Panmeridian

1) 1900 Sundays to whenever we stop playing.
2) #Panmeridian is IC; #ASkyWithRocksIn is OOC.
3) Characters begin at level 6, 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) Level adjustment levels are only used to determine starting level limits. These are ignored after charagen- so a Level 4 character with 2 racial levels wouldn't be level 6 for XP purposes; he'd be level 4.
8) All characters recieve maximum hitpoints for their HD for the first three levels.
9) 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.
10) Many variants of extant classes are allowed; if a class doesn't do something you want it to, feel free to inquire.
11) Any race, any class.
12) All falling damage is halved.
13) Bluff and Sense Motive have combined into Deception (cha)
13.1) Balance, Jump, and Tumble have combines into Acrobatics (dex).
13.2) Spot, Listen, and Search have become Perception (wis).
13.3) Sleight of Hand, and Open Lock have become Theft (dex).
13.4) Spellcraft now covers Concentration, too.
13.5) Psicraft now covers Autohypnosis and Concentration, too. Use the higher of Psicraft and Spellcraft for concentration checks.
13.6) Hide and Move Silently become Stealth (dex)
13.7) Forgery, Speak Language, and Decipher Script are all combined into Linguistics (int/wis).
14) New Skill: Use Clockwork Device. Rogue class skill.
15) New Skill: Pilot Skycraft.
16) New Skill: Discipline. Fighter class skill. Also covers parrying, though the GM isn't sure how.

Other Panmeridian Pages

Roster of Heroes (and Misc. others)

Emo_Duck: Peek and Char
betamax: Razdomny, Khryesl
Earthflame: Gungri
Recon: Spark
Anise: Elise
Rhandor: Chelsy
Fufufu: Xaos

Hangers-on:

The Wings, a flying ship
Scuta, ancient Precurosor golem and ship's janitor,
Kagamagak, p̧̢̛͇̝͓̲̠̩̠̘̖ͮͦ̏̀ͣ͐͡ḧ̺͕̤̻͙͈̱̙̝̭̼̫͎̤̯͍͎̟̱́ͨͨ̉ͣ̄̍͊͘t̸̸̶̤̣̺͎͍̪̯̭̲͂ͥ̄̓͌̇̑̓̋̒̉͊̃ͪͩ́ͩͅh̨̢̠͎̝̥̔ͫ̔͂̒͑͂ͣ̔ͪ̔ͧ̾̚i̛̤̱̖̳̹̰̠̪̪͉̤͈̼͔ͬ̔ͮ̈́̌̋̓̕̕ś̵̢̯̞̖̖̥͔̫̩̥̹͙͓̮̙̠̞̳ͨͦ̏̍ͬ͐̽ͮ̚ͅť̶͓̟͙̹̮̺̙̙̼̳̲̯̲̫ͫ͂͛̈̿̇̔ͦ̐͊ͯ͋̿̎̒͊̎ͭ́̕͟ and ship's ghost,
Roopool, exiled sequipiid priestess and ship's healer,
The Priest of GooNuite-ehoom, exiled sequipiid psionicist-priest and ship's communication system,
Jk, wandering akkabish ranger and freeloader,
Crocusleaf, wandering tzavua coward and navigator,
Terra-chan, suicidal earth elemental and ship repairs,
Kafka, vitally deprived sorcerer and stowaway librarian,
Ember, Spark's sister and dragonrider,
Tezlegadt, elder blue wyrm and scout,
H-k'kun, reformed Kender and dreamer.
Schism, hole and ship's leak.
Habanaka, chilli-dryad and ship's supplies manager (food branch)
Hettap, selkie and ship's supplies manager (water branch)
Ngisenth, precursor and priestess

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.


Common Races and Racial Variants:

Modifications to Extant Races and Notes

Kobolds:

Gobold:
Lithe, kobold-like creatures, almost newtish and green as grass.
-4 Strength, +4 Dexterity, -2 Constitution, -2 Charisma.
Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
A Gobold’s base land speed is 30 feet.
Darkvision out to 60 feet.
Racial Skills: A Gobold character has a +4 racial bonus on Move Silently and Tumbling checks.
Racial Feats: A Gobold character gains feats according to its character class.
Special Qualities: Light sensitivity: Gobolds are dazzled in bright sunlight or within the radius of a daylight spell.
Automatic Languages: Draconic. Bonus Languages: Common, Undercommon.
Favored Class: Rogue.
Level adjustment +0.

