Jun 27, 2023 8:05 pm
It seems that I never learn. Despite numerous games I have started dying an untimely death, I am compelled to keep trying. I've been doing some work on my homebrew campaign world and I think that I'm just about ready for some playtesting. It will be a little while yet, as I'm still defining some background stuff and redoing the maps, but it's something to look forward to.
If anyone might be interested, it uses the Pathfinder 1E mechanics, adapted to my personal tastes. Some examples of things that are different:
1) I use the Vigor/Wound points option from Ultimate Combat, as well as the Massive Damage Threshold rules from the d20 SRD.
2) There are no paladins in Jenneria, being replaced by the Divine Champion class.
3) Rangers do not cast spells in Jenneria.
4) There are no alignments in Jenneria. Instead, each character establishes three loyalties. These can be to an individual, a country, or even an ideal.
5) There are no half-elves or half-orcs in Jenneria. Instead, there is the Mixed Heritage feat.
6) Jenneria is a low-magic setting. There are few magic shops that offer anything besides potions, scrolls, or the occasional wand. There are no magical sweatshops where wizards toil churning out +1 swords. If a magical item is created, it is done by someone for a specific reason. To better reflect this, I use the Scaling Magical Items rules and the Automatic Bonus Progression from Pathfinder Unchained.
7) The color of a dragon's scales does not determine its breath weapon. Dragons in Jenneria come in a wide array of colors, though there are no metallics, and a green dragon may breathe flame just as a white dragon may breathe acid. Would-be dragonslayers are advised to research their foe before engaging them.
8) Jenneria uses Hero Points from the Advanced Player's Guide.
9) There is no common tongue on Jenneria. Rather, each race or culture speaks its own individual language. There is a "trade tongue" that is used for trade and commerce, but the vocabulary is quite limited, and it is insufficient for day-to-day conversation.
10) Besides the core races, Jenneria allows for orcs, goblins, hobgoblins, kobolds, gearforged, lizardfolk, ifrtis, undines, sylphs, oreads, and catfolk (called felinians). Drow do not exist in Jenneria (however, Lloth (not a misspelling) does, as the Queen of Spiders, worshipped by depraved humans and other beings).
11) We use the Elephant in the Room feat tax rules.
There are some other things, but I have to keep a few surprises. Anyway, if this is something you might be interested in checking out, be sure to watch this forum for information regarding a start date.
If anyone might be interested, it uses the Pathfinder 1E mechanics, adapted to my personal tastes. Some examples of things that are different:
1) I use the Vigor/Wound points option from Ultimate Combat, as well as the Massive Damage Threshold rules from the d20 SRD.
2) There are no paladins in Jenneria, being replaced by the Divine Champion class.
3) Rangers do not cast spells in Jenneria.
4) There are no alignments in Jenneria. Instead, each character establishes three loyalties. These can be to an individual, a country, or even an ideal.
5) There are no half-elves or half-orcs in Jenneria. Instead, there is the Mixed Heritage feat.
6) Jenneria is a low-magic setting. There are few magic shops that offer anything besides potions, scrolls, or the occasional wand. There are no magical sweatshops where wizards toil churning out +1 swords. If a magical item is created, it is done by someone for a specific reason. To better reflect this, I use the Scaling Magical Items rules and the Automatic Bonus Progression from Pathfinder Unchained.
7) The color of a dragon's scales does not determine its breath weapon. Dragons in Jenneria come in a wide array of colors, though there are no metallics, and a green dragon may breathe flame just as a white dragon may breathe acid. Would-be dragonslayers are advised to research their foe before engaging them.
8) Jenneria uses Hero Points from the Advanced Player's Guide.
9) There is no common tongue on Jenneria. Rather, each race or culture speaks its own individual language. There is a "trade tongue" that is used for trade and commerce, but the vocabulary is quite limited, and it is insufficient for day-to-day conversation.
10) Besides the core races, Jenneria allows for orcs, goblins, hobgoblins, kobolds, gearforged, lizardfolk, ifrtis, undines, sylphs, oreads, and catfolk (called felinians). Drow do not exist in Jenneria (however, Lloth (not a misspelling) does, as the Queen of Spiders, worshipped by depraved humans and other beings).
11) We use the Elephant in the Room feat tax rules.
There are some other things, but I have to keep a few surprises. Anyway, if this is something you might be interested in checking out, be sure to watch this forum for information regarding a start date.