What are your Pathfinder Game House Rules?


Homebrew and House Rules

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Can'tFindthePath wrote:
And I like the Athletics being Con based. It may not seem intuitive, but if you look at athletes who specialize in jumping, climbing, and swimming; they are not bulky muscle-bound types.

That's because actual strong people in the real world are usually not bulky and muscle-bound. Athletes are still some of the strongest people on the planet. The really strong athletes like shot putters or weight lifters are typically lean and toned instead of bulky and muscular. The really big strong athletes tend to look slightly fat instead of bulky.

Don't get mislead by bodybuilders. They typically aren't that strong and they train their bodies in very specific ways. Not to mention a s!~&load of steroids. Athletes are usually more rounded. Granted, the strongest of the strong are usually big fellows (also true for women), but still, they tend to look slightly fat instead of conan-like.

Compare to how it is in Kirth Gersen's houserules, where Endurance is added as a skill based on Vitality. The real endurance champions in our world are the runners and bicycle racers. They usually look like skeletons with some muscle and skin draped over it.


- Clerics receive Heavy Armor Proficiency
- Clerics receive Turn Undead free
- Save or Suck spells actually do bad things. ie. Finger of Death is save or die.
- Haste is 4 AC, 4 reflex saves, and 1 extra partial action
- Leadership is not available
- Random 1 level dips are not allowed. (ex. going 1 barb just for rage as a fighter. But as a Sorcerer dipping lvl 1 fighter to qualify for E.K. is ok)


JrK wrote:
Can'tFindthePath wrote:
And I like the Athletics being Con based. It may not seem intuitive, but if you look at athletes who specialize in jumping, climbing, and swimming; they are not bulky muscle-bound types.

That's because actual strong people in the real world are usually not bulky and muscle-bound. Athletes are still some of the strongest people on the planet. The really strong athletes like shot putters or weight lifters are typically lean and toned instead of bulky and muscular. The really big strong athletes tend to look slightly fat instead of bulky.

Don't get mislead by bodybuilders. They typically aren't that strong and they train their bodies in very specific ways. Not to mention a s!$@load of steroids. Athletes are usually more rounded. Granted, the strongest of the strong are usually big fellows (also true for women), but still, they tend to look slightly fat instead of conan-like.

Compare to how it is in Kirth Gersen's houserules, where Endurance is added as a skill based on Vitality. The real endurance champions in our world are the runners and bicycle racers. They usually look like skeletons with some muscle and skin draped over it.

I'm not fooled. I didn't mean to imply that those athletes aren't strong. But if you can de-emphasize the strength component, it models a little better. I was thinking of how people are always surprised by the relatively slight stature of real SEALs and other famously tough special ops types. Endurance (Con) is what gets them through, not powerful builds. Of course they have to be strong and agile, but if you have to pick one ability score per skill, I like Con for Athletics.


Ævux wrote:

Our rules..

MW weapons increase their damage die by one step. This is because after they become Magical, MW doesn't mean anything. While with armor, it does still give a bonus.

Weapon Finesse is now part of the weapons and you do not need to feat. Any feat that requires weapon finesse no longer needs it.

I really like both of these.

A question about the MW weapons and enchanting: do you keep the increased die size after the weapon has been made magical?


Spes Magna Mark wrote:
DGRM44 wrote:
Where does one find these?

Not only the Obsidian Portal link, but also here. :)

I am intrigued by your action point system. What are Action Dice and how do you add them to your dice pool? And how do you earn action points in play?

Thanks!


Our top rules are:
1) The rule of cool
2) The rule of funny

The player (and the GM) can get away with a lot if one of those rules are involved. Even squeezing more actions into one round than is normally allowed or do things you usually can do only with a feat.

Some other things:

You can carry over actions:
For example if you want to do something that needs a fullround action but you have used up your move action in this round you can nevertheless start with the action. Next round you finish the fullround action and still have 1 std action for that round left.

