Campaign of the Month: January 2015
Skies of Glass
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 the world and a number necessary just for you to exist. The basic mechanics for Creed follow Pathfinder rules but use a unique magic system. Unless otherwise stated on this wiki, you can assume the gameplay rules presented on the d20pfsrd are in use. Listed below is the basic outline for system mechanics; additional setting details can be found on the Setting Overview page (note that there is some overlap between these pages).
Major Mechanics
- Basics and Ability Scores
- Mana Essence
- Alignment and Descriptions
- Character Advancement
- Races and Species, Languages of Creed, and Racial Types
- Classes of Creed
- Feats: Pathfinder Feats and 3.5 Feats – note that feats may be from any source/setting or entirely homebrew, but all feats must meet GM and group approval to enter the game.
- Skills – note that these lists aren’t inclusive, impromptu uses are allowed and encouraged, but remember the GM has final say on what can be done and what penalties might apply.
- Traits – note that traits may be from any source/setting or entirely homebrew, but all traits must meet GM and group approval to enter the game.
- Equipment – See Weapons and Armor, along with Item Modifications. Note that items (both mundane and magical) may be from any source/setting or entirely homebrew, but all items must meet GM and group approval to enter the game. Note the changes to Arcane Spell Failure Chance.
- Materials, Items and Commodities – note that anything in this page supersedes anything in the base Equipment section noted above.
- Magical Items – see Weapon and Armor Enchantments for the most substantial change and Creating Magic Items for item creation rules.
- Artifice and Artifacts
- Crafters and the The Crafter System – all player characters are Crafters.
- Combat
- Magic (System)
- Special Abilities
- Conditions
- Mana
- Magic in Creed
- Spellcasting
- Spells
- Spells by Pool
- Damage
Additional Mechanics
- Potions
- Readying or Delaying Actions
- Hex Travel
- Reputation and Renown
- Reputation Bonuses
- Mental Checks
- Alcohol Rules
- Training
- Retraining
- Temporary Hit Points
- Positive and Negative Levels
- Bleed Damage
- Post-Combat Bleeding
- Grave Injury
- Prosthetics and Grafts
- Sleeping
- Digging
- Epic
- Beings of Power
- Descendants of Power
- Material Components
- Alchemy
- Item Evolution
- Vehicles
- Terrain and Obstacles
- Class Changes
- Damage Types
- Armor
- Immunities
- Multiplying Damage
- Pounce
- Multi-limb Fighting
- Domains
- Environmental Rules
- Damage Dice Progression
- Wild Magic Areas
- Dead Magic Areas
- Constant Conflict Areas
- Skill Challenge Rules
- Narrative Conflict Rules
- Mass Narrative Conflict Rules