Differences from Standard Pathfinder Rules
This game will follow the standard rules of Pathfinder when it comes to game mechanics, although I have made some minor changes.
Fate Points: This is a new system I’ve created to award good roleplaying and clever strategy. These can be used for what I call “When Suddenly” moments. Depending on the quantity of points cashed in, the events of the situation will be altered to the player who cashed in the points favour. You may state what change you would prefer, but ultimately the DM is responsible for how points will change reality. The level of the change will be directly proportional to how many points are spent, so spending one point might make the enemy attacking you decide that another party member is more of a threat, while spending 10 or more will probably cause a deus ex machina rescue. These can be used in any type of situation, not just in combat. The party can pool individual plot points to create effects for all who contributed.
Psionics: Yimir possesses psionics, although these abilities only manifest in the Grey Elven population. As Pathfinder has not released a psionics conversion, this race and the class cannot be selected. When the party encounter psionic powers, you and your character would not know what to expect before encountering any ability. My version of psionics is drastically different from 3.5 D&D psionics, so do not make the assumption it will be similar. Also, spell resistance is ineffective against psionics, requiring different abilities that resist psionics (psionic resistance is available from some items).
Godlessness: As the deities left Yimir a short time ago, clerics and paladins gain their abilities from following strong philosophies and ideologies. This requires that they justify their actions relative to their ideology to themselves; they can follow different definitions of ideals than what their culture believes. These philosophies require a strong degree of passion for the ideal and a desire to spread this ideal, whether by persuasion, force, or by example. In this setting, clerics and paladins gain power by dedicating themselves to a perceived universal principle. The philosophy must revolve around some supposed ‘universal’ idea. The believer must view the trait they endorse as beneficial both for themselves as well as for a significant element of society. For example, no “My philosophy is that all people should give their money to me.”
Note: Druids and Rangers never gained spells from deities on Yimir, though they might have otherwise served them. These classes gain power from nature itself (though what this power source actually is is debated frequently on Yimir).
Domains: Despite that the gods are gone, clerics still choose two domains. These domains must make sense within whatever philosophy is picked. On Yimir a psionics domain is added, bringing the total to 34 domains. Because of the difference between magic and psionics on Yimir, this domain would not let the cleric manifest true psionic powers, but it would give arcane versions of theses powers that accomplish similar tasks. (If you are considering this domain, I’ll create the spell list)