Aiming at body parts:
It is allowed but is used very rarely (often in combination with rule 1 and rule 2). Because the GM warned us, if we go around chopping off heads left and right the monsters would start doing so as well :3

Aspect points (a variation of action points if you will):
You define some flavourful character traits and can use the points to get a bonus or re-roll a throw when it occurs. It can also impact you negatively though.
For example: You are 'loyal' and someone dominates you and forces you to attack your friends. You can pay a point to get a bonus to the save, or to reroll a save or whatever comes to your mind that is fitting.
On the other hand when a friend of your's does something stupid you don't wanna be part of and would rather stay out you have to pay a point not to follow your aspect. But if you do decide to follow you get a point back.
It basically rewards good roleplay (as far as in-character actions go).

Some spells are forbidden or strongly restricted:
Any summon spell (especially if the player doesn't know the stats of whatever he wants to summon and stops gameplay to look it up)
Antimagic field

And many other little things ^^


I have to be restrained from writing reams of House Rules, but so far I've been good and only tossed in 3 or 4 minor ones to my PF homebrew game. Most aren't really all that shizbang, but I did change the chase rules to simple opposing d20 rolls.

I divide a creature's base speed by 5, and this becomes the bonus you add to the roll. Thus, Speed 30 becomes +6. These numbers can be altered, of course, by encumbrance, armor penalties, magical enhancement, etc. It's just simple and fast to resolve.


First off, I just want to compliment you on an elegant solution to a problematic spell. My group will be using this for certain.

mdt wrote:

Since there's some interest in this, I'll post my full rules.

Teleport requires a specific Teleport Node as the destination. Use the chart below instead of the one in the core book. Each node has a strength rating, from 0 to 10. This rating is added to the caster's effective caster level when casting Teleport while standing on a node and/or teleporting to a node. Memorizing a node requires Detect Magic and a spellcraft check. The DC of the check is 10 plus the node's rating.

Situation | On Target | Off Target | Similar Area | Mishap
NKN | 01-98 | 99 | 100 | –
NUN | 01-60 | 61-90 | 91-96 | 97-100
TKN | 01-80 | 81-95 | 96-99 | 100
TUN | 01-40 | 41-60 | 61-80 | 81-100
NKNN | 01-60 | 61-90 | 91-96 | 97-100
NUNN | 01-40 | 41-60 | 61-80 | 81-100
TKNN | 01-20 | 21-40 | 41-60 | 61-100
TUNN | 01-10 | 11-20 | 21-30 | 31-100
Mishap | -- | -- | 01-60 | 61-100

This last category, Mishap, when or how is this used? I'm missing something...

Quote:
So, similar to the existing tables. It's safe to teleport to a known node from a node. And the strength of the node adds to your caster level (both nodes do really, it's easier to 'home in' on a strong node) for purposes of distance.

How does the caster level effect the casting, the distance you can travel? Maybe tell us a little more about how the rating of the nodes works?

And creating a Node Stone requires Caster Level 15?

Grand Lodge

Syrius Black wrote:


This last category, Mishap, when or how is this used? I'm missing something...
[url=http://paizo.com/pathfinderRPG/prd/spells/teleport.html#teleport wrote:
Teleport[/url]]Mishap: You and anyone else teleporting with you have gotten “scrambled.” You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time “Mishap” comes up, the characters take more damage and must reroll.


What ToZ said. :)

Basically, it's how many times you 'bounce' back and forth taking damage. I always found the original mishap line confusing, so I cleared it up in my own table.


mdt wrote:

What ToZ said. :)

Basically, it's how many times you 'bounce' back and forth taking damage. I always found the original mishap line confusing, so I cleared it up in my own table.

Thanks. I guess it's the original mishap line that's confused me as well.

Grand Lodge

Karuth wrote:

Aspect points (a variation of action points if you will):

You define some flavourful character traits and can use the points to get a bonus or re-roll a throw when it occurs. It can also impact you negatively though.

For example: You are 'loyal' and someone dominates you and forces you to attack your friends. You can pay a point to get a bonus to the save, or to reroll a save or whatever comes to your mind that is fitting.
On the other hand when a friend of your's does something stupid you don't wanna be part of and would rather stay out you have to pay a point not to follow your aspect. But if you do decide to follow you get a point back.
It basically rewards good roleplay (as far as in-character actions go).

