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Avianmosquito
2012-10-10, 07:20 AM
This thread is intended for reference and review for a play by post I'm planning on starting up. The setting information can be found here (http://www.giantitp.com/forums/showthread.php?p=14032576). The ruleset is very loosely based on D&D 3.5e, so other than what's noted, assume it follows those rules. Also, there's a lot here and it's unlikely to perform anything like D&D normally does. If you can make it all the way through this wall of text without skimming, I'll be most impressed.

I have this for two purposes. As a reference, and to clear up my indicision on one matter: vitality.

Basic system changes:
The system is based on D&D rules in a modern setting, heavily modified for greater realism. For instance, modifiers start at 0 rather than 10. So six strength is +3 rather than -2. Checks are no longer automatically failed with a natural 1 or succeeded with a natural 20.

Walk, jog and run:
Walking is your basic movement mode. It can be done alongside other actions, except for those that obviously require you to remain stationary. Walking while taking other actions gives you a -2 on that action. Jogging functions like all movement in 3.5 did, down to the letter. Running also functions like it used to in 3.5, again down to the letter.

Health:
Your hit dice are dependent on your creature type, but the number of hit dice you get is equal to your constitution modifier. All hit dice are maximised. Size then multiplies or divides this value to determine your health from hit dice. After this, your health is increased by your constitution score. You also receive an extra hit die at level 20 and every 20 thereafter.

Health regenerates at an extremely slow rate, with an amount equal to your constitution modifier returning every day. You may rest to speed the process, healing just as much for every eight hours rested.

Nonlethal damage:
Nonlethal is inflicted by all damage types other than positive, negative and of course bleed when vitality is expended instead of conventional health damage. Nonlethal damage is basically regular damage except that you do not die if it surpasses your remaining health, although you do still suffer shock penalties. This means that enough nonlethal can still be lethal, if it drives you low enough for automatic health loss and remains long enough for that to reach fatal levels.

Bleed:
Bleed is health damage inflicted over time. This is dependent on the kind of damage that triggers it, and is flagged as such. For instance, slashing and piercing damage inflict ten points of bleed for each point of damage over ten minutes. Most energy damage inflicts one point for each point of damage over the same ten minute period.

Shock:
As health falls, you suffer penalties. For every 10% of your health lost, you incur a rapidly mounting series of penalties. These eventually result in serious shock than can kill you by itself, even if the wound can’t.

< 100%, no penalty.
< 90%, -1 initiative, attack, damage, AC, move rate, all saves and skill checks.
< 80%, -2
< 70%, -3, cannot run or jump
< 60% -4
< 50% -5, automatic unconsciousness for living creatures, cannot jog or swim
< 40%, -6, -1hp/week
< 30% -7, -1hp/day
< 20% -8, -1hp/hour, cannot walk or stand
< 10% -9, -1hp/minute
< 0% -10, -1hp/round, death only if lethal damage has you below this threshold

Limb damage:
Each body part has its own health score, bleed multiplier (which applies after all other considerations) a bonus to AC and a list of attributes impacted when damaged. It also has a list of penalties associated with it being low on health. While these vary, the standard eight areas are the torso, head, left and right arms, left and right hands, left and right legs and left and right feet.

The torso has 100% of your health, receives normal health damage and bleed, and damage impacts strength and dexterity. Critical damage also impacts constitution. It inflicts penalties equal to having both arms and both legs crippled when at or below 50% and forces a fortitude save each round (DC 10+1/2 missing health) not to be paralyzed for that round. If at 0%, it inflicts equal penalties to having both arms and both legs destroyed and forces a fortitude save (DC 20+ missing health) not to die instantly every round if living, or be paralyzed until your torso is repaired if non-living.

The arms have health equal to 20% of yours, receives half health damage and bleed, damage impacts strength and dexterity, critical arm damage also impacts attack rolls and damage from conventional weapons, as well as reflex saves. They have an automatic +4 to melee AC and +8 to ranged AC. At 50%, an arm only gets half your strength and dex mods and loses all proficiencies and is unusable at 0%.

Hands have health equal to 5% of yours, receive quarter health damage and bleed, damage impacts strength, dexterity, attack rolls, damage rolls with conventional weapons and reflex saves. Strikes to the hands never crit. +8 melee AC and +16 ranged AC. They inflict the same penalties for poor condition as arms.

The legs have health equal to 40% of yours, also receive half health damage and bleed, damage impacts strength and dexterity, critical damage also impacts armour class and reflex saves. Legs have an automatic +2 to melee AC and +4 to ranged AC. Legs cut your move rate in half and cancel swimming and jumping when one is at 50% or lower, cut move in half again and prevent running when both are at 50% or lower, prevent standing when one hits 0% and prevent jogging when both are at 0. (Crawling is already half speed, so for most people 1.25m/round at this point and no faster move option. You’re basically immobile.)

The feet have health equal to 10% of yours, receive quarter health damage and bleed, damage impacts strength, dexterity, armour class and reflex saves. Strikes to the feet never crit. They have an automatic +4 to melee AC and +8 to ranged AC. They inflict the same penalties for poor condition as legs.

Finally, the head has 60% of your health, receives double health damage, half attribute damage, and impacts dexterity, intelligence, charisma and wisdom, with critical head damage impacting initiative, attack, damage, AC, all saves and checks. Note that health damage multipliers also impact nonlethal and vitality. It has an automatic +6 melee AC and +12 ranged AC. It causes blindness, deafness and silence at 50% (silence actually just prevents speech, people with crippled heads tend to scream) and at 0 kills living entities and paralyses non-living ones unless they make a fortitude save (DC 10+1/2 missing health) every round.

A naga's tail is essentially their legs and feet. The tail wound has the same effects as a tail would, except without any bonus to AC when targeted and with 100% health instead of 40%. At 50%, they lose their ability to swim and at 0% their ability to jog.

Attribute damage:
Attribute damage is based on shot placement. For every so many points (target’s hit dice, after size multiplier) of damage to any given part you receive 1pt damage to one of the attributes impacted. These alternate to assure the damage is spread evenly. Critical damage counts towards this, but also counts towards a separate counter that impacts other attributes that normal damage does not. This damage heals as your limb damage heals, starting with normal damage. If this damage is from an effect instead of physical damage, it heals at a rate equal to your constitution modifier every week.

Vitality:
Vitality is a magical force that instantly heals damage dealt. Your class hit dice are averaged, maximised, multiplied (1+1/10level) and added to your level. When these points are exhausted, you begin to receive nonlethal, limb damage and bleed as normal. Vitality regenerates slowly, at a rate equal to your constitution modifier every hour. You may rest to restore this faster, with twenty minutes of rest restoring your vitality by just as much as an hour without rest.

This is one of the few areas I'm not certain will remain as it is. I might change it so it's equal to the (maximised) hit dice for each class you have, multiplied by your levels in that class, but that would leave you with way too much vitality in proportion to health and I'd need to adjust health to compensate. If you have an opinion one way or the other and a good arguement, I'd love to hear it.

Healing:
Healing magic (positive energy, negative energy if undead) heals nonlethal equal to its value. Healing also cancels out bleed by this same amount and is more effective at stopping bleed from higher bleed damage types. (For instance, it halts 10pts of slashing or piercing bleed for every point of healing done.) If halting bleed does not consume all of healing magic’s energy, the remainder restores health for its full value. If this still does not consume all of its energy, the rest goes into vitality. Healing does not restore limb or attribute damage unless otherwise stated in the spell’s description.

Attributes:

Attributes are the same at their core, but now have limitations. They can only be increased by twice their starting value through levels and twice their starting value through other effects. Their starting value cannot be less than 1/2 your stat average (your stat average is 1/6 of your alloted points) and no more than 1 1/2. Also, the penalty for any reaching 0 is different and they provide bonuses for every 10 points. You cannot apply a template to a character that would bring one of their stats below 0. (To 0 is fine, just not below.)

Attributes and the number 0:
Strength: At 0, paralysis.
Dexterity: At 0, automatic failure of reflex saves and relevent skill checks, inability to hold or use objects, (Can still make unarmed strikes) and inability to cast spells with somatic components.
Constitution: At 0, death if living, automatic failure of fortitude saves and relevant skill checks regardless of creature type.
Intelligence: At 0, automatic failure of all skill checks, cannot gain experience. Cannot cast spells.
Charisma: At 0, inability to communicate in any means, automatic failure of search, spot and listen checks regarding language and communication, automatically fails spells with verbal components.
Wisdom: At 0, automatic failure of will saves. Inability to make decisions or resist orders. Character becomes highly suggestible. (Always as if under the effects of suggestion.)

Attributes and the number 10:
Strength: Brutality, +1 critical damage with conventional melee weapons.
Dexterity: Finesse, +1 critical threat with all weapons.
Constitution: Endurance, +1 natural armour.
Intelligence: Analysis, +25% experience.
Charisma: Beauty, All living things get a -1 on attacks targeting you, all in your creature type get -2, all of your race -4.
Wisdom: Determination, +5vp.

The bonuses for having 10 of any attribute repeat for every 10 past that.

Encumbrance:

Carrying capacity is now ten times your strength, in kilograms. Note that your own mass is counted for this. A heavy load is that or less, a medium load 85% or less, light load at 70% or less and unburdened 50% or less. Any over that and a character is overburdened.

A character under a light load recieves a -2 to attack rolls, AC, move rate, reflex saves and all DEX and STR based skill checks. Under a medium load, a character cannot run or swim, recieves a -4 where they recieved a -2 previously. Under a heavy load, a character cannot jog or jump and recieves a -6. Lastly, when overburdened a character cannot walk or stand and recieves a -8.

Armour class:

Touch AC begins at 0 for melee weapons, 5 for non-conventional ranged weapons and 10 for bows and ranged spells. You also receive your DEX modifier, your size modifier, level modifier and many feat modifiers.

Non-touch AC is touch AC plus shield and armour bonuses.

Armour rating:

Your armour rating, taken from your barrier, energy, deflection, shield, armour and natural armour scores for any targeted part. It increases your AC on that part by its full value, your SR by half its value, provides ADR /bludgeon, sonic and AER (fire, cold, electric, disruption, acid, light) equal to half value and equal amounts of ADR /-- and AER (all). The two ADR and AER effects stack, so weapons that don’t bypass the first ADR or AER are reduced twice and weapons that do only once. Finally, armour boosts fortitude saves for the part covered by a quarter of its value. Armour on the torso, arms and hands aid reflex saves by an eighth of their value. Armour on the head also aids reflex saved and will saves as well, both by one eighth. All these are rounded to the nearest whole.

AoE and Global armour rating:

AoE spells hit your entire body, and thus they ignore your AC and SR as well as being countered by your global armour rating for ADR/AER and fortitude saves. This is equal to (4xnatural+3xtorso+2xlegs+shield +head+1/4arm+1/8hands+1/8boots)/4. If all are the same, it should come to 3x any one of them.

However, AoE spells also damage every limb for an even share of the damage and damage every attribute at once at 1/3 the normal rate.

Spell resistance:

Basically another AC gauntlet for spells. Spell resistance tends to be low, but provides an extra chance for energy damage to be negated, because energy damage is usually touch damage.

Armour penalties:

Armour check:
The AC penalty of shirts is applied to attack rolls and the climb, hide and swim skill checks as well as spell failure (somatic).
Shields no longer have an AC penalty, but require a proficiency, have their own penalty and are counted as weapons. (They can be attacked with and may inflict two-weapon fighting penalties.)
Gloves penalise ranged attacks, escape artist, open lock, slight of hand and apply spell failure (somatic). Bracers penalise melee attacks and escape artist with lower spell failure (somatic).
Gauntlets penalise all attacks, escape artist, open lock and slight of hand. (Gloves cover the hands alone, bracers the arms alone, gauntlets both.)
Pants penalise reflex saves, move rate, balance, move silently and tumble.
Shoes/low boots penalise move rate, move silently and tumble, shin/knee guards penalise move rate, balance and tumble. High boots all of the above.
Small hats penalise listen checks. Masks apply spell failure (verbal). Eyewear spot and search, and ear pieces listen. Helmets can count as several of those at once.

This means casters can actually deck themselves out in armour for their lower body and wear some helmets without spell failure, the only issue is they lack the proficiency. (AC penalties are double without proficiencies, armour caps are halved and armour you are not proficient in counts double towards encumbrance when worn.)

Armour cap:
Armour caps DEX mods to reflex saves (torso) DEX attack mods (hands), STR attack mods (arms), AC mods (legs) and DEX mods to move rate. (boots)

DR and ER:

DR is an effect that subtracts from enemy damage of any type other than energy damage and those listed after the slash. These take all damage from a single attack as a whole, even if it is of multiple different types. However, they still do not count damage of any type that voids them towards the amount they can diffuse. DR and ER also always block higher-bleed damage types first, and weapons that launch multiple simultaneous attacks (shotguns, bows with manyshot) have each shot counted separately. ER subtracts from damage of the type(s) listed in parenthesis, and takes each damage type listed individually.

DR comes in two types: Armour Damage Reduction and Non-Armour Damage Reduction. These both stack and apply to damage, but are impacted separately by penetration. Also, ADR only comes in two forms: DR /bludgeon and DR /--, while NADR comes in /--, /bludgeon, puncture, sonic /slashing, piercing or any of those with /silver. (Which all undead have.)

ER functions in a similar manner, having both AER and NAER. These are functionally identical, except that AER is bypassed by internal damage and impacted by penetration, but NAER is not.

Armour weight:

Light clothing:
Armour 0-3(base 1)
Armour check: 0
Armour cap: 20

Light clothing consists of very thin, light and relatively cool garments such as T-shirts and khakis. It provides negligible protection, and even when magically enhanced it lacks significant defensive capabilities.

Medium clothing:
Armour 0-6(base 2)
Armour check: -1
Armour cap: 16

Medium clothing consists of thicker, heavier and warmer garments such as sweatshirts and jeans. It provides a little protection, but must be of very high quality to be significant and magically enhanced to be useful.

Heavy clothing:
Armour 0-9(base 3)
Armour check: -1
Armour cap: 12

Heavy clothing consists of heavy, thick, hot and durable garments such as leather jackets and pants. They are designed to be protective and are normally worn to prevent injury in hazardous circumstances (such as the jacket and pants mentioned being originally intended to reduce abrasions from pavement in motorcycle crashes) but are generally not tough enough to be considered armour. Also, some extra-light armour falls into this category. (Chainmail, if you made it of aluminium. Thin leather or low-profile Kevlar armour.)

Light armour:
Armour 1-15(base 5)
Armour check: -2
Armour cap: 8

Light armour consists of durable materials with good physical properties designed to stop enemy weapons. Most modern armour is made of materials like Kevlar that are effective against firearms but useless against conventional weapons, and oftentimes has inlaid plates of CFRP. (Extremely light metal works as well.) however you can still find or make more conventional light armour (leather, light chain or extremely light plate, or light lamellar.) if you wish for something that protects better against conventional weapons at the expense of not stopping bullets as well.

Medium armour:
Armour 6-20(base 10)
Armour check: -4
Armour cap: 4

Medium armour is solid, purpose built combat armour designed for military applications and rarely used by civilians or even law enforcement officers. Most such armour consists of thick Kevlar padding and oftentimes inlaid plates of ceramic or lightweight metal. This armour performs extremely well against bullets, but is still poor against conventional weapons, so you might consider more conventional armour. (Chain mail, light plate, lamellar or heavy leather.)