Goblins:

  • +2 Int on top of other stat changes

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


Akki (Goblinoid)

  • -2 Strength, +2 Con, -2 Int, -2 Wis, -2 Cha, +2 to any one stat (including Str, Int, Wis, or Cha).
  • Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
  • An Akki’s base land speed is 30 feet.
  • Darkvision out to 60 feet.
  • +4 racial bonus on Move Silently and Ride checks.
  • +4 natural armour. If an Akki is struck by a weapon from behind, he or she also has DR 2/-
  • Fire resistance 5.
  • Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
  • Racial Weapon Proficiency: Sling.
  • Favored Class: Rogue.

Akkabish

  • -4 Strength, +6 Dex, -2 Con
  • An Akkabish’s base land speed is 30 feet.
  • +4 racial bonus on Use Rope and Climb checks.
  • +1 chitinous natural armour
  • Tremorsense within 60'.
  • Agile climber: An Akkabish can always choose to take 10 on Climb checks, even if rushed or threatened. Akkabish may use either their Strength or Dexterity modifier for Climb checks, whichever is higher.
  • Web-Spinner: The Akkabish produce silk, giving them access to a number of resources.

They may create 5' square webs, given time, based on the times listed below; each of these webs has a DR 5/-. These are initially sticky, and trap creatures that stumble into them; they may also be covered in non-sticky silk, or other materials, and are an effective building material. They may also be thrown up to 50 feet, with a range increment of 10 feet.
Akkabish may also create silk ropes, taking them a half hour per 10 feet made (this time can be reduced by successful craft checks: Each point over a DC of 10 reduces the time required by a minute, to a minimum of 5 minutes.)

Time Required Escape Artist DC Break DC Hit Points
Eight minutes 10 14 2
Fifteen minutes 10 14 4
Half an hour 12 16 6
One hour 13 17 12
Two hours 16 20 14
Four hours 20 24 16
Eight hours 28 32 18
  • Automatic Languages: Akkabish.
  • Racial Weapon Proficiency: Spear.
  • Favored Class: Ranger.

Selkie
Deep blue/purple skin, grey in the lightest areas; very long body/tail. Stands on six stumpy flipper-legs, slow to walk, quick swimmers. Torso is more humanoid, seems mounted at the stomach, not at the hip. Soft and squishy body, all over, skin like a seal's: entire body is plump and a little saggy, including chest. Arms are thin and weak, turn into thick fins at the hand, able to hold and manipulate items with two fingers and an opposable thumb. Four eyes, no nose, thin mouth: has 'dreadlocks', made from several thick feeler tenrils, become pink at the end. Some have pink patches on their bodies.


Sequipiid

  • -2 Strength, -2 Dex, +2 to Int.
  • A sequipiid’s base land speed is 20 feet.
  • Aquatic: Sequipiid can breathe underwater, but cannot also breathe air; they may hold its breath outside the water for 2 rounds per point of Constitution. After that, it begins to suffocate.
  • A Sequipiid has a swim speed of 30 feet. It can move through water at its swim speed without making Swim checks. It has a +8 racial bonus on any Swim check to perform some action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
  • Low-Light Vision: Sequipiid can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
  • Tentacles: Sequipiid recieve a +4 bonus to Strength and +2 to Dex while underwater.
  • Camoflage: While stationary, Sequipiid recieve +6 to all Hide checks.
  • Automatic Languages: Sequipiid.
  • Favored Class: Any.

Kobold, Gobold, Akabold, Gnobold, Kopolt, Wyrman, Trobold, Draghul, and Obeld.
Obeld: eel-like sea kobolds. Stunted limbs.
Wyrmen: bat-like winged kobolds. Retarded.
Pigeon-Drakes: feathered avianoid wyrmen. Less retarded, still stupid.Gobold:
Goblin + Kobold.
Akabold: Akki + Kobold.
Gnobold: Large mutant kobold, lanky.
Kopolt: Halfling + Kobold. Looks a lot like a lizardy halfling.
Trobold: Regenerating, wet-skinned, smelly kobolds. Long nose, long fingers, long ears.
Draghul: heavily-mutated sewer Kobolds. Aggressive!

