The Troubleshooters
We are heading to the City of 7 Seraphs. This is a massive planar metropolis where high magic, psionics, and akashic veils all collide on a daily basis. We aren't starting at the bottom as rat catchers. You will be coming in as established planar operators, which means we are starting at Level 7.
The setup is that a localized "reality storm" just tore through one of the industrial districts and completely broke the laws of physics. Gravity is subjective, magic is misfiring, and the City Guard has locked the whole zone down. The local factions are secretly scrambling to take advantage of the chaos. Your crew is getting hired to breach the quarantine, survive the hazards, and lock down the dimensional anchor at the center of the storm. Whoever controls it gets to dictate the future of the district.
This is going to be a high-power, kitchen-sink campaign built for heavy tactics. If you have been sitting on a wild character concept that mixes a bunch of complex subsystems, this is the time to fire up your automated spreadsheets and bring it to the table.
Starting Level: 7
Stats: 25-Point Buy
Hit Points: Max at level 1, then high-average for levels 2 through 7.
Traits: 2 traits and a third one with a drawback.
Approved Content: Standard PF1e, 3.5 compendiums like the Magic Item Compendium and Spell Compendium, Ultimate Psionics, Spheres of Power, and Akashic Mysteries. Any weird 3.5 interactions will default to PF1e rulings. For other sources, d20pfsrd, archive of nethys, spheredot wiki and Library of Metzofitz are the most accessible OGL. For Akasha if a retold version is available, prioritize using it first.
Note: Spell Compendium is open with three standing changes: the Orb spells allow spell resistance, Wraithstrike is off the table, and any spell with a swift or immediate casting time needs a quick okay from me before it goes on your sheet. If a spell exists in both 3.5 and PF1e, we use the PF1e version, including its level and duration.
Quality of Life: We are using Elephant in the Room 3.0, Automatic Bonus Progression, Background Skills, and total magic/psionic transparency. Because we are using ABP, you get 11,750 gp to spend on fun utility gear instead of just buying the mandatory stat boosters.
Walking is for level 1 characters. You will absolutely need high mobility to handle shifting gravity, solid counter magic, and someone who actually understands planar physics.
Firearms: We're using Commonplace Guns. Early firearms are martial weapons, readily available, and cost 25% of book price, so a pistol is around 250 gp out of your gear budget. Ammunition and alchemical cartridges are the same 25%. Advanced firearms exist but are rare and cost full price, so treat them as loot rather than shop inventory.
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