Below you will find proposed house rules for the Kingmaker Campaign.
Books Available: Core Rule Book, APG, Ultimate Combat, Ultimate Magic, Ultimate Campaign (Partial), Pathfinder Campaign Setting: Inner Sea World Guide.
Classes banned: Summoner, Ninja, Samurai, Scarred-Witchdoctor archtype, Gunslinger and all gun related classes, archtypes, feats, etc.
Point buy: 15 point buy.
Alignment Restrictions: Not allowed: NE, CE. Not recommended: CN with an anarchist view. You will be working together to build a kingdom, keep that in mind.
Mortal Ability Scores: Ability scores for player characters are capped at 24 including all adjustments. This means that anything that would take a PC’s score above 24 is deemed not to stack. Negative adjustments can be added to Hero Lab as needed to calculate this.
Multiclassing: Three levels in a row must be taken in any class for the first three levels of that class. Exceptions may be made for dips taken to qualify for a prestige class.
Armor: The following armors are not available for players: Chain Shirt, Breastplate, and Full Plate. Certain NPC classes may have access to armor the PC’s cannot use and I will not be adjusting NPC stat blocks, meaning that NPC’s may receive a small advantage. Chain Shirts found will be converted to Studded Leather, Breastplate will be converted to chain mail, and full plate will be converted to half-plate. These conversions also apply to other rules for class or feat qualifications, etc.
Counterspell: You may attempt to identify and counterspell as an immediate action. If you do so, then the corresponding action on your next turn is forfeit. You may counterspell spell-like abilities.
Magic Item Creation: The caster level to craft a magic item is a requirement to craft an item. This means that you normally may not craft a pearl of power until 17th level. Attempting to overcome this requirement costs adds five plus twice the difference between your level and the level requirement of the spell to the DC of creation. Thus, if you tried to create a pearl of power while 10th level, it would result in a +19 to the DC of the item creation. Accelerated crafting is allowed for the normal +5 to DC. Further, the time it takes to create an item will be reduced by an additional 1 hour for every point by which you exceed the spellcraft check to create the item. The minimum amount of time it takes to craft an item is 1 hour. You may not take 10 in attempting to create magic items. The roll to create an item is done at the beginning of the creation process then the time is calculated whether the creation roll was successful or not.
Magic Item Sales: The economy of a settlement can only absorb expensive magic items at a certain rate. A community generally cannot purchase items valued at more than the base value of magic items that are available in that community. (See Table: Available Magic Items in the Settlements section). Likewise, the economy of a settlement generally cannot absorb more than three times the base item value that is available for sale at that settlement in a given month. Side quests may be needed to acquire or sell items outside of these guidelines.
Spellbooks: Spellbooks have unlimited pages.
Encumbrance: Coins have weight and must be accounted for as encumbrance, unless stored in a bank or hideout. Likewise characters will be expected to abide strictly by encumbrance, including for treasure sheet. There will need to be an entry as to who is carrying what on the treasure sheet as well.
Channel Energy: Channeling energy uses d8’s not d6’s.
Healing spells: Healing spells that are cast rather than invoked via magic item or other means use 1d4+4 instead of 1d8.
Rogue Sneak Attack: Rogue sneak attack does d8’s instead of d6’s in damage. This does not apply to any class but Rogue.
Rogue Combat Trick: The Rogue Combat Trick talent can be selected as many times as the player wishes.
Falling Damage: The number of d6’s of falling damage double for every 10’ you fall. Landing in water at least 10’ deep negates falling damage. Other soft landings may reduce damage in the GM’s discretion.
10’ = 1d6
20’ = 2d6
30’ = 4d6
40’ = 8d6
50’ = 16d6
60' = 32d6 Damage caps at 32d6.
Archery: Point Blank Master and Many Shot do not exist as feats or class features.
Crossbows: Crossbows ignore four points of Armor Bonus or Natural Armor Bonus.
Spell Penetration: The bonuses for the Spell Penetration Feats are doubled.
Weapon Focus and Specialization: These feats apply to categories of weapons as listed under Weapon Training in the Fighter class.
Swimming: For every 10 pounds of armor or gear a character his carrying, they receive a -5 to their swim check. A corpse or unconscious body does not count towards this weight, but the gear or armor on said body does.
Drowning: Any character can hold her breath for a number of rounds equal to HALF her Constitution score. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 12 Constitution check every round in order to continue holding her breath. Each round, the DC increases by 3.
When the character finally fails her Constitution check, she begins to drown. The round after failing the check, she falls unconscious (0 hp). In the following round, she drops to –1 hit points and is dying. In the third round, she drowns (dies).
Unconscious characters must begin drowning immediately upon being submerged (or upon becoming unconscious if the character was conscious when submerged). The round after being submerged, she immediately drops to –1 (or loses 1 additional hit point, if her total is below –1). On the following round, she drowns (dies).
It is possible to drown in substances other than water, such as sand, quicksand, fine dust, and silos full of grain.
Natural 1: A natural 1 on a combat attack roll is always a miss. A natural 1 on an unopposed skill check confers a -10 adjustment on the skill but does not signify automatic failure. A natural 1 on a saving throw or opposed skill check is simply treated as a 1 and calculated normally.
Natural 20: A natural 20 on a combat attack roll always hits and is a critical threat. A natural 20 on a saving throw or unopposed skill check always succeeds. A natural 20 on an opposed skill check is simply treated as a 20 and calculated normally.
Healing Spells: Standard house rule applies. (1d4+4+X)