Heavy armour:
Armour 11-25(base 15)
Armour check: -8
Armour cap: 0

Heavy armour is bulky, thick, durable armour that is usually too heavy for combat and more suited to tasks such as bomb defusing. This may be extremely thick padded Kevlar with ceramic, metal or composite inlaid plates or more conventional armour such as plate, banded mail or heavy lamellar. Either way, it’s going to be heavy, restrictive and quite difficult to penetrate.

Damage types:
Each damage type is different, having a different bleed multiplier. This multiplier is applied to damage done and the result is dealt as bleed damage over the next ten minutes. They also have five classifications: fatal, penetrating, touch, systemic and energy. Fatal attacks act as normal, but inflict immediate health damage instead of nonlethal. Penetrating attacks have penetration, which makes them more effective against armour. Touch attacks ignore barrier, energy, shield, armour and natural armour bonuses to AC. Systemic damage is immediate health damage, but does not bleed and does not inflict attribute or limb damage. Energy damage is impacted by spell resistance* and energy resistance. It is still impacted by AC*, but not damage reduction. Finally, there is the “unstoppable” classification, which only applies to force damage and disruption. This classification means this armour ignores DR and ER of all forms, and thus will always deal full damage as long as they hit and are not deflected by spell resistance.

In addition, they all have special effects. These have three factors: power, force and precision. These determine magnitude, duration and save DC, respectively. Power factor is equal to spell level if magic or 1/5 damage if otherwise. Force factor is equal to the attacker’s relevant ability mod if a spell, strength if a conventional weapon, draw if a bow, and 1/10th bludgeon damage if a non-conventional weapon. (Such as a firearm) Precision factor is equal to half the caster level if magic or the attack bonus if non-magic. All saving throws are repeated every round until they succeed or the effect ends.

Slashing:
Bleed x10, fatal attack
Jagged wounds: Extra bleed damage equal to 1d4+1d4*power factor each round for a number of rounds equal to 1+force factor. The save DC is equal to 10+1/2 precision factor.

Piercing:
Bleed x10, penetrating attack
Stuck projectile: If the weapon is a ranged weapon and has more penetration than the target has armour by the target’s size multiplier or less, the projectile is lodged in the target. If the target has vitality, then the projectile's piercing damage skips their vitality and remains until removed (although it does not bleed) at which point it is fully healed at the expense of vitality equal to its damage, and any remaining after vitality is expended remains and begins to bleed. If no vitality is present, nonlethal damage equal to 1+power factor each round until the projectile is removed, and 1+power factor extra bleed each round after for a number of rounds equal to 1+force factor. The save DC is equal to 10+1/2 precision factor. If the weapon has more penetration than the target has armour by more than their size multiplier, the projectile continues onward with its remaining penetration and loses an amount of its attack bonus equal to the non-touch AC of the first target.

Puncturing:
Bleed x5, penetrating attack
Stuck projectile: If the weapon is a ranged weapon and has more penetration than the target has armour by the target’s size multiplier or less, the projectile is lodged in the target. If the target has vitality, then the projectile's puncture damage skips their vitality and remains until removed (although it does not bleed) at which point it is fully healed at the expense of vitality equal to its damage, and any remaining after vitality is expended remains and begins to bleed. If no vitality is present, nonlethal damage equal to 1+power factor each round until the projectile is removed, and 1+power factor extra bleed each round after for a number of rounds equal to 1+force factor. The save DC is equal to 10+1/2 precision factor. If the weapon has more penetration than the target has armour by more than their size multiplier, the projectile continues onward with its remaining penetration and loses an amount of its attack bonus equal to the non-touch AC of the first target.

Bludgeoning:
Bleed x2, touch attack
Momentum: Knockdown and knockback 0.5m/force factor**, unconciousness for headshots, nasua for body shots, inambulatority* for leg shots for a number of rounds equal to 1+power factor. Knockdown uses a reflex save, knockback has no save, is doubled for each size class below medium and halved for each above medium. The fortitude save against unconciousness, nasua or inambulatority and the reflex save against knockdown are DC 10+1/4 precision factor. Knockback can be away from the attacker, or to the left or right.

Force:
Bleed x5, touch attack, fatal attack, energy attack
Shredding: 1+power factor constitution damage per round for a number of rounds equal to 1+force factor. DC 10+1/2 precision factor. If target has no constitution, inflict health damage equal to one of their hit dice (after size adjustment) for every two points of constitution damage that would have been dealt.

Fire:
Bleed x1, touch attack, energy attack
Ignition: 1d4+1d4*power factor fire damage and 1d2+1d2*power factor splash damage to all objects in two metres per round for a number of rounds equal to half of the force factor. The splash damage counts as a spell with half of each factor and can set fire to those impacted. These then can set fire to other targets in the same manner, and so on. This can get out of control very quickly. DC 10+1/2 precision factor.

Cold:
Bleed x1, touch attack, energy attack
Contraction: 1+1*power factor damage to every attribute, which remains for a number of rounds equal to the force factor and then wears off at one point from each attribute per round. Save DC 10+1/2 precision factor, and if made before the damage is done cancels it. If made during the duration, the effect begins to wear off immediately and if made while the spell is wearing off the rest of the damage is removed automatically. Does not impact attributes the target does not have, cannot go below 0 in any area. Targets receive all the effect of falling to 0 in any attribute due to this damage, including death if CON hits 0.

Electricity:
Bleed x1, touch attack, energy attack
Spasms: Slowing, paralysis on crit, 1+power factor dexterity damage, 1+power factor constitution damage on crit, every round for a number of rounds equal to the force factor, the former of which wears off when the duration is over. DC 10+1/2 precision factor. If target has no dexterity or constitution, those parts do not impact them, but still inflict slowing and paralysis unless target is similarly immune.

Light:
Bleed x1, touch attack, energy attack
Blinding: Blindness for a number of rounds equal to 1+power factor+ force factor. DC 10+1/2 precision factor. Sightless targets are unaffected.

Sonic:
Bleed x2, touch attack
Deafening: Deafness for a number of rounds equal to 1+power factor+ force factor. DC 10+1/2 precision factor. Targets already deaf are unaffected.

Acid:
Bleed x1, touch attack, energy attack
Burn: Inflicts 1d2+1d2*power factor acid damage per round for a number of rounds equal to the force factor, no save, but it may be impacted by energy resistances. This acid damage does not trigger additional burn.

Disruption:
Systemic, touch attack
Interference: Penalises initiative, attack and damage rolls, AC, all saves and all checks by 1+power factor for a number of rounds equal to the force factor. DC 10+precision factor.

Positive & Negative:
Systemic, touch attack, energy attack
Healing/harming: If the energy heals the target, increase heal rate by 1+power factor for a number of minutes*** equal to the force factor. Harmless. If the energy damages the target, decrease heal rate by 1+power factor for a number of minutes*** equal to the force factor. This may turn the heal rate negative, causing damage at the rate its opposite would heal. DC 10+1/2 precision factor. If the effect does not harm or heal, no effect.

*AoE attacks ignore AC and SR.
**A square is 2m, so you need a force factor of 4 or more to cause 1m or knockback. Remember power attack has no effect on this, and single attack effectively doubles it.
***Unless the caster has the feat “improved healing” and it is positive, or “improved harming” and it is negative. In these instances, the duration becomes hours rather than minutes.

Penetration:

Penetration is an effect that subtracts its full value from a variety effects, including all non-touch AC bonuses (individually), barrier, energy, shield and armour SR, total ADR and NADR and AER, as well as armour bonuses to reflex and fortitude saves for the purposes of a single attack.

For conventional penetrating weapons, this is equal to your strength. For bows, it is equal to the draw length and enhancement bonus of the bow. For non-conventional weapons it is a listed value. In addition to this, all weapons may be enchanted for better penetration, and some feats provide bonuses with certain weapon types. All conventional weapons, even those that are not listed as penetrating, get penetration from their enhancement bonus.

Conventional weapons vs. non-conventional weapons:

As mentioned, firearms and some others (crossbows, missile launchers, and so forth) are inherently different from conventional weapons in that they always have the same power. These are classified as non-conventional ranged weapons. They do recieve most attack modifiers, but not BAB. Instead, they have their own modifier that replaces BAB. They also do not use the standard number of attacks per round unless otherwise noted, instead having a maximum rate of fire and taking a small penalty for every previous round fired. (Generally -1 or -2.) Of course, you don’t have to fire the maximum number. They also do not have damage dice, instead dealing fixed damage.

Other weapons may be melee, but not rely on physical power, or do so very little. (Chainsaws, blowtorches, etcetera)

All conventional, non-blunt melee weapons have twice the damage dice they had in D&D, so a longsword does 2d8 slashing and a war hammer only 1d8. Note that strength modifiers are always bludgeoning and counted separately from primary damage. Power attacks are based off the strength modifier now, and add to the primary damage.

Conventional ranged weapons no longer have random damage, but instead have a draw option. This ranges from the minimum to the maximum values listed for the bow’s damage, and takes half that many of your attacks that round. (Rounded up) This determines penetration and damage. I don’t imagine you’ll be doing anything but full draw.

Enhancement:

Enhancement works differently for the different weapon categories.

Conventional melee:
Every point increases attack, damage and penetration. (Even if the weapon does not normally get penetration.)

Conventional ranged:
Every point increases attack, range increment (2m/point) and maximum draw.

Non-conventional melee:
Every point increases attack and damage.

Non-conventional ranged:
Every point increases attack.

Projectiles:
Every point increases penetration and range increment. (2m/point)

Thrown melee weapons:
Every point increases attack, damage, penetration and range increment. (2m/point)

Critical hits:
Crits are scored as they are in D&D 3.5, including the need to confirm. They multiply the amount of damage, but also the amount required to damage attributes so that attribute damage should be about the same. However, they always add in a third form of attribute damage or another penalty that is treated as attribute damage.

Coup de grace:

Coup de grace rules are different. Now they vary heavily based on what weapon you are using, and even some spells can land them. You may use a coup de grace on any opponent that is unconscious, paralysed, asleep or otherwise helpless. This attack automatically hits. You cannot deliver a coup de grace with a reach, mounted or shoulder-fired weapon. This attack may not be a special attack unless otherwise stated. You will not gain any critical threat bonuses if your weapon cannot crit, and will not gain a critical damage bonus or deal bonus attribute damage if the weapon’s critical multiplier is 1.

1 hand, piercing/puncturing
Length: standard action
Effect: Critical treated as 1-20, x10, targeting the torso, inflicts constitution damage equal to your weapon’s piercing or puncturing damage. Always a power attack, even if you lack the feat.
You hold the target with one hand and ram your weapon through their heart.

2 hand, piercing/puncturing
Length: full-round action
Effect: Critical treated as 1-20, x10, targeting the torso, inflicts constitution damage equal to your weapon’s piercing or puncturing damage. Always a single attack, even if you lack the feat.
You position yourself above the target, set the tip of your weapon over their heart, raise it up and bring it down with full force.

1 hand, slashing
Length: standard action
Effect: Critical threat increased to 1-20, targeting the head. Power attack, even without the feat.
You hold your target’s head still and strike hard into their neck.

2 hand, slashing
Length: full-round action
Effect: Critical threat increased to 1-20, targeting the head. Always a single attack.
You position the target sitting with their head bowed and bring your weapon down on the back of their neck with full force.

1 hand bludgeon
Length: standard action
Effect: Targets the head, inflicts extra dexterity damage equal to bludgeon damage dealt. Always a single attack, cannot crit.
You hold your target by the back of the neck and bring your weapon down on the base of their skull with full force.

2 hand, bludgeon
Length: full-round action
Effect: Targets the head, inflicts extra dexterity damage equal to bludgeon damage dealt. Always a single attack, cannot crit.
You set your target in a sitting position with head bowed and bring your weapon down on their skull with full force.

Don't have ranged weapons done yet. I'll get back to you.

Creature types:

Creature type by effects:
Abberation, animal, celestial, dragon, fey, fiend, giant, humanoid, magical beast, monstrous humanoid, outsider, vermin: Standard.

Construct, machine:
Immune to nonlethal, take normal health damage instead, does not bleed, no vitality points. Does not take automatic health damage at low HP.

Undead:
Varies from one to another.

Incorporeal:
Immune to nonlethal and takes normal health damage instead, no vitality points.

Plant:
As construct or machine, except that it still takes automatic health damage at low HP unless otherwise noted.

Elemental:
Immune to nonlethal and takes normal health damage instead, does not bleed or take attribute damage.

Creature type hit dice:
Abberation (d10), animal (d8), celestial (d10), dragon (d12), fey (d10), fiend (d10), giant (d10), humanoid (d10), magical beast (d8), monstrous humanoid (d10), outsider (d10), vermin (d6), construct (d20), machine (d20), undead (varies, read templates), incorporeal (also varies, same way undead does), plant (d12), elemental (d10).

Size:

Fine: +16 hide/move silently, +16 AC and Attack, -16 bull rush, grapple, overrun and trip, natural reach 20cm, (reach is now the sum of this and weapon length) 1/16 health, 1/16 CON modifier to fortitude saves (except against fatigue) 1/5 natural armour, 1/16 carrying capacity, mass 0.156kg+1/4strength+1/4constitution-1/4dexterity.

Diminutive: +12 hide/move silently, +8 AC and Attack, -12 bull rush, grapple, overrun and trip, natural reach 25cm, 1/8 health, 1/8 CON modifier to fortitude saves (except against fatigue) 1/4 natural armour, 1/8 carrying capacity, mass 0.625kg+1/2strength+1/2constitution-1/2dexterity.

Tiny: +8 hide/move silently, +4 AC and Attack, -8 bull rush, grapple, overrun and trip, natural reach 33cm, 1/4 health, 1/4 CON modifier to fortitude saves (except against fatigue) 1/3 natural armour, 1/4 carrying capacity, mass 2.5kg+strength+constitution-dexterity.

Small: +4 hide/move silently, +2 AC and Attack, -4 bull rush, grapple, overrun and trip, natural reach 50cm, 1/2 health, 1/2 CON modifier to fortitude saves (except against fatigue) 1/2 natural armour, 1/2 carrying capacity, mass 10kg+2xstrength+2xconstitution-2xdexterity.

Medium: Natural reach 1m, mass 40kg+4xstrength+4xconstitution-4xdexterity.

Large: -4 hide/move silently, -2 AC and Attack, +4 bull rush, grapple, overrun and trip, natural reach 2m, 2x health, 2x CON modifier to fortitude saves (except against fatigue) 2x natural armour, 2x carrying capacity, mass 160kg+8xstrength+8xconstitution-8xdexterity

Huge: -8 hide/move silently, -4 AC and Attack, +8 bull rush, grapple, overrun and trip, natural reach 4m, 4x health, 4x CON modifier to fortitude saves (except against fatigue), 3x natural armour, 4x carrying capacity, mass 640kg+16xstrength+16xconstitution-16xdexterity

Gargantuan: -12 hide/move silently, -8 AC and Attack, +12 bull rush, grapple, overrun and trip, natural reach 8m, 8x health, 8x CON modifier to fortitude saves (except against fatigue), 4x natural armour, 8x carrying capacity, mass 2560kg+16xstrength+16xconstitution-16xdexterity

Colossal: -16 hide/move silently, -16 AC and Attack, +16 bull rush, grapple, overrun and trip, natural reach 16m, 16x health, 16x CON modifier to fortitude saves (except against fatigue), 5x natural armour, 16x carrying capacity, mass 10240kg+32xstrength+32xconstitution-32xdexterity

Note that dexterity cannot reduce mass below the base value given.

