Kingmaker: The Path to Glory (Inactive)

Game Master pinvendor

Chapter 1: Stolen Lands? Well, steal them back!


Houserules:

Character Creation:
Ability Scores: 6 x 4d6 drop lowest for stats, place in abilities as you prefer. Must be rolled in front of me on chat or [diced]'d in discussion thread post.
Alternate: 25 pt buy if you would prefer more control.

Traits: Two, one from KM list in Player's Guide if possible. But as the story moves away from Brevoy rapidly, pitch your non-KM trait to me and sell it, and I will probably allow it. See other AP PGs for inspiration as needed or choose a generic.

Free Feat: Yup, correct.

HP: 1st level max, roll the rest of the time.

Starting wealth: Average for class.

Roleplay Credit Reward Table:
The Roleplay Credits may be redeemed for the following rewards where the number equals how many that reward costs:
  • 1 = Twist of Fate: re-roll one die roll, you must accept the second result
    1 = Deadly: automatically confirm a critical hit
    1 = Precision: add +2 to an attack roll
    1 = Burst of Strength: add your base Str modifier (or Dex if finesse) as extra damage to a roll
  • 2 = Guts: give yourself temp hit points equal to your Con modifier when brought to 0 HPs (minimum 1)
    2 = Meant to be: once per battle encounter, auto-hit one weapon attack for base weapon damage; this damage is non critical and cannot be increased by use of RCs
    2 = Inner store: restore 1 point or use of any class ability, spell, SLA, or SNA
  • 4 = Catch a Breath: Remove half of your Fatigue Points
    4 = Deja Vu: You may re-roll one die roll; you may choose which result you keep
  • 7 = Second Wind: Remove all your Fatigue Points
    7 = It just came to me: Gain a Skill Rank in a class skill; the ranks in this skill cannot be raised above your total Hit Die
  • 10 = Self-Improvement: Gain a Skill Rank in a non-class skill; the ranks in this skill cannot be raised above your total Hit Die
    10 = Weakpoint: For one hit against a target, ignore Damage Reduction due to elemental type, material type, or alignment type; if a magic weapon is required, you cannot use this reward unless you are wielding a magic weapon
  • 12 = More Human Than Human: Gain a feat for which you qualify
    12 = Heroic Stand: If you are brought to negative HPs and are dying, you may use this reward to automatically stabilize and gain one third of your HP in temporary HPs
  • 20 = God-touched: Increase one ability score by 1

Arcane Magic:
Spells per day are to be considered the spells the character has prepared ahead of time by getting ingredients ready, memorizing the proper hand motions and vocalizations, and set aside personal power to ignite these spells without strain. Once spells per day are expended or if a character would like to cast a spell they have not prepared in advance, they may do so by acquiring 'Spell Fatigue'.

  • A character will acquire Spell Fatigue Points equivalent to the level of the spell being cast. This signifies the strain on personal store of magical ability and ultimately the physical being of the caster. Spontaneous Spellcasters reduce the SFP acquired by 1 for a minimum of 1 SFP.

  • For half the SFP rounded up, a character may cast a spell directly from their spellbook (or equivalent) as if reading from a scroll however both hands must be free of other items for any spells requiring somatic components since one hand will perform the necessary movements and the other the spellbook (or equivalent). Witches must place one hand on their familiar to cast in this way. Spells requiring no somatic components do not have this restriction. Magi casting from their spellbook will acquire full SFP if they continue to hold their sword to signify the strain of manipulating their sword hand for the somatic components.

  • A character may remove one SFP every hour, or all of it if well-rested. Other means of rejuvenation can also remove SFP at the discretion of the GM.

Spell-like and Supernatural Abilities:
From now on, assume that any use per day of an SLA or SNA beyond the first requires acquirement of SFP at twice the number of use per day:
1st use = 0 SFP
2nd use = 4 SFP
3rd use = 6 SFP
4th use = 8 SFP...and so on

Each 'use per day' increase obtained through leveling or by spending Roleplay Credits, will eliminate the SFP cost for that number of use per day. This means that if a character has an SLA or SNA they can use 3 times per day, they would ignore the SFP gained from the 1st through 3rd uses per day, but if they chose to acquire SFP in order to use it a fourth time, they would gain 8 SFP.

If a character has more than one SLA or SNA, they may use each up to the maximum number per day allowed even if these maximum levels are different without accruing SFP. They will begin accruing SFP as normal at the number of use for which that particular SLA or SNA reached its daily limit.