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Recovery of Amicas

Pathfinder

1e

Jessi

2016

Recovery of Amicas

Welcome adventurers to Amicas.


A continent decimated by war and disease. A place that thrived 4 generations ago, but which now survives by a thread and the grace of all the gods.


Your grandparents enjoyed an almost utopian existence filled with music and wine, friendly competitions and contentment. The Humans dominated the land and the Dwarves the earth, although many different races filled this continent. Education and magical research were valued more than physical work because the Amicas city-states understood that “work accomplishes one thing today… research accomplishes many new things tomorrow.”


Large scale governments did not exist back then as the city states had abundance. When the population has all of its needs met, there is little need for powerful government. Those that served in the government did not join for personal power but out of a desire to serve. And the kings of the time were humble men who lifted others up, believing it lift themselves up as well.


Today that is gone. The people, governments, the social structures, and most importantly the knowledge and the research. The citizens of the continent now survive day by day. Today’s law is ‘survive today, as tomorrow is not here yet'. No one really knows why this happened. “Demons” just appeared. Not all at once, but more like they flowed from a small leaking endless bucket. A little bit here. A little bit there. Then more and more. A dirty scourge consumed with hatred and inner chaos. There was no evidence of a justification or rationale in their actions. No need for anything except the immediate visceral gratification of hurting others and destroying. That was their hunger.


The first kingdoms and republics to encounter the demons were hard hit. The demons burned the cities and its occupants were consumed in great feasts like cattle. Satiated, the demons moved out in waves and there was little that could be done to stop the horde's advances. No countries were skilled in the art of war and defense. There had been no need for such things.


Kingdom after kingdom began to fall. Runners, people who escaped attacks, fled to their neighboring kingdoms and warned as many as they could.


At first – the neighboring kingdoms did not believe the runners. “That is preposterous!” they would say. “That could not possibly be true!” And soon that city/state would be consumed as well, adding it’s runners to the survivors. Eventually the number of runners became too large to ignore. One small group of runners could be dismissed as 'charlatans, tricksters, or unwell'... but multiple groups representing several kingdoms saying the same thing? Their story became compelling. Scouts were sent out and returned verifying the reports. The governments started to believe. So the kingdoms did the best they could to prepare themselves for battle. Inexperienced, they fought with abandon and fear using whatever was at hand to defend themselves. But it was to no avail as demons brought weapons and armor and a love of killing.


After several city/states fell the governments began to urge the kingdoms to empty! Emtpy and hide! Starve the demons out! If they have no food a horde of that size would eventually turn on itself out of hunger and desperation. “Take all that is edible and abandon the cities!” Leave the demons nothing!


The next city/state did just that. It’s thousands of people took what food they could carry and left the comfort of their civilization behind. They burned their excess food, their livestock and their crops, and headed to a neighboring kingdom where they would rest, explain what is happening, then combine with the inhabitants to do the same and continue moving into the west.


The demons were surprised when they arrived at a city which had no one living in it. Burned out libraries, food storage in flames, cattle burned to a char. But being demons they danced and sang songs dedicated to the joy of killing and maiming. It wasn’t hard to tell which direction a city/state’s worth of people moved, and so they followed the trails to the next city. That city also was empty. Again they sang… but their hunger grew. Some began to realized that they were being starved out. That the best weapon of war that the enemy had was their ability to flee and they were using it well. And so it went as the population of entire cities moved west and abandoned their homes, leaving behind the burned out husks of buildings.


The demons become more and more desperate. Some turned on each other… while others turned to eating trees and stones in hope that these would alleviate the pain and frustration of their hunger. But they marched onward. No longer did the demons search to simply 'do harm' but now they hunted to survive.


Then the inevitable happened. The continent was crossed and before the inhabitants of Amicas lay a vast ocean. A wake of destruction had been laid across the continent reducing thriving civilizations to iron age cavemen. Libraries burned, research facilities destroyed, farmland desolate.


It took years, but not lifetimes, for this to happen. Around the continent monuments to past accomplishments dotted the landscape. Bridges, stone retaining walls, aquaducts, cityscapes. But no people. No inhabitants. Everyone fled or died because those were their only options. Finally there was no where left to run and time had run out. The Midlandfield Ocean was at their backs and they did not have boats. But they were well fed because they brought food and water with them, and they were tougher than when this began because they had just survived a forced march.


