Tuesday 23 February 2016

PC - Sephiria Kaddren, Human Bladesinger Wizard (Judith)


Sephiria Kaddren

Ask anyone in Magnimar what the first thing that comes to mind when you mention the name “Kaddren” and the answer you will usually get will be: spellcasters. The second thing will likely be the rumours surrounding the recent disappearance of Lord Nerumer and Lady Andreena Kaddren in Viperwall.

It meant that their eldest daughter Zimandi, already a formidable wizard, became head of the family when only in her twenties. Wanting to consolidate her position, Zimandi asked for her family’s support. In response her youngest sister, Sephiria returned from the Arcanamirium in Absalom where she had been teaching following her own training there; it had long been a Kaddren tradition to send promising children away to study at the best magical colleges of Golarion, and Sephiria was no exception.

While teaching at the Arcanamirium, Sephiria was invited to become an initiate of the Pathfinder Grand Lodge, with a view to focusing on translating ancient texts as well as doing research, but also with the option of going out on expeditions.

It was only where she returned to Magnimar that Zimandi recalled how shy and awkward her youngest sister could be unless holding forth on some abstruse piece of history or linguistics. A strict and expensive upbringing had instilled basic good manners, but Sephiria, always too focused on her next research project, had never enjoyed the endless rounds of dinners and visiting.

After yet another mistimed lecture on the impact of Thassilonian grammar on modern Varisian syntax, Zimandi hurriedly arranged an introduction for Sephiria to Sheila Heidmarch of Magnimar’s Pathfinder Society, suggesting that it might be a better outlet for her talents…

Heidmarch Pathfinder Lodge, Magnimar

There are typically only a few Pathfinders at the Lodge at any one time. Sheila is usually in residence, coordinating expeditions and arranging supplies.

Senior Pathfinders include
Venture Captain Sheila Heidmarch (f), Thuvian-Chelish, from Korvosa. Tactician-Adept (Monk).
Sir Canayven Heidmarch of Magnimar, Sheila's husband. Ranger.
Mandali the Awakened Gorilla, of the Barrier Wall Mountains in Thuvia. Sheila's friend & companion.
Brodert Quink the Scholar-Sage, formerly of Sandpoint. Thassilonian expert. Wizard.

Mid-rank Pathfinders include
Koriah Azmeren (f), Half-Elf Rogue. Focus on the Darklands.
Almya Gorangal (f), sour Chelish Wizard, from Korvosa. Focus on the ruins of the Mushfens.
Joadric Heimurl, bombastic Kellid Barbarian. Focus on the Malgorian mountains.

Junior Pathfinders include
Lerizzle, human-raised Drow Rogue from Magnimar's Underbridge.
Scotty Saldare the Korvosan Ranger.
Ilvain the Elf Wizard.

Pathfinders Seeking the Shattered Star
1.Quillax (f), human Moon Druid, from Wolf's Ear. Shard of Pride.
2.Gedout, human Barbarian raised by gnomes in the Fogscar Mountains. Shard of Greed.
3. Keelan, Half-Elf Bard.
4. Anastasia (f), Tiefling Warlock of the Old Ones.
5. Sephiria Kaddren (f), noble, slightly bookish Bladesinger Wizard, from Magnimar.
6. Neril, human Shadow Monk
Sheila Heidmarch

Brodert Quink
Sir Canayven Heidmarch
Sir Canayven Heidmarch

Wednesday 17 February 2016

PC - Anastasia, Tiefling Warlock (Rebekah)

Anastasia, Tiefling Warlock 

Anastasia, like so many of her kin is unmistakably of demonic ancestry. She stands slightly taller than the average human woman, on cloven hooves (not unnerving in the slightest). Apart from her violet hair, small fangs and goat-like horns, her most disarmingly demonic quality are her golden eyes. Naturally alluring, despite lacking any interest in seducing her foes/peers (unless the situation calls for it out of practicality for survival). In terms of age, in tiefling terms she would about the equivalent age of an adult human (20-30).

Anastasia's origins would curdle any noble cleric's blood...

Her story begins a long time ago with her father, in a small fishing hamlet on the Lost Coast. The young man found himself a prodigy in his small village, he possessed a small amount of magical talent. His mothers favourite son, he was petted and spoiled from an early age. As many young people do, the young wizard set off into the wider world on his 18th birthday and managed to scrap through the entrance exams into a Magnimar's prestigious wizarding guild. However although he possessed an inflated ego, he lacked magical talent. He soon found himself outmatched by his peers and ridiculed for being a country bumpkin relentlessly. The poor young man, alas, even more unfortunately fell head over heels in love with a noble's daughter, whose brother was also enrolled in the guild. He of course, declared his affection guilessly and was brutally rebuffed.

Filled with impotent rage, the young wizard began researching darker methods of obtaining the fair ladies affection, namely against her will...