I dig on aspect points - I am doing a lot of reading on this atm.


Syrius Black wrote:
I am intrigued by your action point system. What are Action Dice and how do you add them to your dice pool? And how do you earn action points in play?

Thanks for being intrigued! :)

An Action Die is a single d6 that can be added to any single d20 roll. A players gets 2 Action Dice per Action Point spent for that purpose. Unused dice are kept in a dice pool.

Action Points are awarded for being cool, achieving roleplaying goals, reaching certain story benchmarks, et cetera. I sort of combine the APG hero points with my own rules, found at this link.

Silver Crusade

- Vanilla fighters gain their Constitution score to saves at level 2, like Paladins do with their charisma. This doesn't stack with any similar ability, works if you have only fighter levels, and replaces Bravery.
- Vanilla fighters gain either Power Attack/Combat Expertise/Dodge/Finesse/Two weapon-fighting/Deadly Aim/Piranha Strike for free at level 1, they must still meet the prerequisites and immediately lose this feat if they multiclass before having at least four consecutive fighter levels.

- Vanilla barbarians use a new kind of rage. Instead of +4 Str/+4 Con/+2 Will, the barbarian gains +4 Str/+level in temporary HP/+2 Fort/+2 Will. This becomes +6 Str/+1,5x level in temp. HP/+3 Fort/+3 Will at level 11, and +8 Str/+2x level in temp. HP/+4 Fort/+4 Will at level 20.
- Vanilla barbarians can choose "Frenzy" at first level instead of the normal rage. This increases their dexterity instead of strength.

- No Summoners allowed.
- No Summon Spells allowed - or controlling the summoning needs to concentrate as a standard action.
- No Natural Spell feat allowed.

- When throwing a HP dice for level up, you can choose to reroll. Take the second, even if worse. (Me got a 1 after a rerolled 4. :()
- Resurrection is a RP device. It is a rare and circumstancial reward that does not give penalties at mid-to-high levels ; not a simple line on a cleric spell list.

- Master Chymist continues the Sneak progression from the vivisectionist.


1) a square is a square, no matter what direction you're going. Yes, I understand the square root of 2 quite well. No, I don't need it to have fun.

2) Full action to stand. I think of it as a double move, prone to kneeling, kneeling to standing.

3) We've a whole system for social combat in this campaign, trying it out. Works well so far. E-mail me for details if you care.

4) We've adopted the critical hit and miss decks, good fun.

5) And you CAN spring attack and vital strike. Says me.


Add shield bonus to most Reflex saves. As in saving vs. a fireball, or a breath weapon; imagine it's like the old BECM boxed set cover with the knight just taking the breath weapon on the sheild.

Plus it makes shields more attractive. Right now, the game makes going with a two-handed weapon more attractive overall (IMHO)....


Fireball is explosive so full damage in central 10' radius, half damage outside that. (Rationale - RAW it's too much better than lightning bolt and not enough worse than cone of cold, also I don't like battlefield placement where the big bad takes full damage and the friendly hero fighting toe to toe with him takes none)

Armour check penalty applies to fortitude saves vs. heat/exhaustion effects. (Rationale - I want 'Legacy of Fire' to look like Arabian Nights)

Healing spells re-roll ones on the die. (Rationale - rolling a 1 is depressing).

Fighter save bonus vs. fear also applies to DC check to intimidate them, and any other similar roll. (Rationale - it should).

Magic bows do not help against DR and cannot give their ammunition flaming etc. effects. On the other hand, enhancement bonuses for magic bows and magic arrows stack. (Rationale - why on earth would anyone ever make magic arrows?).

DR/Magic is adjudicated in 5 point blocks, a +1 weapon reduces DR 15/Magic to DR 10, not bypass it all together. (Rationale - I recall fondly "+3 weapon or better required to hit", and by the time you meet monsters with DR/Magic, everyone has a magic weapon so it's pointless).

Teleport type spells are universal. (Rationale - Conjuration is by far the best school of magic already).