Approaching from the east, a massive swarm of demons. Big and small. Ugly and terrifyingly beautiful. But all desperate. All fighting for their own survival, backed into a corner by their lack of knowledge of life in this plane and on this planet and the terrible burden of hunger.


And so they fought. The inhabitants of this land fought to live and the demon's fought to eat. The humans and elves, the dwarves and the half-orcs and halflings and gnomes. The Farmers and physicians, wizards and mothers and children. All engaged the demons. Spilling great swathes of both human and demon blood.


At the end of the day, a bitter vile reek filled the air as rotting corpses covered the land as completely as grass covers the plains in spring. Carrion birds ate their fill of both human and demon, and blood sank into the soil.


The inhabitants won, but there was no victory. Most had died. Few of either side remained and the humans and their allies, better fed and strong, eliminated the last of the demons. Their war of attrition had succeeded but at the greatest cost of all. Everything was lost. Civilization must start anew.


And so the victors returned to their cities and their towns because they knew nothing else to do. Basic survival skills had to be learned: How to build a fire, How to hunt, How to make farming equipment. They lived in the houses of their immediate past and struggled to survive each day just as their forefathers had done thousands of years ago. But while their knowledge was lacking, their broad minded educations allowed them to develop the skills required to live as small communities fairly quickly.


Within a few years a quiet agrarian life had been established. Farms had been created and hunters brought in food while herds could be replenished and crops harvested. The people that survived had not lost their individual knowledge, but now research was not nearly as important as the work of making sure that food was available, and water. Medicines and very minor magics were employed to help immediate needs, not to explore what once were the boundaries of knowledge. And education was about teaching the next generation how to live on a daily basis: Basic maths, Hunting, Farming, Crafts. Magical knowledge was gone. The world became a much smaller place.


And over a couple decades, life returned to a more peaceful pace. Simpler. Great concerts in majestic halls were replaced by flute and violin around community campfires. Medicines once created in great feats of engineering and magic were replaced by the usefulness of local flora and fauna.


Every day was a work day. And every night was another opportunity to be thankful for having survived and been around to work another day.


But below it the sadness remained of all that was lost. The culture, the knowledge of countless generations, and more importantly the people. Parents and grandparents, children, both husbands and wives. Most were gone. So while people were content during the day doing their work and enjoying their communities in the evening, at night – alone and lying in the dark they would shake, tears streaming down faces at the thought of those they would never see again.


And some were lost without being killed. For some had been covered in so much demon blood during that final battle that they were lost in different ways; although no two lost in exactly the same way… some became mute and stared at walls eyes wide with an unseen fear, others sat in corners and rocked themselves continuously or repeatedly drew strange symbols on floors with their fingers until the symbols became painted in their own blood. Others spouted inane prophecy and gibberish. But all of these unfortunate souls had lost connection with this world.


The horror of what happened will never be doubted because on that battlefield very little grows. And what does grow is either twisted and mutated by the blood of the demons, or was not previously known.


As the decades have passed communications have been restored between distant communities by traveling bards which bring music and song and messages from one settlement to another. Needs/skills available/and excess to be traded are to be posted on community boards as soon as a bard arrives in town – if they do not post their list immediately the local inns will not serve them food nor drink until they do so, for communication with the other villages reminds all people that they really aren’t alone. Then the bards eat and bring merriment and drink and song and tales from other places which are so enjoyed by all.


Unfortunately, most of the deep knowledge of the world was lost. Magical or engineering knowledge that was held by learned masters. Trade routes used with other lands far far away are now long forgotten. Important commodities such as unique medicines, and rotateable crop seeds, and fabrics made from plants which do not grow in these lands but which are much stronger than those grown locally are no longer easy to come by. It is assumed that the people who knew those trade routes from the other side are dead as well given their generational absence. What is not known is “were the other lands destroyed”, or “were the traders who knew the route killed because they walked into the middle of a demon swarm”?


So many questions are unanswered.


Which brings us to your story, young adventurers. For you get to add your own chapter to this book.