Race, age, sex:
The twelve races in the setting are all somewhat different from their original incarnations. Most have been altered to ensure a level adjustment of 0. There are more age groups now (five in total) and they perform differently. Finally, the sexes are slightly different. The differences are found in the age templates.

I am quite confident in the age and sex templates and not likely to change them. If you want to offer suggestions for revision (NOT “get rid of it entirely”) I will listen to them, but probably not follow them. The races are open for discussion, though.

Please do not flame. I will not respond.

Character grade:
Characters are not all equal and exist in different grades. These only impact their base attributes, lives, experience loss on resurrection and respawn time. People normally start between cretin and champion, with commoner and inferior being the most common. (Commoner 25%, inferior 25%, cretin 20%, superior 15%, hero 10%, champion 5%)

1: (Bug)
12 attribute points, 0 free lives, -5 experience levels on respawn, longest respawn
2: (Pest)
24 attribute points, 0 free lives, -5 experience levels on respawn, longest respawn
3: (Cretin)
36 attribute points, 1 free life, -4 experience levels on respawn, longer respawn
4: (Inferior)
48 attribute points, 1 free life, -4 experience levels on respawn, longer respawn
5: (Commoner)
60 attribute points, 1 free life, -4 experience levels on respawn, longer respawn
6: (Superior)
72 attribute points, 2 free lives, -3 experience levels on respawn, long respawn
7: (Hero)
84 attribute points, 2 free lives, -3 experience levels on respawn, long respawn
8: (Champion)
96 attribute points, 2 free lives, -3 experience levels on respawn, long respawn
9: (Lesser demigod)
108 attribute points, 4 free lives, -2 experience levels on respawn, short respawn
10: (Demigod)
120 attribute points, 4 free lives, -2 experience levels on respawn, short respawn
11: (Greater demigod)
132 attribute points, 4 free lives, -2 experience levels on respawn, short respawn
12: (Lesser deity)
144 attribute points, 8 free lives, -1 experience level on respawn, shorter respawn
13: (Deity)
156 attribute points, 8 free lives, -1 experience level on respawn, shorter respawn
14: (Greater deity)
168 attribute points, 8 free lives, -1 experience level on respawn, shorter respawn
15: (Wandel)
180 attribute points, unlimited lives, no experience loss on respawn, shortest respawn

Death, resurrection and rebirth:

Wandel changed the nature of death due to his distaste for it. Death is not permanent in this setting, although that doesn’t mean death isn’t serious. A being that has been killed loses experience, and if they run out of experience they cannot respawn as normal and must be reborn instead. Time spent dead is normally spent in the realm of Hades or Helheim, or if you earn it Mytikas, (the peak of Olympus, as a guest of the gods) Asgard or Vanaheim. (Valhalla or Folkvangr) Which realm you go to depends on your allegiance and your worth in the eyes of the gods. The common masses are sent to Hades if allied to the Olympians and Helheim if allied to the Aesir or Vanir. Those with the gods’ respect are sent to Mytikas if allied to the Olympians, Asgard if allied to the Aesir and Vanaheim if allied to the Vanir. Those without allegiance are sent to the Olympian location matching them, and invitations to greater realms can be turned down. (For instance, you can turn down a trip to Mytikas and go hang out in Hades instead.) Remember that while you are dead, you are counted as a soul. Souls are different from ghosts, and their templates will be detailed later.

Resurrection vs. rebirth:
A resurrected character comes back to life fairly quickly and is at full health and pristine condition but otherwise unchanged by death. A reborn character comes back to life much slower, is still at full health and pristine condition, but is now a newborn child. Resurrection only costs experience, rebirth costs a life. If you run out of lives, the gods will move you to your home celestial realm where you can earn an extra life or remain a spirit forever. You still get turned into a newborn if you run out of lives.

Respawn time:

Longest:
Resurrection one year, rebirth one decade.
Longer:
Resurrection one month, rebirth one year.
Long:
Resurrection one week, rebirth one month.
Short:
Resurrection one day, rebirth one week.
Shorter:
Resurrection one hour, rebirth one day.
Shortest:
Resurrection one minute, rebirth one hour.

Classes:

The classes are mostly unchanged. They no longer provide BaB, and their normal progression halts at level 20. At level 21 they start again and repeat all repeatable bonuses. This cycle continues on forever, although it's usually best to multiclass when you reach this point because many bonuses are not repeatable and this definitely marks the point of diminishing returns. Still, I see good reason not to stop, such as going to level 100 in rogue to get 50 levels of sneak attack out of it.

Experience, level progression and ascension:

Levels largely work as they did in D&D 3.5, and so does experience except for some small differences. Namely, kill experience is adjusted for your level, earning you 10xp less per level. Kills are normally worth 20x to 500x the creature's level. Quest experience is similarly reduced, earning 100xp less per level. Normally, quests are worth 150x, 200x or 250x the quest's recommended level. The formula is still L*(L-1)*500xp to get to each level.

You get to assign skill points equal to your class bonus plus your intelligence modifier every level. (Level one no longer gets 4x skill points) Maximums are 10+1/2 level for class skills and 5+1/4 level for cross-class skills.

You gain one new attribute point to assign every other level starting at level 2. Attributes may be increased in this manner by up to twice their starting value. (IE: a constitution of 10, after race, age and sex modifiers, may be increased 20 times through levels, and beyond that only by feats.) You gain one new feat to assign every fifth level starting at 5, as well as a 1pt bonus to your BaB. (Classes no longer award BaB, so this is vital.) You gain a +1 to your AC every ten levels. Finally, you ascend one character grade at level 21 and every 20 levels thereafter, but cannot exceed 14 (greater deity). There is no level cap.

Skill changes:

Speak language now requires four points to speak a given language fluently. At one point, you can pick out words and phonemes from a language but not understand them. At two points you can get the gist of what people say, but cannot communicate in the language and cannot get significant detail. At three you can understand the language as long as the other speaker doesn't use uncommon vocabulary and you can speak a language but not fluently. At four, you speak fluently and can understand the language in most circumstances, so unless a particularly ubscure word is pulled out you should be fine. At five, you're a master of the language with nearly unlimited understanding and can figure out unknown words from context.

Diplomacy uses The Giant's system, but with double relationship and risk vs. reward modifiers. As long as The Giant doesn't mind, of course. But I can't imagine a reason why he would.

Barter is present in game, and is a competitive check. Make an offer, a penalty is assigned based on the offer, and the two roll to see if it is accepted. They will counter and so forth until an agreement is met. Only for monetary transactions in areas without fixed prices. (Thrift shops, swap meets, garage sales and so on.) Deal modifiers on sales are -1 for every 1% of value above 10%, and on purchases -1 for every 2% below 1000% value.

Spot and listen are now intelligence based, not wisdom based. They also determine how far you can spot a creature. Your detection range is equal to ten times your total modifier for search, twenty times for listen and forty times for spot. These multipliers are multiplied by the size of the object (1x medium, 1/2x for each smaller, 2x for each larger.)

Alternate forms:

The alternate forms are high-power temporary transformations that may be assumed by individuals granted the power by the gods with the ability to do so. Of course, Wandel can grant any of these. They often obey somewhat different rules, especially in regards to magic, and cannot be used for very long or for very often to prevent them from being your primary weapon and force you to reserve them for bosses.

Celestial form
This form can be granted by the leaders of any pantheon or by Wandel, lasts one minute per level, may be used once per day, and is stronger overall than your basic form. Which form you get depends on your race, and its abilities are determined by racial modifiers and your ability scores. There are five areas where you are rated, which determine your bonuses. These are melee, (strength) ranged, (dexterity) defense, (constitution) divine, (wisdom&charisma) and arcane. (intelligence&charisma) Your racials are 10+racial ability mod. Charisma mods count half for divine and arcane. Remember that these forms get penalised by four points in every attribute if you are not in a celestial realm and a +4 if in your celestial home.

Melee:
Racial+strength mod+1/10 level.
+1/2 melee attack
+1/4 melee damage
+1/8 melee critical threat
+1/16 melee critical damage

Ranged:
Racial+dexterity mod+1/10 level
+1 ranged attack
+1/4 ranged critical threat
+1/16 Ranged critical damage

Defense:
Racial+constitution mod+1/10 level
+1 health and vitality
+1/2 Saves
+1/4 Armour
+1/8 General damage and energy reduction

Arcane:
Racial+intelligence mod+1/2 charisma mod+1/10 level
+10 casting points (You can't cast normally in this form, instead using spell points. These cannot be recharged, but are always at full when you assume the form.)
+1% spell power (The abilities of spells in this form are mostly numeric. This increases that number and their saving throws.)
+1% spell range
+1% spell duration
+1% spell radius

Divine:
Racial+wisdom mod+1/2 charisma mod+1/10 level
+10 casting points (You can't cast normally in this form, instead using spell points. These cannot be recharged, but are always at full when you assume the form.)
+1% spell power (The abilities of spells in this form are mostly numeric. This increases that number and their saving throws.)
+1% spell range
+1% spell duration
+1% spell radius

Greater celestial form:
It's very similar, but recieves twice the impact from the form's bonus feats, triple ability mods and quadruple racial mods. It lasts one minute per level and can only be used once weekly. It can be granted by the leaders of the Olympians, Aesir, Vanir, any of the Alignment gods or Wandel himself.

Divine form:
Divine forms are class-related and granted by greater Aesir, Vanir, any Alignment god or Wandel himself. If you're a multiclass, you get a form for each class that uses that class's level instead of your character level. Since your power in this form and the duration of the form are both based on your class levels, multiclassers lose power in exchange for their flexibility. These forms are extremely powerful, as they take your class features and increase them to deific proportions.

For instance, speedsters in this form can easily achieve run speeds upwards of 1km/round, and if they use their exclusive "boost" ability a properly munchkin-sized speedster can break the sound barrier. It also increases their class's "impact" ability from 2 to 4, which at their speed makes ramming an excellent weapon. (This number divides any collision damage they recieve and multiplies that which they inflict.) These forms all have unique names, such as "essence of chaos" (speedster) or "force of order." (paladin) However, when used most of them make all concepts of subtlety go right out the window by surrounding you with a glowing aura based on your class and leaving a trail behind you. This aura is different in colour from an alignment aura but does not conceal your alignment. This form lasts one round per class level and can be used once daily.

Greater divine form:
Granted only by alignment deities or Wandel himself, this form is basically "divine, squared." Each divine form has a powerful alignment-based aura. This form lasts one round per level and may only be used once weekly. The form is not only impossible to hide because it displays your alignment, it alerts all around to your presence as if they were using a spell to detect you and your aura is extremely visible. The power of the form, however, is to the point where normally insurmountable enemies (like tanks) are relatively easy to dispatch.

Avianmosquito
2012-10-10, 07:22 AM
Please forgive my double post, I tried and couldn't fit this all into one.

Miscellanea:
1. Incorporeal creature CAN be damaged by weapons, but have an immense DR /silver, and equally high energy resistance to cold damage. However, they receive normal effect from magic, and double damage from disruption, force and light. Also, most can be turned or rebuked.
2. No such thing as death from massive damage. Just so you know.
3. Cleave wouldn’t work as it was written, so the attack instead allows you to attack everybody in the square in front of you, the squares on either side of it and the squares on either side of you. You may choose where the cleave begins and ends. However, you need three attack per round in order to do this, and it replaces all three with a single cleave.
4. Great cleave is just a cleave power attack.
5. You now have a "single attack" option if you have three or more attacks per round. This attack takes an entire single action, but it swaps your strength bonus for your full strength score, adds it to your weapon damage, and even improves your attack bonus by using your full strength score for it as well. However, the single attack is a standard action by itself. It's best used with two handed weapons, because there is uses 1.5xstrength instead of just strength. This attack is for when you need all the power you can get.
6. The feat "Improved Power Attack" allows you to stack power attack on to single attack. Power attack uses your entire strength score in this form. If you have to land more than one of these, there’s a problem.
7. You can stab with most “slashing” blades (swords and knives that do slashing damage) and when doing so deal piercing damage, which is better against armour. However, this gets half normal damage dice. You can also slash with most “stabbing” blades, (swords and knives that do piercing damage) which is not as effective against armour, for 50% more damage dice. Stabbing/slashing blades are considered slashing for this purpose.
8. Silver weapons get a -2 to damage instead of -1, as silver is now much more effective at bypassing DR.
9. All summon spells have had their duration increased from “rounds” to “minutes.”
10. Clothes require proficiencies related to their weight, but most classes start with them. The only way to start without any clothing proficiencies is to play a baby in the speedster class. (Child classes lack the highest of their equivalent adult class, babies the highest two. The speedster class has only light and medium clothing proficiencies.)
11. Some classes are barred from taking armour proficiencies, focuses, specialisations and masteries. Armour proficiency can only be taken three above what you start with, focuses two above, specialisations one above, and masteries with what you start with. Can also be taken for clothing.
12. Arrows now come in three varieties: broadhead (piercing, 75% range), bodkin (puncture, -1 damage, 100% range) and judo-tip (bludgeon, -2 damage, 50% range). Each has a penetration equal to the bow's draw.
13. Explosions marked as “modified by distance” deal basic at one square, beyond that cube the distance (in squares) and divide damage by that. Slashing damage falls on a square and piercing falls linearly. Most explosions deal all three damage types, but in varying amounts. Within the square of the explosion, these blasts deal double damage.
14. Sneak attack deals bonus nonlethal, as opposed to actual damage. It also has different dice depending on the weapon used, no longer has a range limit and can be used by any weapon. Five levels of it are now available to non-rogues as feats. D6 dice are used for light melee weapons, d4 for non-light one handed melee, d3 for two handed ranged and melee, d2 for one handed ranged and thrown melee weapons, d1 for spells, mounted and shoulder fired weapons. Some weapons (daggers and knives, garrotes, unarmed strikes, natural weapons) are special weapons for sneak attack and get one better dice. (d3 becomes d4, d4 becomes d6 and d6 becomes d8.)
15. Unarmed strikes now deal 1d4 (1d3 small, 1d2 tiny, 1d1 diminutive and 0 fine. 1d6 large, 1d8 huge, 1d10 gargantuan and 1d12 colossal) with your main hand, 1d3(1d2 small, 1d1 tiny, 0 diminutive and fine. 1d4 large, 1d6 huge, 1d8 gargantuan and 1d10 colossal) with your off hand. Their critical is 18-20, x3. You can attack with unarmed strikes as if dual wielding without suffering a penalty. Your attacks DO NOT provoke an attack of opportunity.
16. Your number of attacks per round is equal to 1+1 for every five points of your attack bonus, regardless of source. If you are dual wielding, your offhand weapon uses its attack bonus to determine how many attacks it gets.
17. Bites now provoke attacks of opportunity, get half of your strength modifier and 20, x3 critical. They also do piercing damage.
18. Players without special bite attacks can now bite for 2d4 piercing damage. (2d3 if small, 2d2 if tiny, 2d1 if diminutive, 1d1 if fine. 2d6 if large, 2d8 if huge, 2d10 if gargantuan and 2d12 if colossal.)
19. Attacking with a ranged weapon still provokes attacks of opportunity, but you can fire a non-conventional ranged weapon without one at the expense of sacrificing your BaB and taking a -4 to hit.
20. Spellcasters get more bonus spells per day. Basically, they get an amount of each spell level they can cast equal to their relevant ability score modifier divided by 1+spell level, rounded down.
21. The new classes are: speedster, survivor, weapon master, worker, student, politician and specialist. Most of the major core classes also return. I can give you their abilities if you want them, but until they are requested I’m not going to bother.
22. I'm adding a samurai prestige class for speedster, weapon master, fighter, ranger and paladin, as well as the shapeshifter and floraphile prestige classes for clerics, druids and rangers. Likely not the only prestige classes, but that's the first three.
23. You can now unlock any prestige class by taking a prestige class that shares a class requirement with it, as long as you meet the other requirements. For instance, a samurai could take the shapeshifter prestige class because they both have ranger as class requirements, but only if they also had the prerequisite feat "spell focus (transmutation)" and the prerequisite four ranks of "knowledge (nature)."
24. Adding a new prestige class called "evocatative cannon" for all arcane casters that cast from the charisma attribute. Hopefully, you can figure out what kind of class this is from the name.
25. Epic spells still require a feat and twenty levels of a single caster class. They now also require twenty points in your relevent casting attribute, and do not have a base number of spells per day. You gain one epic spell slot for every twenty points of your relevent ability score, and no more than one twentieth of your caster level in the relevent class. There is no way to increase this number. Epic spells are now much more powerful, however, and are worth their pitiful number of casts per day. Epic spells are treated as level 20.
Example race listings:

