Clockpunk

Section 1: The Very Basics

1) 19:30, GMT, Wednesday. Please try to turn up.
2) #Clockpunk is home and OOC.
3) Characters begin at level 5, using 32 point-buy for attributes.
4) All characters, for first level only, recieve (Int mod+8)x4 skill points.
5) Cross-class skills cost double only for the first two levels of that skill, and have the same upper limit as normal skills.
6) Races with racial HD, such as Gnolls, may replace their HD with character class levels in a class favoured by their race— such as Ranger for Yuan-Ti.
7) During gameplay, it will be possible to buy off level adjustment levels for different races.
8) All characters recieve maximum hitpoints for their HD.
9) The number of 0 and 1st level spells a character can cast per day is increased.
10) Caster level is reduced to become equal to the highest level spell a character can cast.
11) When dealt more damage than his constitution, a character must make a Fortitiude save or be stunned for a round at a -1 penalty per point over his constuitution.
12) Many variants of extant classes are allowed; if a class doesn't do something you want it to, feel free to inquire.
13) Most racial variants are allowed, proviso the player checks with the GM.
14) Humans, Gnolls, Dwarves, Elves, Gnomes, Half-elves, Half-orcs, and Kobolds are advised races, though others are available. Halflings are unfortunately absent from the roster of common races.
15) Use Clockwork Device is a common skill, and a class skill for rogues.
16) Throwing living creatures uses the following formula for range:
(Thrower's Strength Mod + Grapple Mod due to Size) - (Throwee's Grapple Mod due to Size) x 5 feet.
17) Decipher Script is replaced with the more generally useful Knowledge: Linguistics

List of Episode and Arc Names

Arc number 1
Episode number 1) A Brief Essay on the Pleasure of Sore Feet

Roster of Heroes

Emo_Duck: (confirmed)- Gnollish Ranger
Blast: (confirmed)- Kobold Bard
Seven_Rivers: (confirmed)- Hobgoblin Cleric
Recon: (Confirmed)- Human Rogue
Ragnarok: (confirmed)- Human Cleric
Viral:
Ishallcallyou:
Coward:
That_guy:
Mary: (confirmed out)- N/A
Fluffums: (confirmed out)- Goblin Monk

New skills

Linguistics (Skill) (Replaces Decipher Script) (Untrained: Wis; Trained: Int) (Cleric, Bard, Rogue, Ranger, Factotum)
You know the patterns behind the way languages work and the ways people use them.

DC 10: Recognise a language's family from a small phrase; recognise a root connecting two words; recognise that two languages are related.
DC 15: Recognise how two languages are related; pick out where certain aspects of a dialect come from.
DC 20: Trace the etymology of a word; pronounce something written you in a language you don't understand; bluff speaking a language.
DC 25: Understand or speak a short phrase in a language related to one you speak; accurately mimic a native speaker of a language.
DC 30: Understand or speak a short phrase in any language; Understand or speak at length in a language related to one you speak.
DC 35: Understand or speak at length in any language; fluently speak a language related to one you speak.
DC 40: Fluently speak or read any natural language.


Section 2: The World

It is the four-hundred and thirteenth year after the coming of Kytheria, or 413 Nach die Ankunft.

Major Nations

The Frieshanet Empire
Currency: The Sterling Guilder, the Stiver, and the Pfenig
Major races: Humans, dwarves, gnomes
Kyrendom.gif

  • Ruled by the Triumveirate of King Jorge III, Queen Amalie, and Prime Minister Brunhife.
  • King Jorge and Queen Amilie are siblings, rather than married; King Jorge himself is married, and Queen Amilie is widowed.
  • Frieshanet itself is two nations, sharing the capital of Glaudam.

The Gaojian Kingdoms
AKA the Assembling Country
Currency:
Major races: Goblins, Hobgoblins, and Orcs.

Vedikhan
Currency:
*Rottercastl region ownedby Freishanet
Major races: Elves

Byelonolstan
AKA White Land of the Gnolls
Currency:
Major races: Gnolls and other cold dwellers

The Glaulant Empire
AKA The Grey Lands
Currency: the Mark (1 = 4 stivers) and the Thaler (15 = 2 pfenig) (1 Mark = 600 Thaler)
Major races: Humans, Gnomes, Dwarves, Kobold tribes

Verdailha and Romitalle
Currency: the Dinar (1 = 3 Guilders) and Lei (1 = 6 pfenig)
Major Races: Elves, Humans and other sun-lovers


Religions

Hylothism/Realism/Cadaverism
Neutral good, neutral evil, or true neutral.
- Believes in one greater dead god, and that reality is made from him, and that all matter is part of his corpse.
- Believes nothing is ever truly dead.
Domains: Death, Healing, Repose, Creation.
Additional spells always classed as Domain spells: Deathwatch.
Abilities granted: Rebuke Undead and Cure light wounds.
Weapons of Choice: Piercing weapons.

