Stats will be rolled using the matris method. Roll six sets of six stats arranged as follows
1 2 3 4 5 6 The colum of ones is the first set of six, the 2’s are the second set and so
1 2 3 4 5 6 forth. You may pick any one row or column as your stats then arrange them as
1 2 3 4 5 6 you wish. This way you still get to roll, still get to be heroic and so forth.
1 2 3 4 5 6 In the end it is my beleif that everythign will normalize to charecter/player
1 2 3 4 5 6 skill so high stats are not a requierment but I know that many people want to be
1 2 3 4 5 6 the super hero type charecter. (Also casters without a 16 are gimped in PF)
We will be using a modified version of the residuum rules. They will work as follows:
Residuum is concentrated magic that can be created through a ritual or drained off of existing magical items and it is used in the process of permanently enchanting magical items. Aside from whatever else is required for the effects you wish to include you must have an amount of residuum worth the final purchase price of the item you wish to create.

Three types of residuum exist, holy, desecrated, and arcane. Only arcane residuum can be harvested from existing magical items regardless of the residuum required for it’s creation. The other two types must be intentionally created through a creation ritual.

To create arcane residuum out of nothing the arcane of divine character must complete a week long ritual in a prepared laboratory. After the week the ritualist must make a caster level check DC 10+(1/100gp worth of residuum desired) success results in the creation of the desired amount of residuum failure results in nothing created in either case the caster is drained of all magical ability for 1d3 days. Each ritual can only create up to 200xcaster level worth of residuum.

This is an arduous process but in the end it is creating money out of thin air with no risk.

Alternatively you can drain an existing permanently enchanted item by completing a shorter ritual. Draining an item requires a one hour ritual. Upon completion of the ritual the caster and the item make opposed caster level checks (assume the item has a caster level equal to the caster level required for it’s creation) Success indicates that the magical item has been completely destroyed leaving behind an amount of residuum equal to 1/10the value of the item. Sucess by ten or more produces twice the indicated amount. Failure by 10 or more results in an mishap (the table will be constructed later).

Scrolls and potions can not be drained in this manner, and charged magic items yield residuum based on their remaining abilities.

Once the residuum has been procured or created permanently enchanting a basic item is an almost trivial task, though it still requires advanced arcane or divine capabilities.

Based on the difficulty of making even a +1 weapon there will be no “Ye olde Magic shop” however this does give you a method of earning and creating desired items and effects.

Wounds system. We will be using the wounds system for more deadly combat. This does nothting to modify your HP but will effect critical hits, healing and death. You have HP, which is an abstraction of your general state of being. How apt ad able to avoid actual bodily harm. You also have wounds, which represent your actual physical being. Your wound total is equal to the greater of your strength or constitution. When you take damage you subtract it from your hp total. If you run out of HP further hits will then start taking out of your wound total. If you reach zero wounds you fall unconcious and at below zero wounds you are uncouncious and bleeding out at a rate of one wound point per turn. If you reach negative wound total equal to your constitution or strength you are dead.

In this system critical hits bypass hp and go straight to wound totals. It is possible to kill someone with a single critical hit, however to compensate for the increased deadliness of critical hits all weapon critical damage multipliers are reduced by one. So a weapon with a x2 crit now just does regular damage a x3 does x2 and a x4 does x3. EVERYTHING CAN BE AFFECTED BY CRITICAL HITS (no exceptions and this trumps class or creature abilities. Things that have excessively hard or resistant bodies, like golems or treants, will simply have bonus wounds at the cost of HP)

Healing also works differently. Wounds are healed first then HP for magical healing. HP naturally recovers at a rate of your constitution score per hour. Wounds naturally recover at a rate of 1 per day, but only with at least one hour worth of treatment that day.
There are no skill ranks. In stead you have a base of half your level + your relevant ability modifer for each skill. How ever mant skill points per level you would normally get you instead will pick that many skills and be trained in them this gives you a flat bonus of +5 to that skill. You can also attempt to use “trained only” skills but if you are not trained in theire you suffer a -10 to their use.
Example: Dirk, the level 3 rogue with a 12 int and a 16 dex, was able to pick 9 skills that he wanted to focus on. Lets assume one of the skills he picked was sleight of hand. His total bonus to that skill is 1 for his level 3 for his ability score and 5 for his training for a total of +9.
Dirk did not select ride as a skill, ride is not a trained only skill so if he were to make a ride check his bonus would be 1 for his level and 3 for his dex for a total of +4

This does necessitate a change to the take 10 rule. You may only take 10 on a check with a skill in which you are trained. Taking 10 represents things like muscle memory, familiarity with a task, and confidence in your ability, these things only come with practice and training.
More will be added as I need and this is all subject to change =)


Of Stone and Shadow nexusphere nathanuil