Stat Changelog
Specials
I'm replacing specials in Rubicon with Piety (aka Patrons). They won't scale with level; instead, they will scale with worship, either your own or worship from others towards your own character, depending on how you set your characters up. Player/Player-Patron/Worshipper duos will be level locked, but we'll cross that bridge when we get there. The page on Piety is now complete, but may change as I recieve feedback.Skills, Expertises, Jack of All Trades, and Ability Score Increases
I have cut down on skills from my last few campaigns. Several are redundant and unused, and despite the fantasy of being able to pick what your character would be good at, nobody actually picks the unused skills. Oh well, people can stick to having their specials or other features boost their character's special interests. NEW:- Skill gain now includes what backgrounds used to give.
- Expertise gain for Bards has been shifted to be in line with Rogues for simplicity.
- Musicality, Artistry, and Urban Intuition from Dawn's Cyber skill set. Good choices Dawn, I'm stealing.
- Ecology is a new skill that combines the old Animal, Plant, Monster (ish), Climate, and Geography.
- Added descriptions for every skill, because I shouldn't just assume everyone is on the same page or has common sense.
- Hackers Tools. The digital version of Thieves Tools. While the focus here is on modern or future campaigns, I'll keep it in for more steampunk-y or construct focused areas / characters.
- Monster now focuses on non-natural monsters, such as more humanoid monsters and abberations or mutated creatures.
- Thieves tools now officially covers lockpicking, not Sleight of Hand.
- Endure now covers what Gut used to be.
- Appraisal got an updated description and covers a wider spread of things.
- Etiquette now includes parts of what we would have lumped into Insight, just to differentiate it some and remove some weight from my favorite skill (<3 insight).
- Tinkers tools now includes what was the Circuitry kit, for simplicity and because they have a lot of overlap already.
- Autopsy now includes assessment of a creatures strengths and weaknesses, to add some use to the skill.
- Deception now includes old Acting.
- Persuasion now includes old Public Speaking.
- Several tools had their core ability adjusted: weavers, wood carvers, potters, and painters supplies.
- Acrobatics, Sleight of Hand, and Religion have been reverted to RAW.
- Gut, Escape, Balance, Belief, Mythology, and Acting have been removed and replaced with older versions or merged with other skills.
- DUAL skills are now removed. Just ask if you can roll a skill using a different ability if it makes sense to you and I'll see if I agree or not.
- Poisoners kit is removed. It's redundant even in RAW, it's just "evil alchemists kit or herbalists kit".
Séance Rules
I'm keeping the seance rules from Lumen here in Rubicon. You all can use these rules for powerful celestials and fiends, or simply spirits like in Lumen. No changesMedium Grit Rests
Continuing the rest rules from last time with a few changes. I realized the week long waits with out-of-session activities and field rests get really close, if not equal to, a full heroic rest. Not really what I was going for, but I don't want to nerf in-session rests, so I made a small adjustment to out-of-game rests. NEW:- When taking rests in-between sessions, you can only benefit from one Field Rest when doing other out-of-session activity over the same period of time as a Heroic Rest. Thus, in this campaign, an out-of-session Field Rest can take place once every three days.
- Heroic Rests are 3 days instead of 7. Waypoints will actually be used this campaign.
Kibbles Classes, Feats, and Rules
Additional content created by KibblesTasty may be used for this campaign and may be used for NPCs you meet as well. The Kibbles rules for crafting, alchecmy, and creating spell scrolls will also be used for this campaign and can be found here. As of 2/11/25, I updated the crafting rules a little bit and expanded on buying rules here. As of 4/25/25, I have also moved the Using Spell Scrolls decsription to this same article. Full Document Occultist WardenSpell Changes
Most new spells and spell changes can be found here. This is for any and all of my campaigns, not just this one. I have removed the spell Speak with Dead for this campaign and replaced it (see below). I have made adjustments to the spells Raise Dead, Reincarnate, Ressurection, True Ressurection, and Soul Cage. See the Revival Spells in Rubicon page for more details. I have made an adjustment to the spell Detect Poison and Disease. See the Mortality and Souls page for more details. I have added one new spells specific to this campaign so far:------------------------------------------------------------------------
Conjure Soul Coin3rd-level necromancy
Casting Time: 1 action
Range: 10 feet
Components: V, S, M (a single coin of any value, which the spell consumes)
Duration: 10 minutes
Target a corpse or group of corpses within range. If their soul matter exists somewhere in the three planes and has not been consumed (used up in any way or destroyed), the coin used in the casting of this spell is transformed into a soul coin containing the corpse's soul matter. If you choose to target a group of corpses, the spell will select one at random if any are available. If no soul matter is available to create a soul coin, the spell fails and you do not expend a spell slot casting the spell. A creature does not suffer the disadvantage to attack rolls, ability checks, and saving throws while holding a coin summoned by this spell. The coin has three charges like normal, but any creature holding the coin may only use the Query option. The coin lasts for ten minutes or until the charges have been spent, and then the coin disappears. The soul matter returns to where it was pulled from and cannot be targetted by this spell again for 10 days.
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