Characters can run the gamut of races. A character’s race will have a significant bearing on his region of origin. Players employing races other than those presented in the PFRPG Core Rulebook should get permission from the DM before character creation.
Feat overlap: If upon gaining a level a character recieves a bonus feat identical to a feat they have already selected as an unrestricted feat (eg a human or odd numbered level feat) they may choose a new feat.
Attacks with Stealth
Making a melee attack reveals a hiding character, thus a rogue attacking from hiding may only make sneak attack damage with his first attack.
Shadows and Vision
The stealth skill can be used to hide in shadows. Creatures with Darkvision and Blindsight can see creatures so hidden within range without rolling perception checks. Creatures with low-light vision can similarly perceive creatures hidding in dim light. In the instance of multiple light sources usable area of shadow does not have line of sight to either source. Highly reflective areas such as halls of mirrors, and ice caverns may reduce the quantity of usable areas of shadows.
Hide in Plain Sight
Many classes such as shadowdancer and Shadowslayer can hide in plain sight while merely near to shadows. For the purposes of adjudicating such abilities the shadow of a creature is only sufficient if the creature is at least two size categories larger. All rules for shadows and vision apply to the Hide in Plain Sight ability.
Racial Paragon classes (UA) may be used.
Multiclass characters with familiars from levels in wizard or sorcerer may use their relevant class level plus half of any arcane caster levels granted from other classes to determine familiar abilities, for the purpose of defining familiar abilities. If any subsequent class grants a familiar as a class ability then no additional bonus is granted.
Multiclass characters with the ability to turn undead from levels in cleric may use their relevant class level plus half of any divine caster levels granted from other classes (which to not themselves feature undead turning as a class feature) for purposes of undead turning.
Rogues may take the Improved Feint Feat as a rogue talent seperate from combat talent.
Rogues may take the wall crawl Ninja talent as a rogue talent.
Granted Powers: You find solace in the green, can grow thorns, and can communicate with plants.
Thorn Strike (Su): As a swift action, you can become like a thorn bush, your hands and feet become as hard as wood, covered in tiny thorns. While you employ thorn strike, your gain an additional slam attack as a secondary natural attack. The slam attack deals damage as appropriate for the cleric's size, 1d3 for small clerics, 1d4 for medium clerics see “natural attacks by size” on pages 301–302 of the bestiary). The cleric adds half his strength bonus to the damage of these slam attacks. Each time you employ this ability it lasts for your cleric level in rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Bramble Armor (Su): At 6th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike, natural weapon, or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two cleric levels you possess. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Domain Spells: 1st—entangle, 2nd—barkskin, 3rd—plant growth, 4th—command plants, 5th—wall of thorns, 6th—repel wood, 7th—animate plants, 8th—control plants, 9th—shambler.
Fractional Base Attack and Save Bonuses Player's Option
Any character may, at the players discretion, employ fractional bonuses for base attack and save bonuses. So too may any Monster or NPC at the DM's discretion.
The progressions of base attack bonuses and base save bonuses in the Core Rules increase at a fractional rate, but those fractions are eliminated due to rounding. For single-class characters, this rounding isn't significant, but for multiclass characters, this rounding often results in reduced base attack and base save bonuses.
The table below presents fractional values for the base save and base attack bonuses which can be used in place of the regular integer bonuses. It should be noted that those who employ this system receive slightly lower initial bonuses on good saves to compensate slightly for the increased benefit this system grants. A player may chose at character creation and at any level divisible by four level to start of stop using this optional system
|Class Level||Base Save Bonus Good||Base Save Bonus Poor||Base Attack Bonus Good||Base Attack Bonus Average||Base Attack Bonus Poor|
|+2||+2 1/2||+2/3||+2||+1 1/2||+1|
|+3||+3||+1||+3||+2 1/4||+1 1/2|
|+4||+3 1/2||+1 1/3||+4||+3||+2|
|+5||+4||+1 2/3||+5||+3 3/4||+2 1/2|
|+6||+4 1/2||+2||+6||+4 1/2||+3|
|+7||+5||+2 1/3||+7||+5 1/4||+3 1/2|
|+8||+5 1/2||+2 2/3||+8||+6||+4|
|+9||+6||+3||+9||+6 3/4||+4 1/2|
|+10||+6 1/2||+3 1/3||+10||+7 1/2||+5|
|+11||+7||+3 2/3||+11||+8 1/4||+5 1/2|
|+13||+8||+4 1/3||+13||+9 3/4||+6 1/2|
|+14||+8 1/2||+4 2/3||+14||+10 1/2||+7|
|+15||+9||+5||+15||+11 1/4||+7 1/2|
|+16||+9 1/2||+5 1/3||+16||+12||+8|
|+17||+10||+5 2/3||+17||+12 3/4||+8 1/2|
|+18||+10 1/2||+6||+18||+13 1/2||+9|
|+19||+11||+6 1/3||+19||+14 1/4||+9 1/2|
|+20||+11 1/2||+6 2/3||+20||+15||+10|
Fractional Ability Bonuses Player's Option
Any character with an odd numbered ability which grants a bonus to base attack, save or check may add 0.5 to their ability bonus for the purposes of calculating any of these values.