One night when he was researching deep in the library, he accidently summoned a succubus. Rather than draining him instantly, the succubus, saw the young fool as far more useful to her alive. The young wizard had immediately fallen under seductive charm upon seeing the creature, forgetting the pretty noble girl. He fell to his knees and offered to be the demon's slave in exchange for her affections....

A strange number of disappearances began to escalate in the city over the next few months. Then people were found dead in their beds, usually young lovers or handsome men. Over time suspicions began to arise in the guild that dark forces were at work...

The source of the dark energy was tracked to deep within the catacombs of the wizarding guild itself. However by the time the combined might of the city's spell casters and clerics staged their assault, all they found was a young man, skeletal and half mad, sobbing uncontrollably, whispering 'She said she's take me with her...I love..my love...come back!' over and over like a mantra...

The young wizard was expelled from the guild, but with no strong evidence to link him to the crimes, he was sent home to the little fishing village he had spurned for greater things so long ago...

....The young man returned to his little village and his loving mother, and for a time things were peaceful again. He was still a shadow of the cocky, boastful boy you'd left a few years ago. But overtime weight returned to his frame and he awoke less often screaming in the night.

However fate is sometimes cruel and one day the young man's mother found a bundle of rags on her doorstep. She, being a kind woman, reached down and picked up the pitiful creature. Inside the bundle lay a small baby, mewing like a kitten. However as the woman looked closely at the babe, she recoiled in horror, fangs, hooves and golden eyes. A demon. The woman screamed and holding the bundle away from her ran to the nearby cliffs, but before she could hurl the baby into the sea, her beloved son caught up with her. He grabbed the child out of her arms and immediately was transfixed by the same eyes of his lost love. His mother begged her son to destroy the child, but he was overjoyed seeing the baby as proof that his love had not abandoned him. He wrestled the child out of his mothers arms, then because she would not relent, he pushed her over the edge of the cliff onto the rocks below.

He was left on the edge of the cliff, holding his daughter. Sparing not a moment to mourn his mother, the young man wrapped the precious bundle in his cloak and then fled his home village, never to be seen by his family again.

                                      *         *          *

Anastasia always knew her father loved her, but with the wisdom of small children she could see that her father's love bordered on obsession. She was guarded by him as his greatest treasure, forbidden to play with other children that came across on their travels. Her father impressed upon her from an early age that she was 'special'. But as she grew older, Anastasia began to realize unlike her father, the rest of the world, thought she was special on a very different, sinister way. Woman would hide their babies when she walked past, children ran away, villagers would hiss. No matter how often her father praised her beauty, the reality of her appearance and its impression on others was inescapable. Her father was more than when it came to the subject of her mother, he was deranged. He painted pictures, drew her likeness on clothes to hang inside their lodgings, he had the rough shape of a horned woman, fashioned in copper, which he would kiss frequently. They were searching for her, he would tell Anastasia and when they found her, she would take them both away to a fantastical place. As she grew older Anastasia began to realize the depth of her father's madness. The failed wizard, no longer young, was haggard now in appearance. They were little more than beggars chasing a dream...

Then one dark moonlight night Anastasia awoke to the sound of his thin pitiful cries, the kind a rabbit would make when in the jaws of a fox. Looming above her father's bedroll was a great winged beast, with claws raised and glowing golden eyes. The creature was picking the remains of her father's flesh from its teeth as he gurgled below it. 

'You'll understand, he was useless in the end. Pathetic. All humans are' the creature said, rising up out of the shadows. Anastasia recognized the eerily beautiful face that had haunted her childhood.

The creature extended a claw, 'We can hunt together if you want, you're of my flesh after all, I can show you how to attract much more delicious prey, than that bag of bones' she hissed. 

Anastasia screamed and fled into the night, as the creature cackled behind her.