Governetes/Progressives/Kytherists
- Believes in advancing technology, to please Kytheria, the god that granted technology to the intelligent species of the world
- Common amidst dwarves and gnomes
Domains: Creation, Artifice, Law, Knowledge.
Additional spells always classed as Domain spells: Mending.
Abilities granted: Rebuke Construct and Spontaneous Mending*.

*Spell level forfeit *Spontaneous spell
0 Mending
1 Animate Rope
2 Wood Shape
3 Stone Shape
4 Minor Creation
5 Fabricate
6 Major Creation
7 Hardening
8 True Creation

Filialists/Ancestor Worshipers/Xiaoists
- Believe that, as generations go on, the dead become stronger, and continuing one's lineage is incredibly important; also believe one's ancestors protect them.
Domains: Community, Knowledge, Protection, Luck.
Abilities granted: Turn Undead and Spontaneous Healing.
+4 circumstance bonus to turning undead when the target is related to you. May use Rebuke Undead on undead relatives.

Laotians/Humourists/Logicians
- Believe heavily in the concept of 4 elements and their place in the world; so much so that they believe there are four parts of one divine being, each of which is individually sentient.
Domains: Earth, Air, Fire, Water.
Abilities granted:

Listeners/Shamans/Daemophonts
- Pray to ambient spirits. Are granted sells based on Cha, NOT Wis.
- Spirits demand flattery and cajoling in advance, granting the spells as favours.
Domains: Weather, Magic, Community, Nobility
Abilities granted: Rebuke Spirit and Spontaneous Healing

Dragonites/Zmejbog/Root-tracers
- Believe each individual race descends from a type of animal, with Kobolds descended from types of dragon
- Humans come from horses, Gnomes from rats, and Dwarves from moles; Elves were born from the tea plant, Orcs from elephants, and Goblins from cows. Gnolls were born from wolves. Yuan-ti trace back to vipers.
Domains (for Kobolds): Skalykind, Community, Earth, and ????.
Abilities granted: Turn Dragon and Spontaneous ????.

Kyrieists/Sun-followers/Solists
- Believe in the prominence of the Life-Giving Sun above all other gods
Domains: Plants, Sun, Healing, Weather
Abilities granted: Turn Undead and Spontaneous Healing
- Kyrieists may spontaneously cast the light spell by sacrificing another level 0 spell.


Section 3: Common Races and Racial Variants:

Modifications to Extant Races and Notes

Kobolds:

Goblins:

  • +2 Int on top of other stat changes

Orcs and Goblins are directly related, and Hobgoblins are infrequently born from their union.
-

Ages

Table: Aging Effects
Race ||Middle Age1||Old2||Venerable3||Maximum Age||||

Quick-Blood 35 years 53 years 70 years +2d20 years Gnoll, Human, Orc
Mixed-Blood 50 years 70 years 125 years +4d10 years Gnome or Half-Elf
Old-Blood 60 years 103 years 125 years +2d20 years EG, Elf, Dwarf
Kobold 30 years 40 years|50 years N/A4

1 At middle age, –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
2 At old age, –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
3 At venerable age, –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
4 Kobolds are technically immortal. Or, you know, could be, if they didn't die by the hundreds.


Section 4: Firearms and Technology

Clockwork: Needs plenty of care! Missfire indicates a jam; Requires a move action to clear.
Black Powder: Needs black powder. Often doesn't function when wet. On a missfire, roll 1d20: on a 1-10, thepowder doesn't ignite; no effect; on a 11-20, jam. Needs a full action to clear.
Missfires occur on a 1 under ideal conditions, and each of the following increases the range:

Missfire Condition
1-2 Black Powder in humid weather or light rain, clockwork in very cold or hot weather, or at sea.
1-4 Black Powder in light rain, clockwork in extreme cold or hot weather.
1-6 Black Powder in heavy rain, or a dirty clockwork weapon.*
1-8 Black Powder in torrential rain or underwater, or a messy clockwork weapon*.

Extend by a further 1 for each day without maintenance on clockwork and each week without maintenance on a black powder weapon.
*Dirty and messy regard being buried in sand or soil, mudiness, being covered in oil or blood, etcetera.