Young and adventurous, you and your friends have decided to make a name for yourself by seeking out knowledge of these trade routes. Your motives are both selfish and altruistic. Yes, you are brash and young and seek adventure… but also, you hope that you may find medicine to help those you love who suffer from “the sickness of being lost”. Grandparents and parents, older brothers and sisters… all families have some that are sick. It breaks your heart to see their grief. There must be a way to help the 'lost ones'. A medicine. An herb. A magic. There must be a way.


So you are to set out on your quest, with the backing of your fellow villagers. You are supplied well for your quest with food and some very minor leather armor and bows and arrow and swords as you will be traveling hundreds and hundreds of miles. The supplies will not last the entire journey, and where you will go eventually the horses and cart will need to be stabled, but they should get you to a stabling community where you can head off on foot. Bandits are not much of a concern as anyone prone to highwayman activities would be doing so against people who are battle tested and tough as nails. The few that have tried banditry as a profession have provided inspiration to others not to try this as a profession due to 1) the lack of community support, 2) the very short life expectancy and 3) the somewhat painful and embarrassing ways that they would get to spend that very short life expectancy when they are subdued by a grandmother who personally killed 40 demons and isn’t in the mood for their games.



Notes

HOUSE RULES

Fumble: Whenever an attacker rolls a natural 1 on the die, the attack misses and there is the threat of a fumble. The attacker must immediately make a confirmation roll, using their full base attack bonus (and accompanying modifiers). If the attack roll would miss the target, the attacker fumbles. The attacker will then roll a d10 which will determine the result of the fumble. An attacker can only fumble once per combat.


Death: When a character dies they roll for a chance of Divine Intervention from their Deity. A d100 will be rolled and if the result is 95 (90 for clerics) or above the character comes back to life with 0 HP. If they fail others in the party may also attempt the same roll. There may be additional effects from coming back from the dead for the character as determined by the GM, especially if a character is saved by a deity other than the one they originally followed.


Hero Points: Hero Points are only awarded to player characters. Hero points do not renew over time or with rest. Once spent, they are gone forever. The GM is the final arbiter on the award and use of hero points.

EARNING POINTS: The GM is the only one who may award hero points.

Backstory (1) - Completion of a written backstory for all characters.

Adventure Journals (1) - Completion of a written adventure journal posted the evening before the next game.

Heroic Acts (1) - Whenever a character performs an exceptionally heroic act, as determined by the GM. It does not have to be related to combat.

GM Discretion (1) - This may be awarded to those that write an exceptional journal, provide custom game accessories, or anything else the GM feels is deserving. There are no restrictions.

SPENDING POINTS: You may not spend or combine hero points for/with another player unless specifically indicated.

Reroll (1) - Reroll one of your rolls or force an opponent to reroll.

Inspiration (1-10) - Gain a hint about what to do next or effect a small details in the story. Point cost is determined by the GM. Players can combine hero points for this use.

Feat (15) - These can only be gained when you level up.


Spellcasting: (see below)


Character Build: (see below)


 

SPELLCASTING

Any character in Amicas, except monks, may attempt to cast spells. Spells listed for Cleric or Paladin may only be cast by characters of that class unless another class is listed on the spell. Except for the specifics listed in this document, all other class restrictions on casting, such as alignment restrictions and preparation of spells apply. Those with only Barbarian, Fighter, and/or Rogue levels can cast any spell they know without preparing it ahead of time. Monks will not have access to spells, but will have greater access to Ki Points and Powers.


(See below for details on Caster Level - Ability Scores - Spell Effects - DC - Spell Points - Knowledge Points - Ki Points - Result Table - Fatigue - Bonus Spells - Specialist Wizards - Metamagic Feats)

CASTER LEVEL

Caster level will be used when determining spell points per day, knowledge points for known spells and the results table for spells cast. See below for how to calculate caster level by class.


Sorcerer and Wizard

Caster Level = Class Level

(Example: A level 6 Sorcerer would have a Caster level of 6.)


Cleric and Druid

Caster Level (spells of their class) = Class Level

Caster Level (spells outside their class) = 1 at each odd level and ½ at each even level

(Example: A level 8 Cleric will have a Caster level of 8 for Cleric spells and a Caster level of 6 for all other spells.)