Anastasia stumbled out of the community of shacks that her and now deceased father had inhabited, she made it to the edge of the ramshackle community before the screams began…
‘God’s have mercy!’
‘He’s dead…ripped apart!’
‘What beast could have done this?’
‘It was the demoness, that little bitch he had tagging along with him!’
Anastasia’s keen hearing picked up the last cry and she was filled with dread. She had experienced prejudice for her appearance her entire life, but accusations of murder…that was an offence that would have her killed, either by the mob or by the law.
Wrapping her cloak around her, the young tiefling ran off into the back streets of the strange city, she and her father had only reached two days before…
*****
Anastasia lived or more accurately survived for the next few years on her wits. She had many professions, most of them short-lived. Tavern wench, street hawker for a magic emporium, petty thief, she even gutted fish on the quay side. Her father had been a man raised in a fishing hamlet after all and they’d often fished for their food.
Anastasia was offered several ‘jobs’ in seedy establishments, praising her fine features and her exotic beauty. However the thought of resorting to such acts, even to survive, disgusted her.
On the other hand she did find that she could easily persuade people to do what she wanted. Some people were more easily effected than others, usually men. She found she could conceive hard-faced inn-keepers to let her sleep in their basements, mean spirited bakers to spare a burnt loaf. Over time she began to manipulate others with greater effectiveness and with better results.
Then she began to hear their thoughts…
Such a power has been sought by many a great sorcerer, but to Anastasia it was a curse. It was constant, a roaring, cluttered mess of knowledge. She could barely think herself, she could hardly sleep with the noise in her mind. The weight of sorrow, thrill of happiness and all the other swirling vortex of emotions assaulted her from all angles.
She became less a beggar and more a pitiful madwoman, wandering the streets in her rags, muttering whispered words, unable to think for herself.
Some took pity on her and she was fed occasionally, that was not enough to keep her healthy and she soon became skeletal and hunched. She would have died and perhaps the world would have been better off with one less Tiefling, but fate again was kind or cruel depending upon interpretation.
Anastasia was lying curled in a heap in an alcove one night, outside what she did not know or care was one of the greatest wizarding colleges in the known world. She was muttering in her sleep, the collective thoughts of whoever passed by. When the shadow of a figure was cast over her, the person seemed to listen for a few minutes to Anastasia’s ramblings, as if mulling a decision over in their mind. Anastasia suddenly felt herself picked off the ground, gently, she hadn’t been handled with such gentleness in long time.

                                          ****

Over the next few weeks, the figure, who it was revealed was a young man by the name of Ricben, cared for Anastasia. As Anastasia became to regain her health, she began to notice her surroundings. Ricben rooms were that of a young wizard, notes littered the desk and spilled onto the floor, potions and instruments were carefully placed on numerous shelves.
Ricben explained that he was developing a ‘new type’ of magic through his research. He blathered on about words like ‘telepathy’ and ‘cosmic influencing’. Anastasia didn’t give a damn what he said as long as he kept feeding her soup and let her sleep in his bed a few more nights. Ricben had given over his bed to his patient and had taken to sleeping next to her on the floor. When she gained greater strength Anastasia reached out into his mind to gauge his intentions.
The young man was very fascinated by her, not only her demonic appearance but he had realized she had the ability to read others thoughts and emotions. Although she sensed he wanted to study her abilities, she did not sense that he lacked any compassion for her. Ricben was thoroughly a very kind and sweet young man, a little foolish and guileless perhaps, but inherently good.
Overtime Anastasia regained her ability to walk and speak, Ricben questioned her thoroughly about her abilities and origins, desperate for any shred of knowledge. He kept asking her about oceans and read to her in a strange language to see if she could decipher its meaning. He said that the books and scrolls were written about the ‘Old ones’. He also waxed lyrical about a ‘grand cosmic plan’ and the return of the all-knowing God from the ocean. When he spoke like this Anastasia felt a shift in his mind, a creeping darkness. However she chose to ignore it. She had never had anyone in her life, apart from her father, who had shown her such care and gentleness.
It would have been better if Anastasia had been ruthless, took off into the night with the foolish Wizard’s gold in her pockets. Unfortunately for them both, Anastasia fell in love with the young wizard and overtime his desire to learn about the Tiefling became more personal rather than a scholarly exercise.

                                           ****

They were happy for a time, Ricben helped Anastasia learn a way to control her abilities, so could regain a sense of mental independence. Anastasia in turn allowed any experiments that Ricben wished to perform upon her. However he always took great care never to hurt her…at first. He also taught her magic that she could use to defend herself and illusions to hide her true appearance.
Anastasia felt as if she had a new life, she could stroll along the quay with her lover without stares, shouts or being spat on. She felt that she was finally free from the burden of her mother’s blood. The young wizard even proposed and they married in a tiny, isolated chapel with an elderly half-blind cleric (who preferred his ale over asking difficult questions).

                                               ****

However as time passed Anastasia began to sense a change in her husband, a creeping darkness. He became more reclusive, he ate barely anything and slept a few hours a night. She would often to wake to find him still scratching his quill fervently as dawn broke. He became thinner and his smile disappeared as well as his gentleness. The experiments would hurt now as he had exhausted other gentler ways, he became increasingly annoyed at his lack of results, he spoke to Anastasia only with short, sharp words.
Then one morning Anastasia was awoken by her husband, he had a beaming smile on his face and the past months worries seemed a memory.
‘I’ve done it!’ He cried ecstatically, ‘I can hear them, all of them!’
Anastasia didn’t fully understand these words, it didn’t seem to matter, she had her husband returned to her and that was enough.