There are more illusion spells which are a bit more flexible - organised lvl 1 figment, lvl 2 figment... lvl 1 glamour, lvl 2 glamour... So a 3rd level figment spell (replacing major illusion) creates 1-3 objects or senses (3 visual objects, or one object with vision, sound and smell, or two objects with just sound and smell...etc.) (Rationale - Illusion is too weak, especially now that you can take spells of your forbidden school so every wizard can STILL have invisibility even if they give up illusion).

Dragons come in all colours so you can have a white dragon with the book stats of a red dragon except that it breathes cold not fire. (Rationale - I just think that it's silly that the dragons are so specifically defined).

No tanglefoot bags. (Rationale - just too powerful, there are magic items that aren't so good).

Any permanently effective wondrous item has to be made as a ring, requiring 'craft ring' feat. (Rationale - items like "amulet of permanent shield", "boots of permanent expeditious retreat" are potential game breakers which can be made by third level wizards).

When you take a magic ring off, it stops working for 24 hours. (And same goes for any similar 'slot' magic item) (Rationale - one ring of feather falling in a party negates any vertical hazard, carrying six rings for different purposes and swapping between them as needed just irritates me).

Wizards don't have actual spell books. (Rationale - it's a non-limitation, if you were to actually destroy a wizards spell book, you might as well kill them, burn the body and scatter the ashes, so rather than hand wave it, they have a set of spells they know and can learn the ones they want every morning).

Learning spells in the morning, you can only learn one spell of each level per day. (Rationale - no longer can you blow all your magic in one encounter knowing that you get all your spells back tomorrow).


SunKing wrote:
Add shield bonus to most Reflex saves.

I've been considering this for a long time.

That and doubling the bonus to AC when granted by Combat Expertise when wielding a shield, similarly to how a two-handed weapon doubles the bonus to damage granted by Power Attack. Humm, lets post that last one...

'findel


Cap level advancement at 6 and allow special capstone feats - E6 rules.

Heavy armor isn't always available. If it isn't, you can give it up at character creation for a feat.

Five foots steps out of melee require a CMB roll unless you have an ally threatening that character. Characters with mobility get a +4 to this roll.

Stand Still works on any character you threaten. If you haven't used lunge yet, you can use it on one person crossing.

Vital strike works with other feats.

Movement resolves before actions on the occasion someone tries to "run around you." Attempting to run past a character guarding something in his threat range requires a CMB roll. Characters with mobility get a +4 bonus to this roll.

Magic items are rare. Big six magic items barely exist. MIC requires special components making it almost non-existant. Characters get the big six bonuses automatically as they level.

HP gained after first level is called Vitality. Vitality is depleted first by ALL attacks and healed first by all forms of healing. So long as a character has not taken HP damage (health from first level) all Vitality can be recovered with 5 minutes rest.

Scarab Sages

1) Bookkeeping sucks. You can do it if you want, but I don't care about exactly how many arrows you have or what spells are in your spellbook.

Pretty much my only houserule. Has served me well thus far.


Davor wrote:

1) Bookkeeping sucks. You can do it if you want, but I don't care about exactly how many arrows you have or what spells are in your spellbook.

Pretty much my only houserule. Has served me well thus far.

+1.

Except, I hope you don't apply the same rule to say, hit points.

Liberty's Edge

Gravefiller613's General House Rules

A good chunk of mine are up there including one inspired by Evil Lincoln


Sarûnia


Mine mostly revolve around the Card decks, as some of my players need hard rules like this in order to enjoy their usage.

Critical Fumbles
Confirming a Critical Fumble: When you roll a natural 1 (the die shows a result of ‘1’), your attack automatically misses the target and threatens a critical fumble. In order to confirm the critical fumble, roll a second attack roll with the same modifiers as the attack that threatened the critical fumble. The DC to confirm a critical fumble is equal to your flat-footed AC. If your attack was a touch attack, your critical fumble is also resolved as a touch attack, removing your armor and natural armor bonuses to AC as accordingly. If this second attack roll beats your AC, the attack is a critical fumble.

