We’ll be sticking with the Pathfinder system, and be using the rules available in the Pathfinder
Core Rule Book (CRB) as well as many resources online at http://www.d20pfsrd.com/ . It’s basically a
3.5e variant, so there won’t be a lot of new rules to learn; mostly character advancement changes,
additional spells and feats, a simplified skill list, and the combat maneuver system for streamlining
special attacks. Unless decided upon, assume all 3rd party variants posted on the d20 site are not
II. Class Changes
Each character gets 5 + Int modifier ( + racial bonuses) to be allocated in any skill. You
cannot have more ranks than your level in any one skill. At your first level of character creation, and
only the first level, you gain an additional + 3 competency bonus in any skill that is a core class skill.
This bonus only occurs at the first level of character creation; characters that take a level in a different
class do not receive the +3 competency bonus in class skills.
Rogues get one rank in the Stealth skill for free, and the initial +3 competency bonus,
regardless of when the Rogue level is chosen. Each level of rogue adds one rank to the Stealth skill.
Bards get one rank in the Perform skill for free, and the initial +3 competency bonus,
regardless of when the Bard level is chosen. Each level of bard adds one rank to the Perform skill.
Rangers get one rank in the Survival skill for free, and the initial +3 competency bonus,
regardless of when the Ranger level is chosen. Each level of Ranger adds one rank to the Survival skill.
In Pathfinder, spell casters receive the Concentration skill for free, and is a function of
their caster level. The concentration skill is equal to 10 + caster level + ability modifier for bonus spells
of the appropriate type.
Classes such as the Ranger, Druid, Wizard, Sorcerer, Witch and Cavalier have options
which may give them an animal companion. Such companions are treated as described, but cannot be
involved in combat. If combat begins with the animal companion or mount nearby, assume the mount
does it’s best to negotiate its way away from the encounter, retreating to the last safe place the players
found themselves in. If necessary, players can determine how an animal companion reacts during
combat encounters, but cannot use the companion as an ally in combat. Mounted combat is acceptable,
but the mount itself will not receive a turn, and will act on the mounted players initiative.
All the core classes from the CRB as well as the base classes from the d20 site are
acceptable, with the exception of the Summoner base class. The prestige classes from the CRB are
acceptable, but all prerequisites must be satisfied.
Any feat from the CRB and d20 site are allowed. Although there are a lot, so any new,
confusing feats should be clarified in advance! Characters will gain feats and powers as described in
their character descriptions (no feats each level, as suggested before).
III. Combat Changes
Pathfinder utilizes a more streamlined approach to special attacks in combat; each player
has a Combat Maneuver Bonus (CMB) and a Combat Maneuver Defense (CMB). Each is basically a
difficultly check/special attack save computed by the formula in the CRB. This isn’t a rule change, just
something to clarify ahead of time.
A player roll of a natural 20 is an automatic hit and a critical, regardless of enemy type.
A roll of a 1 is always a miss, regardless of bonuses. Weapons that have a critical threat range beyond a
20 must re-roll to hit the enemy to confirm the critical hit. NPCs will continue to confirm critical hits
on player characters, even if the attack roll was a 20. Enemies that were once immune to critical attacks
such as undead, constructs, and the inevitable oozes are still immune to sneak attack bonus damage.
For saves, a 20 is always a save, while a 1 is always a failure.
Running can only achieve a max value of 2x movement speed in combat situations,
acting as both a movement action and a standard action. If for some reason the players give chase to a
fully fleeing NPC, the player’s CON modifier determines how many more 5 foot squares the player can
move, and the number of rounds which they can sustain that adjusted chase speed. The CRB has
detailed descriptions for running a chase, which we may fall back on in case the run/chase dynamic is
IV. Spell Changes
Players may not use summoning spells such as Summon Monster or Animate Dead
during combat (or as a precursor to combat). Specifically, summoning spells which summon additional
NPCs that partially act or completely act as additional combat allies are not allowed. However, spells
that generate a single spell effect that is completely under the player’s direction and requires a players
concentration to direct, such as Flaming Sphere, are allowed. Summoning spells which create a static
area of effect, such as Insect Plague, are allowed.
Player characters which can spontaneously cast summoning spells can no longer do so.
Instead, a new spell must be chosen at each spell level that can be spontaneously cast.
Charm spells that take control of an NPC are still allowed.
Kerrowyn has stood alone, a continent surrounded by vast oceans. Kerrowyn is circled
by the the four Great Cities: the elf city of Farmoore, the dynamic metropolis of Exodus, the dwarf
fortress of Eagle’s Eye, and the wizard’s haven of SouthPort, each once boasting an imperial control
over the continent for ages. Since the earliest records, these Great Cities waged war over the lands for
control of more, and for centuries Kerrowyn was embattled in civil strife.
