Tag: System

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  • Class Changes

    Most all of the [[Classes of Creed]] have had a major overhaul. A few additional notes and thoughts on creating new classes are below. *Consensus Rule:* Most classes and variants chosen must be allowed with a general group consensus, as with many …

  • Artifacts

    The term ‘artifact’ in this world is used in a rather drastically different context then conventionally. In this world, any form of technology is considered to an artifact. Artifacts are commonly referred to as 'artifice' when discussing the existence or …

  • Races and Species

    The races and species available here are some that you may or may not run across during your travels in [[Creed]]. Some races have some slight changes to statistics and most have strong changes to their normal aesthetic from a "normal" world, check out [[ …

  • The Crafter System

    Beings of incredible and unique power, [[Crafter|Crafters]] are unique individuals capable of creating nearly anything they can imagine. The Crafter system has three main focuses. First, the Crafter system allows the DM and their players to collaborate …

  • Item Evolution

    When advancing as a character, you often find old equipment to have too few uses or to be inferior to more advanced items. When you hit level 22 those Boots of Speed don't seem to quite have the kick they used to - but those epic Boots of Swiftness sure …

  • Mana

    Mana is the magical energy fueling spells of spellcasters. It is also deeply interconnected with life-force in every plane in the universe, and it can take that role by itself as well. When there is no mana in an area, everything dies, and where mana’s …

  • Spells

    Some restrictions have been placed upon spellcasting for this game. A few spells have been changed for various purposes. Some new types of magic exist, see [[New Magic]] for more information. *Allowed Spells:* In general, any spell from any source is …

  • Material Components

    Magic is not entirely a science, but it does work on principles. The choice of material components for a given spell can now be shown not to be a pointless piece of arbitrary restriction there to make spells harder to cast, nor a definite and unalterable …

  • Skills

    This section describes each skill, including common uses and typical modifiers. Characters can sometimes use skills for purposes other than those noted here, at the GM's discretion. For a complete summary of all of the skills, see *Table: Skill Summary*. …

  • Mana Burn

    Should you fail to maintain proper control over a spell, the mana you were funneling into the spell can backlash and burn violently through your system. This effect is called mana burn by spellcasters, and it is one of the most painful things a …

  • Armor

    Below are the rules for how armor functions, and what stacks and what doesn't, and what you can enchant. Some of this is changed from possible interpretations in Core but because of the nature of the campaign I believe any changes to be a needed balancing …

  • Retraining

    Below are the rules for retraining various aspects of your character during campaign. Almost all retraining can only occur when a character is leveling and takes place before the next level is gained. The feat or skill points you retrain to must have …

  • Mana Essence

    Every living thing has a mana essence, it is a natural tie every entity has to [[Mana]] - be they humanoids, animals, or even plants. It is unknown whether a creatures attitudes, and tendencies create the tie between itself and a specific type of mana or …

  • Feats

    Some restrictions have been placed upon feats for this game. The purpose of any restrictions here are for game balance and for some additional roleplay opportunities. *Allowed Feats:* In general, any feat from any source is allowed so long as there is …

  • Magical Items

    Magic items have received quite an overhaul for this game. Listed below are the changes, with elaborations for those needing them outlined afterwords. * Magical Weapons, Armor and Shields have been changed considerably (see below). * A single Crafter …

  • Weapon and Armor Enchantments

    Magical weapons, armor and shields are no longer individually enchanted. Instead, characters undergo rituals that allow them to temporarily imbue any weapon or shield they wield or any armor they wear with specific powers. This allows characters to change …

  • Classes of Creed

    Across [[Creed]] there is a wide array of fearsome fighters, clever aristocrats, daring rogues and mages in startling variety. Many of these professions are listed below, from the more common to the nearly unheard of - to the purely legendary. Comments on …

  • New Magic

    Below are many of the new magics, which are worth noting, that you may run across as the campaign progresses. * [[Dreambound Magic]] * [[Fairy Magic]] * [[Runic Magic]] * [[Chronomancy]] * [[Wild Magic]] * [[Nymphology]] * [[Sovereign Magic]] * …

  • Languages of Creed

    There are a plethora of languages across [[Creed]], ranging from the harsh clicks and snaps of Aven to the almost melodic Elven. While most all races have a language of their own, regions will often have a certain language (or a collection of languages) …