Human:
Medium humanoid
Base land speed: 10m/round
Extra feat at 1st level
4 extra skill points at first level and 1 extra each level thereafter
Favoured class: any
Celestial home: Asgard
Alignment: Often neutral (no restriction)

Halfling:
Small humanoid
-2 strength, +4 dexterity
Base land speed: 10m/round
+2 climb, jump, move silently, hide
+1 racial bonus to all saving throws
+2 bonus to all saves against fear
+1 racial bonus to all attacks with thrown weapons and slings
+2 racial bonus to spot and listen checks
Favoured class: rogue
Celestial home: Asgard
Alignment: Often neutral (no restriction)

Gnome:
Small humanoid
-2 strength, +2 dexterity +2 constitution
Base land speed: 10m/round
Low-light vision
Weapon familiarity: gnome hooked hammer
+2 racial bonus to saving throws against illusion
+1 to the DC of all illusions cast
+1 to attack rolls against kobolds and goblinoids
+4 to dodge bonus against giants
+2 racial bonus to spot and listen
+2 to craft (alchemy)
Spell like ability: once per day, speak to animals. If charisma is above 10, once per day dancing lights, ghost sound and prestidigitation
Favoured class: bard
Celestial home: Asgard
Alignment: Often chaotic (cannot start lawful)

Orc:
Medium humanoid
+4 strength, +2 constitution, -2 intelligence, -2 charisma, -2 wisdom
Base land speed: 10m/round
Darkvision
Light sensitivity
Weapon familiarity: orcish sword, orcish axe
+4 natural armour
Favoured class: fighter
Celestial home: Asgard
Alignment: Often lawful (cannot start chaotic)

Elf:
Medium humanoid
+2 dexterity, -2 constitution
Base land speed 10m/round
Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Low-light vision.
Weapon Proficiency: longsword, rapier, longbow, composite longbow, shortbow, composite shortbow
+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Favoured class: Wizard
Celestial home: Alfheim
Alignment: Often chaotic (cannot start lawful)

Dwarf:
Medium Humanoid
+2 Constitution, –2 Charisma
Base land speed: 6m/round, maintains full speed when under medium or heavy encumbrance
Darkvision: Hill dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight.
Stonecunning: This ability grants a hill dwarf a +2 racial bonus on Search checks to notice unusual stonework. A hill dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a hill dwarf can use the Search skill to find stonework traps as a rogue can. A hill dwarf can also intuit depth.
Weapon Familiarity: dwarven waraxe, dwarven urgroshe
Stability: A hill dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground.
+2 racial bonus on saving throws against poison and disease.
+2 racial bonus on saving throws against spells and spell-like effects.
+1 racial bonus on attack rolls against orcs and goblinoids.
+4 dodge bonus to Armor Class against monsters of the giant type.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Favoured class: fighter
Celestial home: Svartalfaheim
Alignment: Often lawful (cannot start chaotic)

Goblin:
Small humanoid
-2 strength, +4 dexterity, +2 constitution, -2 charisma
Base land speed: 10m/round
Darkvision
+4 hide, move sililenty, ride
Weapon familiarity: Goblin dagger, goblin bow
Sneak attack I
Favoured class: rogue
Celestial home: Vanaheim
Alignment: Often neutral (no restriction)

Hobgoblin:
Medium humanoid
+2 strength, +2 dexterity, +2 constitution
Darkvision
+4 move silently
Favoured class: fighter.
Celestial home: Vanaheim
Alignment: Usually lawful (must start lawful)

Bugbear:
Medium humanoid
+2 Strength, +2 Dexterity, +2 Constitution, –2 Charisma.
Base land speed: 10m/round
Darkvision out to 60 feet.
+3 natural armor
+4 racial bonus on Move Silently
Favoured class: rogue
Celestial home: Niflheim
Alignment: Often chaotic (cannot start lawful)

Kobold:
Small humanoid
+4 dexterity, -2 strength, -2 constitution, +2 charisma
Base land speed 10m/round
Darkvision
+4 natural armour
+4 energy resistance against fire
Light sensitivity
+2 craft (trapmaking), profession (miner), spot, search and listen.
Weapon familiarity: kobold shiv and kobold barbed spear
Favoured class: Sorceror
Celestial home: Muspellheim
Alignment: Often lawful (cannot start chaotic)

Naga:
Large abberation
-2 strength, -2 dexterity, +2 constitution, +2 charisma
Base land speed 10m/round. Moves at full speed under medium and heavy encumbrance. Cannot make "run" actions.
+5 natural armour on tail, +1 on torso.
+4 to saves against poison
Sturdy: Nagas cannot be tripped.
Bite attack: 2d4 piercing +1/2 strength modifier, may either deliver a venom or drain 1d8hp.
Venom: If a bite is venomous, it deals initial and secondary 1d6 Con, with a DC equal to 10, plus the naga's constitution modifier and level.
Legless: A naga rendered "inambulatory" loses their ability to jog, as they do not stand.
-4 climb
+4 swim
A naga’s natural weapons and unarmed strike are treated as one size smaller than the naga, as is the naga's reach. Nagas use weapons as if they were one size category smaller.
Favoured class: sorceror
Celestial home: Jotunheim.
Alignment: Usually neutral (must start neutral)

Fey:
Small creature
–4 Strength, +2 Dexterity, +2 Charisma
Base land speed: 6m/round
Skills: +2 Search, spot and listen
Racial feat: dodge
Spell-like abilities: 1/day dancing lights, detect evil, detect law, detect good, detect chaos, detect thoughts, fly, feather fall
Special qualities: DR 5/Silver, spell resistance 10
Flight:* Fey may fly freely, with a speed of 12m/round and good maneuverability. A fey may fly for a number of rounds equal to their constitution score, but after that must make a DC 10 constitution check to continue flying. They must check again each round, and the DC increases by 1 for each check made. When this check is failed, they must stop flying. A fey that has flown to his/her limit must rest a number of rounds equal to the rounds flown. While resting, they may not fly, run, jog, jump, swim, climb or tumble. A fey that has not reached his/her limit will be able to stop flying and then resume where they left off, with any rounds of rest intervening being removed from the number of rounds they have flown. A fey may jog while flying for double speed, but this cuts the duration of the flight in half. (1/2 constitution before check, DC 10 +2 for each check made, rest for twice rounds flown) Finally, a fey may choose to run while flying. This performs much like flying and jogging, except that checks begin automatically and start at 0, and when a check is failed the fey becomes fatigued. Even if the check is never failed, the fey must rest for four times the number of rounds flown before flying again.
Favoured class: sorceror
Celestial home: Vanaheim
Alignment: Usually chaotic (must start chaotic)

*These rules are (except for interactions with jog and run, of course) identical to the rules for running. The two are interchangable most of the time in terms of drawbacks, and rounds ran or flown are counted together in game. (So five rounds ran and five rounds flown will reach the ten rounds most people can handle without checks, unless both were simultaneous, in which case it follows the rules given.) Note that these checks are not saves and thus are not impacted by scale multipliers. As a result, smaller creatures will do just as well if they have the same constitution score. Also, the fey's "fly" spell-like ability is basically the "fly" spell and overrides all the rules here, although you can switch freely between the two and flying with the spell doesn't prevent rest.

Example vehicle listings:

Contemporary sedan:
Large machine
Hit dice: 5d20 (200hp after size adjustment)
Natural armour: 1 (2 after adjustment)
DR 1/--, ER 1/--
Base land speed: 50m/round
BaB: -5
+10 overrun
Trample: 2d4+5 if moving at 50m/round, 4d4+10 if moving at 100m/round or 8d4+20 if moving at 200m/round. Does not suffer attack penalties for movement.
Str 40, Con 10, Cha 10
Dexterity cap: +5
Jog, run: This vehicle may move at twice normal move rate at will at the exspense of a -10 penalty to attack rolls (unless otherwise noted) or at four times with a -20.
Two medium seats, rear "bench" seat may handle two medium and one small creature.
Fuel capacity: 100 litres
Fuel usage: 10km/litre
1000kg
Value: $10k (Auto salesmen will f*** you bad without the courtesy of a reach-around. Don't expect to buy this flimsy one-tonne chunk of fibreglass for less than $30k.)

This entry includes most common, relatively new sedans and compact cars.

Contemporary sports utility vehicle:
Huge machine
Hit dice: 10d20 (800hp after size adjustment)
Natural armour: 2 (8 after adjustment)
DR 2/--, ER 2/--
Base land speed: 30m/round
BaB: -10
+10 overrun
Trample: 2d6+8 if moving at 30m/round, 4d6+15 if moving at 60m/round or 8d6+30 if moving at 120m/round. Does not suffer attack penalties for movement.
Str 60, Con 20, Cha 18
Dexterity cap: +3
Jog, run: This vehicle may move at twice normal move rate at will at the exspense of a -10 penalty to attack rolls (unless otherwise noted) or at four times with a -20.
Five medium seats. Cargo bay may be modified to feature a number of front, side, inward or even rear-facing extra seats. (Two medium.)
Fuel capacity: 250 litres
Fuel usage: 3km/litre (This thing will swallow your paycheck.)
2000kg
Value: $25k (Nothing says "I have too much money and no f***ing clue what to do with it" like a humm... SUV. Seriously, it serves no practical purpose a cheaper vehicle won't.)

This entry represents the typical overly large SUV, which can (but usually doesn't) carry an entire family and plenty of cargo. They are expensive and have a durable frame, both vestiges of their military origin.

Contemporary pickup truck:
Huge machine
Hit dice: 5d20 (400hp after size adjustment)
Natural armour: 3 (12 after adjustment)
DR 3/--, ER 3/--
Base land speed: 40m/round
BaB: -10
+10 overrun
Trample: 2d6+10 if moving at 40m/round, 4d6+20 if moving at 80m/round or 8d6+40 if moving at 160m/round. Does not suffer attack penalties for movement.
Str 80, Con 10, Cha 14
Dexterity cap: +4
Jog, run: This vehicle may move at twice normal move rate at will at the exspense of a -10 penalty to attack rolls (unless otherwise noted) or at four times with a -20.
Four medium seats. Cargo bay may be modified for extra seating. (Six medium)
Fuel capacity: 150 litres
Fuel usage: 5km/litre (Rather inefficient.)
1500kg
Value: $15k

A mundane, crew-cab pickup truck. Heavy duty, designed to haul large trailers and full beds of any cargo. If it was loaded with a full bed of lead, it still wouldn't have a problem. Not that most of the drivers need its excessive power, as most of them never put any cargo in it. Mostly, like an SUV, it's a statement. It says "I have more money than I know what to do with and I want to show it off, but still be able to claim my vehicle is practical." On the bright side, it'll serve you well because the steel body is almost immune to small arms fire, it can seat your whole party if you use the bed, haul large amounts of cargo and (if you find somebody to add some) mount more firepower than any other civilian vehicle. Better yet, armour for this vehicle is easy to come by, fairly cheap and extremely effective.

HMMWV:
Huge machine
Hit dice: 10d20 (800hp after size adjustment)
Natural armour: 5 (20 after adjustment)
DR 5/--, ER 5/--
Base land speed: 30m/round
BaB: -10
+10 overrun
Trample: 2d6+10 if moving at 30m/round, 4d6+20 if moving at 60m/round or 8d6+40 if moving at 120m/round. Does not suffer attack penalties for movement.
Browning M2: +18 ranged, range increment 100m, 20 penetration, 6 piercing and 13 bludgeon, critical 20 x3, .50 BMG
Str 80, Con 20, Cha 22
Dexterity cap: +2
Jog, run: This vehicle may move at twice normal move rate at will at the exspense of a -10 penalty to attack rolls (unless otherwise noted) or at four times with a -20.
Five medium seats, including one gunner seat. Cargo bay may be modified to feature a number of front, side, inward or even rear-facing extra seats. (Two medium.)
Fuel capacity: 350 litres
Fuel usage: 2km/litre
2500kg
Value: $50k

The humvee has been a staple of the US military for years, and this position is well earned. It's a versatile patrol and attack vehicle that can haul cargo, carry troops, or bring in heavy firepower ranging from the venerable Browning M2 to the terrifying GE M134 to the GAU-12. Some have even been seen armed with missile launchers, and many have been up-armoured in recent years to make them harder to damage. This listing is for a basic model, with no supplementary armour. This is not common, as the military seems to consider their base armour to be abysmal in terms of protective capability.

M3 Bradley:
Gargantuan machine
Hit dice: 15d20 (2400hp after size adjustment)
Natural armour: 10 (80 after adjustment)
DR 10/--, ER 10/--
Base land speed: 20m/round
BaB: -20
+10 overrun
Trample: 2d10+15 if moving at 20m/round, 4d10+30 if moving at 40m/round or 8d10+60 if moving at 80m/round. Does not suffer attack penalties for movement.
M242: +22 ranged, range increment 150m, 27 penetration, 25 piercing and 35 bludgeon, critical 20 x3, 25*137mm
Dual BGM-71 TOW missile launchers: Homing +20 ranged touch attack, operational range 4km, 100 penetration, 50d10+500 piercing, 250 bludgeon, 50d10 fire, critical 20 x2.
Str 120, Con 30, Cha 30 (For some reason when I see them I hear the song "Click click boom.")
Dexterity cap: +1
Jog, run: This vehicle may move at twice normal move rate at will at the exspense of a -10 penalty to attack rolls (unless otherwise noted) or at four times with a -20.
Five medium seats, including two gunner seats.
Fuel capacity: 500 litres
Fuel usage: 1km/litre
Weight: 20000kg
Value: $150k

Likely the deadliest vehicle you have any hope of toppling, the M3 bradley is a a durable, well armoured combat vehicle designed for anti-personnel and anti-vehicular roles. It carries a cannon that makes short work of infantry and a generous complement of missiles that should be more than powerful enough to damage or destroy most other ACVs and even tanks.

