Misc InfoThis post contains info on miscellaneous topics related to character creation, advancement, and obtaining equipment:
1) Advancement Points (Level Up / Earn Rewards)
2) Character Loss/Replacement
3) Creation Time / Upgrade Time
4) Equipment
5) Special Exceptions to Caster Level (CL)
6) Special Materials
7) Time Off
8) Rest
1) Advancement Points (Level Up / Earn Rewards)PCs will have the opportunity to level up and earn rewards based on mission success. The details and weight of specific criteria will vary with each Chapter, and each Chapter will have its own method of providing a final score for the mission. This final score will give you a rating, and each rating provides a number of Advancement Points (APs). These are the ratings (APs):
Superb (5 APs)
Great (4 APs)
Good (3 APs)
Fair (2 APs)
Poor (1 APs)
Terrible (0 APs)
All PCs on a mission receive the same rating for the Chapter, but each PC may individually elect when to "cash in" their APs.
A total of 4 APs are normally required to gain a level, and gaining a level always resets APs back down to 0. However, PCs may hold off on gaining a level to increase their AP total before leveling up (earn higher rewards), and alternatively, PCs may level up after completing two Chapters even if they have less than 4 APs (advance with less rewards). And this why the AP total matters when you level up...
When you level up, you earn a Reward Package.
A total of 6 APs are required to earn a package worth the full standard increase of wealth between levels. Therefore, you can still gain a level even if you don't earn full rewards:
10 APs = 150% of standard increase
8 APs = 125% of standard increase
6 APs = 100% of standard increase
4 APs = 75% of standard increase
2 APs = 50% wealth increase
0 APs = 25% of standard increase
Also, there may sometimes be additional factors related to specific missions which influence rewards.
For example, let's say your final score at the end of a Chapter is 27, and this results in a Fair rating. You earn 2 APs, and now this is the only number that matters. Aside from providing the rating, the final score of 27 does nothing else to affect your advancement or rewards. Also, it doesn't matter how high or low in the Fair range your final score falls because a Fair rating always provides 2 APs, even if you were really close to Poor or Good or right in the middle.
Continuing with the above example, earning 2 APs means that you can level up with another Fair rating (+2 APs = 4 APs, 75%) for the next Chapter, but you need a Great rating (+4 APs = 6 APs, 100%) to earn the full standard wealth increase for the Reward Package. Alternatively, a Poor or lower rating at the end of the next Chapter means you won't have 4 APs, but you can level up because you have completed two Chapters, but your Reward Package will have a low value.
The last thing to mention is that earning a Superb or Terrible rating will probably be extremely unlikely, but I have seen a couple of the previous Chapters soar and plunge to both ends of the scale, so the options are there
Current APs:- B.S. = 3 AP +5 AP =
8 AP--> level to 10th --> 0 AP +3 AP (Ch 11) = 3 AP + n/a (Ch 12) = 3 AP +1 AP (Ch 13) = 4 AP--> level to 11th --> 0 AP
- S.S. = 3 AP + 5 AP =
8 AP--> level to 10th --> 0 AP + n/a (Ch 11) = 0 AP +2 AP (Ch 12) = 2 AP +1 AP (Ch 13) = 3 AP
- N.S. = 0 AP +5 AP =
5 AP--> level to 10th --> 0 AP +3 AP (Ch 11) = 3 AP +2 AP (Ch 12) = 5 AP--> level to 11th --> 0 AP + n/a (Ch 13) = 0 AP
2) Character Loss/ReplacementA character who dies must be replaced with a new character or brought back to life with the appropriate costs and penalties.
A character who has been captured must be rescued to return to play.
A character may be voluntarily retired from play and replaced with a new character. The retired character can be brought back at a later date with all prior equipment. The returning character will advance to the current party level, receive an equipment package equal to 75% of the standard wealth increase between the old and new levels, and receive income for the days that have passed.
3a) Creation TimeThis only applies when an item is obtained through an unspent line from a previous reward package.
As opposed to items obtained from a new reward package that has just been earned.The main army has constant access to the majority of items found in the Equipment section of the book. None of these items require creation time except for exotic weapons
or weapons and armor made of special materials. Even then, it is only if these items are obtained through an unspent line from a previous reward package. Creation time for these items follows the standard rules laid out in the Craft skill (
which is measured on a weekly basis).