  • Magic in Creed

    [[Mana]] is the lifeblood of Creed, a power that surges through the oceans, races through the forests, burns in the mountains, wallows in the swamps, and dances through the plains. From these lands, and memories of such places, beings can draw forth this …

  • Knowledges

    You are educated in a field of study and can answer both simple and complex questions. Like the Craft, Perform, and Profession skills, Knowledge actually encompasses a number of different specialties. *Areas of Study* Below are listed typical fields …

  • Spellcraft

    The study of magic is a common pastime in [[Creed]], and for many it is their life's devotion. Unsurprisingly, scholarly mages have discovered quite a number of new tricks for spellcraft, some of which are baseline and some of which require training. …

  • Spellcasting

    Skies of Glass will be using the spellcasting system developed for the alpha-testing *Magic: The Gathering* roleplaying game. * [[Colors of Magic]] * [[Mana Essence]] * [[Attunement]] * [[Mana-Touched]] * [[Drawing Mana]] * [[Allied and Opposed …

  • Spells by Pool

    Each [[Mana Pools|Mana Pool]] has a slew of aspects and powers unique to the spells it powers, where-as some spells bleed over between Pools and some spells require that you draw from multiple pools. Below are the spell-lists for the different pools, …

  • Character Advancement

    As player characters overcome challenges, they gain experience points. As these points accumulate, PCs advance in level and power. Basic character advancement is detailed in *Table: Character Advancement and Level-Dependent Bonuses*. *Advancing Your …

  • Post-Combat Bleeding

    For every 10 hit points a character is missing after a combat (or other dangerous situation), the Post-Combat Bleeding condition deals them 1 point of bleed damage at the end of every minute after that situation has ended. This is notably distinct from …

  • Alcohol Rules

    *Consumption* p. When a character consumes alcoholic beverages in excess, they go through gradual states of intoxication. Characters can consume one drink per 6 points of Constitution, per hour, without having to make any checks. This assumes that a …

  • Reputation and Renown

    The politics of Creed can be a complex, interwoven mess at the best of times. Fortunately, the recent centuries has been relatively peaceful, with alliances holding steady, trade flourishing, and even Keld playing nice. Many attribute this to the serious …

  • Reputation Bonuses

    Each level of reputation gained with an organization - as tracked in [[Reputation and Renown]] - grants a bonus to the players. Gaining this bonus requires some amount of training (always offered for free by the organization), usually taking between an …

  • Damage Types

    In a world filled with magic and mystical creatures, there are uncountable ways to harm your foes. Below is a list of many of the types of damage you can encounter on Creed. Unless otherwise specified, damage ablation (as rare as it is) is functional …

  • Banned Spells

    The spells below have been banned by group decision. Be aware that some spells have become [[Spells|Legendary, Trial, or Imbued spells]], and thus cannot be learned without the noted efforts and do not appear on the allowed or banned spells list. * …

  • Wild Magic

    In some areas of Creed, the mana is so warped or frayed that magic rarely functions reliably. This damage may be due to some magical disaster or due to some powerful effect that fractures mana, such as breaking [[Powerstones]]. While most zones of wild …

  • Wild Items

    Wild items are objects created by wild mages by infusing fragments of wild magic into the item during its creation. This may be done by the wild mage either drawing the power of an area of wild magic into themselves and the item during the item's creation …

  • Nymphology

    Though rarely discussed, the fact is the erotic arts are one of the most beguiling and least discussed aspects of the mystical professions. Just as with all other aspects of magic there are dangers and rewards both. There is no immorality here, just the …

  • Magical Item Descriptors

    For all but the most novice adventurer, magical items are an integral part of their plans and often a vital part of their survival. However, not all items are made the same and knowing the occasionally subtle differences between the many types of magical …

  • Crafting New Spells

    While there are already many spells floating around Creed, new ones are always being researched and created every day. While some new spells are simple alterations of existing spells, some are radical new concepts never seen before. Spells fall into one …

  • Acrobatics

    You can keep your balance while traversing narrow or treacherous surfaces. You can also dive, flip, jump, and roll, avoiding attacks and confusing your opponents. h4. Uses This skill has three distinct uses, spit up into their own pages: # [[ …