M1A2 Abrams:
Gargantuan machine
Hit dice: 20d20 (3200hp after size adjustment)
Natural armour: 15 (120 after adjustment)
DR 15/--, ER 15/--
Base land speed: 15m/round
BaB: -20
Trample: 2d10+25 if moving at 15m/round, 4d10+50 if moving at 30m/round or 8d10+100 if moving at 60m/round. Does not suffer attack penalties for movement.
Rheinmetall 120mm cannon, SABOT:* +35 ranged, range increment 200m, 200 penetration, 400 piercing and 1000 bludgeon, critical 20 x3, 120mm
Rheinmetall 120mm cannon, HEAT:* +35 ranged touch attack, range increment 200m, 100 penetration, 50d10+500 piercing, 250 bludgeon, 50d10 fire, critical 20 x2, 120mm
Browning M2: +18 ranged, range increment 100m, 20 penetration, 6 piercing and 13 bludgeon, critical 20 x3, .50 BMG
FN M240: +17 ranged, range increment 50m, 10 penetration, 2 piercing and 3 bludgeon, critical 20 x3, 7.62mm NATO, one coaxial and one by the loader's hatch.
Str 200, Con 40, Cha 36 (Is there a more impressive land vehicle than a tank?)
Dexterity cap: 0
Jog, run: This vehicle may move at twice normal move rate at will at the exspense of a -10 penalty to attack rolls (unless otherwise noted) or at four times with a -20.
Four medium seats, including three gunners. (Technically one is TC, but it counts as a gunner position.
Fuel capacity: 1000 litres
Fuel usage: 0.5km/litre
Weight: 60000kg
Value: $300k
*The tank may only fire one of these rounds before reloading. Reloading is a full round action taken by the loader. If the loader is manning the gun on thier hatch they must move to loading position (which takes a full round) before reloading the weapon. The round used is determined when the weapon is loaded.

The abrams is the primary MBT of the american military and the epitome of modern military power. They not only pack so much firepower that almost nothing can withstand them, their armour makes them difficult to damage without anti-tank weaponry.

New weapons:

Orcish sword:
Exotic weapon proficiency, orcish sword
Reach: 120cm
Critical: 19-20, x2 (x3 if used with two hands and the exotic weapon proficiency)
Damage: 2d10, slashing
Hardness: 10
Weight: 3.5kg

The orcish sword is a long, straight, flat single-edged blade similar to the bastard sword in length. It is too heavy for use with one hand and requires special training, but may be used without special training as a two handed weapon. Cannot stab.

Orcish axe:
Exotic weapon proficiency, orcish axe
Reach: 150cm
Critical: 19-20, x3
Damage: 2d12, slashing
Hardness: 5
Weight: 5kg

The orcish axe is a short poleaxe with a long, flat blade. It is heavy and unusually balanced, requiring special training to use properly.

Goblin dagger:
Exotic weapon proficiency, goblin dagger
Reach: 30cm
Critical: 17-20, x3
Damage: 2d3 piercing or 3d3 slashing
Hardness: 5
Weight: 250g

The goblin dagger is a long, thin dagger sharpened on both sides that comes to a very fine point. Designed to stab, rather than slash, but capable of both. It is longer than most daggers of its size, and once you overcome its unusual shape and grip it is very steady and pierces very deep. Unlike other daggers, it cannot be relied upon to penetrate when thrown.

Goblin bow:
Exotic weapon proficiency, goblin bow
Range increment: 10m
Critical: 19-20, x2
Damage: 1-3 piercing and 1-3 bludgeoning.*
Hardness: 5
Weight: 500g
Special: This weapon is counted as a composite bow, and when used with goblin arrows its maximum draw and piercing damage increase by 1.

Goblin bows have unusually long draw length for a bow of their size, but drawing them to their full length requres a longer arrow than normal. Normally, goblin-made arrows are longer for this reason.

Kobold shiv:
Exotic weapon proficiency, kobold shiv
Reach: 20cm
Critical: 20, x2
Damage: 2d2-1 slashing or 1d2-1 piercing
Attack modifier: -1
Hardness: 10
Weight: 200g
Special: Infects target with the disease "filth fever" 1d3 dex and 1d3 con, DC12.

The kobold shiv is a thin, sharpened piece of rusted iron with an improvised handle. It is awkward to use due to its balance and small grip and lacks in power, but is quite capable of spreading disease, which is the weapon's primary advantage.

Kobold barbed spear:
Exotic weapon proficiency, kobold barbed spear
Reach: 50cm
Range increment: 4m
Critical: 20, x2
Damage: 2d3 piercing, 2d3 slashing upon removal
Hardness: 10
Weight: 500g

Kobold barbed spears are javelins covered in small, backwards facing hooks that catch on the target's flesh upon entry. They don't penetrate well and have odd characteristics, but they do inflict a large amount of extra damage upon removal.

Mossberg 500
Simple weapon proficiency, pump shotgun
Range increment: 4m
Critical: 20, x1 (A x1 critical still does Con damage, so it is useful.)
Damage: 1 puncture, 1 bludgeon, 1 penetration
Attack mod: +5
Reliability: 99% (1% jam, which requires a standard action to clear it.)
Capacity: 6
Reload: Five rounds (No, really. If you're reloading, you'll be there a while.)
Reload jam: 0% (This is a chance you'll need to repeat the reload)
Hardness: 10
Weight: 3kg
Operation: manual (Uses your normal attack rate)
Recoil: -4 (This penalty mounts with every shot, with the first taking 0, the second -4, the third -8 and so on. You may choose to fire from a prone position to reduce recoil to 1/2, rounded to the nearest whole.)
Special: Launches ten projectiles, each dealing the listed damage.
Ammunition type: 12 guage, buckshot (slugs are also present, and deal 14 puncture, 6 bludgeon and have 5 penetration)

A common and frequently used shotgun, and basic enough not to be worth talking about much. It's a reliable weapon, and since the world changed it's been used mostly to dispatch small wild animals, minor magical beasts, weak undead, blobs and other enemies without the slightest hint of armour. Unfortunately, even a little armour or natural damage reduction and the shine comes right off this weapon. (DR 1 does nothing, DR 2 cuts it in half, DR 3 and it's useless)

Glock 17
Martial weapon proficiency, pistol
Range increment: 10m
Critical: 19-20, x3 (Most guns have good critical)
Damage: 3 puncture, 1 bludgeon, 2 penetration
Attack mod: +7
Reliability: 99%
Capacity: 17
Reload: 2 rounds (Alright, not as bad, but still problematic)
Reload jam: 10%
Hardness: 10
Weight: 1kg
Operation: Semi-automatic, 10/round
Recoil: -2
Special: This weapon may be used with two hands as a simple weapon or one as a martial weapon.
Ammunition type: 9mm parabellum

Once a standard of security and law enforcement, the Glock 17 has been repeatedly replaced by smaller variant for the purpose of convenience. If you find one of these old soldiers, take it. The greater capacity is more than worth the increased weight.

LWS .32
Martial weapon proficiency, pistol
Range increment: 10m
Critical: 19-20, x3 (Most guns have good critical)
Damage: 2 puncture, 2 penetration
Attack mod: +5
Reliability: 99%
Capacity: 6
Reload: 1 round
Reload jam: 10%
Hardness: 10
Weight: 300g
Operation: Semi-automatic, 10/round
Recoil: -1
Special: This weapon may be used with two hands as a simple weapon or one as a martial weapon. For purposes of size compatibility, it is considered tiny.
Ammunition type: .32 ACP

A tiny holdout pistol built by Seecamp, the LWS .32 is one of the smallest pistols in existence. Normally, they are only chambered to load hollow points, but after the change this problem was worked out for all models made thereafter.

M1911
Martial weapon proficiency, pistol
Range increment: 10m
Critical: 19-20, x3
Damage: 5 puncture, 2 bludgeon, 2 penetration (It's a big step up, ain't it?)
Attack mod: +6
Reliability: 99%
Capacity: 7 (Eh, it had to have a downside somewhere.)
Reload: 2 rounds
Reload jam: 10%
Hardness: 10
Weight: 1kg
Operation: Semi-automatic, 10/round (Of course, you only hold 7.)
Recoil: -3
Special: This weapon may be used with two hands as a simple weapon or one as a martial weapon.
Ammunition type: .45 ACP (Oh, glorious .45, how I love thee.)

A favourite of american gun collectors, the .45 has been in use for over 100 years. The pistol has aged well and been copied many times, and is still quite useful to this day. By the standards of pistols, it's a powerhouse, capable of landing powerful shots rapidly and accurately, especially in close quarters.

Ruger GP100
Martial weapon proficiency, pistol
Range increment: 10m
Critical: 18-20, x3
Damage: 3 puncture, 2 bludgeon, 3 penetration
Attack mod: +8
Reliability: 100%
Capacity: 6 (It's a revolver. What did you expect?)
Reload: 5 rounds (There are speedloaders to bring it to 3, but still.)
Reload jam: 0%
Hardness: 10
Weight: 1kg
Operation: Double-action, 5-round (Heavy, slow, but still just a trigger pull.)
Recoil: -3
Special: This weapon may be used with two hands as a simple weapon or one as a martial weapon.
Ammunition type: .357 magnum

Produced since the '80s, this pistol has always had a reputation for reliability. But since it's a revolver, that actually says nothing about the weapon's quality. A reliable revolver is like cholesterol free bread. The round it fires is similarly overrated, having barely any more stopping power than a 9mm and not beating it by enough in penetration to be worth the extra recoil or tiny capacity.

M16A4
Martial weapon proficiency, assault rifle
Range increment: 30m
Critical: 18-20, x3
Damage: 1 puncture, 2 bludgeon, 9 penetration (At least it penetrates.)
Attack mod: +18 (Finally, a strong point.)
Reliability: 95% (Well, f***. Why do we use this thing again?)
Capacity: 20
Reload: 3 rounds
Reload jam: 25% (People LIKE this thing? Then again, people like Sonic '06.)
Hardness: 5
Weight: 3kg
Operation: Semi-automatic, 10/round or automatic, 90/round
Recoil: -1
Ammunition type: 5.56x45mm NATO

One of the most overrated, underpowered, unreliable, worthless weapons ever created. It's cheap, light, accurate and has very long range, but it's also weak, unreliable and flimsy. If you have any other rifle on hand, pass this one by. (Unless you're a masochist and you like constantly unjamming a weapon that couldn't stop a man if you had him sedated first.)

Ak-47
Martial weapon proficiency, assault rifle
Range increment: 20m
Critical: 19-20, x3
Damage: 2 puncture, 2 bludgeon, 8 penetration (Alright, that's better.)
Attack mod: +14
Reliability: 100%
Capacity: 30
Reload: 3 rounds
Reload jam: 5% (This is the fault of the magazine or the user, not the rifle.)
Hardness: 10
Weight: 5kg (Well, it's heavy. But it's worth it.)
Operation: Semi-automatic, 10/round or automatic, 60/round
Recoil: -2
Ammunition type: 7.62x39mm

The brainchild and namesake of Mikhail Kalashnikov, this weapon is reliable, powerful and... well honestly that's about it. There's nothing else noteworthy about this weapon, it just hits hard for an assault rifle, never jams and lasts forever. And despite its reputation, it's actually pretty accurate. Or it would be if the people that used it the most were decent marksman, didn't fire full auto and used the damn sights. It'd be hard to find a better weapon than this.

FAL
Martial weapon proficiency, battle rifle
Range increment: 30m
Critical: 18-20, x3
Damage: 2 puncture, 3 bludgeon, 10 penetration (Better than it sounds.)
Attack mod: +16
Reliability: 99%
Capacity: 20
Reload: 3 rounds
Reload jam: 10%
Hardness: 10
Weight: 4kg
Operation: Semi-automatic, 10/round (No full option on this one.)
Recoil: -3
Ammunition type: 7.62x51mm NATO

FN FAL is best used as a marksman's weapon. It's accurate, powerful and has long range, all of which make it a good weapon for anybody who doesn't need a full sniper rifle.

Children's carbine
Martial weapon proficiency, assault carbine (Error removed)
Range increment: 30m
Critical: 18-20, x3
Damage: 1 puncture, 1 bludgeon, 2 penetration (.22) or 2 puncture, 1 bludgeon, 2 penetration (.32) or 1 puncture, 2 bludgeon, 8 penetration (5.56)
Attack mod: +10 (.22) or +7 (.32) or +16 (5.56)
Reliability: 99%
Capacity: 10
Reload: 3 rounds
Reload jam: 10%
Hardness: 10
Weight: 1kg
Operation: Semi-automatic, 10/round
Recoil: 0 (.22 or .32) or -2 (5.56)
Special: This weapon is treated as tiny for the purpose of size compatibility.
Ammunition type: .22LR, .32 ACP or 5.56mm NATO

A small, generic semi-automatic rifle chambered in .22 and designed for usage by small children. Initially introduced as a target rifle, it's accurate enough for long-range shooting and due to its semi-automatic nature it's also usable in training and competition courses. It's also useful for varmint hunting and some have even been used in combat. (Despite it generally being too small to be effective.) Some versions have been made in .32 ACP and 5.56, but the .22 is the most common by far.

Remington model 700P
Simple weapon proficiency, bolt-action rifle
Range increment: 50m
Critical: 17-20, x3
Damage: 2 puncture, 4 bludgeon, 13 penetration
Attack mod: +20
Reliability: 100%
Capacity: 5
Reload: 3 rounds
Reload jam: 0% (This is the internal magazine version, no jam.)
Hardness: 10
Weight: 4kg
Operation: Manual
Recoil: -4
Ammunition type: .300 Winchester Magnum

A common weapon for police snipers, and with a round that powerful there's no wondering why. A good sniper rifle for any player with the "critical strike" feat, and a good way to put down a heavily armoured target from long range.

Barrett M82
Exotic weapon proficiency, anti-material rifle
Range increment: 70m
Critical: 17-20, x3
Damage: 6 puncture, 13 bludgeon, 20 penetration (Do I need say it?)
Attack mod: +18
Reliability: 99%
Capacity: 5
Reload: 4 rounds
Reload jam: 10%
Hardness: 10
Weight: 14kg
Operation: Semi-automatic, 5/round (It kicks too hard for more.)
Recoil: -6 (Oh, does this thing ever hurt to fire.)
Special: May be used as a martial weapon when prone, or an exotic weapon when standing.
Ammunition type: .50 MBG (Say it with me, "there is no overkill...")

Never a common weapon, but always a powerful one, the Barrett is heavy, impractical and almost useless in 90% of all conflicts, but in the remaining 10%, it's so effective you'll almost forget how highly situational it is. Best used with the critical strike feat, since the recoil is so heavy it's pretty useless trying to fire multiple shots and a critical strike from this thing can put down almost anyone.

New spells:

Tear:
Level: Sor/Wiz 0
Components: V, S
Casting time: 1 standard action
Range increment: Close (10m+ 2 m/level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A ray of negative force springs from your finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d2 force damage per caster level. (Maximum 5d2)

Shred:
Level: Sor/Wiz 2
Components: V, S
Casting time: 1 standard action
Range increment: Close (10m+ 2 m/level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes

A ball of negative force sprouts from your palm. You must succeed on a ranged touch attack to deal damage to a target. The ball deals 4d6+4 per caster level. (Maximum 4d6+20)

Vanish bomb:
Level: Sor/Wiz 8
Components: V, S
Casting time: 1 standard action
Range increment: Long (160m+ 16 m/level)
Area: 10 squares
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: No

A vanish bomb is a field of force that shreds everything within it, dealing 2d4 force damage per caster level (maximum 40d4) to every creature within the area. Objects also take this damage. You point a finger at the target, and a small ball of black light flies out to the point designated. This ball expands into a field of dark violet light. On the next round the field tears everything within it apart and contracts to its original size. On the next round, the ball explodes for 1d4 bludgeon per caster level (maximum 20d4), reduced by distance.