Simple Weapons
Muskets:
Muskets are smooth-barrelled weapons that are loaded from the muzzle with simple, cheap pellets and gunpowder. They're pretty inaccurate, but take little training beyond "stuff the ball in with some gunpowder, point and click." They can even fire pebbles, if need be.
Musket, longarm: 2d8 damage; 18–20/x2 crit. 120 ft. 100 sg.
Musket, carbine: 2d6 damage; 18–20/x2 crit. 90 ft. 75 sg.
Musket, pistol: 2d4 damage; 18–20/x2 crit. 60 ft. 50sg.
- Move action to load
- Impossible to aim
- -2 to hit
- Additional -2 to hit on turn loaded

The Blunderbus is a wide-barelled musket that can fire pretty much anything. No need for pellets; just toss in pebbles and sticks— if you're not too fussy about damage or the lifespan of this musket.
Blunderbus: 1d20 damage; 20/x2 crit. 45 ft. 90 sg.
- Standard action to load
- Impossible to aim
- Black powder only!


Martial Weapons
Rifles1
Advanced from the musket, a rifle is more accurate muzzle-loaded weapon, due to a thinner, shaped barrel. This does, however, make it harder to load, and means they can only fit pellets.
Rifle, longarm: 2d8 damage; 18–20/x2 crit. 160 ft range. 160 sg.
Rifle, carbine: 2d6 damage; 18–20/x2 crit. 120 ft range. 120 sg.
Rifle, pistol: 2d4 damage; 18–20/x2 crit. 80 ft range. 90 sg.
- Full action to load.
- Can only load pellets.
- 1If loader lacks Martial Weapons proficiency, double loading time; firer only needs Simple Weapons proficiency.


Exotic Weapons
Pepperpots
Pepperpot weapons are akin to the revolver, except they have six barrels. They either rotate the firing barrel to the top, or rotate the mode of ignition to be appropriate to the barrel. Either way, they cut down on reloading by effectively being a set of joined weapons. They are, however, rather foreign to most users, who have to learn to compensate for the shifting barrels.
Pepperpot Longarm: 2d8 damage; 18–20/x2 crit. 160 ft range. 460 sg (rifle). 350 sg (musket).
Pepperpot Carbine: 2d6 damage; 18–20/x2 crit. 120 ft range. 340 sg (rifle). 275 sg (musket).
Pepperpot Pistol: 2d4 damage; 18–20/x2 crit. 80 ft range. 250 sg (rifle). 200 sg (musket).
- Loads 6 shots; each shot must be loaded individually.
- May be a Rifle1 or Musket.
- 1If loader lacks appropriate Exotic Weapons or Martial Weapons proficiency, double loading time; firer only needs appropriate Exotic Weapons proficiency. A firer with Martial Weapons proficiency but not an appropriate Exotic Weapons Proficiency takes only -2 to his roll, not- 4.

Breach loaders
Superior in many ways to both the rifle and musket, a breach loader snaps in half to reveal an area for specialised ammunition that contains both black-powder and pellet in one item, called a "bullet". These weapons leave a small shell behind in the barrel that requires removing after firing, but are nonetheless far quicker to reload than the more common muzzle-loaders.
Breach-Loading Longarm: 2d8 damage; 18–20/x2 crit. 160 ft range. 460 sg
Breach-Loading Carbine: 2d6 damage; 18–20/x2 crit. 120 ft range. 340 sg
Breach-Loading Pistol: 2d4 damage; 18–20/x2 crit. 80 ft range. 250 sg
- Neither rifle nor musket.
- Considered clockwork.
- Move action to load.
- Requires pinfire bullets.
- Additional -2 to hit on turn loaded.
- Only ever misfires on a 1 (misfires as a rifle)
- If loader lacks appropriate Exotic Weapons proficiency, double loading time (or more, if unfamiliar); firer only needs Simple Weapons proficiency; these weapons are as easy to fire as any point-and-shoot firearm.

Flame-thrower
Guess what this does.
Flame-thrower: 150 sg.
short range: 3d6 damage, 17-20/special crit; 0-15 ft. 30 degree cone.
medium range: 2d8 damage, 18-20/special crit;16-30 ft.
long range: 1d10 damage; 19-20/special crit; 31-45ft.
extreme range: 1d10-1 per foot over 45; no crits; 46-55ft.
- Can use non-standard propellants, but reduce each range category by 15'.
- Targets critically hit are on fire! They take an extra 1d6 damage each turn until put out. Feats, etc. that increase critical damage instead increase this damage by +3 damage per critical multiplier.
- The flamethrower hits anyone in a 30 degree cone. Roll seperately for each target in this area.
- Whenever the user fires the flamethrower, they must make a reflex save or suffer 1d12-6 damage, with a minumum of 0. If they roll a 1 to hit and fail the reflex save, they catch fire, as above.