Bard

Caster Level = 1 at each odd level and ½ at each even level

(Example: A level 2 Bard will have a Caster level of 1. A level 8 Bard will have a Caster level of 6.)


Paladin and Ranger (non-casters until level 4)

Caster Level = -2 for levels 1-3, then 1 at each even level and ½ for each odd level

(Example: A level 3 Ranger will have a Caster level of -2. A level 7 Ranger will have a Caster level of 3.)


Barbarian, Fighter, and Rogue (non-casters)

Caster Level = -2

(Example: A level 6 Fighter will have a Caster level of -2.)

ABILITY SCORES

The ability score associated with your caster class will be used to determine spell points per day, knowledge points for known spells.


Bard, Paladin, and Sorcerer

Charisma


Cleric, Druid and Ranger

Wisdom


Wizard

Intelligence


Barbarian, Fighter, and Rogue

Charisma, Wisdom, or Intelligence (whichever is highest may be used)

SPELL EFECTS

When casting spells that have effects based on caster level, you may use the characters caster level or the lowest level spell can be cast at, whichever is highest.

(Example: A level 2 Sorcerer casting a Fireball spell would do 3d6 fire damage, since it's able to be cast at level 3.)


DC

Spell DC = 10 + the lowest level a spell may be cast at + the ability modifier for your class

SPELLS POINTS

Instead of a number of spells that may be cast per day, spell points will be used. A spell point is equal to the lowest level at which the spell may be cast. For example, Cure Light Wounds would cost 1 spell point to cast as it’s able to be cast as a level 1 spell. If a character has a negative caster level, their spell points will be equal to their ability score.


Spells Points per Day = Ability Score + (Ability Modifier x Caster Level)

(Example: A Sorcerer with 14 Charisma, a Charisma Modifier of 2, and a Caster level of 3 will have 20 spell points per day they may use before becoming fatigued. A Fighter with 14 Intelligence will have 14 spell points per day they may use before becoming fatigued.)


KNOWLEDGE POINTS

The number of spells known is determined by the number of knowledge points are character has. Each spell costs a number of knowledge points equal to the lowest level at which the spell may be cast, except for level 0 spells which cost a half point (0.5). For example, to know Cure Light Wounds would cost 1 point as it's a level 1 spell. Detect Magic would cost 0.5 points as it's a 0 level spell.


Knowledge Points = Spell Points per Day / 2

(Example: A Character with 16 Spell Points, has 8 Knowledge points. This character could know the following list of spells: Fireball - level 3; Scorching Ray - level 2; Cure Light Wounds - level 1; Mage Armor - level 1; Acid Splash - level 0; Detect Magic - level 0)

KI POINTS

A Monk obtains Ki Points as indicated below. Monks will also use the Result Table to see if the power succeeds in being used.


Ki Points per Day = Monk level + Wis Modifier

(Example: A level 6 Monk with Wisdom modifier of 3 would have 9 Ki Points.)


RESULT TABLE

While casting a spell or using a ki power, the results may vary from success, nothing, to backlashing. The formula below will be used to determine which result table will be used. The more positive a result, the more likely chance of success. Once the table to be used is determined, the character will roll percentile dice to determine the result of casting the spell/ki power. Monks will use the Results Table as indicated below using the required level for a power or two times the point cost, whichever has the lowest result.


Result Table = Caster Level – (2x Spell Level)

(Example: A level 8 Sorcerer casting a level 3 spell would use result table 2. A level 8 Bard casting a level 3 spell would use result table 0. A level 8 Fighter casting a level 1 spell would use result table -4.)


Result Table = Monk Level – Required Level for the Power OR Result Table = Monk Level – (2 x Point Cost of using the Power), WHICHEVER HAS THE LOWEST RESULT

(Example: A level 8 Monk using a Ki power with no level requirement and a cost of 1 point would use the 6 Result Table. A level 8 Monk using a Ki power with a level requirement of 6 and a cost of 1 point would use the 2 Result Table.)

FATIGUE

Once a character has used all points for the day they become magically fatigued and take a -2 penalty to the result table. Casting 0 level spells does not incur this penalty as they do not use spell points.