                                              ****

Ricben seemed more stable and sane, they went back to taking long walks by the Quay side and everything returned to normal.
Anastasia discovered soon afterwards that she was pregnant. Ricben was overjoyed and the promise of a child pulled his fragile mental state back towards reality.
Anastasia’s pregnancy was uneventful until it came to giving birth. The labour was agonizing, Anastasia suffered the pain for two whole days before Ricben was forced to find a midwife. They had been too afraid to hire one, having heard too many tales of midwives drowning Tiefling babies at birth.
The old crone that Ricben came back with, pronounced that the child was already lost. She helped Anastasia bring the babe into the world, but her prediction was correct, the child was born dead.

                                           ****

The death of the baby sent Ricben over the edge, he became deranged. He ordered Anastasia not to bury the body and took to his books in frantic research.
That night Ricben gathered up his notes and old black tome, he told Anastasia to bring the child.
They made it to the quay side around midnight. It was a full moon and the water was black as ink.
Ricben unmoored a boat and persuaded the frightened Anastasia to get into it. Then he rowed them away towards the open ocean…

                                            ***

The dawn was red the following morning, stark and bloody.
The fisherman had been awake for hours already preparing their boats to go out onto the open water.
The sight of one more small boat on the horizon was not uncommon and no one took much notice until it came to shore.
As it came to rest next to the dock, the clattering and chatter stopped abruptly.
Inside sat a Tiefling, her hair and horns laced with seaweed, her clothes sodden with salt water. In her arms squirmed a baby, its eyes glowed an unnatural green in the morning light.
The Tiefling ignored the assembled men, and stepped out of the boat and onto the shore.
The fishermen watched as the Tiefling holding the baby walked away, they were filled with an inexplicable but overwhelming sense of dread.

                                             ***

Anastasia's year out (4711 AR)

Anastasia spent the year with her daughter Lilith, leaving her in the care of 'Guardians' in a small seaside hamlet, just after celebrating her child's sixth birthday. Alongside caring for her daughter, she spent time researching her patron.

As a result her powers grew (Charisma +1) but her sanity became even more suspect. Anastasia was always quiet and unnerving in appearance, however now she not only converses to herself in infernal, but also sings to herself. The melody is faint but haunting and sounds somewhat like a lullaby. The party might also notice her violent streak has become more pronounced... 

Scarnettis of Sandpoint

Titus Scarnetti ca 4708
Perhaps Sandpoint's most notorious noble family, many of Sandpoint's elderly Varisian locals still haven't forgotten or forgiven Alamon Scarnetti's assault on their people more than 40 years ago, even with Alamon 20 years in the ground at the Sandpoint Cemetery. 

The Scarnettis of Sandpoint 
Now headed by Alamon's only surviving son Titus (age 45 in M1 4712, 52 in 4719) one of very few Sandpointers to escape the Burning of Sandpoint in M10 4708the family controls Sandpoint region's mills and the lumber industry.  The Scarnettis are a traditional family, who cling to old Chelish 
Lucia Scarnetti ca 4708
values that are, according to some, outdated today. Titus Scarnetti is married to Lucia Scarnetti (nee Charvos) (age 37 in 4712, 44 in 4719). Younger than him but no less traditional, she usually remains aloof at the new Scarnetti Manor. Lucia reveres Iomedae the Inheritor, former Herald of Aroden and patron demigoddess of her family. 

Lucia Scarnetti: "The Charvos, like the Scarnetti, are old Chelish stock. My ancestors were strong in the faith of Aroden, blessed was His name. We still maintain the old virtues. The Lord of Hell has no hold on *our* hearts. Aroden is gone now, and Cheliax is fallen to Evil, but we do not despair. Here on the wild Varisian frontier, hope yet remains!" She clenches a small pale fist. "To drive back the Darkness and seek a better dawn!"

Titus & Lucia Scarnetti had one surviving child from the sack of Sandpoint, their 15  year old (in 4712) daughter Benta, captured in the sack of Scarnetti manor M10 4708, but ransomed along with Lucia back to Titus a year later, in M10 4709. Her older brothers Dario (then age 16)  and Gradon (then age 14) perished at the blades of Nualia's goblins, who burned Scarnetti manor. Following captivity by the Lamashtu cult, Benta was not believed to be marriageable, causing Titus to seek another heir (in 4715 Benta joined Windsong Abbey as a novice of Saranrae). As of M1 4712 Lucia was pregnant with Titus' fourth child. Some whispered that any child of Lucia will likely be born tainted by the Mother of Monsters...
Pathfinders met Scarnettis 20/7/4712. Scarnetti child born 27/7/4712 - healthy baby boy, Titus Alamon Quillux Scarnetti, delivered by Quillax the Pathfinder. Age 7 in 4719.
Pathfinders visited again 4/6/4713

The Scarnettis are also influential in Magnimar, led by Titus’ cousin Gradon and elderly aunt Urtilia Mendion, Alamon’s sister. 


Scarnetti Manor, Sandpoint


Titus also has two sisters, the elder Amona is married with children in Magnimar. 