Firearm pellet: 1 pfenig each.
Black powder: 3 stivers for 24+1d6 pinches. Explosive!
Pinfire bullet: 5 stivers each.
Flame-thrower propellant: 50 sterling guilders for 18+2d6 bursts.
Chronologue (IE: Watch): 10-1,000 or more sterling guilders
Good cigar: 1 sterling guilder each;
Cheap cigar: 5 stivers each.
Cigarillo: 1 stiver each.
Matches: Box of 100 for a guilder.


++Section 5: On the Decline of Magic as a Force of Terror
Magical Nerfing

- Number of Cantrip level spells per day: Equal to character level
- Number of 1st level spells per day: Equal to will Save
- 3rd on: as normal.
Caster level is maxed at highest usable spell/day.

New Duration: Doom
Lasts: 1 round/level. At end of this time, retake save; once passed, spell effect ends.

List of Spells and their Changes

Air Walk: Level: Air 7, Clr 7, Drd 7
Alter Self: Level: Brd 4, Sor/Wiz 4; Duration: 2 rounds/level (D)
Animate Objects: Level: Brd 7, Chaos 7, Clr 7
Animate Rope: Level: Brd 4, Sor/Wiz 4; The spell can animate objects carried or worn by a creature.
Antimagic Field: Level: Clr 6, Magic 5, Protection 5, Sor/Wiz 5; Duration: 1 min./level (D)
Arcane Lock: Level: Sor/Wiz 4
Baleful Polymorph: Duration: Doom. May take Will save instead of Fort save.
Bestow Curse: Level: Clr 5, Sor/Wiz 6
Blasphemy, Dictum: Available in other alignments.
Blindness/Deafness: Level: Brd 4, Clr 5, Sor/Wiz 4; Duration: Doom.
Call Lightning: Drd 3, Sor/Wis 4
Call Lightning Storm: Level: Drd 5, Sor/Wis 6

Calm Emotions: Level: Brd 4, Clr 5, Law 5
Charm Monster: Level: Brd 5, Sor/Wiz 8 Duration: 1 hour/level.
Charm Monster, Mass: Brd 8; Duration: 1 hour/level.
Charm Person: Brd 4, Sor/Wiz 6; Duration: 1 hour/level Saving Throw: Will
Circle of Death: Casting Time: 1 hour
Clone: Level: Sor/Wiz 4; Casting Time: 1 day
Cloudkill: Major rework.

Color Spray: Sor/Wiz 3; Saving Throw: Will or Reflex negates
Command: Level: Clr 3, Paladin 3, Bard 4, Sor/Wiz 5
Command, Greater: Level: Clr 5, Paladin 5, Bard 6, Sor/Wiz 7.
Comprehend Languages: Major rework.
Confusion: Brd 4, Sor/Wiz 5, Trickery 5
Contact Other Plane: Level: Sor/Wiz 7
Contagion: Level: Clr 5, Destruction 5, Drd 5, Sor/Wiz 6
Contingency: Sor/Wiz 6
Continual Flame: Level: Clr 2, Sor/Wiz 2
Deep Slumber: Duration: doom.
Delayed Blast Fireball: Duration: 5 rounds/level or less.
Demand: No.