Invisibility and Stealth
The purpose of these revisions to stealth and invisibility is to permit a perceptive creature some capability to respond with stealth based character's using invisibility.
The ability to move about unseen is not foolproof. While they can't be seen, invisible creatures can be heard, smelled, or felt. Even a perfectly still creature can be heard from the sound of its breath.
Invisibility makes a creature completely undetectable by vision, including darkvision.
Invisibility does not, by itself, make a creature immune to critical hits, but it does make the creature immune to extra damage from precision based damage such as a ranger's favored enemy bonus and from sneak attacks.
Becoming aware of invisible creatures
A creature can generally check to notice the presence of an active invisible creature within 30 feet with a Perception check (see chart below) If successful the listener becomes aware of the presence of an invisible creature and can determine their general direction, but can't see the creature or target it accurately with an attack. Verbal characters can share knowledge of an invisible creature including its general location as a free action.
If a character tries to attack an invisible creature whose location he has not pinpointed, have the player choose the space where the character will direct the attack. If the invisible creature is there, conduct the attack normally. If the enemy's not there, roll the miss chance as if it were there and tell him that the character has missed, regardless of the result. That way the player doesn't know whether the attack missed because the enemy's not there or because you successfully rolled the miss chance. It is possible to direct area of effect attacks against invisible targets, cones are particularly useful in this regard as they are almost always broad enough to target an invisible creature so long as the creature is within range.
Pinpointing an invisible creature
Without regular conditions it is practically impossible to pinpoint an invisible creature's location with a Perception check. Some actions a character may take might broadcast their location more readily.
If a character tries to attack an invisible creature whose location he has pinpointed, he attacks normally, but the invisible creature still benefits from full concealment (and thus a 50% miss chance). A particularly large and slow invisible creature might get a smaller miss chance.
Specific circumstances can permit creatures additional chances to detect the prescense of an invisible creature:
|Invisible Creature's Action||Awareness and Direction||Pinpoint|
|Stays Still while taking actions (except as described below)||Opposed Perception check vs stealth, the invisible creature may take ten||Perception check must exceed the awareness value by 20|
|Stays still (No actions)||Opposed Perception check vs stealth, the invisible creature recieves a +10 bonus and may take twenty||Perception check must exceed the awareness value by 20|
|Moves up to half speed||Opposed Perception check vs Stealth, the invisible creature receives a -5 penalty1||Perception check must exceed the awareness value by 20|
|Moves up to full speed||Opposed Perception check vs Stealth, the invisible creature receives a -10 penalty1||Perception check must exceed the awareness value by 20|
|Runs or charges||Creatures within 30 feet are automatically aware, others make perception check DC 101||DC 20 check|
|Whispers||Perception Check DC 15||Perception check must exceed the awareness value by 20|
|Speaks or Sneezes||Creatures within 30 feet are automatically aware, others make perception check DC 10||DC 20 check|
|Melee attacks||The attacked creature is automatically aware and can pinpoint the location of the attack (see next column), other creatures need to make a DC 10 perception check to notice the wound||the character struck knows the location of the creature that struck him (until, of course, the invisible creature moves). The only exception is if the invisible creature has a reach greater than 5 feet. In this case, the struck character knows the general location of the creature (to within 5 feet) but has not pinpointed the exact location.|
|Fires missile weapon||The attacked creature is automatically aware, other creatures need to make a DC 5 perception check to notice the protruding projectile after impact||DC 15 perception check|
|Employs firearm or breath weapon||All creatures in the general vicinity are automatically aware and can pinpoint the location of the firer|
|Casts Spell||Spellcasters can be detected in many ways, verbal components count as a speech, as above. Many attack spells generate missiles or other effects that count as conventional missile weapons, as above. Spells that generate visible line or cone effects that start at the caster's square give away the casters location like a firearm attack, as above|
|Moves visible object||Opposed Perception check vs Sleight of Hand to pocket the item. If the observer succeeds he pinpoints the location of the character|
1 A creature without an ability such as the fast stealth rogue talent takes a -5 penalty on their stealth checks when moving more than half speed, such a creature can double move at half speed without taking a penalty. Note that the fast stealth rogue talent does not permit a rogue to run or charge undetected
2 verbal creatures can make each other aware of an invisible assailant as a free action even if they don't notice.