Singularity:
Level: Sor/Wiz 9
Components: V, S
Casting time: 1 standard action
Range increment: Close
Effect: Concentrated force disintegrates and scatters target.
Duration: Instantaneous
Saving Throw: Fortitude partial, reflex partial
Spell Resistance: Yes

A singularity spell is a small bead of energy that destroys a target. You must make a ranged touch attack with the bead in order to damage the target. This spell deals 2d6 force damage per caster level (maximum 60d6) and an additional 30. The target may make a fortitude save at this point for half damage. The bead then briefly disconnects before blasting the target for 1d6 bludgeon damage per caster level (maximum 30d6) and an additional 15. The target may make a reflex save when the bead disconnects to avoid the blast completely. If they succeed their save, the blast hits whatever is behind them, but loses 2d6+1 damage for every square between it and the next object.

Summon monster 0:
Level: Sor/Wiz 0, Cleric 0
Components: V, S
Casting time: 1 round
Range increment: Close (10m + 1m/caster level)
Effect: One summoned monster
Duration: 1m/caster level
Saving Throw: None
Spell Resistance: No

This spell may summon a single fine elemental of any type, a popper, a fiendish small monstrous centipede, a fiendish tiny monstrous scorpion, fiendish tiny spider, fiendish tiny viper, fiendish rat, celestial fire beetle, celestial songbird or fiendish songbird.

Heat/Cold wave:
Level: Sor/Wiz E
Components: V, S, M, F
Casting time: Standard action
Range increment: Extreme (1000m + 100m/caster level)
Area: 1km radius
Effect: Large area takes fire or cold damage.
Duration: Instant
Saving throw: Reflex half
Spell resistance: no

A small bead of intense red or blue light flies out to the selected location and envelops everything within a kilometre, dealing 1/caster level fire or cold damage. (Maximum 100 damage) Uses a jar of crude oil ($10) and requires a small candle.

Burning/chilling wave:
Level: Sor/Wiz E
Components: V, S, M, F
Casting time: Standard action
Range increment: Extreme (1000m + 100m/caster level)
Area: 100m radius
Effect: Large area takes fire or cold damage.
Duration: Instant
Saving throw: Reflex half
Spell resistance: no

A small bead of intense red or blue light flies out to the selected location and envelops everything within one hundred metres, dealing 1d10/caster level fire or cold damage. (Maximum 100d10 damage) Uses a jar of crude oil ($10) and requires a small candle.

Incinerating/freezing wave:
Level: Sor/Wiz E
Components: V, S, M, F
Casting time: Standard action
Range increment: Extreme (1000m + 100m/caster level)
Area: 10m radius
Effect: Large area takes fire or cold damage.
Duration: Instant
Saving throw: Reflex half
Spell resistance: no

A small bead of intense red or blue light flies out to the selected location and envelops everything within ten metres, dealing 10d10/caster level fire or cold damage. (Maximum 1000d10 damage) Uses a jar of crude oil ($10) and requires a small candle.

Atomic seperation:*
Level: Sor/Wiz E
Components: V, S
Casting time: 1 standard action
Range increment: Extreme (1000m + 100m/caster level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Reflex half, fortitude partial.
Spell Resistance: Yes

Ray projects from the caster's finger and penetrates the target, infusing it with an incomprehendable amount of energy, dealing 10d10/caster level fire, electric, force, bludgeon, sonic and light damage. (Maximum 1000d10 each) The plasma is contained within the target and deals no splash damage, but if the body part struck is disintegrated (reduced to -100% health) the effect extends to other body parts as well. If the target makes a fortitude save against the effect, the ray fails to penetrate the body and spreads across the surface, now treated as AoE damage (despite not having AoE) and dealing only fire damage. Wether they succeed their fortitude save or not, they can also make a reflex save for half damage.

*This refers to the nature of plasma, a state of matter where electrons within an atom are seperated from their nuclei. This is the state almost any matter will be in after being struck with this ray. This is the single most damaging spell in the game. If you want to know, the spell should transfer 400kj-100gj in thermal energy alone. (20-10,000 damage) The heat is so great that in the confinement provided it generates the other effects by itself.

New feats:

Durable musculature:
No requirements
Your strength modifier is now added to your health.

Powerful strides:
No requirements
Your strength modifier is now added to your run speed, and half to your jog speed. Stacks with “long strides.”

Long strides:
No requirements
Your dexterity modifier is now added to your run speed, and half to your jog speed. Stacks with “powerful strides.”

Improved healing:
Increases the duration of the special effect of positive energy from minutes to hours.

Improved harming:
As “improved healing” but negative energy.

Diehard: (replaces old version)
Requires constitution >20
Diehard cuts the DC for saving throws against all instant death effects, including spells and limb damage, in half. Effects with no save still do not allow a save.

Weapon focus:
Requires weapon proficiency
+2 attack/damage if conventional, +2 attack if not.

Weapon specialisation:
Requires weapon focus
+2 AC and block AC/DR if conventional, +1 AC if not.

Weapon mastery:
Requires weapon specialisation
+1 critical threat and damage if conventional, +1 critical threat if not.

Armour focus:
Requires armour proficiency
+1 armour.

Armour specialisation:
Requires armour focus
+2 armour, +1 dex cap, -1 armour check penalty.

Armour mastery:
Requires armour specialisation
+3 armour, +2 dex cap, -2 armour check penalty, +1 save bonus.

Shield focus:
Requires shield proficiency
+1 block AC/SR.

Shield specialisation:
Requires shield focus
+2 block AC/SR, +1 block DR/ER.

Shield mastery:
Requires shield specialisation
+3 block AC/SR, +2 block DR/ER, +1 block save bonus.

Improved unarmed strike:
No requirements
Unarmed strikes now get both dexterity and strength modifiers to attack

Pugilist:
Requires Improved unarmed strike
Unarmed strikes now get x4 critical damage.

Martial artist:
Requires improved unarmed strike
Unarmed strikes now get a critical threat of 16-20.

Critical strike:
Requires 20 dexterity
With any weapon you can attack two or more times per round with, you may choose to attack only once in exchange for doubling your critical threat and increasing critical damage by 1.

Example templates:

Baby:
Pros
+4 dexterity (As a factor of their youth, due to flexibility, reflexes and litheness. All of which surpass their lack of skill and motor control.)
+4 constitution (Their youth partially compensates for small size penalties to health and saves.)
+4 intelligence (Swift learners, fast thinkers, and definetely not mentally locked down like adults are.)
+4 charisma (Because cute.)
+4 to heal rate.
+100% experience.
+4 swim (No, really. Babies are born knowing how to swim and hold their breath and do so instictively.)
+4 tumble (If you're a parent, you've seen this kind of thing happen and know why this is there.)
+8 perform (Because people generally recieve actions better and are more forgiving of mistakes for babies and small children.)
+2 skill points per level
Cons
-4 strength
-8 wisdom (Yeah, this can drop you to 0, so be careful.)
-8 decipher script (Can't read, can't decipher. New to reading, still going to be hard. Either way.)
-8 Intimidate (They can try, but they just aren't threatening.)
-8 Knowledge
-8 Profession
-4 appraise
-4 balance
-4 craft
-4 disable device
-4 Use magic device
-4 Use psionic device
-2 Use rope
Does not get bonus languages from intelligence.
Size is reduced by two.
No sex bonuses.
Usually chaotic.

Babies have their own special class list, which is seperate from the child and adult class list. Each class within is a variant on an adult class in game, and most include the flaws "speechless," "inambulatory," and "illiterate." These make the character incabable of talking, walking and reading until two skill points each are spent to remove them. These convert into child class levels once babies become children. (Normally, baby is 0-4, but can be 0-5 for some and 0-3 for others.)

Child:
Pros
+2 dexterity
+2 constitution
+2 intelligence
+2 charisma
+2 to heal rate.
+50% experience.
+2 swim
+2 tumble
+4 perform
+1 skill point per level
Males +1 strength, females +1 dexterity.
Cons
-2 strength
-4 wisdom
-4 decipher script
-4 Intimidate
-4 Knowledge
-4 Profession
-2 appraise
-2 balance
-2 craft
-2 disable device
-2 Use magic device
-2 Use psionic device
-1 Use rope
Gets half as many bonuses languages from intelligence.
Size is reduced by one.
Often chaotic.

Children get their own special class list. All their classes are variants on adult classes and will convert into adult class levels upon reaching adulthood. (Childhood lasts until age 12, normally, but can end as early as 10 or as late as 14.) These classes frequently include the flaw "reluctant to harm" which gives a -1 to all attack rolls against living things, -2 against those of their creature type and -4 against those of their race.

The first penalty can be removed, the second reduced to -1 and the third to -2 using one skill point. A second skill point will remove the second and bring the third to -1 and a final skill point will remove it entirely. Also, taking the feat "soldier" one time will remove it at the exspense of the feat, as will the "homicidal" advantage. (Note, both "soldier" and "homicidal" do exactly the opposite of "reluctant to harm." It's also not a coincidence that they are identical.)

Adult:

Males +2 strength, females +2 dexterity. No other effects.

Elder:
Pros
+4 wisdom (Since this score really only means "stubborn" it fits them quite well.)
+8 Profession (Doing it a while, probably gotten good at it.
+2 balance
+2 craft
+2 Knowledge (They must have learned something. Although probably not as much as they think.)
+2 Use rope
+1 to diplomacy against chaotic creatures, +2 against neutral and +4 against lawful
Males +3 strength, females +3 dexterity.
Cons
-2 strength (Old and weak.)
-2 dexterity (Old and clumsy.)
-2 constitution (Old and frail.)
-2 intelligence (Old and stupid.)
-2 charisma (Old and rude.)
-2 Intimidate (They are not intimidating, they're just annoying.)
-1 to heal rate.
-25% experience.
-1 skill point per level. (Hard to learn when you don't want to or believe you don't have to.)
Often lawful.

Ancient:
Pros
+8 wisdom
+16 Profession
+4 balance
+4 craft
+4 Knowledge
+4 Use rope
+2 to diplomacy against chaotic creatures, +4 against neutral and +8 against lawful
Males +4 strength, females +4 dexterity
Cons
-4 strength
-4 dexterity
-4 constitution
-4 intelligence
-4 charisma
-4 Intimidate
-2 to heal rate.
-50% experience.
-2 skill point per level.
Usually lawful.

Avianmosquito
2012-10-10, 07:23 AM
Alright, triple post. As in, "this was over 100,000 characters." Sorry, but I couldn't fit it into one or two posts.

Note: In this game, undead retain their constitution score, they just don't die automatically when it hits 0. They also retain class levels and can use weapons, gain experience as normal, and can advance through levels as characters. They're even playable, if you'd like, but they're likely to be either greatly overpowered or greatly underpowered, depending on variety. They retain their free will, but are susceptible to spells that control undead. (They do get a will save, though.)

Minor undead are created by "create minor undead" (1st level) and the result is determined by the condition of the corpse. Fresh corpses create ghosts, decaying ones create zombies and fully decayed ones skeletons. Lesser undead are created by "create lesser undead" (3rd level) but otherwise the process is the same. Common are created by "create undead" (5th level), greater by "create greater undead" (7th level) and major by "create major undead" (9th level.) Vampires are created like major zombies, wraiths like major ghosts and liches like major skeletons, but only by casting a delayed version of the spell on one's self. If the spell fires and you are still alive, you become a vampire. If you are dead, a lich, and if you are dead and your remains destroyed, a wraith. The spell's delay is one year. Once they are created, each has a way to create more of their kind.

Zombie, major:
Change creature type to undead.
Replace all hit dice with d10s.
Remove all vitality.
Does not suffer bleed or nonlethal damage, but recieves normal damage from weapons.
Immune to all diseases and poisons. Needs to eat and drink, but not sleep.
+8 strength
+6 constitution
+4 dexterity
+2 wisdom
-2 charisma
+16 to perform (dance, all)
DR 5/silver, slashing, piercing
Proficiencies, focuses, specialisations and masteries are unaffected.

Zombie, greater:
Change creature type to undead.
Replace all hit dice with d10s.
Remove all vitality.
Does not suffer bleed or nonlethal damage, but recieves normal damage instead.
Immune to all diseases and poisons. Needs to eat and drink, but not sleep.
+6 strength
+4 constitution
+2 dexterity
-2 intelligence
-4 charisma
+8 to perform (dance, all)
DR 4/silver, slashing, piercing
All proficiencies without focuses are removed, but the zombie may still use the weapon.
All focuses without specialisations are removed, but the zombie retains the proficiency.
All specialisations without masteries are reduced to focuses.
All masteries are reduced to specialisations.

Zombie, common:
Change creature type to undead.
Replace all hit dice with d10s.
Remove all vitality.
Does not suffer bleed or nonlethal damage, but recieves normal damage instead.
Immune to all diseases and poisons. Needs to eat and drink, but not sleep.
+4 strength
+2 constitution
-2 wisdom
-4 intelligence
-6 charisma
+4 to perform (dance, all)
DR 3/silver, slashing, piercing
All proficiencies without focuses are removed and the zombie loses its ability to use that weapon, shield or armour type.
All focuses without specialisations are removed along with the proficiency, but the zombie retains the ability to use said item.
All specialisations without masteries are reduced to proficiencies.
All masteries are reduced to focuses.

Zombie, lesser:
Change creature type to undead.
Replace all hit dice with d10s.
Remove all vitality.
Does not suffer bleed or nonlethal damage, but recieves normal damage instead.
Immune to all diseases and poisons. Needs to eat and drink, but not sleep.
+2 strength
-2 dexterity
-4 wisdom
-6 intelligence
-8 charisma
+2 to perform (dance, all)
DR 2/silver, slashing, piercing
All proficiencies or focuses without specialisations are removed and the zombie loses its ability to use that weapon, shield or armour type.
All specialisations without masteries are removed all the way down to losing their proficiency, but the zombie may still use this weapon type.
All masteries are reduced to proficiencies.

Zombie, minor:
Change creature type to undead.
Replace all hit dice with d10s.
Remove all vitality.
Does not suffer bleed or nonlethal damage, but recieves normal damage instead.
Immune to all diseases and poisons. Needs to eat and drink, but not sleep.
-2 constitution
-4 dexterity
-6 wisdom
-8 intelligence
-10 charisma
+1 to perform (dance, all)
DR 1/silver, slashing, piercing
All proficiencies, focuses or specialisations without masteries are removed and the zombie loses its ability to use that weapon, shield or armour type.
All masteries are removed, but the zombie retains its ability to use that weapon type.

Skeleton, major:
Change creature type to undead.
Replace all hit dice with d8s.
Remove all vitality.
Does not suffer bleed or nonlethal damage, but recieves normal damage from weapons.
Immune to all diseases and poisons. Needs to eat and drink, but not sleep.
+8 dexterity
+6 constitution
+4 strength
+2 wisdom
-2 charisma
DR 5/silver, bludgeon, puncture
Proficiencies, focuses, specialisations and masteries are unaffected.

Skeleton, greater:
Change creature type to undead.
Replace all hit dice with d8s.
Remove all vitality.
Does not suffer bleed or nonlethal damage, but recieves normal damage instead.
Immune to all diseases and poisons. Needs to eat and drink, but not sleep.
+6 dexterity
+4 constitution
+2 strength
-2 intelligence
-4 charisma
DR 4/silver, bludgeon, puncture
All proficiencies without focuses are removed, but the skeleton may still use the weapon.
All focuses without specialisations are removed, but the skeleton retains the proficiency.
All specialisations without masteries are reduced to focuses.
All masteries are reduced to specialisations.