-

Ages

Table: Aging Effects

Race Middle Age1 Old2 Venerable3 Maximum Age Some Races
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 Elf, Dwarf
Kobold 30 years 40 years 50 years N/A4 Kobold, Gobold

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


General Worths of Currency

Level 6 party members start with 13,000 pecks of silver (Or 13,000 flakes of gold)
1,000 pecks of salt = 100 pecks of copper = 10 pecks of silver = 1 peck of gold = 10 flakes of gold = 100 flakes of silver = 1,000 flakes of copper = 10,000 grains of salt


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.
Musket, derringer: 1d4+1 damage; 18–20/x2 crit. 30 ft. 25sg.
- 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.
Rifle, derringer: 1d4+1 damage; 18-20/x2 crit. 40 ft range. 45sg.
- 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 Musket2.
- 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.
- 2 Impossible to aim. Black powder only! A firer with Simple 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
Breach-Loading Derringer: 1d4+1 damage; 18–20/x2 crit. 40 ft range. 120 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 peck of salt each.
Black powder: 3 peck of copper for 24+1d6 pinches. Explosive!
Pinfire bullet: 5 peck of copper each.
Flame-thrower propellant: 50 peck of silver for 18+2d6 bursts.
Chronologue (IE: Watch): lots!
Good cigar: 1 peck of silver.
Cheap cigar: 1 peck of salt.
Cigarillo: 1 peck of copper.
Matches: Box of 100 for a peck of silver.

AkKeen Meteorhammer of Blisters- 1d6+1d4 damage, 1-2 and 17-20 crit range. Never goes out. 1350g.
Akki Comethammer- 1d6+3d6, normal crit range, 15' blast, reflex save for half. 115g.

Waypoints

Any waypoint can accept teleportation from either:
1) Any other waypoint and from teleportation spells;
2) Any other waypoint from a specific list, which may be as few as one other waypoint.

Any waypoint can teleport to either:
1) Any other waypoint;
2) Any other waypoint from a specific list, which may be as few as one other waypoint.


Roll:
1d4 on Island Size, then 1d6 on follow-up table
1d6 on Island Size, then 1d6 on follow-up table
1d6 on Island Size, then 1d12 on follow-up table
1d12 on Island Size, then 1d4 on follow-up table
1d12 on Island Size, then 1d6 on follow-up table
1d12 on Island Size, then 1d8 on follow-up table
1d12 on Island Size, then 1d12 on follow-up table

Roll Island Size Large Island A Large Island B Medium Island A Medium B Medium C
1 Large A Circle Circle Midthoth The Hand Dogfoot
2 Large B Thasku ((New island)) Black Mouth Firmament Seanail
3 Medium A Aneria Toen Choroshon Yenmor Cardell
4 Small A Tallimund The Chains Gid Araximancederethened Illust
5 Medium B Hothath Windy Hell Rainy Hell Hot as Hell Heaven
6 Small B High Ndrskrr Low Ndrskrr Garden of Tears Wroughtcliff Godface
7 Medium C Terrafollon Sciitreen The Behemoth Titantooth Rentsky
8 Small C Hichigus Khadaska Coshmere Rekidnaz Smallhome
9 Small D Ro Nerrox (New island)) Goodbye Spiderlegs Waterline
10 Small E ((New island)) (New island)) Rainbowend Forever (New island))
11 Small F (New island) (New island)) Nowhere ((New island)) (New island))
12 Special Circle (New island)) (New island)) (New island)) (New island))
Roll Small A Small B Small C Small D Small E Small F
1 Smallhub The Finger The Rose Dragonnest Kallow Ruins The Pit
2 ((New Island)) ((New Island)) ((New Island)) ((New Island)) ((New Island)) ((New Island))
3 Thoth ((New Island)) ((New Island)) ((New Island)) ((New Island)) ((New Island))
4 ((New Island)) ((New Island)) ((New Island)) ((New Island)) ((New Island)) ((New Island))
5 Minor Bell Vollroll ((New Island)) ((New Island)) ((New Island)) ((New Island))
6 ((New Island)) ((New Island)) ((New Island)) ((New Island)) ((New Island)) ((New Island))
7 Sirocc Blashatha Hitotogisu ((New Island)) ((New Island)) ((New Island))
8 ((New Island)) ((New Island)) ((New Island)) ((New Island)) ((New Island)) ((New Island))
9 The Rocks Hailpoint Sealow Vo Cerel ((New Island)) ((New Island))
10 ((New Island)) ((New Island)) ((New Island)) ((New Island)) ((New Island)) ((New Island))
11 Featherreave Colmatice Barren Greenland Vulturespire ((New Island))
12 ((New Island)) ((New Island)) ((New Island)) ((New Island)) ((New Island)) ((New Island))
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