Critical Fumbles: When you critically fumble, draw a card from the Critical Fumble deck. The effects of the card are immediately applied against you, based on the weapon used to critically fumble (melee, ranged, natural, or magic). A natural attack is any attack made with a non-manufactured weapon, such as an unarmed attack, a slam attack, or claw attacks. Unless specifically stated otherwise, the DC against the effects of a Critical Fumble card is equal to the attack roll used to confirm the critical fumble. If you are immune to the card’s effects, you instead take damage as if you had attacked yourself, using all of your normal modifiers to damage done. If you cannot apply a card’s effects and you rolled a natural 20 on the roll to confirm a critical fumble, roll to confirm the critical hit against yourself and follow the rules for critical hits (listed below) accordingly.

Exotic Effects and Critical Fumbles: Psionic powers are treated as spells for the purpose of critical fumbles. Supernatural abilities and extraordinary abilities are treated as natural attacks for the purpose of critical fumbles.

Saving Throws and Critical Fumbles: When you roll a natural 1 against a saving throw, you automatically fail your saving throw and threaten a critical fumble. In order to confirm the critical fumble, roll a second saving throw with the same modifiers as the saving throw that threatened the critical fumble. The DC to confirm a critical fumble caused by a saving throw is equal to the DC of the save that you rolled a natural 1 against. If you fail this second saving throw, the save is a critical fumble.

Weapon Focus and Critical Fumbles: When you critically fumble with a weapon that you possess the Weapon Focus feat with, you can draw 1 additional card and choose which card to apply to yourself as part of the critical fumble. The card not chosen is not applied and is discarded.

Critical Hits
Confirming a Critical Hit: When you roll a natural 20 (the die shows a result of ‘20’), your attack automatically hits the target and threatens a critical hit. In order to confirm the critical hit, roll a second attack roll with the same modifiers as the attack that threatened the critical hit. If the attack was made against the creature’s touch AC or flat-footed AC, the roll to confirm the critical hit is as well. The DC to confirm a critical hit is equal to the AC of the creature that you are attempting to confirm the critical hit against. If this second attack roll beats the creature’s AC, the attack is a critical hit.

Critical Hits: When you critically hit a creature, draw a number of cards from the Critical Hit deck equal to your weapon’s critical multiplier minus one. (Most weapons have a critical multiplier of x2, allowing their wielders to draw 1 Critical Hit card on a critical hit.) The effects of the card are immediately applied against the critically hit creature, based on the type of damage done to the creature (bludgeoning, piercing, slashing, or magical). Unless specifically stated otherwise, the DC against the effects of a Critical Hit card is equal to the attack roll used to confirm the critical hit. Creatures that are immune to the card’s effects instead take increased damage; multiply the damage die (but not any modifiers to weapon damage rolls) by an amount equal to the weapon’s critical multiplier.

“Bank” A Critical Hit: Whenever you would critically hit a creature, you can instead choose to draw a card without using its effects. You must make this decision before looking at the card’s effect. If you choose to bank the critical hit card, you can later trade it in during the same campaign session it was banked in order to prevent a critical fumble (see above), representing your good fortune.

Exotic Effects and Critical Hits: Psionic powers are treated as spells for the purpose of critical hits. Supernatural abilities and extraordinary are treated as natural attacks for the purpose of critical hits.

Saving Throws and Natural 20s: You gain no benefit when you roll a natural 20 on a saving throw of any kind. Saving throws cannot critically hit, and rolling a natural 20 does not guarantee success.

Weapon Focus and Critical Hits: If you possess the Weapon Focus feat with the weapon that you confirm a critical hit with, you can draw 1 additional card and choose which card to apply against the critically hit creature. The card not chosen is not applied and is discarded. If your weapon’s critical multiplier allows you to draw multiple cards, you can substitute any card drawn for the Weapon Focus card.

Hero Points
Acquiring Hero Points: Every character begins the game with 3 hero points; a character can never possess more than 3 hero points at a time. Each time a character gains a level, he or she gains 1 additional hero point. In addition, a character can trade 3 plot twist cards for a single hero point. Trading plot twist cards for a hero point is treated as using the plot twist; therefore, it does not require an action and can be done at any point during the player’s turn. In addition, when the character performs heroic deeds, the GM may present the character with an additional hero point, at the GM’s discretion.