Creating a magic item requires 8 hours of work per 1,000 gp in the item's base price, except for potions and scrolls with a base price of 250 gp or less which only require 2 hours of work. All other items require at least 8 hours of work. A crafter can work for no more than 8 hours in a day and only on 1 item at a time. Players have access to a number of crafters equal to half their character level. At 11th-level, players gain access to a crafter who can work at a faster rate of 4 hours of work per 1,000 gp, so that works out to 2,000 gp per day.
Again, items obtained through a new reward package that has just been earned do not require any creation time, and most nonmagical items do not require creation time either. If you want an expensive item that would require creation time (i.e. exotic weapon or magic item obtained through an unspent line from a previous package), you may be better off waiting to obtain it with the next reward package.3b) Upgrade TimeThis applies whenever you wish to add new or improved magic abilities to an existing item that you already possess. The time required is the same as if you were creating a new magic item, except that it only requires the cost/time for the upgraded portion, not the entire item.
4) EquipmentMission EquipmentSometimes a mission will require special equipment, such as a mount or unique item, or minor items such as potions and scrolls. These will be provided by the main army, but all mission equipment must be returned after the mission.
Spoils of WarThese are items obtained during a mission. Usually taken from defeated enemies but perhaps also found randomly. Soldiers are often allowed to keep these items, but there may be exceptions.
Weapons LockerItems you do not wish to carry may be stored with the main army for any amount of time. You must have access to the main army to store or retrieve items.
EDIT: All equipment that you can access must be listed on your character sheet. Anything left off was left behind.
5) Special Exceptions to Caster Level (CL)Certain items require a very high caster level to create. This CL seems based on the most powerful version of the item, even if there are significantly less powerful versions available. Examples include the pearl of power and metamagic rods. Each requires a CL 17, which is the minimum caster level for 9th-level spells. These items can affect 9th-level spells, but there are cheaper versions that only affect lower level spells. Therefore, as a special exception, the CL for these items will be based on the spell level they affect and the prerequisite caster level needed for the appropriate item creation feat.
The 2nd-level pearl of power requires someone who can cast 2nd-level spells (caster level 3) and take the Craft Wondrous Item feat (caster level 3), so caster level 3. The 1st-level pearl of power also requires caster level 3 because it is the minimum to take the feat, even though a lower level caster can cast the spell, while a 3rd-level pearl of power requires caster level 5 which is the minimum to cast 3rd-level spells. Metamagic rods require the Craft Rod feat (caster level 9) in addition to casting the spell levels which the rod will affect.
Minimum caster level for spells is: (spell level x2) -1 = CL.
6) Special MaterialsSpecial materials are now going to be special (i.e. rare), so there will be limits on how many of these items you can obtain through the Nemedoran army. The limits are time-based and always measured from the start of this campaign (unless the rarity changes). Obtaining an item made of one special material (i.e. darkwood) has no effect on the limit of items you can obtain that are made of other special materials (i.e. cold iron), but once obtained, these items always count toward their specific limits, even if they are no longer in your possession (i.e. destroyed, stolen, etc). However, these limits do not have any impact on the items found through spoils (or other means) and vice versa.
Alchemical Silver (1 item every 5 days)
Cold Iron (1 item every 10 days)
Darkwood (1 item every 15 days)
Dragonhide (1 item every 20 days)
Mithral (1 item
every 25 days for first 25 days, then 1 item every 20 days +10% off mithral cost)
Adamantine (1 item every 30 days)
We are currently winding down
Day 26, so for example...your PC could obtain up to 2 mithral items during this time period, as well as 6 alchemical silver items (#1 for Days 1-5, #2 for Days 6-10, #3 for Days 11-15, etc), 3 cold iron items, 2 darkwood items, 2 dragonhide items, and 1 adamantine item. Starting on Day 31, you could obtain 1 more alchemical silver item (but no more until Day 36), 1 more cold iron item (but no more until Day 41), 1 more darkwood item (but no more until Day 46), and 1 more adamantine item (but no more til Day 61).