Alicia Scarnetti ca 4708-4718 AR
The younger is Titus' baby sister, the shapely and glamorous  Alicia Scarnetti, some twelve years younger than him.  She vanished (29/10/4708 AR - 29/3/2015 AD) in the Sack of Sandpoint, and was believed dead until her unexpected return one year ago (16/2/4718 AR - 30/10/2017 AD) - she claims to have spent the years on another world! Age 40 in 4719, but having missed nearly ten years of Golarion's life (less than 17 months passed on Ghrenrek-4 from late M11 4445 -16/5/4447 BCCC) she now looks much younger, about 30-32. 
Alicia is said to be a woman of easy virtue, having had several notable paramours such as a Kaijitsu scion and the adventurer Lance Harcourt. While away she also developed sorcerous powers (Sorc-5). She also seems to be a Seeress, with the gift of strange visions.


Titus Scarnetti has a notorious liking for his Shoanti 'indenture' girls, and a half dozen Shoanti girls serve at Scarnetti Manor as housemaids, milkmaids, and farm girls.  They typically wear (at most) short dresses of plain unbleached cotton. Titus' long-suffering wife Lucia is said to turn a discrete eye to Titus' 'romantic' shenanigans, as long as they stay firmly outside the villa...

Runelords of the Shattered Star 5e Rules









RUNELORDS OF THE SHATTERED STAR

M1 4712 AR. The ancient empire of the Runelords may be long dead, yet the legacy of Thassilon continues to haunt the frontier realm of Varisia. Shadows of a dark past, the legendary Runelords now stir in their slumbers, and in waking seek to reclaim their lost kingdoms... 
With Korvosa still reeling three years after the curse of the Crimson Throne nearly brought the city to its knees, the people of Varisia fear that the greatest threat to their land has yet to play its hand. When agents of the newest Pathfinder Society lodge in Magnimar learn of a fragmented artifact scattered throughout the lands of old Thassilon, it falls to a new band of heroes to step in and gather up the remaining fragments of this Shattered Star. For if the greatest prize of Thassilon's first ruler cannot save Varisia... what can?


Runelords of the Shattered Star Pathfinder PCs (August 2017)
1. Quillax, human Moon Druidess, founder member
2. Claw, Shoanti Goliath Barbarian, from Hook Mountain region
3. Irizati, Half-Elf Warlock of Alkenstar
4. Yukiko, Eastern Priestess 

PCs absent/retired
1. Sephiria Kaddren the Bladesinger - Judith
2. Neril the Shadow Monk - Francis

Character Generation (5e D&D)
PC Hit Points are at level 1 are maximised. At subsequent levels additional hp are high-average (d10>6).
Attributes use standard Point Buy or the standard array, 15 14 13 12 10 8, arrange as desired. Normal Humans add +1 to every attribute.

Optional Human Racial Modifiers, replace default +1 to every attribute:
Chelish: +1 STR +1 DEX +1 CON +2 INT +0 WIS +1 CHA
Varisian: +0 STR +2 DEX +0 CON +1 INT +1 WIS +2 CHA
Shoanti: +2 STR +1 DEX +2 CON +0 INT +1 WIS +0 CHA
Ulfen: +2 STR +1 DEX +1 CON +1 INT +0 WIS +1 CHA
Mixed Race or Other Human: +1 every attribute
Humans alternately may take the Variant Human option.

Basic system is roll d20 + mods (typically stat bonus plus proficiency mod) vs a target number (eg 10, 15 or 20 for easy, typical, & hard tasks).

Attribute Bonus (STR DEX CON INT WIS CHA)
20: +5
18-19: +4
16-17:+3
14-15: +2
12-13: +1
10-11: +0
8-9: -1

Proficiency Bonus by Level
1-4: +2
5-8: +3
9-12: +4
13-16: +5
17-20: +6

Low (1-4) & Medium (5-10) Level
Level: XP Proficiency
1: 0      +2     (300 to level)
2: 300   +2    (600 to level)
3: 900   +2  (1800 to level)
4: 2700 +2  (3800 to level)
5: 6500 +3  (7500 to level)
6: 14000 +3 (9000 to level)
7: 23000 +3 (11000 to level)
8: 34000 +3 (14000 to level)
9: 48000 +4 (16000 to level)
10: 64000 +4 (21000 to level)

High (11-16) & Epic (17-20) Level
XP  Level Proficiency
85,000 11 +4 (15000 to level)
100,000 12 +4 (20000 to level)
120,000 13 +5 (20000 to level)
140,000 14 +5 (25000 to level)
165,000 15 +5 (30000 to level)
195,000 16 +5 (30000 to level)
225,000 17 +6 (40000 to level)
265,000 18 +6 (40000 to level)
305,000 19 +6 (50000 to level)
355,000 20 +6 (1 Legendary Achievement per Epic Boon)

Experience Points are awarded individually after each session.