Skeleton, common:
Change creature type to undead.
Replace all hit dice with d8s.
Remove all vitality.
Does not suffer bleed or nonlethal damage, but recieves normal damage instead.
Immune to all diseases and poisons. Needs to eat and drink, but not sleep.
+4 dexterity
+2 constitution
-2 wisdom
-4 intelligence
-6 charisma
DR 3/silver, bludgeon, puncture
All proficiencies without focuses are removed and the skeleton loses its ability to use that weapon, shield or armour type.
All focuses without specialisations are removed along with the proficiency, but the skeleton retains the ability to use said item.
All specialisations without masteries are reduced to proficiencies.
All masteries are reduced to focuses.

Skeleton, lesser:
Change creature type to undead.
Replace all hit dice with d8s.
Remove all vitality.
Does not suffer bleed or nonlethal damage, but recieves normal damage instead.
Immune to all diseases and poisons. Needs to eat and drink, but not sleep.
+2 dexterity
-2 strength
-4 wisdom
-6 intelligence
-8 charisma
DR 2/silver, bludgeon, puncture
All proficiencies or focuses without specialisations are removed and the skeleton loses its ability to use that weapon, shield or armour type.
All specialisations without masteries are removed all the way down to losing proficiency, but the skeleton may still use this weapon type.
All masteries are reduced to proficiencies.

Skeleton, minor:
Change creature type to undead.
Replace all hit dice with d8s.
Remove all vitality.
Does not suffer bleed or nonlethal damage, but recieves normal damage instead.
Immune to all diseases and poisons. Needs to eat and drink, but not sleep.
-2 constitution
-4 strength
-6 wisdom
-8 intelligence
-10 charisma
DR 1/silver, bludgeon, puncture
All proficiencies, focuses or specialisations without masteries are removed and the skeleton loses its ability to use that weapon, shield or armour type.
All masteries are removed, but the skeleton retains its ability to use that weapon type.

Ghost, major:
Change creature type to incorporeal.
Replace all hit dice with d12s.
Remove all vitality.
Immune to nonlethal, takes normal damage from weapons. Still vulnerable to bleed.
Immune to all diseases and poisons. Does not eat, drink or sleep.
+8 consititution
+6 dexterity
+4 strength
+2 wisdom
-2 charisma
DR 25/silver
1/2 strength modifier to damage, 1/2 strength and dexterity modifiers to attack.
Proficiencies, focuses, specialisations and masteries are unaffected.

Ghost, greater:
Change creature type to incorporeal.
Replace all hit dice with d12s.
Remove all vitality.
Immune to nonlethal, takes normal damage from weapons. Still vulnerable to bleed.
Immune to all diseases and poisons. Does not eat, drink or sleep.
+6 constitution
+4 dexterity
+2 strength
-2 intelligence
-4 charisma
DR 20/silver
1/2 strength modifier to damage, 1/2 strength and dexterity modifiers to attack.
All proficiencies without focuses are removed, but the ghost may still use the weapon.
All focuses without specialisations are removed, but the ghost retains the proficiency.
All specialisations without masteries are reduced to focuses.
All masteries are reduced to specialisations.

Ghost, common:
Change creature type to incorporeal.
Replace all hit dice with d12s.
Remove all vitality.
Immune to nonlethal, takes normal damage from weapons. Still vulnerable to bleed.
Immune to all diseases and poisons. Does not eat, drink or sleep.
+4 constitution
+2 dexterity
-2 wisdom
-4 intelligence
-6 charisma
DR 15/silver
1/2 strength modifier to damage, 1/2 strength and dexterity modifiers to attack.
All proficiencies without focuses are removed and the ghost loses its ability to use that weapon, shield or armour type.
All focuses without specialisations are removed along with the proficiency, but the ghost retains the ability to use said item.
All specialisations without masteries are reduced to proficiencies.
All masteries are reduced to focuses.

Ghost, lesser:
Change creature type to incorporeal.
Replace all hit dice with d12s.
Remove all vitality.
Immune to nonlethal, takes normal damage from weapons. Still vulnerable to bleed.
Immune to all diseases and poisons. Does not eat, drink or sleep.
+2 constitution
-2 strength
-4 wisdom
-6 intelligence
-8 charisma
DR 10/silver
All proficiencies or focuses without specialisations are removed and the ghost loses its ability to use that weapon, shield or armour type.
All specialisations without masteries are removed all the way down to losing proficiency, but the ghost may still use this weapon type.
All masteries are reduced to proficiencies.

Ghost, minor:
Change creature type to incorporeal.
Replace all hit dice with d12s.
Remove all vitality.
Immune to nonlethal, takes normal damage from weapons. Still vulnerable to bleed.
Immune to all diseases and poisons. Does not eat, drink or sleep.
-2 dexterity
-4 strength
-6 wisdom
-8 intelligence
-10 charisma
DR 5/silver
All proficiencies, focuses or specialisations without masteries are removed and the ghost loses its ability to use that weapon, shield or armour type.
All masteries are removed, but the ghost retains its ability to use that weapon type.

Vampire:
Change creature type to undead.
Replace all hit dice with d10s.
Immune to all diseases and poisons. Needs to eat and drink, but not sleep.
+12 strength
+8 constitution
+8 dexterity
+4 charisma
+4 intelligence
+5 natural armour
DR 10/silver, slashing, piercing
A vampire's natural weapons are treated as silver for the purposes of overcoming damage reduction.
Bite attack: In addition to damage, bite drains 1d8 hit points. This stacks with any other special bite attacks the vampire may have.
Energy drain: Target gains one negative level, vampire gains one temporary level. Lasts one hour. No save. 1/day.
Vampiric touch: As the spell, 10/day.
Familiar: Any creature killed by the vampire can be resurrected by the vampire as a free action as if they were impacted by "create minor undead" at the cost of one charge, "create lesser undead" at the cost of two, "create undead" at the cost of three, "create greater undead" at the cost of four or "greate major undead" at the cost of five. Vampires get a number of charges equal to half their level each day.
Children of the night: A vampire may summon and command one wolf, two dire bats or dire rats or four normal bats or rats. 1/level, daily.
Greater regeneration: vampires heal ten times their constitution modifier in nonlethal damage every round, their constitution modifier in vitality each round, lethal damage each minute and attribute damage each hour. Constitution damage is not impacted by a vampire's greater regeneration.
If destroyed, a vampire regenerates in their chosen bed or coffin. They are resurrected there in one hour at full health with 1 point in every attribute, with no experience loss. Their attributes are counted as damaged, and will regenerate back to normal. This can only be prevented by destroying their coffin.
Sun weakness: The sun is deadly to vampires. While in direct sunlight, they lose all their attribute bonuses and take 1pt/round damage to every attribute.
Moon healing: The moon heals vampires. While in direct moonlight, they heal 1pt/round to every attribute.
Vampiric reproduction: A creature reduced to 0 hit points by a vampire's bite may be made into a vampire instead of being killed. This may only be done by the vampire that drained their health (if multiple vampires were responsible, the one that drained the most gets the claim) and that vampire may only do so once. They regain one hit point, and lie dormant for one day while they regenerate. During this time they are paralysed and unconcious, but they do not suffer shock penalties. This effect lasts until the vampire dies. Vampires may also reproduce conventionally, and become immediately capable of doing so if they were previously unable. Any young they bear become permanant vampires, only losing their vampiric status if they are reborn. Permanant vampires are identical to regular vampires, except that they age at 1/10th the normal rate instead of not aging at all and cannot reproduce conventionally until they would normally be able to.
All specialisations without masteries gain masteries.
All focuses without specialisations gain specialisations.
All proficiencies without focuses gain focuses.
All missing proficiencies are gained.

Lich:
Change creature type to undead.
Replace all hit dice with d8s.
Remove all vitality.
Does not suffer bleed or nonlethal damage, but recieves normal damage from weapons.
Immune to all diseases and poisons. Needs to eat and drink, but not sleep.
+12 dexterity
+8 constitution
+8 strength
+4 intelligence
+4 wisdom
+5 natural armour
DR 10/silver, bludgeon, puncture
A lich's natural weapons are treated as silver for the purposes of overcoming damage reduction.
Greater regeneration: liches heal ten times their constitution modifier in nonlethal damage every round, their constitution modifier in vitality each round, lethal damage each minute and attribute damage each hour. Constitution damage is not impacted by a lich's greater regeneration.
Charnel touch: 1d8+5 negative energy. Will save DC10 + 1/2 lich's level + lich's Cha modifier. 1/level, daily.
Paralysing touch: Paralysis for 24 hours. Fortitude save, DC10 + 1/2 lich's level + lich's Cha modifier. 1/day
Energy drain: Target gains one negative level, lich gains one temporary level. Lasts one hour. Fortitude save, DC10 + 1/2 lich's level + lich's Cha modifier. 1/level, daily.
+8 hide, listen, move silently, search, sense motive, and spot
If destroyed, a lich regenerates at the location of an object it has created called a "phylactery." They are resurrected there in one hour at full health with 1 point in every attribute, with no experience loss. Their attributes are counted as damaged, and will regenerate back to normal. The only way to prevent this is to destroy the phylactery.
Sun weakness: The sun is deadly to liches. While in direct sunlight, they lose all their attribute bonuses and take 1pt/round damage to every attribute.
Moon healing: The moon heals liches. While in direct moonlight, they heal 1pt/round to every attribute.
A living creature reduced to level 0 and killed by a lich's touch may have their corpse transformed into another lich. This may only be done by the lich that drained their levels (if multiple liches were responsible, the one that drained the most gets the claim) and a lich may create one more lich each day. They regain one level, but are paralysed and unconcious until a phylactery is created for them.
All specialisations without masteries gain masteries.
All focuses without specialisations gain specialisations.
All proficiencies without focuses gain focuses.
All missing proficiencies are gained.

Wraith:
Change creature type to incorporeal.
Replace all hit dice with d12s.
Remove all vitality.
Immune to nonlethal, takes normal damage from weapons. Still vulnerable to bleed.
Immune to all diseases and poisons. Does not eat, drink or sleep.
+12 constitution
+8 dexterity
+8 strength
+4 wisdom
+4 charisma
DR 50/silver
1/2 strength modifier to damage, 1/2 strength and dexterity modifiers to attack.
A wraith's natural weapons are treated as silver for the purposes of overcoming damage reduction.
Greater regeneration: wraiths heal ten times their constitution modifier in nonlethal damage every round, their constitution modifier in vitality each round, lethal damage each minute and attribute damage each hour. Constitution damage is not impacted by a wraith's greater regeneration.
If destroyed, a wraith comes back to life in one hour at full health with 1 point in every attribute, with no experience loss. Their attributes are counted as damaged, and will regenerate back to normal. The only way to prevent this is to destroy their head or torso.
Constitution drain: Touch deals 1d6 constitution damage. Fortitude save, DC 10+ charisma modifier.
Familiar: Any creature killed by the vampire can be resurrected by the wraith as a free action as if they were impacted by "create minor undead" at the cost of one charge, "create lesser undead" at the cost of two, "create undead" at the cost of three, "create greater undead" at the cost of four or "greate major undead" at the cost of five. Wraiths get a number of charges equal to their level each day.
Sun weakness: The sun is deadly to wraiths. While in direct sunlight, they lose all their attribute bonuses and take 1pt/round damage to every attribute.
Moon healing: The moon heals wraiths. While in direct moonlight, they heal 1pt/round to every attribute.
Wraith reproduction: A living creature reduced to 0 constitution by a wraith's touch may have their corpse transformed into another wraith. This may only be done by the wraith that drained their constitution (if multiple wraiths were responsible, the one that drained the most gets the claim) and that wraith may create one more wraith each day. They regain one point of constitution, and lie dormant for one day while they regenerate. During this time they are paralysed and unconcious, but they do not suffer shock penalties.
All specialisations without masteries gain masteries.
All focuses without specialisations gain specialisations.
All proficiencies without focuses gain focuses.
All missing proficiencies are gained.

Animal feature traits:

These traits may be applied to a character as they are being created. They may be applied to any living, undead or incorporeal creature, even if redundant or contradictory. Only one animal feature trait may be applied at a time.

Feline features:
+2 balance, climb, hide, jump, listen, move silently
-2 to one attribute

Removes normal ears and replaces them with feline ears, and adds a matching tail. If the creature already has a tail, they gain this tail in addition to the previous one.

Canine features:
Grants the alertness or track feat. (Subject's choice.)
-2 to one attribute

Removes normal ears and replaces them with canine ears* while also bestowing a matching tail. If the creature already has a tail, they gain this tail in addition to the previous one.

Vulpine features:
+2 balance, hide, jump and move silently
+1 climb, escape artist, listen and spot
-2 to one attribute

Removes normal ears and replaces them with fox ears,* and adds a matching tail. If the creature already has a tail, they gain this tail in addition to the previous one.

Avian features:
+4 to listen, spot and search
-2 to one attribute

Replaces the subject's hair with feathers and gives them a feathered tail. If the creature already has a tail, they gain this tail in addition to the previous one.

Mantodean features:
+8 hide
+4 spot
Grants one extra grade of the "sneak attack" feat
-4 listen, move silently and search
-2 to one attribute

Replaces the subject's ears with antennae and gives them compound eyes.

Reptillian features:
+8 climb
+4 balance
+4 to saves against poison and disease
-4 to one selected attribute

Replaces the subject's hair with spines and gives them a lizard's tail. If the creature already has a tail, they gain this tail in addition to the previous one.

Salachiian features:
+4 move silently, search and swim
Grants blindsense or keen scent feat. (Subject's choice.)
-4 to one attribute.

Removes the subject's ears and gives them earholes, dorsal fin and tail similar to those of a shark. If the creature already has a tail, they gain this tail in addition to the previous one.

Delphinidean features:
+4 listen, spot and swim
Grants the blindsight or hold breath feats (subject's choice.)
-4 to one attribute

Removes the subject's ears and gives them earholes, dorsal fin and tail similar to those of a dolphin. If the creature already has a tail, they gain this tail in addition to the previous one.

Mechanical features:**
+2 strength or constitution (subject's choice)
Great fortitude***, regeneration**** or barkskin***** (subject's choice)
-2 dexterity
-2 intelligence if great fortitude, -4 wisdom if regeneration or -2 charisma if barkskin.

The subject's body gains two implants in their body, one increasing their muscle mass or improving their cardiovascular system but reducing their flexibility and the other treating their illnesses but disrupting their thought, (great fortitude) increasing regeneration but increasing compulsion (regeneration) or strengthening their skin but impairing their frontal lobe. (steelskin)

*The canine ears are of the variety that lie against the head, so they are distict from the fox ears.

**Similar, but not technically an animal features trait. Which means you can take it alongside the others.

***Now increases all fortitude saves by 2.

****Attribute and limb damage now heals by the day rather than by the week, health damage by the hour rather than the day, vitality by the minute instead of hour and nonlethal by the round instead of by the minute.

*****Provides +5 natural armour.

Bestial templates:

These templates may be applied to a character as they are being created. They may be applied to any living, undead or incorporeal creature, even if redundant or contradictory. The subject may still take a body type trait on top of this. Only one body type template may be applied at a time.

Feline:
+4 balance, climb, hide, jump, listen and move silently
+2 strength
+4 dexterity
Jog and run multipliers increased by 1.
-6 constitution
-4 to will saves, -8 if against distraction, fascination or similar effects
-4 concentration

The subject is covered in short, soft fur similar to that of a cat. Their face is also feline, and they gain a feline tail. If the subject already has a tail, they gain this tail in addition to the previous one.