  • Balance

    A subset of [[Acrobatics]], determining your ability to keep your balance while traversing narrow or treacherous surfaces. h4. Uses *Cross Narrow Surfaces/Uneven Ground* You can use Acrobatics to move on narrow surfaces and uneven ground without …

  • Jump

    A subset of [[Acrobatics]], determining your ability to jump and fall. h4. Uses *Jumping* You can use the Acrobatics skill to make jumps. The base DC to make a jump is equal to the distance to be crossed (if horizontal) or four times the height …

  • Tumble

    A subset of [[Acrobatics]], determining your ability to avoid attacks and confuse your opponents. h4. Uses You cannot use Acrobatics to tumble if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor. If an …

  • Appraise

    You can evaluate the monetary value of an object. *Check* A DC 15 Appraise check determines the value of a common item. If you succeed by 5 or more, you also determine if the item has magic properties, although this success does not grant knowledge …

  • Climb

    You are skilled at scaling vertical surfaces, from smooth city walls to rocky cliffs. *Check* With a successful Climb check, you can advance up, down, or across a slope, wall, or other steep incline (or even across a ceiling, provided it has …

  • Swim

    You know how to swim and can do so even in stormy water. *Check* Make a Swim check once per round while you are in the water. Success means you may swim at up to half your speed (as a full-round action) or at a quarter of your speed (as a move …

  • Animal Tricks

    Training an animal how to do a trick is a subset of [[Handle Animal]]. *Tricks* The following tricks can be taught to animals by training the animal for a week and making a successful Handle Animal skill check against the listed DC. * Aid (DC 20 …

  • Handle Animal

    You are trained at working with animals, and can teach them tricks, get them to follow your simple commands, or even domesticate them. *Check* The DC depends on what you are trying to do. *Table: Handle Animal DCs* |*Task*|*Handle Animal DC*| | …

  • Disguise

    You are skilled at changing your appearance. *Check* Your Disguise check result determines how good the disguise is, and it is opposed by others’ Perception check results. If you don’t draw any attention to yourself, others do not get to make …

  • Linguistics

    You are skilled at working with language, in both its spoken and written forms. You can speak multiple languages, and can decipher nearly any tongue given enough time. Your skill in writing allows you to create and detect forgeries as well. h4. Uses …

  • Speak Language

    A subset of [[Linguistics]], determining your ability to learn to read and speak multiple languages h4. Uses *Learn a Language* Whenever you put a rank into Linguistics, you can begin to learn to speak and read a [[Languages of Creed|new language …

  • Forgery

    A subset of [[Linguistics]], determining your ability to create and detect script-based forgeries. h4. Uses *Create or Detect Forgeries* Forgery requires writing materials appropriate to the document being forged. To forge a document on which the …

  • Decipher Script

    A subset of [[Linguistics]], determining your ability to work with language, in both its spoken and written forms. h4. Uses You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base DC is 20 …

  • Stealth

    You are skilled at avoiding detection, allowing you to slip past foes or strike from an unseen position. This skill covers hiding and moving silently. *Check* Your Stealth check is opposed by the Perception check of anyone who might notice you. …

  • Disable Device

    You are skilled at disarming traps and opening locks. In addition, this skill lets you sabotage simple mechanical devices, such as catapults, wagon wheels, and doors. *Check* When disarming a trap or other device, the Disable Device check is made …

  • Perception

    Your senses allow you to notice fine details and alert you to danger. Perception covers all five senses, including sight, hearing, touch, taste, and smell. *Check* Perception has a number of uses, the most common of which is an opposed check versus …

  • Sleight of Hand

    Your training allows you to pick pockets, draw hidden weapons, and take a variety of actions without being noticed. *Check* A DC 10 Sleight of Hand check lets you palm a coin-sized, unattended object. Performing a minor feat of legerdemain, such as …

  • Explain Everything

    You know how to speak rapidly and carefully summarize information, a skill often useful to generals and political figureheads. Adventurers have often found Explain Everything to be a useful skill, especially when facing an angry king with your pants down …

  • Bluff

    You know how to tell a lie. *Check* Bluff is an opposed skill check against your opponent’s [[Sense Motive]] skill. If you use Bluff to fool someone, with a successful check your opponent fails to discern what you're saying is a lie. Note that this …

