Stoneguard was a game originally created for use with a slightly modified version of the D20 system when it was first brought out for D&D 3.0. A number of feats were added and various minor system adjustments were made at that time Since then, D&D 3.5 and then Pathfinder have progressed forward and a number of the aspects that were added to the newer system mirrored things that were added to the Stoneguard house rules. A prime example of this is Magic Talent in Pathfinder being a near exact replica of the Active/Innate magic found in the Stoneguard setting. Where the name of a statistic is slightly different, the original name will be found in (parenthesis) beside the setting name. In most cases the statistic is identical unless otherwise noted. For more information on the basic rules of Pathfinder, please refer to the reference document on Piazo’s Website or the reference document found here. It contains enough to create a character and understand the basic rules, but does not contain every detail. Players are encouraged to purchase the Pathfinder rule book.
Game sessions will be run largely through TTopRPG with possible augmentation through Skype or other audible chat mediums. For a link to the TTopRPG download or more information about the system, please refer to the TTopRPG site.
Players will be rolling 4D6 for their statistics, dropping the lowest for their statistic totals. Due to the addition of Appearance, the player will need to roll 7 times like this instead of six. Every player will have an 8th secret roll made and can choose to gamble out one of their own numbers with this secret roll. Doing so allows for no going back however and the new number is the one you are stuck with for better or worse.
There are a number of permutations players should be aware of before creating a character. Primary among these are the rules listed below. Please review the pages related to each for the exact details of how the rules will be applied to game play.
Appearance is added to the basic lineup of stats as a counterpoint division to Charisma. It’s application allows a player to be attractive without necessarily being witty or impressive to deal with. Conversely, it allows for someone to be average or even unattractive, but to have a sort of personal appeal that reaches people and touches them.
Every player begins play with a reputation of zero unless otherwise noted through chosen traits. This number constitutes Fame if positive and infamy if negative. In certain situations, having a strong reputation in either direction can add a circumstantial bonus to actions such as Intimidate or Diplomacy. The bonus is generally a +5 and the strength of your reputation determines both the magnitude of your deeds as well as the likelihood that someone will know about them. A positive number over 10 often means evil or chaotic NPCs are disinclined to seek you out unless it is to interfere with what you are doing, while lawful or good NPCs will often come looking for you to make requests or to offer you special opportunities. A negative number higher beyond -10 does the same thing but reverses the alignments.
For the purposes of determining how quickly players raise, the XP rate is considered to be ‘Slow’ in determining how much Experience is required to raise levels. For example, this means that raising from level 2 to 3 would require the player to have 7,500 XP total.
Players receive XP for posting adventure logs to this site between games. A minimum of one page is required, though they may post as long as they see fit. The XP they gain is equal to having beaten a 1/4 level challenge divided by the number of players who have posted in that time between two gaming sessions.
At CG, a player can gain an extra instant 500 XP by allowing for a number of random aspects of the character to be chosen by pure chance. This includes race, name, birthplace, statistics, eye color, basic history, etc.
100 free XP is gained at CG simply by giving a permanent, nonmagical physical object a personal history. This can be an article of clothing, a weapon, their horse or any other thing they own. Doing so means that the player should be disinclined to give up this item, even when something better may come along, but is a clearly improved depth of characterization. This is a benefit for only one item and others with backstory are simply player choice. For as long as this item is favored and kept by the the player (IE: still being used in favor of better options) they gain a 10 XP bonus per character level per session.
Free Traits and Unusual benefits
Every player begins play with 2 traits. Several traits are required to play certain Racial groups, classes, etc. One certain trait also allow the player to gain additional starting character levels. Any traits unique to the game are listed in the title link as well as some specific traits from the books which are outright denied or limited. Any trait is subject to denial if it is out of keeping with the setting either by itself or in combination with other aspects of the character.
Any player may give up one of their free traits in favor of an additional 500 starting XP. Only one Trait may be given up in this manner.
All characters begin play with maximum HP on their first level after modifiers. Each level thereafter, the player has the option to either take an average of half the maximum rounded down or roll dice and leave it up to chance.
Hero points are being used as per the book standard.
Humans have managed to keep the upperhand in terms of population locally. Even in the diverse town of Teaton, they comprise more than 50 percent of the people living there. Halflings are second most common. Dwarves, Half-Orcs and Elves each appear from time to time in varying numbers, though the Dwarves and Elves are not technically native to the local cities in most cases. Half-Elves are very rare and natural Gnomes are not found at all. Follow the title link to learn more about the specific subspecies of each race.
Some classes of character are only allowed to have come from specific racial groups and/or locations. Others can only have been taught in specific places. Several require you to purchase a specific Trait before you are able to choose them as an option. If a class is disallowed entirely, that is noted as well.
Many of the Character Classes have Archetypes associated with them. If a given Archetype is allowed, it is noted under the associated class along with any specific information or additional requirements to choose that Archetype. If you wish to further customize your class, please refer to the character class section.
Several new domains and spells are taken from a specific sub-book of the original D20 games as well as two which were part of the original Stoneguard game setting. These new domains will be listed here, though the individual spell information will not. If a player wishes this information, it will be relayed but as the material is copyrighted, I am avoiding placing too much of it online at this time.
As with classes, some are restricted in unusual manners based on races, locations or situations. There are several Prestige classes drawn from the older D20 materials, as well as a number that are unique to the Stoneguard game setting.
Many creatures have innate magic flowing through them, a sign of remaining flux in the pattern of the world since the great war was concluded. Certain races are more prone to this than others and among various races, a certain percentage of the population is born with innate magic. Populations near Hot Zones are more likely to have an increased percentage, those near Cold Zones have that number lowered. Some creatures always have Innate magic in their systems that are the source of their racial powers.
Players are automatically assumed to have it if they choose related feats or traits, but it’s presence or lack thereof does affect the ability of NPCs to gain certain similar aspects. Active Magic and the ability to become a Sorcerer are both examples of how innate magic affect the world.
Not everything is going to match the books. Names, habits and abilities may all differ. This is done so that you can’t just flip to a page and find out the weakness or strengths of a given creature. If you want to see what your character knows, make a knowledge roll. You might get a little extra XP for applying things you learned ICly from previous encounters. However, you may have XP subtracted if you are obviously using information from the books. Especially if it is information which has been altered, thus being incorrect in the scene. If something is common knowledge, I will tell you as much. Don’t assume that anything about a monster is just something everyone knows.