"Medium Fantasy" Homebrew- help me tweak this


Homebrew and House Rules

Liberty's Edge

“Medium Fantasy” Pathfinder House Rules

Levels 1-6 as normal with the following modifications:

Character Experience Point Feats Ability Score Hit Points
Level Total Gained Gained HD+Con Mod
1 ---- 1st --- HD+Con Mod
2 1000 --- 1st ¾ HD + Con Mod
3 3000 2nd --- ¾ HD+ Con Mod
4 6000 --- 2nd ¾ HD+ Con Mod
5 10000 3rd --- ¾ HD+ Con Mod
6 15000 --- 3rd ½ HD+ Con Mod
Spells per day, ki points, bardic performances, barbarian rage rounds, etc.- any per day limited abilities- are doubled (after modifiers).

After 6th, the character no longer gains levels in any base classes and instead progresses as an “Adventurer” for Levels 7-11
7 21000 4th 4th 5+Best Ab Score Mod
8 28000 5th 5th 5+Best Ab Score Mod
9 36000 6th 6th 5+Best Ab Score Mod
10 45000 7th 7th 5+Best Ab Score Mod
11 55000 8th 8th 5+Best Ab Score Mod

Adventurers gain 4 Skill Points per level (plus appropriate modifiers for Int, Race, etc.)
Saves increase by 1 every other level.
BAB increases 1/level
Caster level increases by 1/level
Spontaneous casters may add 1 spell known each level.

Magic Item base costs are 1/2 for Potions, Rings, Rods, Scrolls and Staves, 1/4 For Armor, Weapons, and Wondrous Items. Any magic items with a CL requirement higher than 11 no longer exist. Spells above level 3 do not exist so any magic items requiring them also do not exist.

Forget wealth by level.


Sorry man, but I can't read this at all. These forums are terrible for tables, unfortunately.

Liberty's Edge

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Character....XP..............Feats....Ability Score....Hit Points
Level..........Total.............Gained.....Gained
1...............----..................1st.......---............HD+Con Mod
2..............1000.................---.......1st............3/4HD+Con Mod
3..............3000.................2nd.......---............3/4HD+Con Mod
4..............6000.................---.......2nd............3/4HD+Con Mod
5.............10000.................3rd.......---............3/4HD+Con Mod
6.............15000.................---.......3rd............1/2HD+Con Mod

7.............21000.................4th.......4th............5+Best Ab Score Mod
8.............28000.................5th.......5th............5+Best Ab Score Mod
9.............36000.................6th.......6th............5+Best Ab Score Mod
10............45000.................7th.......7th............5+Best Ab Score Mod
11............55000.................8th.......8th............5+Best Ab Score Mod


Wizards will get the most hp after 6th level.

I don't really understand what your trying to do here, its high high fantasy E6 with a strange add on at the end.

Liberty's Edge

Reckless wrote:

Forget wealth by level.

Make that halve wealth by level.

Liberty's Edge

vagrant-poet wrote:

Wizards will get the most hp after 6th level.

I don't really understand what your trying to do here, its high high fantasy E6 with a strange add on at the end.

Well, what I'm trying to do is modify E6 so that there is continued progression after 6th level. I don't think "Add a feat every 5000 xp" quite captures the growth I want to see after 6th. Hoping to extend the 10 minute workday too.

Skill gains are an important part of character growth in my mind.

With the other tweaks in there, I'm trying to keep up with CR regarding damage increases, DC increases, AC increases, etc. The increase in stats is to make up for the limitation on stat increasing magic items.

Spellcasters lose out on their most "valuable" gains ie 4th level and higher spells, 7th level and higher school/bloodline/etc. abilities.

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