
Copper Pieces will replace Silver Pieces as the lowest form of currency.
Silver Pieces will replace Gold Pieces as the standard form of currency.
Gold Pieces will replace Platinum Pieces as the highest form of currency.
Platinum Pieces will not exist.
At any time the gm may ask for a soliloquy of the characters thoughts and feelings about their situation. This soliloquy The player may also ask to have a soliloquy.