HEALING - house rules are underlined.
Treat Wounds is once per day per recipient (ie an overnight rest allows further recovery)
Continual Recovery Feat allows another Treat Wounds every 10 minutes, up to 3 times per day per recipient.
Battle Medicine Feat has its own 1/day limit. It is not Treat Wounds, and does not count as Treat Wounds.
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Buying & Selling
Selling
Magic Items and levelled mundane goods of up to the Settlement Level (and often higher) may typically be sold for half their Base Price.
Buying
Non-magical items, and a selection of available Common magic items up to the Settlement Level, may typically be bought for their Base Price.
Common Magic Items up to the Settlement Level may typically be commissioned for x2 their Base Price, for delivery in one day. If you are willing to wait 2 days per item level you can often get the magic item made at standard price - this typically requires a level-based Charisma skill check. Friends & allies will often make items without a check needed.
Example: Standard Healing Potion (Minor) Item level 1 Source GM Core pg. 259 Price 4 gp The potion restores 1d8 Hit Points. These are often available at standard price. If not, it can be commissioned in 1 day for 8gp, or it typically takes a Charisma skill DC 15 to get it made in 2 days for 4gp.
Bartering Magic Items
It is sometimes possible to barter a magic item in one's possession for a particular Common magic item of equivalent or lesser value, with no money changing hands. The item requested must be available at the settlement. It normally takes a day to find a buyer and negotiate a barter.
Make a Charisma (typically Diplomacy) skill check. If unsuccessful, the bartering character may try again next week (level 1-10 item) or next month (level 11-20 item). Repeated attempts to barter the same item impose a cumulative +5 DC on the barter skill check, even for acquiring different items.
Charisma (Diplomacy) Skill Check Result: Barter Result |
Under 10: Item of up to 50% the bartered item's value |
10-14: Item of up to 60% the bartered item's value |
15-19: Item of up to 70% the bartered item's value |
20-29: Item of up to 80% the bartered item's value |
30-39: Item of up to 90% the bartered item's value |
40+: Item of up to 100% the bartered item's value |
A similar check may also be made to sell Uncommon or Rare items at above half price for cash.
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RITUALS - with adequate research into the ritual, the casting DC can typically be reduced to an at-level check for all participants, rather than a Very Hard (or worse) check. Alternately the primary check may remain Very Hard (or worse) but materials lost on a failed check may be reduced to 20% of the total.
NEW SPELL, NEW RITUAL & NEW ALCHEMICAL CONCOCTION RESEARCH
This is a form of Magical Crafting or Alchemical Crafting. A small tweak to an existing known spell raising it +1 Rank for a slightly increased effect, approximately +20% on one metric (eg a 'Greater' Teleport self +5 instead of self +4 or 120 miles instead of 100 miles, an 'Extended' Raise Dead 4 days instead of 3 days, or an Extended Fireball 600' instead of 500') typically costs the same as a Scroll of that level (so eg 600gp for Rank 6 to 7), whereas entirely new spells with major effects would be at least x10 the scroll cost. Likewise new & improved Alchemical concoctions would use Alchemical Crafting to create new formulas.
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Starting PCs at Higher Level
PCs may begin play with a number of Common permanent items as listed below, plus the amount of listed Currency, which may be used to buy Consumable items of a level up to the character's level-1. Alternately the character may start with the listed lump sum and use it to buy Common items of level up to the character's level-1. eg a level 18 starting PC may start with 45,000gp and use the money to purchase Common items up to level 17. PCs starting at higher level can use either the items + currency or lump sum options at player's choice.
This campaign uses a single group XP tally up to Level 18, with all level 1-17 PCs having the same level & XP total. Starting PC level caps at Level 18 with 0 XP. If the highest level PC is 18th 19th or 20th level then new PCs start at level 18 with 0 XP. A mixed level 18-20 group uses the highest PC level for XP calculations. PCs 1 level below the highest level get +50% XP. PCs 2 levels below the highest level get +100% XP.
Legendary Advancement Beyond Level 20
Level 20 characters are already some of the most powerful entities in the Multiverse, able to contend with demon lords and the greatest of dragons. Some possibilities for continued advancement at level 20 are given below. Each advancement costs 1,000 XP. New level 20 PCs begin with 0 advancements.
Gaining a new Trained skill.
Advancing a skill 1 training Rank (Trained>Expert>Master etc).
Gaining a Feat.
Gaining a new Spell of any level.
Gaining Hit Points according to the character's base class hp:
Base Class Hit Points Legendary HP Increase
6 +3
8 +4
10 +5
12 +6
The character remains at Level 20 for XP award purposes.
Adversary Level: XP Award (4 PCs)
15 or lower: 0
16: 10 eg Rune Giant
17: 15 eg Ancient Horned Dragon
18: 20 eg Kraken
19: 30 eg Ancient Empyreal Dragon, Runelord Krune
20: 40 eg Nessari Devil, Pit Fiend, Balor, Vrolikai, Runelord Belimarius
21: 60 eg Grim Reaper, Tor Linnorm, Runelord Karzoug, minor Duke of Hell (elite Pit Fiend or Nessari Devil), minor Demon Lord (elite Balor or Vrolikai)
22: 80 eg Runelord Alaznist, Thanatotic Titan
23: 120 eg Runelord Sorshen, Solar, Diabolic Archdragon
24: 160 Demigod, eg Runelord Xanderghul, Fafnheir, Green Man, Cayden Cailean, Empyreal Lord (elite Solar)
25: 240 Major Demigod, Lesser God, Duke of Hell or Demon Lord, eg Treerazer, Tarrasque, the Arch-Lich Tar-Baphon, the Oliphaunt of Jandelay (mythic)
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26: 320 Major Lesser God, Archdevil or Demon Prince, eg Shelyn, Zon-Kuthon
27: 480 Intermediate God or Planar Ruler, eg Lamashtu, Asmodeus
28: 640 Greater God, eg Saranrae
29: 960 ?
30 1280 Rovagug(?)