The sleepy village of Heldren has rarely seen so much excitement or concern. Hunters from the nearby Border Wood
speak of unnaturally cold weather at the height of summer that descended on the forest just days ago. Heavy snow followed, and those who returned spoke of an un easy presence in the woods, as well as new, dangerous predators. No one knows what this event means, but the town's soothsayer, Old Mother Theodora, claims dark times lie ahead.
As if in proof of that dire prophecy, a badly wounded mercenary arrived in town yesterday, claiming to be a bodyguard of Lady Argentea Malassene. He told the village council that the noblewoman's escort came under attack by bandits and strange, wintry creatures near the edge of the Border Wood.
Healone escaped, and Lady Argentea was dragged away into the forest. Now the townsfolk cast fearful eyes toward the snowy forest, worried what else might emerge to threaten their peaceful village.
House Rules
1) Character creation:
A) Characters will be created with a 20 point buy.
B) Classes and weapons are restricted to European only. Middle eastern races and weapons are ok
C) Classes are Core Only with some noncore on a case by case basis.
D) Sources: Core Rules, Advanced Players Guide, Ultimate Combat and Ultimate Magic on DM approval on a case by case basis only. Also see below for additional sources
E) Races per Core rules only or other approved campaign races.
2) Fumbles: Rolling a natural 1 in combat will result in a fumble ending the player action for the turn.
3) Skill checks.
A) Rolling a natural 1 on a skill check results in a -10 to the check.
B) Rolling a natural 20 on a skill check results in a +10 to the check.
4) Initiative: Rolling a natural 1 results in an initiative of a 1.
5) Area of Affect Spells:
A) The action of combat is considered a dance, therefore when an area of affect spell affects enemies that are in melee combat with adjacent characters they are considered to be in the area of affect.
B) Exceptions: Some spells are done on a line affect such as a lightning bolt and thus will not affect adjacent characters. Also the feat shape spell can shape the spell to only affect certain squares. Also spells that only affect squares do not affect adjacent squares.
6) Dispel Magic is limited to +10 to the die roll. If you want higher than that, cast greater dispel.
7) Hit points: Reroll all natural 1's on hit point rolls. Barbarians can reroll all 1's and 2's.
8) Cure spells: If the die/dice are all natural 1's, reroll.
9) Note on ranged attacks: Cover: When firing through your allies they provide a +4 cover to the enemy. This is in addition to the -4 for firing into melee. Precise shot removes the latter only. Improved precise shot is needed to get around this. Now here is the kicker. If you miss by the cover, you hit the cover. Meaning you have a 20% chance of hitting your ally!
Sources:
People of the North
People of the Sands
Taldar
Inner Sea World Guide
Ultimate Equipment limited
Ultimate Campaign limited
ACG limited
ARG limited
Qadira
Heart of the Jungle
Pirates of the Inner Sea
Isle of the Shackles
Irresen
Adventurer's Armory
Humans of Golarion
Elves of Golarion....
Dunes of Desolation
Glades of Death
Dead Man's Chest
Into The Breach
A Brace of Pistols
Book of Lost Spells
Paths of Prestige
Taldans
Languages: Common
Favored Regions: Absalom, Andoran, Brevoy, Cheliax, Druma, Galt, Isger, Lastwall, Molthune, Nirmathas, Qadira, Taldor, Varisia
Favored Religions: Abadar, Calistria, Cayden Cailean, Norgorber, Sarenrae, Shelyn, Torag
Female Names: Adula, Charito, Eudomia, Euphemi, Ionnia, Kale, Komana, Pasara, Salvianella, Viniana, Xemne
Male Names: Doritian, Eudonius, Gabradon, Iacobus, Menas, Narsius, Olytrius, Origen, Stichilo, Theodric, Vors, Xantrian
Appearance: Taldans generally have long, flowing brown hair and naturally bronze skin (gifts from their Keleshite ancestors). Their eyes tend to be small but expressive, with green, gray, and sometimes more exotic amber coloration.