  • Sense Motive

    You are skilled at detecting falsehoods and true intentions. h4. Uses *Check* A successful check lets you avoid being bluffed (see the [[Bluff]] skill). You can also use this skill to determine when “something is up” (that is, something odd is …

  • Ride

    You are skilled at riding mounts, usually a horse, but possibly something more exotic, like a griffon or pegasus. If you attempt to ride a creature that is ill suited as a mount, you take a –5 penalty on your Ride checks. h4. Uses *Check* Typical …

  • Perform

    You are skilled at one form of entertainment, from singing to acting to playing an instrument. Like Craft, Knowledge, and Profession, Perform is actually a number of separate skills. You could have several Perform skills, each with its own ranks. Each …

  • Vehicles

    Vehicles in the world of Creed work much as noted in the base Pathfinder rules, available "here":http://www.d20pfsrd.com/gamemastering/other-rules/vehicles, with the following exceptions: * A Ride check may be used instead of a Handle Animal or …

  • Fly

    You are skilled at flying, either through the use of wings or magic, and you can perform daring or complex maneuvers while airborne. Note that this skill does not give you the ability to fly. *Requirement* You cannot take this skill without a …

  • Diplomacy

    You can use this skill to ask the local lord for assistance, to convince a band of thugs not to attack you, to talk your way into someplace you aren't supposed to be, or to gather valuable information or rumors from people. *Uses* This skill has …

  • Gather Information

    A subset of [[Diplomacy]] that allows you to gather valuable information or rumors from people. h4. Uses All checks are effected by the same benefits and penalties listed under Diplomacy, wherever appropriate. *Learn Information* An evening’s …

  • Survival

    You are skilled at surviving in the wild and at navigating in the wilderness. You also excel at following trails and tracks left by others. h4. Uses Check: You can keep yourself and others safe and fed in the wild. See *Table: Survival DCs by Task* …

  • Concentration

    You are particularly good at focusing your mind. Note that Concentration isn't a skill, but it functions very similarly to one. h4. Uses To cast a spell, you must concentrate. If something interrupts your concentration while you're casting, you must …

  • Escape Artist

    Your training allows you to slip bonds and escape from grapples. _Note: I'm currently debating adding Use Rope utility to Escape Artist, much as how Gather Information was rolled into Diplomacy. This is largely because I find all but the epic uses of …

  • Intimidate

    You can use this skill to frighten an opponent or to get them to act in a way that benefits you. This skill includes verbal threats, displays of prowess, and menacing behavior. h4. Uses *Demoralize* You can use Intimidate as a standard action to …

  • Use Magic Device

    You are skilled at activating magic items, even if you are not otherwise trained in their use. *Check* You can use this skill to read a spell or to activate a magic item. Use Magic Device lets you use a magic item as if you had the spell ability or …

  • Terrain and Obstacles

    From tangled plants to broken stone, there are a number of terrain features that can affect your movement. *Difficult Terrain* Difficult terrain, such as heavy undergrowth, broken ground, or steep stairs, hampers movement. Each square of difficult …

  • Heal

    You are skilled at tending to the ailments of others. h4. Uses *Check* The DC and effect depend on the task you attempt. The environment and other factors can help or hinder a heal check, such as working in a hail storm or closing a wound on a …

  • Torture

    A subset of the [[Heal]] skill, torture relies on the anatomic knowledge granted by this skill for far more nefarious ends. h4. Uses You can use your anatomic knowledge to attempt to torture a living target with physical and mental anguish. Almost …

  • Alchemy

    The product of Craft (Alchemy), the below items... _(Page in Progress)_ h4. Warning - Construction Ahead While rules for creating alchemical products can be found on the [[Craft]] page, the items it can create are currently unclear. While creating a …

  • Descendants of Power

    Descendants of power are the descendants of beings with great [[Beings of Power|mystical might running through their veins]]. The descendants of outsiders, dragons, and Crafters make up the majority of this category, whether or not the descendant …

  • Hex Travel

    Hex Travel is an _old_ tabletop mechanic used to keep track of overland travel. The world map is divided into 6-mile hexes, making players responsible for choosing each 6-mile step of their journey. This allows for journeys to happen at a speed chosen by …