Using Hero Points: A character spends hero points on hero powers, described below. Each hero power has a specific hero point cost associated with it. Most hero actions can be performed at any time without requiring an action to use; if a hero power requires an action or must be performed at a specific time, it will make note of it in its description. All available hero powers are listed below.


  • Act Again: You can immediately make a move action or standard action, as if you had readied an action to do so. (1 hero point)
  • Critical Threat: You immediately threaten a critical hit with a single attack you make during the turn. You must confirm this threat normally. Alternatively, you can spend this hero point to prevent a critical fumble (your attack still misses). (1 hero point)
  • Deny Death: Whenever you would die from hit point damage or Constitution damage, you can immediately stabilize at -1 hp or Con 1. You are still unconscious, but you are no longer dying. Any bleed effects active on you immediately end. (2 hero points)
  • Heroic Avatar: Add 1d6 to any three of your ability scores. This benefit lasts for 1 round per HD you possess, or until the encounter ends. (1 hero point)
  • Inspiration: You can petition the GM for a hint or clue. Any answers are treated as a burst of insight on behalf of the individual, with the GM’s advice or knowledge acting as the insight. If the GM can provide no additional information on a situation, the hero point is not lost. Alternatively, this option provides a +10 bonus on a single Craft check, Knowledge check, Perform check, or Profession check. (1 hero point)
  • Luck: You gain a +4 luck bonus to any one of the following (1 hero point):
    ----Your AC against all attacks made for 1 round.
    ----A single saving throw of your choice.
    ----All attack rolls you make during the turn
    ----A caster level (or manifester level) check to overcome spell resistance.
    ----The saving throw DC of a single attack you use. If the attack possesses multiple saving throws, it applies to all of them.
    ----A single skill. You gain the luck bonus on all checks you make with that skill for 1 round per HD you possess.
  • Plot Twist: You immediately draw a plot twist card. You cannot use this hero power if you already possess the maximum number of plot twist cards. (1 hero point)
  • Replenish: You immediately regain spent resources. Select one of the following options per hero point you spend (minimum 1 hero point). You cannot exceed your maximum number of resources by spending hero points.
    ----Arcane Pool: You immediately regain a number of arcane pool points equal to your Intelligence bonus (minimum 1).
    ----Bardic Performance: You immediately begin a bardic performance of your choice (even if you have no rounds of performance left) and gain a number of rounds of bardic performance equal to your Charisma modifier.
    ----Channel Energy: You immediately regain a number of uses of your channel energy ability equal to your Charisma bonus (minimum 1).
    ----Daily Ability: You immediately regain 1 use of any ability that can only be used a specific number of times per day, such as a cavalier’s challenge, a paladin’s smite, a cleric’s domain powers, an oracle’s revelations, a gnome’s racial spellcasting, or a sorcerer’s bloodline abilities.
    ----Grit: You immediately regain a number of grit points equal to your Wisdom bonus (minimum 1).
    ----Ki Points: You immediately regain a number of ki points equal to your bonus in the ability score that determines your ki points (Wisdom for Monks, Charisma for Ninjas; minimum 1).
    ----Lay on Hands: You immediately regain a number of uses of your lay on hands ability equal to your Charisma bonus (minimum 1).
    ----Prepared Spell: You immediately regain one prepared spell that you had already cast whose spell level is equal to the highest level you can cast (including modifications from metamagic feats). Alternatively, you can regain 2 spells whose individual spell levels are less than the highest level you can cast. This hero power can be used to regain used extracts.
    ----Power Points: You immediately regain a number of power points equal to the number of levels in psionic classes you possess.
    ----Rage: You immediately begin raging (even if you have no rounds of rage left) and gain a number of rounds of rage equal to your Constitution bonus (minimum 1). These rounds of rage are not lost after the combat ends.
    ----Spell Slot: You immediately regain one expended spell lsot that you have already used whose spell level is equal to the highest level you can cast. Alternatively, you can regain 2 spell slots whose individual spell levels are less than the highest level you can cast.
    ----Stamina Points: You immediately regain a number of stamina points equal to your bender level.
    ----Vestigial Power: One of your expended granted abilities immediately becomes ready; even if you would normally need to wait a number of rounds for it to become ready again.
  • Revitalize: You immediately gain a number of temporary hit points equal to 1d6 + your Constitution bonus (minimum 0) + 1 per HD you possess.
  • Special: You can make a request of the GM. You must inform the GM of what you would like to do and the GM will agree to it, offer you an alternative, or deny it. Either way, you don’t spend your hero point until both you and the GM agree with the terms of the transaction.
  • Stabilize: You immediately stabilize from dying and are healed up to 0 HP. You are still unconscious.
    Halflings and Hero Points: A halfling gains Hero’s Fortune as a bonus feat at 1st level. This feat grants a character 1 additional hero point and increases the maximum number of hero points the character can possess to 5 (see the Pathfinder Advanced Player’s Guide).