BONUS SPELLS

If a character is granted bonus spells from their class, these will be added to the characters known spells without costing Knowledge Points. A character may know any bonus spells up to those of 1/2 their caster level. These spells do cost Spell Points to cast.

(Example: A character with a Caster Level of 8 would know spells up to level 4)

SPECIALIST WIZARDS

A wizard that chooses to specialize in one school of magic should follow the guidelines from the core rulebook with the following substitutions.


Preparing a spell from an opposition school costs an additional spell point, this includes zero level spells. (Instead of two spell slots of that level)


Preparing a spell from the specialty school will cost 1 point less, minimum of 1 point, unless it’s a zero level spell. (Instead of receiving an additional spell slot for each level)

METAMAGIC FEATS

Spells modified by a metamagic feat will cost more spell points to cast than normal. This does not change the level of the spell in any other way. The additional spell point cost when using these feats is listed below.


METAMAGIC FEATS - SP COST - BENEFITS

Empower Spell +2 SP Increase spell variables by 50%

Enlarge Spell +1 SP Double spell range

Extend Spell +1 SP Double spell duration

Heighten Spell* = Level Treat spell as a higher level

Maximize Spell +3 SP Maximize spell variables

Quicken Spell +4 SP Cast spell as a swift action

Silent Spell +1 SP Cast spell without verbal components

Still Spell +1 SP Cast spell without somatic components

Widen Spell +3 SP Double spell area


 

CHARACTER BUILD

All characters start without a class and will essentially be a level 0 character. Use the rules below to build your starting character. Class levels will then be applied on top of this starting character base. All characters will start from one of the small agrarian villages they live in. (level up your character from this build per normal)


Source Books Allowed: Core Rulebook and those specific items listed below

Classes

Advanced Class Guide: Bloodrager (still needs advance DM approval)

Pathfinder Unchained: Unchained Monk (modified)

1st level: Ki pool, Ki power

2nd level: Ki power


Class Features

Advanced Players Guide: Ranger - Combat Style: Two-Handed Weapon


Spells

Advanced Player's Guide: All spells allowed


Alignment: No evil characters allowed.


Race: In addition to the core races, Half-dwarves and Orcs are allowed.


Spellcasting: All characters can attempt to cast spells. (see custom spellcasting)


Point Buy: 20 (no stats below 8 after racial modifiers)


Starting HP: 10


Starting Wealth: 35gp


Starting Skills: All characters have the following skills as class skills: Craft, Handle Animal, Knowledge (Geography), Knowledge (Nature), Perception, Ride, and Survival. Characters receive a bonus rank for the following skills that can not be moved: Craft, Knowledge (Geography), and Knowledge (Nature). Characters will also receive a +4 bonus on Craft skill checks and +2 bonus on Perception skill checks. Two skill points may be added to following skills of your choice: Handle Animal, Perception, Ride, and/or Survival.


Starting Proficiencies: All characters are proficient with the following:


Armor: Padded and Leather


Shields: Light Wooden Shield


Weapons: Unarmed Strike, Dagger, Sickle, Club, Shortspear, Quarterstaff, Blowgun (darts), Sling (bullets), Light Hammer, Handaxe, Light Pick, Scythe, Shortbow (arrows), Whip, Bolas, Net


Starting Equipment: Starting weapons/armor can only be chosen from the above proficiencies list and at no cost. In addition characters are also provided with a Backpack, Bedroll, Waterskin, and Flint & steel at no cost.


Ammunition: You do not need to keep up with the number of arrows/bolts/bullets/darts you’ve used. You will need to purchase a starting package of ammunition for any weapon other than one of the starting proficiencies.


Rations: You don’t need to purchase or keep track of rations.


XP: There is no XP. You will level up at GM discretion and when the story compels.

Hit Points: You will always receive maximum HP when you go up a level. (No need to roll)

Equipment: Remember to update your character sheet with any new equipment and indicate size if it is a size category other than your character. If it’s not on your character sheet posted on the website, you don’t have it.


Followers: Ability Scores - 10 Point Buy (no stats below 8); Gear - Average Starting Wealth for the class

Adventures

Amicas

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