  • System Overview

    Welcome to the world of Creed, a world of myth, might, and magic, rife with need for great heroes and greater men and women to take the reins. As you begin your adventures here, there are a number of steps worth undertaking to familiarize yourself with …

  • Multiplying Damage

    For Skies of Glass, we've decided to tone down the overwhelming nature of damage multipliers from sources like "Rhino's Rush":http://dndtools.eu/spells/spell-compendium--86/rhinos-rush--4110/ or [[First Strike]] (the replacement for Valorous). For this …

  • Mental Checks

    _This page is under construction_ You have a keen recollection of events from your life and often logical or "common sense" solutions to problems. Note that Mental checks aren't skill checks, but function very similarly to them. *Check* The GM …

  • Special Abilities

    _Work in Progress_ The following special abilities are some unusual examples of those used by the creatures of Creed, though there are certainly countless other abilities not listed here Not all monsters will follow these rules exactly, many creating …

  • Training

    _This page is in the works. Everything on this page is 100% subject to change._ An old adage holds that "Knowledge is Power". While this may not always hold true in the vast world of Creed, few will find any power for themselves without reflecting upon …

  • Pounce

    *Pounce:* The pounce ability, gained either racially or from a class, now gives you three options at the end of a charge, listed below. In all instances, all attacks must be directed against the same enemy. # So long as you aren't wielding a …

  • Multi-limb Fighting

    *Multi-limb Fighting:* Wielding a weapon with multiple limbs beyond the first two no longer adds iterative multiplications of Strength to damage, but rather increases your damage by a static +2 damage with that weapon and a +2 to CMD vs being disarmed for …

  • Immunities

    *Immunities:* Immunities may now only be gained through racial and class abilities, or from extremely powerful items. Any item or spell that used to grant immunity now grants a Heavy Fortification-like 75% chance to ignore the effect. Ongoing effects are …

  • Sangromancy

    _Warning: Sangromancy is dark magic and delves into profane topics many might prefer to avoid. Continue at your own risk._ Blood magic, otherwise known as sangromancy, is the practice of tapping the power inherent in blood. While many magics may call …

  • Feats of Sacrifice

    _Warning: Sangromancy is dark magic and delves into profane topics many might prefer to avoid. Continue at your own risk._ * [[Bleed Dry]] * [[Blood of Power]] * [[Blood Sacrifice]] * [[Opportunistic Sacrifice]] * [[Tormented Sacrifice]]

  • Oni Sangromancy

    _Warning: Sangromancy is dark magic and delves into profane topics many might prefer to avoid. Continue at your own risk._ The blood magic of the oni is by far the most primal and overtly aggressive form of sangromancy. While the bloody powers of …

  • Vampiric Sangromancy

    _Warning: Sangromancy is dark magic and delves into profane topics many might prefer to avoid. Continue at your own risk._ Vampiric sangromancy is a natural expression and expansion of the vampire's innate powers. Vampiric blood magic allows the mage …

  • Demonic Sangromancy

    _Warning: Sangromancy is dark magic and delves into profane topics many might prefer to avoid. Continue at your own risk._ The concept of the devil's bargain, the contract written in blood, that is the power of demonic sangromancy. Ancient beyond …

  • Sangromancy Spells

    _Warning: [[Sangromancy]] is dark magic and delves into profane topics many might prefer to avoid. Continue at your own risk._ Compared to many unique magics, sangromancy spells are relatively easy to learn and cast. Any caster that meets the …

  • Arcane Spell Failure Chance

    Armor interferes with the gestures that a spellcaster must make to cast any spell that has a somatic component. Spellcasters face the possibility of arcane spell failure if they're wearing armor. Spell-like abilities, supernatural abilities, and spells …

  • Artifice

    _This page is in the works_ The art of an artificer, artifice is technology at its most basic or its most mystically complex. There are three major types of artifice: pure technology, physically held spell matrices, or a mix of these two. For a more …

  • Malfunction Rating

    Each mechanical object has a Malfunction Rating between O and 5. This number represents the chance that the item will suffer a catastrophic failure when used. If you roll a number equal to or below the Malfunction Rating (MR) when making a skill check or …

  • Grave Injury

    While most injuries can be mended through bed rest and curative magics, some are too complex for the body to heal. Whether its a severed hand or a destroyed muscle, the grave injuries are what turn young adventurers into limping farmhands. Grave injuries …