Plot Twists
Gaining Plot Twists: At character creation, each player possesses 1 plot twist card. Each time the character increases in level or performs an action that the GM determines to significantly advance the player’s story, that player receives an additional plot twist card, up to a maximum of 3 cards.

Using Plot Twists: A player can play a plot twist at any time during their character’s turn. Playing a plot twist does not require an action and a player can play a plot twist while their character would normally be unable to take actions, such as when the character is stunned, paralyzed, or unconscious. A player cannot use a plot twist if their character is dead; plot twists represent a shift in fortune that simply cannot happen to the deceased. When a player uses a plot twist, they can pitch any turn of events that remain within the spirit of the card to the GM, such as the game effect or plot details listed on the card. The GM then determines how the card’s effect takes place and what actions are involved on the part of the player. If the plot twist requires any attack rolls or checks, the player typically automatically succeeds them unless the determined effect is too powerful to automatically go off. The GM is allowed to alter or veto the card’s effect; if a card is vetoed, it is immediately discarded and the player draws a new plot twist card.

Plot Twists Out of Combat: A plot twist can be used out of combat in order to produce a desired effect. This functions identically to using a plot twist in combat, except the results typically alter the world or roleplaying environment instead of simply providing a bonus during an encounter. Plot twists used in this manner can aid the players in solving puzzles, handle diplomatic situations, or make a daring escape from an otherwise impossible situation. Like when used for an encounter, the plot twist must remain true to the spirit of the card and suggested effects can be altered or vetoed by the GM.

Plot Twists and Player Conduct: A player cannot reveal their plot twist cards to other players; plot twists represent a dramatic change in fortune that cannot be planned around. A player that discloses information regarding their plot twists or uses them in some other inappropriate way automatically loses all remaining plot twist cards they possess. The GM may reserve additional in-game punishments for breaking the spirit of these cards.


Retraining
Every level, characters may re-train one feat, one spell, or one selectable class ability. But, they must retain all prerequisites. This allows players to correct “mistakes” without trashing a character.

Hit Points
First level characters receive double their normal hit points.

Traits
Characters may select two traits at creation. The generic traits are presented in the Advanced Player’s Guide. We will also look at the traits of your character’s particular region. Those are found in their respective Pathfinder Chronicles books or Player’s Guides.

Adjustment
The two traits are the equivalent of one feat, and the extra hit points are equivalent to a bonus hit die. Therefore, all characters will be considered LA +1. This means I will often be using monsters one level higher than normal.

Custom Archetypes

Ranger (Hunter)
Whether tracking their prey for food or sport, hunters have learned to get the drop on their opponents.
Sneak Attack: At 4th level, a hunter inflicts +1d6 points of damage against targets within 30 feet that she flanks or that are denied their Dexterity bonus to AC against him. This damage increases by +1d6 every four levels after 4th (4th, 8th, 12th, 16th, and 20th level). This ability replaces a ranger’s ability to cast spells.

Fighter (Myrimdon)
Myrmidons are soldiers for higher. Always on the battlefield, they will use whatever means it takes to defeat a foe. Myrmidons often work in pairs or groups to stack their dirty tricks.
Sneak Attack: At 2nd level, a myrmidon inflicts +1d6 points of damage against targets within 30 feet that she flanks or that are denied their Dexterity bonus to AC against him. This damage increases by +1d6 every four levels after 2nd. This ability replaces a fighter’s bonus feat at 2nd, 6th, 10th, 14th, and 18th level.