Replacement PCs begin with half the XP of the previous PC (eg a level 6 PC with 14000 XP > level 5 PC with 7000 XP > level 4 PC with 3500 XP > level 3 PC with 1750 XP), or at the GM-set Start Level for new PCs, which is related to the overall party level spread, generally no more than about 3 levels between the highest and lowest level PC. A Level 20 PC might be replaced by a newly Epic Tier Level 17 PC with 225,000 XP.

XP Needed to Level & Non-Combat XP Awards (per PC)
Level Minor Standard Major Amazing XP Needed to Level
1        25         50        75     100            300
2        50       100       150     200            600
3        75       150       225     400          1800
4       125      250       375     500          3800
_____________________________________
5       250      500       750    1100         7500
6       300      600       900    1400         9000
7       350      750     1100    1700        11000
8       450      900     1400    2100        14000
9       550    1100     1600    2400        16000
10     600    1200     1900    2800        21000
_____________________________________
11     800    1600     2400    3600        15000
12    1000   2000     3000    4500        20000
13    1100   2200     3400    5100        20000
14    1250   2500     3800    5700        25000
15    1400   2800     4300    6400        30000
16    1600   3200     4800    7200        30000
_____________________________________
17    2000   3900     5900    8800        40000
18    2100   4200     6300    9500        40000
19    2400   4900     7300   10900       50000
20    2800   5700     8500   12700        N/A      

Session Account XP: Level 1-8 as Minor Award above. Level 9 - 550 Level 10 - 600 Level 11 - 650 Level 12 700 Level 13 750 Level 14 800 Level 15 900 Level 16 1000 Level 17 1200 Level 18 1400 and 1600 at level 19. At Level 20 Inspiration is granted instead.

Monster XP awards are standard. Exploration XP is base 100 per PC per discovery, such as a new dungeon level or secret - generally deeper dungeons give more exploration XP. In character session accounts give individual XP, base XP for a full account is the minor/easy encounter column above. A typical expectation is 1-2 sessions per level to 3rd level (6 medium encounters per level), then roughly 5 sessions/20 hours per level at 5-10 (15 medium encounters per level), ca 4 sessions/16 hours per level at 11-20 (10 medium encounters per level).

Advancement at Level 20
 Epic Boons. These require achievement of an Epic Task - "destroy an evil artifact, defeat an ancient dragon, halt an incursion from the outer planes",  A maximum level Adventure Path volume would typically involve at least one such Epic Task. Boons are awarded to epic heroes by the gods or other forces. Typical  Boons include either an attribute boost to attribute of player's choice, +2 to one or +1 to two, to a maximum of 30 (+10)-28 (+9)-26 (+8)-24 (+7)-22 (+6)-20 (+5); or a Feat of the player's choice.

Epic Mastery: PB +7. This may be gained by Heroes at conclusion of a full Adventure Path (some consider such Heroes to be 'Quasi-Deities'). Typical for Rune Lords, Liches, most Ancient Dragons, many Demigods, and the lesser Demon Lords. CR 21-24.
Mythic Mastery: PB +8. The level achieved by the very mightiest of Thassilon's Rune Lords, typically takes at least a thousand years. A typical level for the more powerful Demon Princes, Great Wyrm Dragons, and many Lesser Gods. CR 25-28.
Deific Mastery: PB +9. The highest possible level. Achieved by the strongest entitities in the Multiverse capable of interacting with mortals, such as the dragon goddess Tiamat, many Greater Gods, the great Primordials, and the lesser Old Ones, such as Great Cthulu. CR 29-30.

House Rules


Classes

Rogues may Sneak Attack with any light melee weapon.
Champion Fighters may exchange level 3 improved critical range for: +2 damage with 1-handed weapon (including with off-hand attacks) & +4 damage with 2-handed weapon.

Resting 
1. Short Rest is 1 hour. Maximum 3/day.
2. Overnight Rest of at least 8 hours restores 1 hp/level, and 1 level of Exhaustion. Casters may swap out 1 memorised spell after an overnight rest (but no slots are recovered).
3. Long Rest is 1 week, allows training to level up. Restores Exhaustion. A long rest may include some routine travel at a sedate pace along roads - ca 15-20 miles/day walking, or ca 30-40 miles/day riding - but not hiking through difficult terrain more than ca 10-12 miles. A day with combat or other exertion does not count as resting, but previous days of rest do count towards the total. A ship cabin allows for resting. Resting in squalorous conditions may require a CON save, usually DC 10 (easy) or 15 (moderate), with a failed save extending the rest time required by 1 day, then reroll. A comfortable wilderness campsite with some foraging and hunting of small game does allow for resting.