Destruction: Major rework.
Detect Secret Doors: Level: Brd 5, Knowledge 5, Sor/Wiz 5
Detect Snares and Pits: Drd 4, Rgr 4
Detect Thoughts: Level: Brd 5, Knowledge 5, Sor/Wiz 5
Dictum, Blasphemy: Available in other alignments.
Disguise Self: Level: Brd 4, Sor/Wiz 4, Trickery 4; Duration: 1 min./level (D)
Dispel Magic & Dispel Magic, Greater: caster level on dispel checks is not limited to maximum spell level know.
Dominate Animal: Duration: doom.
Dominate Monster: Duration: doom.
Dominate Person: Level: Brd 5, Sor/Wiz 6,Duration: doom.
Energy Drain, Enervation: Subject may make a fortitude or will saving throw for each level lost to negate the loss of that level.
Erase: Level: Brd 0, Sor/Wiz 0
Feeblemind: Duration: 10 minutes/caster level
Find the Path: No.
Finger of Death: Range: touch
Fire Seeds: Drd 4, Fire 4, Sun 4.
Flare: Saving Throw: Fortitude or Reflex negates
Flesh to Stone: Level: Sor/Wiz 7
Fly: Level: Sor/Wiz 6, Travel 6
Giant Vermin: Effective caster level not limited.
Glibness: Level: Brd 5 Duration: 1 min./level (D)
Glitterdust: Level: Brd 4, Sor/Wiz 4
Hold Monster: Level: Brd 5, Law 8, Sor/Wiz 7
Hold Person: Level: Brd 4, Clr 6, Sor/Wiz 5; Duration: doom
Insanity: Duration: doom
Invisibility: Level: Brd 4, Sor/Wiz 5, Trickery 5; Duration: 2 rounds/level
Invisibility, Greater: Level: Brd 5, Sor/Wiz 6
Invisibility Sphere: Level: Brd 5, Sor/Wiz 6
Knock: Level: Sor/Wiz 5
Mislead: Brd 5, Sor/Wiz 7
Modify Memory: Bard 5
Overland Flight: Sor/Wiz 8
Passwall: Sor/Wis 7
Power Word: No.
Protection from Spells: Magic 4, Sor/Wis 4
Ray of Enfeeblement: Duration: Doom, Fort saving throw negates.
Ray of Exhaustion: Duration: Doom, Fort saving throw negates.
Slilleagh: Druid 1, Plant 1
Sleep: Magical sleep has Duration: Doom; remain in normal sleep after.
Spellstaff: Druid 6, Plant 6
Spider Climb: Drd 4, Sor/Wiz 4
Suggesion: Bard 2, Sor/Wiz 5
Mass Suggestion: Bard 5, Sor/Wiz 7
Teleport: Sor/Wiz 7, Travel 7
Teleport Object: Sor/Wiz 6, Travel 6
Teleport, Greater: Sor/Wiz 8, Travel 8
Touch of Idiocy: Duration: Doom
Wind Walk: Clr 8, Druid 9
Zone of Truth: Clr 4, Pal 2

Comprehend Language
Divination
Level: Brd 1, Clr 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: One day.

You slowly begin to pick up the meanings and phrases behind a language.
The next time you hear a language you don' speak or speak badly, you magically enhance your ability to learn it.
You quickly pickup words after hearing them only once: after just ten minutes of someone talking to you, you can speak a very basic amount of that language, learning things like the structure, please and thankyou and such, and simple verbs. It tends to be about six hours hour until you've mastered the more common tenses (often the past) and fully understand, and a full day for a working understanding of less common ones, like the imperative and future. After a week, you have a grasp of many verbs and a good lexicon of nouns and adjectives, with a working knowledge of the irregular verbs. A month will allow you to take the language as though it were a bonus language.

Translation Trance
Divination
Level: Brd 2, Clr 2, Sor/Wiz 2, Druid 1, Ranger 1, Community 2, Travel 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Concentration.
For as long as you concentrate, you are able to literally and quickly translate whatever you hear. During this time, you're entirely unaware of anything but what's said, and you have no memory of this time afterwards; you are just a conduit of information exchange.

Fleeting Fame
Illusion (Glamer)
Level: Sor/Wiz 0, Brd 0, Beg 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Upon casting this spell, your clothing, armour, weapons, equipment and physical countenance take on a well-kept and stylish appearance. Those around you get the impression you are wealthy, well known and powerful, granting you a +2 bonus on your next single bluff, diplomacy or intimidation skill made during the spells duration.

Shadowplay
Illusion (Glamer)
Level: Sor/Wiz 0, Brd 0, Beg 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Shadow of one Huge or smaller object or creature
Duration: Concentration
Saving through: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell alters an existing shadow into any shape you desire. the shadow of any Huge or smaller creature or object can be affected, but not the shadows of larger forms and not actual creatures like shadows, shadow hounds or shadow dragons. While you concentrate upon a shadow its shape changes and moves as many times or however you wish. You can alter the shape of the shadow, diminish it, and split it into numerous smaller shadows, but yo
If you cast this spell upon a shadow caused by a specific creature, that creature may make a will save to resist having its shadow altered. this spell is also affected by spell resistance when cast upon a specific creatures shadow.

Arcane Force
Transmutation
Level: Sor/Wiz 0, Brd 0, Cleric 0
Components: V, S
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round.
You telekinetically enhance your strength for a short time. If your strength is 13 or less, it becomes 14; otherwise you gain +4 strength, to a maximum of 20.

Burning Finger
Evocation (Fire)
Level: Sor/Wiz 0, Brd 0
Components: V, S
Casting Time: Standard action.
Range: Touch
Target: Creature or object touched
Duration: Instantaneous
Your fingertip glows hot enough to blister skin and burn paper. You must succeed an attack roll to deal damage to a target with your finger. The touch deals 1d4 fire damage with a +1 bonus per caster level, to a maximum of 1d4+6.

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