
### Welcome to the world of Gaia Centuries after the arrival of the Meteor Parasite, the land is shrouded by a mysterious and poisonous mist fatal to natural life known as the Miasma. At the behest of the Carbuncles, civilization fled to the protective barrier of crystal shards where the Miasma could be kept at bay. However, the power of the Great Crystal's shards proved to be finite and could only be replenished by the dew of the mysterious Myrrh trees which grow deep within the Miasma. You are an aspiring Crystal Caravanner, charged with the task of venturing deep within the Miasma and recovering the precious Myrrh that keeps the Mist at bay. Will you rise to the task and buy the citizens of Middanhal another two years? ### Game Info - We will be using the [Final Fantasy D20 system SRD](<a href="https://www.finalfantasyd20.com/" rel="nofollow">https://www.finalfantasyd20.com/</a>) and the [Archives of Nethys SRD.](<a href="https://aonprd.com/" rel="nofollow">https://aonprd.com/</a>) - All core races and all classes from the FFD20 SRD are allowed, with the exception of Half-breed and Freelancer. - Viera, Roegadyn, and Au Ra are allowed. - Archetypes are allowed but subject to GM approval. - All 1st party Pathfinder 1E content with the exception of Pathfinder races and classes is allowed. - We will be using the [Moogle in the Room](<a href="https://www.finalfantasyd20.com/system-rules/optional-systems/moogle-in-the-room/" rel="nofollow">https://www.finalfantasyd20.com/system-rules/optional-systems/moogle-in-the-room/</a>) variant of feat taxes with the following clarification: - The Improved Feint feat is not removed and Deft Maneuvers does not give a +2 to feint attempts. - Character Creation Info: - All PCs will be created at level 1 using a 15 point buy - Max Starting gold for class - You may select 1 trait, 2 traits if you accept a drawback. None of these may be campaign, regional or faith traits that require a specific god. - Select 1 campaign trait from the list at the bottom in addition to the traits selected above (for a total of 2 traits or 3 traits and a drawback). - Multiclassing is not allowed, with the exception of prestige classes. - Butchering Axe, Hornbow, Split-blade Sword, and Galkan War Pick are banned. - No technological gear is allowed - We will be using the Hero Points system. All PCs start with 1 hero point and will gain 1 with each level up. Hero points will also be rewarded for good roleplay and heroic deeds. PCs are allowed to pool their hero points together to pay the cost of Cheat Death. ### Campaign Traits - **Edge Dweller:** Your family runs a farm or some other business close to the edge of the Crystal's protective barrier. As a result, you have experience in fighting monsters that most wouldn't have. You get a +1 trait bonus to attack rolls vs creatures that lack the humanoid subtype, and a +2 to critical confirmation roles against them. - **Miasma Scholar:** You've spent a great deal of your life studying the mysteries of the Miasma, and as a result you find the results of your studies to be exceedingly relevant to the life of a Caravanner. You gain a +2 to all knowledge checks concerning the Miasma and may make knowledge checks untrained up to DC 20 when concerning the Miasma. - **Humble Beginnings:** You come from a more paltry walk of life, one where eating a full meal each day was less than a regular occurrence, and oftentimes a meal would only come to those who dirtied their hands. As a result, you only consume half as many rations and the DC to resist the effects of starvation or thirst begins at 5 instead of 10 for you. Additionally, you receive a +1 trait bonus on Sleight of Hand checks and it becomes a class skill for you. - **Well Traveled:** Travel between cities is virtually impossible for the average citizen, but somehow you've found a way. Thanks to your travels, you gain a +2 to Knowledge (Local) checks, and Knowledge (Local) becomes a class skill. Additionally, each time you enter a new town, there is a 50% chance you have a friend or contact there who can set you up with 2d20 gil worth of accommodations. - **Once Bitten:** You've lived a life that's required you to enter the Miasma unprotected on numerous occasions, and you've learned to steel your body against its effects. You are treated as having automatically succeeded on your save for the first round you end your turn in the Miasma, and receive a +2 to your Will and Fortitude save to resist its effects. - **Twice Shy:** In the past you've found yourself forced outside of the Crystal's barrier on more than one occasion, as a result you've developed an almost supernatural fear of it. You cannot be forced into the Miasma as a result of the Panicked condition, and you receive a +4 to Reflex and Will saves versus conditions that would cause you to enter the Miasma.