  • Sleeping

    Sleep is vital to nearly every creature's survival. Every type of creature must sleep, even awakened or otherwise intelligent undead, oozes, constructs, and plants must sleep. Creatures of particularly massive size or of great age often find themselves …

  • Dead Magic

    In some areas of Creed, the land has become so wounded that mana tears apart in its presence. This damage is often due to some extreme magical disaster, though natural destruction can occasionally have similar results. Many believe that dead magic areas …

  • Beings of Power

    Beings of power are creatures with great mystical might running through their veins. True Outsiders, true dragons, and Crafters make up the majority of this category. Beings of power often pass along some of their unique nature to their [[Descendants of …

  • Augmenting Material Components

    A spellcaster may attempt to use an additional material component or focus to amplify or alter the effects of a spell, though such items are usually fairly expensive. Drawing upon the [[Material Components|Five Principles]], these augmenting components …

  • Example Augmenting Materials

    The following are examples of minor augmenting components and major augmenting components for a small selection of spells. These spells also include discussions of the base material components of the spell and some alternate components for the spell might …

  • Spell Circles

    Spell circles are a physical construct that represent a spell matrix as a two-dimensional construct. Many unique spells have evolved from this fundamental concept and even require very basic spell circles be made in their creation, most famously the …

  • Epic

    _Note that everything in Epic is Under Construction. Anything on these pages is subject to sudden and massive change until finalized._ * [[Epic Character Advancement]] * [[Classes of Creed|Epic Classes]] * [[Epic Feats]] * [[Epic Magical Items]] - …

  • Epic Character Advancement

    _Note that everything in Epic is Under Construction. Anything on these pages is subject to sudden and massive change until finalized._ *Advancing Your Epic Character* An epic character advances in level much like a normal [[Character Advancement| …

  • Epic Magical Items

    _Note that everything in Epic is Under Construction. Anything on these pages is subject to sudden and massive change until finalized._ Only Epic characters (that is, characters of 21st level or higher) may make or use Epic items, even if they would …

  • Epic Feats

    _Note that everything in Epic is Under Construction. Anything on these pages is subject to sudden and massive change until finalized._ Only Epic characters (that is, characters of 21st level or higher) make take an Epic feat, even if they would …

  • Weapon Groups

    Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups). Weapon groups are most commonly used by the [[Weapon Focus Feats]], but other feats, class abilities, magic items, spells, etc, may also make use …

  • Needs Work Spells

    The spells below have been reviewed and decided unfit for addition to our system. However, these spells have been recognized as being close to balanced or at least as being very good ideas. These spells below have been functionally banned, but are prime …

  • Inspiration Work

    The spells below have been reviewed and decided unfit for addition to our system. However, these spells have been recognized as having interesting ideas, themes, or unique mechanics that may be applicable. These spells below have been functionally banned, …

  • Bleed Damage

    Ending the Bleeding condition can be a difficult task. Bleeding can be stopped by a Heal check to deliver First Aid, DC 15 plus 1 per point of bleed damage the character is currently suffering from their Bleeding condition. This use of the First Aid skill …

  • Polymorph Rules

    A subset of Transmutation, Polymorph spells have a number of unique rules. _Currently under discussion_ *Polymorph:* a polymorph spell transforms your physical body to take on the shape of another creature. While these spells make you appear to be …

  • Temporary Hit Points

    Certain effects give a character temporary hit points. These hit points are in addition to the character's current hit point total and any damage taken by the character is subtracted from these hit points first. Any damage in excess of a character's …

  • Positive and Negative Levels

    Some spells and a number of creatures have the ability to focus the energies of life or death and use them to strike directly at their opponent's essence. If a creature or spell focuses life energy, they create "positive levels" if they strike a creature …

  • Armor Enchantment Review

    This page is basically a dump of our In Progress work regarding Armor and Shield Enchantments. Eventually all these should have their own pages, as needed. For now, they're here. ======== As discussed during our last session, one of the things Epic …

  • Weapon Enchantment Review

    This page is basically a dump of our In Progress work regarding Weapon Enchantments. Eventually all these should have their own pages, as needed. For now, they're here. ======== As discussed during our last session, one of the things Epic needs is …

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