Firearms
Gunpowder cannons are relatively rare in Varisia, but in recent years are used for city defence in Korvosa and Magnimar, and sometimes on naval vessels. Handguns are much rarer and almost unknown in Varisia, though rumour has it that Cheliax is developing a corps of Handgunners.

Arbalest Heavy Crossbows do double damage dice (ie 2d10, crit 4d10) damage at short range only. They take 2 full actions to load, and a third action to aim & fire. A loaded crossbow may be carried in-hand.

Daggers used for a finishing cut (coup-de-gras) do maximum critical damage (2d4=base 8 damage). As per RAW a character who is holding two daggers, or is holding one with a free hand to draw a second, may throw both in 1 round.

NPC death
NPCs generally receive somewhat more hit points than a PC of equivalent power level. However NPCs taken to 0 hp by sharp weapons or lethal spells are usually dead or mortally wounded, with death within 3 rounds unless magically healed to positive hp. NPCs may potentially be subdued through use of blunt weapons or similar (a 'flat of blade' attack is usually at -2 to hit), in which case they follow the PC dying rules; a weak 5 hit point NPC is still killed by 10 points of subdual damage!

General Class/Level Rules
The maximum level in 5e is 20th, although few mortals exceed 10 hit dice. Advancement beyond 20th is by Epic Boon upon completion of an epic quest or task - no XP is used.

Spellcasting
In the current age the maximum spell level generally accessible by mortals is 9th, though there are ancient legends of more powerful spells, and there may yet be strange realms where such magics may still be employed.
Magic items of Common status are often available in large cities such as Magnimar. Uncommon & rarer status are not routinely available for sale, other perhaps than the scrolls scribed by wizards, although certain powerful individuals may be capable of crafting them, given possession of the requisite exceptional and rare components. A few Uncommon items such as +1 dragonfang daggers (made of dragon scales, 500gp) and even +1 Runecarved Longswords (2300gp) may be acquired by those with the right connections.
Arcanists (Sorceror, Warlock, Wizard) of High Level (11th+) may use the energy focus of their Wizards' Towers (or Sorcerors' Towers etc) to utilise powerful magical rituals such as Golem creation, Portal magic, and even Lichdom.
Divinists (Cleric, Druid) of 11th level and higher within their own Temples or Druid Groves may seek the direct intervention of their deities, and other such miracles.

Force Cage: victims adjacent to the Cage wall when it forms are allowed to use their Reaction to make a DEX save to get out, moving 5' to just outside cage. Caster can still auto-trap people within the 20x20 version, but not quite as many.

Starting magic
Level Starting Gear
Level 1-4: Normal
Level 5-10: Normal gear plus one uncommon magic item plus 600gp
Level 11-14: Normal gear plus two uncommon magic item plus 6000gp
Level 15-16 PCs begin with 6,000gp, 3 uncommon items and 1 rare item.
Level 17-18 PCs begin with 12,000gp, 3 uncommon items, 1 rare item and 1 very rare item.
Level 19-20 PCs begin with 22,000gp, 3 uncommon items, 2 rare items and 1 very rare item.
High level PCs may also have non-miscible assets such as land, castle, temple, noble title etc.

ITEM CRAFTING

Research Formula Time: 10-INT bonus weeks (70 - (INT bonusx7) days

Formula Research Cost or Permanent Item Base Purchase Price, & Crafting Time
Crafting cost is half this amount.
Common: 200gp - 8 days (Level 3)
Uncommon: 1000gp - 20 days (Level 5)
Rare: 5000gp - 40 days (Level 8)
Very Rare: 25000gp - 80 days (Level 11)
Legendary: 125000gp - 160 days (Level 17)

POTION BASE PURCHASE PRICE & crafting time
Crafting cost is half this amount.
Common : 50gp - 2 days (Level 3)
Uncommon: 250gp - 5 days (Level 5)
Rare: 1250gp - 10 days (Level 8)
Very Rare: 6250gp  - 20 days (Level 11)
Legendary: 31250gp - 40 days (Level 17)

Starting Magic Items for Higher Level PCs - Choose or GM rolls d20.

UNCOMMON ITEMS

1. Bag of Holding
Wondrous item, uncommon
This bag has an interior space considerably larger
than its outside dimensions, roughly 2 feet in diameter
at the mouth and 4 feet deep. The bag can hold up to
500 pounds, not exceeding a volume of 64 cubic feet.
The bag weighs 15 pounds, regardless of its contents.
Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures
and is destroyed, and its contents are scattered in the
Astral Plane. If the bag is turned inside out, its contents
spill forth, unharmed, but the bag must be put right
before it can be used again. Breathing creatures inside
the bag can survive up to a number of minutes equal
to 10 divided by the number of creatures (minimum 1
minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional
space created by a Heward’s handy haversack, portable
hole, or similar item instantly destroys both items and
opens a gate to the Astral Plane. The gate originates
where the one item was placed inside the other. Any
creature within 10 feet of the gate is sucked through it
to a random location on the Astral Plane. The gate then
closes. The gate is one-way only and can’t be reopened.