Almost one thousand years ago, in each Cities’ reckless pursuit for more destructive
methods to engage the other, the wizards of SouthPort foolishly managed to open The Rip, a temporary
arcane tear in reality releasing a terrible source of magical destructive power. A powerful djinn, called
Apose, emerged from The Rip in the seconds before it was once again sealed. In their hurry to control
this power, the scholars trapped the djinn in a lamp from which The Rip had manifested. Guaranteeing
the djinn its freedom in exchange for a wish, Apose agreed and promised the scholars their wishes for
military success would be granted. The scholars of SouthPort wished for the destruction of Center
Square, the great ancient fort whose far-reaching cannons determined control of Kerrowyn. The djinn
answered that wish, creating a massive hole beneath Center Square, which swallowed the great fortress
entirely. Believing victory over Kerrowyn was at hand, the scholars released the djinn from SouthPort’s
service. However, Apose’s mysterious contract fooled the scholars of SouthPort, and upon its release
the djinn promised a wish to each leader of the other Great Cities. The leaders, within a day of the
instantaneous destruction of Center Square, unanimously agreed to a single wish: to annihilate the city
of SouthPort. Their wish was granted, and the city was destroyed in an arcane fire. The fire raged over
SouthPort for eight days, until only the shifting tides of the seas suffocated the burning flames. Besides
smoldering ruins, nothing remained.
The ferocity of the victory left the Great Cities aware that their war had led to much more
dangerous circumstances. The continental war had generated powers far beyond their control, so the
remaining Three Cities agreed to a peace, for a greater threat had emerged from their creations:
powerful sorcery, unstable magic, and a plethora of creatures fantastic and fearsome led by Apose
The armies of the Great Cities were forced into a hundred year war with the djinn and its
endless minions. With their remaining armies and new found magics, the Cities allied to dispel the
djinn from Kerrowyn. Realizing they couldn’t destroy the djinn with their own power, the Cities created
a new lamp, from the magic that opened The Rip in the first place. While not strong enough to hold the
djinn forever, the Cities managed to force Apose into the lamp at a final showdown at Center Square,
and tossed the lamp into The Hole, with no assurance of the success of their efforts.
The Cities maintained their armies for many years, watching The Hole and awaiting the
return of Apose. Decades passed, and with no sign of the djinn, the armies began focus on the
remaining denizens left by Apose all over the continent. In time, the great Cities managed to curb the
blight, and through their unified efforts against a greater evil, found peace with one another. Hundreds
of years later, the great Cities shed their roles as imperialists and instead formed municipalities in their
lands. These municipalities, while not strictly governing the people in the region, nor with defined
borders, provided hubs of great intellectual discourse, promising defenses, and markets filled with trade
goods, exotic weapons and devices from the continent’s turbulent past. The Cities were at peace,
SouthPort was rebuilt, and Apose had not been seen in ages.
Hundreds of years have since passed, and the while the war between the Cities has not
been forgotten, the hostilities between cityfolk is gone. Few speak of Apose and even fewer believe it
will return. The races and citizens of Kerrowyn live at peace with one another, focusing their wars not
against one another, but against the monstrous entities that still plague the continent since The Rip.
As of now, the civil war and the events of The Rip are known to all people of Kerrowyn,
but for most citizens, the events of the past play no role in their daily activities. Throughout Kerrowyn,
encounters with fantastic creatures and discoveries of lost magic are strangely commonplace, their
possible origins and ties to the past an insignificant point of mention…
The players have found themselves in the small town of Glowfork, aptly named for its
location at the fork of the Misty River and River Junction, as well as for the many fireflies that light up
the city and its surroundings at night. Only a seven day journey from New SouthPort, Glowfork is a
large town, maintaining its own city watch and governing over presiding villages. Most citizens move
to Glowfork for the tranquility and rumors of magical energies. It boasts two taverns (The Glowing
Cistern and Rommy’s Inn), a bustling marketplace, an inner village protected by well-trained town
guard and a fortified wall, and temples to patron gods conveniently of the player’s religion.
While run by an elected mayor, Gnit Rommy, it is not the mayor of Glowfork who
citizens turn to in times of wisdom and justice. The Volger twins, gnome brothers Todd and Geoffrey,
are the citizen’s main source of judiciaries. Simultaneously running Volger’s General Goods store and
the Glowing Cistern, the citizens of Glowfork encounter the twins so often they are often called upon
for matters of negotiation. You have come to know and trust the Volger twins, who have taught you
much about what you know, while providing you work, lodging and general entertainment in their
tavern. But the Volger twins were not always such peaceful, pious folk, and your apprenticeship with
them has taught you more skills than diplomacy…
At the end of each session, players must agree (by majority vote, if necessary) on a Most
Valuable Player each session. The MVP may find additional favor, luck and treasure associated with
their character the following session! We’ll also not be playing with Action Points from previous
campaigns or the Hero Points suggested in Pathfinder.