Dark Archive

I've updated my SpellJammer campaign rules to remove combat expertise as a prereq for a bunch of feats.


Caster Level
Deeply multi-classed characters may add one half of the levels in their other classes for the purpose of calculating caster level. For the purpose of this rule, a character must maintain levels in two or more classes with no more than a two level difference in any of them. For example, a fighter3/wizard4 has a caster level of 5 (4 from wizard +1 from fighter). Similarly, a cleric4/wizard6 has a cleric caster level of 7 (4 from cleric + 3 from wizard) and a wizard caster level of 8 (6 from wizard + 2 from cleric). This rule does not affect spells known or other magic characteristics, only caster level. This relieves some of the hit multi-classing spell casters take.


mdt wrote:
wraithstrike wrote:


I guess my question is how do the Players know when it is ok to jump Haggar?

I am assuming this is going to be an issue of GM design style, but I am curious as to whether anyone has scryed and gotten themselves fried.

That's why I hate it, it's a gamble. Either I lower the BBEG so they don't get fried, thus encouraging them, or I let them kill themselves in a TPK they aren't ready for.

I guess from an in game logics point of view I would go straight to the bad guy also. If I do things the "hard way" I may die, and I would not know anything about levels.

I guess the simple answer is to block the scrying.
I don't like GM Fiating things so though, I would probably tell the players up front that it is a bad idea in my games since they may or may not be able to handle the threat even if the scrying and teleporting work. If they choose to take the risk it is then up to them.


Davor wrote:

1) Bookkeeping sucks. You can do it if you want, but I don't care about exactly how many arrows you have or what spells are in your spellbook.

Pretty much my only houserule. Has served me well thus far.

So I can play a wizard/cleric as if all my spells were prepared/prayed for that day and they never run out?


wraithstrike wrote:
Davor wrote:

1) Bookkeeping sucks. You can do it if you want, but I don't care about exactly how many arrows you have or what spells are in your spellbook.

Pretty much my only houserule. Has served me well thus far.

So I can play a wizard/cleric as if all my spells were prepared/prayed for that day and they never run out?

Probably isn't a big deal. I bet his players play along and I'd be willing to bet that his fighters do maneuvers they don't have feats for without taking an AoO after making a full move, as part of a full attack, so long as it all sounds cool.


cranewings wrote:
wraithstrike wrote:
Davor wrote:

1) Bookkeeping sucks. You can do it if you want, but I don't care about exactly how many arrows you have or what spells are in your spellbook.

Pretty much my only houserule. Has served me well thus far.

So I can play a wizard/cleric as if all my spells were prepared/prayed for that day and they never run out?
Probably isn't a big deal. I bet his players play along and I'd be willing to bet that his fighters do maneuvers they don't have feats for without taking an AoO after making a full move, as part of a full attack, so long as it all sounds cool.

I am not saying it does not work for his group. I am sure it does. I just know what would happen if it was given to players I have gamed with.

I was just thinking about what I could with that as a player..<day dreams about such things>.


Combat Manoeuvres can be used without provoking an AoO. Most count as standard actions. Disarm, Trip and Sunder can be used to replace attacks as part of a full round action as usual, but this does provoke an AoO unless you have the ‘Improved’ feat.

Classic hit dice are retained – d4 for wizards, d6 for rogues, d8 clerics, d10 fighters etc. This includes d4 for witch, d6 for alchemist/summoner, d8 for inquisitor/oracle and d10 for ranger/cavalier.

Fighter gets 4 skill points a level. Fighter class skills include Perception and Sense Motive. Knowledge (Engineering) is dropped. Barbarians add Knowledge (Dungeoneering) to their class skills.

Most spells that take a ‘standard’ action to cast become ‘full round’ actions – that is to say the character casts the spell and can do nothing else in the round, rather than ‘full round’ casting as defined in the PF rule-book. Basically this is to stop casters firing off spells and withdrawing in the same round.

Power Attack and Combat Expertise are not required in feat trees. Strength and Intelligence pre-requisites remain.

Vital Strike is a standard action.

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