UPDATE: In terms of rewards and income, we are now at the end of Day
47, so these are the amounts of each special material item you can obtain from the army so far:
10 Alchemical Silver (1 item every 5 days)
5 Cold Iron (1 item every 10 days)
4 Darkwood (1 item every 15 days)
3 Dragonhide (1 item every 20 days)
3 Mithral (1 item for first 25 days, then 1 item every 20 days +10% off mithral cost)
2 Adamantine (1 item every 30 days)
So if you can afford it, right now you can obtain from the army up to
27 items composed of the various special materials, and this is in addition to any other special material items gained through spoils or other means.
Current special material items obtained by PCsBrion: none
Nimarious: 2 mithral (armor, shield)
Sahme: 1 mithral (armor)
7) Time OffThe standard length of break for Time Off after a mission will be equal to the number of APs earned, but 3 exceptions may arise:
1) A short break is half the standard amount.
2) A long break is double the standard amount.
3) No break means that play will continue without Time Off and unused Time Off will be added to the next available break.
- This begins on the day after the most recent Chapter ends, and the next Chapter starts on the day after this time period ends.
- Income is paid as usual at the end of each day.
- Items may be obtained, created, or upgraded. However, you must have access to the main army from your location or be able to reach an access point.
- This does NOT mean you are idle. You are still on duty and performing tasks for the army.
- This DOES mean that you will have free time. There are 24 hours in a day, and certain minimums must be met each day: 8 hrs on duty, a full night's rest, and preparation time (spells, etc). Any remaining time may be used as you wish.
- This DOES mean that no serious ill will befall you. You may be involved in battle but nothing that needs to be played out. However, you may start the next chapter with minor effects from battle (hit point damage, fatigue, etc) but nothing major (ability damage, exhausted, etc).
- This does NOT mean you can change location freely. If travel is possible, we will determine the method and time required, and travel must occur during the 12 daylight hours of 7am to 7pm.
Time off will usually be a fairly simple process. It will get more involved if you want or need to change location. It may get more involved if you want to obtain the maximum amount of special material items from the army. It may get more involved if you want to obtain, create, or upgrade items before you level up. It will likely vary for each PC.
Current free time for each PCBrion: 24 hrs - (8 hrs duty +8 hrs rest +1 hr spell prep) = 24-17 hrs =
7 hrsNimarious: 24 hrs - (8 hrs duty +2 hrs rest +1 hr spell prep) = 24-11 hrs =
13 hrsSahme: 24 hrs - (8 hrs duty +8 hrs rest +15 min spell prep) = 24-16 hrs, 15 min =
7 hrs, 45 min
8) RestA creature can begin a new rest period as early as 12 hours after the previous rest ended. Alternatively, it can stay awake for up to 16 hours without penalty, but a creature that stays awake beyond this point gains the tired condition immediately and again every hour. A second stacking tired condition causes the creature to become drowsy. A third stacking tired condition causes the creature to fall unconscious. Additionally, the amount of hours a creature can hold off the tired condition is increased by 1 hour for each point of Constitution bonus or reduced by 1 hour for each point of Constitution penalty.
Tired: A tired creature must make a Concentration check (DC 10 +spell level) to cast spells and takes a –2 penalty to Intelligence, Wisdom, and Charisma. A tired creature that becomes more tired gains the drowsy condition. After 8 hours of complete rest, tired creatures are no longer tired.
Drowsy: A drowsy creature must make a Concentration check (DC 15 +spell level) to cast spells, and takes a –6 penalty to Intelligence, Wisdom, and Charisma. After 1 hour of complete rest, a drowsy creature becomes tired. Alternatively, a drowsy creature that becomes more tired falls unconscious. After 1 hour of complete rest, an unconscious creature becomes drowsy.
Therefore, a creature that falls unconscious from staying awake too long requires 1 hour of rest to become Drowsy, 1 hour of rest to become Tired, and 8 hours of Rest to remove the Tired condition...for a total of 10 hours of rest. Basically, if you stay up too long, you need more rest than normal to recover.
*One thing to note is the penalty to mental ability scores. Ability score damage, drain, and penalty all work a bit different. Drain actually reduces your score and requires an immediate adjustment of stats, and this means spells could be wiped from your mind. Ability damage applies a –1 penalty to skills and statistics (outlined in the Glossary) for every 2 pts of damage, and when the total matches your ability score, you fall unconscious, but no spells are lost, though, spell DCs are affected. Ability score penalties function like damage, but only last a limited amount of time and cannot knock you unconscious.