2. Boots of Striding and Springing
Wondrous item, uncommon (requires attunement)
While you wear these boots, your walking speed
becomes 30 feet, unless your walking speed is higher,
and your speed isn’t reduced if you are encumbered
or wearing heavy armor. In addition, you can jump
three times the normal distance, though you can’t jump
farther than your remaining movement would allow.

3. Cloak of Elvenkind
Wondrous item, uncommon (requires attunement)
While you wear this cloak with its hood up, Wisdom
(Perception) checks made to see you have disadvantage,
and you have advantage on Dexterity (Stealth) checks
made to hide, as the cloak’s color shifts to camouflage
you. Pulling the hood up or down requires an action.

4. Gauntlets of Ogre Power
Wondrous item, uncommon (requires attunement)
Your Strength score is 19 while you wear these
gauntlets. They have no effect on you if your Strength is
already 19 or higher.

5. Gloves of Swimming and Climbing
Wondrous item, uncommon (requires attunement)
While wearing these gloves, climbing and swimming
don’t cost you extra movement, and you gain a +5 bonus
to Strength (Athletics) checks made to climb or swim.

6. Goggles of Night
Wondrous item, uncommon
While wearing these dark lenses, you have darkvision
out to a range of 60 feet. If you already have darkvision,
wearing the goggles increases its range by 60 feet.

7. Headband of Intellect
Wondrous item, uncommon (requires attunement)
Your Intelligence score is 19 while you wear this
headband. It has no effect on you if your Intelligence is
already 19 or higher.

8. Keoghtom’s Ointment
Wondrous item, uncommon
This glass jar, 3 inches in diameter, contains 4
doses of a thick mixture that smells faintly of aloe. The
jar and its contents weigh 1/2 pound.
As an action, one dose of the ointment can be
swallowed or applied to the skin. The creature that
receives it regains 2d8 + 2 hit points, ceases to be
poisoned, and is cured of any disease.

9-10. 8 potions of healing
A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action. Each potion weighs 1/2 pound.

11-13. Spell Scroll of (50%) 1 2nd or 3rd level Spell, (40%) 2 1st level Spells, or (10%) 3 cantrips
Spell Level Rarity Save DC Attack Bonus
Cantrip Common 13 +5
1st Common 13 +5
2nd Uncommon 13 +5
3rd Uncommon 15 +7

14. Wand of Magic Detection
Wand, uncommon
This wand has 3 charges. While holding it, you can
expend 1 charge as an action to cast the detect magic
spell from it. The wand regains 1d3 expended charges
daily at dawn.

15. Wand of Magic Missiles
Wand, uncommon
While you hold this wand, you can use an action to
expend 1 to 3 of its 7 charges to cast the magic missile
spell without using any components. For 1 charge, you
cast the spell as if you used a 1st-level spell slot, and you
increase the spell slot level by one for each additional
charge you spend.
The wand regains 1d6 + 1 expended charges each day
at dawn. However, if you expend the wand’s last charge,
roll a d20. On a 1, the wand crumbles into ashes and
is destroyed.

16-20. Weapon, Rune Weapon +1
Weapon (any), uncommon (+1)
You have a +1 bonus to attack and damage rolls made with
this rune-carved magic weapon.

RARE+ ITEMS - Choose or GM rolls d20

1-7. +1 armour (any), amulet of armour AC 11, or +1 shield

8. Bracers of Defence (requires Attunement), +2 AC when not using armour or shield.

9. 4 Potions of Flying
When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you’re in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion’s clear liquid floats at the top of its container and has cloudy white impurities drifting in it.

10. 4 Potions of Invisibility
This potion’s container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.

11. 4 Potions of Vitality
When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion’s crimson liquid regularly pulses with dull light, calling to mind a heartbeat.

12. Ring of Evasion
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.

13-14. Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.

15. Ring of Resistance
Ring, rare (requires attunement)
You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the DM chooses or determines randomly.
d10 Damage Type Gem
1 Acid Pearl
2 Cold Tourmaline
3 Fire Garnet
4 Force Sapphire
5 Lightning Citrine
6 Necrotic Jet
7 Poison Amethyst
8 Psychic Jade
9 Radiant Topaz
10 Thunder Spinel

16-20. Spell Scroll
A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell’s components. Otherwise, the scroll is unintelligible. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is . Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the Spell Scroll table.

Spell Scroll
d20. Spell Level Rarity Save DC Attack Bonus
1-5   4th Rare 15 +7
6-10. 5th Rare 17 +9
11-14. 6th Very rare 17 +9
15-17. 7th Very rare 18 +10
18-19. 8th Very rare 18 +10
20. 9th Legendary 19 +11
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.