Even once a character has pinpointed the square that contains an invisible creature, the creature still benefits from total concealment (50% miss chance). There are a number of modifiers that can be applied to this DC if the invisible creature is moving
|Other avenues of detection|
|Situation or effect||Result|
|Water||An invisible creature in the water displaces water, revealing its location. The invisible creature, however, is still hard to see and benefits from concealment. (20% Miss chance)|
|Tracks||Invisible creatures leave tracks. They can be tracked normally. Footprints in sand, mud, or other soft surfaces can give enemies clues to an invisible creature's location. A creature that is leaving evident tracks suffers a between a -5 and a -15 penalty to stealth checks made while invisible|
|Touch||A creature can grope about to find an invisible creature. A character can make a touch attack with his hands or a weapon into two adjacent 5-foot squares using a standard action. If an invisible target is in the designated area, there is a 50% miss chance on the touch attack. If successful, the groping character deals no damage but has successfully pinpointed the invisible creature's current location. If the invisible creature moves, its location, obviously, is once again unknown.|
|Scent||A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges. Note that unlike most modes of becoming aware of a creature direction is not part of awareness. Noting the direction of the scent is a move action. If the creature moves within 5 feet (1 square) of the scent's source, the creature can pinpoint the area that the source occupies, even if it cannot be seen.|
|Blind Fight||A creature with the Blind-Fight feat has a better chance to hit an invisible creature. Roll the miss chance twice, and he misses only if both rolls indicate a miss. (Alternatively, make one 25% miss chance roll rather than two 50% miss chance rolls.)|
|Blindsense||Creatures with blindsense automatically pinpoint invisible creatures,but the invisibility still grants total concealment (%50 miss chance)|
|Blindsight||A creature with blindsight can attack an invisible character normally|
|Light||An invisible burning torch still gives off light, as does an invisible object with a light or similar spell cast upon it, while the source of the light is invisible the light reflected is visible, characters recieve a +5 bonus on perception checks to notice a creature with a light source, if the light source is located in an otherwise darkened area it may be possible to guess the creature's location based on the radius of light cast. Directional lights like bull's eye lanterns cast cones and allow obsevers to pinpoint the source of the light automatically|
|Spells||Invisibility does not thwart divination spells. Spells such as invisibility purge or glitterdust render affected invisible creatures quite visible to everyone. Spells such as see invisiblity or true sight can negate invisibility for select observers.|
|Darkvision||Does not penetrate invisibility, however a creature using ordinary stealth in shadows can be plainly seen by a creature with dark vision|
|Gaze attacks||Invisible creatures cannot use gaze attacks. Invisible creatures can be affected by gaze attacks|
Ethereal creatures are invisible. Since ethereal creatures are not materially present, Perception checks, scent, Blind-Fight, and blindsight don't help locate them. Incorporeal creatures are often invisible. Scent, Blind-Fight, and blindsight don't help creatures find or attack invisible, incorporeal creatures, but Perception checks can help.
Since some creatures can detect or even see invisible creatures, it is helpful to be able to hide even when invisible.
Generally characters in the world of Tusk Mountain plateau at 20th level. The highest level player characters on record Norbit and Rethe were 22nd level at the time of their deaths. The highest level NPC on record is Solstice who is beyond level 25, his fate is presently unknown.
Given that epic level characters are exceedingly rare many of the rules around epic levels don't come into play in our campaigns. As per recommendations in the PFRPG rulebook the group will employ existing OGL rules for epic level play when it is salient.
Epic level spellcasting as described here are not used in this campaign. 9th level spells represent the most powerful magic that is available to player characters though they may acquire 10th or higher level spell slots by virtue of the Improves Spell Capacity feat to power metamagic effects.
Epic magic items as described here do not exist in the world of tusk mountain. Epic level characters may collaborate with the DM to craft Artifacts instead.