Hello everyone! To make sure we're all on the same page, I thought I'd make a listing of the things that are different in this campaign. If you have any questions, please do not hesitate to contact me. <> Exotic races are limited: no tieflings, catfolk, dragonborn, aasimar or other unusual races without clearing it with me. <> Class limitations: no gunslingers, monks, ninjas, alchemists, summoners or psionics, as well as none of the new hybrids until their release. <> The target atmosphere is gritty, fairly realistic encounters. Magic is potent, but not a very practiced art. Many secrets were lost during the upheavals following the Godswar. Some abilities, like flight and shape-shifting have become nearly forgotten, and manifest extremely rarely in today's mages. <> Abilities are based on a 25 point buy. Two traits or three with a drawback. <> The Kobolds and Goblins in this setting resemble the 1e D&D types, horned dog Kobolds and no watermelon head goblins. <> Criticals: a natural 20 is an automatic crit if it hits the target - no confirmation required. A natural 1 does require a confirmation roll to determine whether it's a fumble or just an over-extension or slip while attacking that results in an AoO on you. These rules apply to foes as well. <> Magic: Flight, shape shifting, wishes, time altering and interplanar contact spells are all handled differently in this setting due to the unusual past. The changes are too numerous to list all of them here, but if you have a character in mind that utilizes these forms of magic PM me about it before moving forward.