Canine:
Grants the alertness and track feats, dextrous strides and powerful strides.
-2 to all mental attributes
-4 to will saves, -8 against control effects

The subject is covered in short, coarse fur similar to that of a dog. Their face is also canine, and they gain a canine tail. If the subject already has a tail, they gain this tail in addition to the previous one.

Vulpine:
+2 dexterity
+4 intelligence
-6 wisdom

The subject is covered in short, soft fur similar to that of a fox. Their face is also vulpine, and they gain a vulpine tail. If the subject already has a tail, they gain this tail in addition to the previous one.

Mantodean:
+4 dexterity
-8 charisma
+10 natural armour

The target's body is covered in a thick layer of natural chitin armour, similar to that of a mantis, even in shape. Their face is that of a mantis as well, they have antennae rather than ears and their eyes are compound eyes.

Reptilian:
+2 strength, dexterity, intelligence
+4 wisdom
+5 natural armour
Hold breath
-4 constitution
-8 charisma

The target's body is covered in scales, their eyes are reptilian and they have earholes for ears.

Salachiian:
+8 move silently, search and swim
Grants blindsense and keen scent feats.
-4 intelligence and charisma

The subject has a series of shark-like fins and a shark's tail.

Delphinidean:
+8 listen, spot and swim
Grants the blindsight and hold breath feats.
-8 wisdom

The subject has a series of dolphin-like fins and a dolphin's tail.

Cyborg:*
+10 natural armour
DR 5/--
+4 strength and constitution
-4 intelligence, charisma and wisdom
Double weight

The subject has skin bolstered with steel, muscles reinforced with electroreactive polymers, steel-coated bones and more drugs pumping through their veins than any person could reasonably handle.

Note that since they can stack, you could both apply the bestial template and take the animal features trait to gain more effect, and it would actually impact your appearance. For instance, taking "vulpine" and "vulpine features" would make you into a two-tailed anthropomorphic fox. Unfortunately, it would not grant you flight.

*Not a bestial template, but similar. So you can add on a bestial template on top of it.

Ten generic NPCs: (I ran out of time, so I only have eight ready. I'll get back to these later.)

John Doe:
Race, sex, age: Human, male, 25 (adult)
Size: Medium
Grade: Commoner
Class levels: Worker 1
Experience rate: 125%
Experience: 0
Alignment: True Neutral
Strength: 14
Deterity: 10
Con: 10
Intelligence: 10
Charisma: 10
Wisdom: 10
Health/vitality: 55/9
Heal rate: 5
Feats: Vehicle proficiency (automatic), vehicle focus (automatic)*
Melee/ranged modifier: 7/5
Natural armour: 1
AC: 11
Spell resistance: 1
Damage reduction: ADR 1/--, ADR 1/bludgeon
Energy resistance: AER 1(all), AER 1(fire, cold, electric, disruption, acid, light)
Saves: Reflex 5, Fortitude 7, Will 5
Skills: Bluff +6**, Knowledge (pop culture) +3, Profession (clerk) +2
Skill points: 11
Unarmed full attack: +7 melee 1d4+7, +3 melee 1d3+3, +2 melee 1d4+7
Traits: NPC (Just a flag), Obese (+2 strength, +25% mass)
Height: 180cm
Mass: 120kg
Reach: 100cm
Land speed: 10m/round
Carrying capacity: 140kg
Current encumbrance: 120/140, heavy load***

*Yes, you need proficiencies to operate a vehicle effectively. And this guy can't drive a stick. Not a surprise, really. Most people can't, and he's a generic, inconsequential nobody.
**No, this skill list is totally not a misanthropic statement. Not at all. Alright, maybe a little.
***Yeah, he has a hard time carrying his own leaden ass. Remember, this means he can never jump or swim, can't move faster than a walk, recieves a -6 to attack, AC, move rate, reflex saves and all DEX and STR based skill checks. This trait is NOT meant for those who are a bit overwieght, only for those whose own mass is a serious detriment to their day to day lives. If his vitality wasn't trouble-shooting on the fly, his heart would fail before he reached his next age category.

Jane Doe:
Race, sex, age: Human, female, 25 (adult)
Size: Medium
Grade: Commoner
Class levels: Worker 1
Experience rate: 125%
Experience: 0
Alignment: True Neutral
Strength: 12
Deterity: 12
Con: 10
Intelligence: 10
Charisma: 10
Wisdom: 10
Health/vitality: 55/9
Heal rate: 5
Feats: Vehicle proficiency (automatic), vehicle focus (automatic)
Melee/ranged modifier: 6/6
Natural armour: 1
AC: 12
Spell resistance: 1
Damage reduction: ADR 1/--, ADR 1/bludgeon
Energy resistance: AER 1(all), AER 1(fire, cold, electric, disruption, acid, light)
Saves: Reflex 6, Fortitude 7, Will 5
Skills: Bluff +6, Knowledge (pop culture) +3, Profession (clerk) +2
Skill points: 11
Unarmed full attack: +6 melee 1d4+6, +3 melee 1d3+3, +1 melee 1d4+6
Traits: NPC (Just a flag), Obese (+2 strength, +25% mass)
Height: 180cm
Mass: 100kg
Reach: 100cm
Land speed: 10m/round
Carrying capacity: 120kg
Current encumbrance: 100/120, medium load*

*She actually came out just below the wire, and he came out just above. A strange little quirk, but it won't matter. 2kg and she's under a heavy load, just like he was.

Elementary Watson
Race, sex, age: Human, male, 6 (child)
Size: Small
Grade: Commoner
Class levels: Student (child)* 1
Experience rate: 180%
Experience: 0
Alignment: Chaotic Neutral
Strength: 9
Deterity: 12
Con: 12
Intelligence: 12
Charisma: 12
Wisdom: 6
Health/vitality: 36/9
Heal rate: 8
Feats: Powerful strides, dextrous strides (These add strength and dex mods to run speed, and half to jog speed.)**
Melee/ranged modifier: 6/6
Natural armour: 1
AC: 13
Spell resistance: 1
Damage reduction: 1
Energy resistance: 1
Saves: Reflex 6, Fortitude 3, Will 6
Skills: Bluff +4, Knowledge (history) +2, Knowledge (pop culture) +2, Speak language (english) +2***
Skill points: 15****
Unarmed full attack: +6 melee 1d3+4, +4 melee 1d2+2, +1 melee 1d3+4
Traits: NPC, Playful (+4 perform,+2 diplomacy, intimidate -4 appraise, gather information)*****
Height: 100cm
Weight: 28kg
Reach: 50cm
Land speed: 10m/round walk, 25m/round jog, 50m/round run
Carrying capacity: 45kg
Current encumbrance: 28/45kg, light load

*The child version of this class only differs from the adult version by providing extra experience (5%/level) instead of a bonus feat at level 5 and every 5th level thereafter.
**Most of the games kids play revolve around your ability to run really, really fast, so of course he's going to log both feats into running faster. He could also have taken the "run" feat, but I wanted to show these off. Also of note, the two stack and do so before they are halved for jog speed.
***He only gets three points of speak language from his intelligence, because of his age. He needs this to be fluent, which is a big deal in schools. He took it a bit further, so he'd never be humiliated when another student broke out "college-grade" vocabulary.
****He's chosen to be a pansy retain his reluctance to harm others. He's not a warrior, so why would he need to get rid of it? Although if he had, it would only cost him 3 skill points and he'd deal with bullies better.
*****Notice how "playful" provides a bonus to intimidation checks. That's because somebody who's willing to toy with you is always scarier than one that's all business. Of course, this kid is a pansy, so he's not likely to use that.

Jill Tumbleafter
Race, sex, age: Human, male, 6 (child)
Size: Small
Grade: Commoner
Class levels: Student (child)* 1
Experience rate: 180%
Experience: 0
Alignment: Chaotic Neutral
Strength: 8
Deterity: 13
Con: 12
Intelligence: 12
Charisma: 12
Wisdom: 6
Health/vitality: 36/9
Heal rate: 8
Feats: Empathetic, (+1 to all charisma-based skill checks) Attentive (+1 skill point from skill training, +2 gather information, sense motive)*
Melee/ranged modifier: 6/6
Natural armour: 1
AC: 13
Spell resistance: 1
Damage reduction: 1
Energy resistance: 1
Saves: Reflex 6, Fortitude 3, Will 6
Skills: Bluff +4, Knowledge (history) +2, Knowledge (pop culture) +2, Speak language (english) +2
Skill points: 15
Unarmed full attack: +6 melee 1d3+4, +4 melee 1d2+2, +1 melee 1d3+4
Traits: NPC, Cutesy (+4 bluff, perform, -4 gather information, intimidate)
Height: 100cm
Weight: 24kg
Reach: 50cm
Land speed: 10m/round walk, 20m/round jog, 40m/round run
Carrying capacity: 45kg
Current encumbrance: 24/45kg, light load

*This girl is compassionate and has listens well. Unfortunately, her classmates will treat her poorly for both reasons. By the time she reaches highschool, she'll shed all her compassion and learn how to dismiss others in an effort to find acceptance, an effort which is doomed to failure because somebody at her school will remember how she used to be. Misanthropy really is underrated.

Jimmy Crib
Race, sex, age: Human, male, 2 (baby)
Size: Tiny
Grade: Commoner
Class levels: Student (baby)* 1
Experience rate: 260%
Experience: 0
Alignment: Chaotic neutral
Strength: 6
Deterity: 14
Con: 14
Intelligence: 14
Charisma: 14
Wisdom: 2
Health/vitality: 25/9
Heal rate: 7
Feats: Attentive, Swift learner (+25% experience)
Melee/ranged modifier: 7/11
Natural armour: 0
AC: 16
Spell resistance: 0
Damage reduction: 0
Energy resistance: 0
Saves: Reflex 7, Fortitude 2, Will 1
Skills: Bluff +1, Diplomacy +2, Listen +2, Search +2, Speak language (english) +2, Spot +2, Tumble +2
Skill points: 13**
Unarmed full attack: +7 melee, 1d2+3, +5 melee 1d1+1, +2 melee 1d2+3, +0 melee 1d1+1
Traits: NPC, Cuddlebug (Babies and children only. When held, +1 to heal rate if friendly towards the holder, +2 if helpful and +4 if fanatical, but -1 if unfriendly, -2 if hostile and -4 if nemesis.)
Height: 60cm
Weight: 8.5kg
Reach: 33cm
Land speed: 10m/round
Carrying capacity: 15kg
Current encumbrance: 8.5/15kg, light load

*Once again, not too different from the adult version. It has even more bonus xp, (10%/level) but it once more lacks the adult bonus feats and has 0+1/3 level will saves instead of 2+1/2. After all, preschoolers usually haven't calibrated their bull**** meters yet.
**This baby has learned to walk and speak, which takes up four of his skill points. He still can't read, but he'll get there.

Jenny Crib*
Race, sex, age: Human, female, 2 (baby)
Size: Tiny
Grade: Commoner
Class levels: Student (baby) 1
Experience rate: 260%
Experience: 0
Alignment: Chaotic neutral
Strength: 6
Deterity: 14
Con: 14
Intelligence: 14
Charisma: 14
Wisdom: 2
Health/vitality: 25/9
Heal rate: 7
Feats: Empathetic, Swift learner (+25% experience)
Melee/ranged modifier: 7/11
Natural armour: 0
AC: 16
Spell resistance: 0
Damage reduction: 0
Energy resistance: 0
Saves: Reflex 7, Fortitude 2, Will 1
Skills: Bluff +1, Diplomacy +2, Listen +2, Search +2, Speak language (english) +2, Spot +2, Tumble +2
Skill points: 13
Unarmed full attack: +7 melee, 1d2+3, +5 melee 1d1+1, +2 melee 1d2+3, +0 melee 1d1+1
Traits: NPC, Cuddlebug (Babies and children only. When held, +1 to heal rate if friendly towards the holder, +2 if helpful and +4 if fanatical, but -1 if unfriendly, -2 if hostile and -4 if nemesis.)
Height: 60cm
Weight: 8.5kg
Reach: 33cm
Land speed: 10m/round
Carrying capacity: 15kg
Current encumbrance: 8.5/15kg, light load

*Alright, I admit it. I ran only had the one baby-related pun that didn't sound cutesy.

King Fogey:
Race, sex, age: Human, male, 40 (elder)
Size: medium
Grade: Commoner
Class levels: Politician 1
Experience rate: 75%
Experience: 0
Alignment: Lawful Neutral
Strength: 11
Deterity: 8
Con: 8
Intelligence: 8
Charisma: 8
Wisdom: 14
Health/vitality: 44/9
Heal rate: 3
Feats: Strong Will (+2 on will saves), Vehicle proficiency (automatic)
Melee/ranged modifier: 5/4
Natural armour: 0
AC: 9
Spell resistance: 0
Damage reduction: 0
Energy resistance: 0
Saves: Reflex 2, Fortitude 6, Will 11
Skills: Bluff +11*
Skill points: 11
Unarmed full attack: +5 melee 1d4+5, +2 melee 1d3+2, +0 melee 1d4+5
Traits: NPC, Bullheaded (+2 to will saves, +2 intimidate, -2 to reflex saves, -2 diplomacy), Crass** (+2 intimidate, perform, -2 diplomacy, gather information)
Height: 180cm
Weight: 84kg
Reach: 100cm
Land speed: 10m/round
Carrying capacity: 110kg
Current Encumbrance: 84/110kg, medium load

*Yeah, this is a politician. They do have diplomacy as a class skill, but it's seldom useful.
**And this just reflects his nature as an appointed official, because there's no way this guy could win an election.

Queen Crone:
Race, sex, age: Human, female, 40 (elder)
Size: medium
Grade: Commoner
Class levels: Politician 1
Experience rate: 75%
Experience: 0
Alignment: Lawful Neutral
Strength: 8
Deterity: 11
Con: 8
Intelligence: 8
Charisma: 8
Wisdom: 14
Health/vitality: 44/9
Heal rate: 3
Feats: Strong Will (+2 on will saves), Vehicle proficiency (automatic)
Melee/ranged modifier: 4/5
Natural armour: 0
AC: 10
Spell resistance: 0
Damage reduction: 0
Energy resistance: 0
Saves: Reflex 3, Fortitude 6, Will 11
Skills: Bluff +11*
Skill points: 11
Unarmed full attack: +5 melee 1d4+5, +2 melee 1d3+2, +0 melee 1d4+5
Traits: NPC, Bigot (Misandrist, -4 to diplomacy, gather information and intimidate, +8 to bluff and +4 sense motive, as long as they are against a male), Hatemonger (Misandry, one step more hostile towards males and males are one step more hostile in return as soon as they are spoken to)*
Height: 180cm
Weight: 60kg
Reach: 100cm
Land speed: 10m/round
Carrying capacity: 80kg
Current Encumbrance: 60/80kg, medium load

*Both of these have a large number of options. Pick any group and the proper term, and apply these modifiers to them. The character's hatred of a group makes you more likely to offend them, but also makes it easier to lie to them and keeps you extra paranoid about them. If they are antagonistic as well, the subjects of their hostility are almost guaranteed to be hostile in return. Both of these are barred from good characters, but don't actually require you to be evil. Good and evil require require both motive and action. She came to believe the horrible things she says because it's what she was taught, not because she wanted a reason to hate men. Her sexism is borne of ignorance and misinformation, not spite and malace. Doesn't make the sexism any better, but it means she only acts evil.