House Rules

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HOUSE RULES

GENERAL
RACES
LANGUAGES
CLASSES
SKILLS
FEATS
EQUIPMENT
COMBAT
SPELLS AND MAGIC
MONSTERS
OTHER SPECIAL RULES
References

References:

Pathfinder RPG Reference Document
D20 System Reference Document

Ages of Arcanius (when I DM) will use Gestalt Characters. These are slightly more powerful, but much more versatile.

All WOTC (3.0 & 3.5), Pathfinder, Third Party, and Independent Publisher d20 books, e-books, and web sources are allowed, upon conditional veto. (I might say “that is crazy, no, change it to this”). D&D 4th is not used. 1st edition, AD&D, and AD&D 2nd Edition, can be converted.
We use a blend of core D&D and Pathfinder rules, with the intention of increasing the Pathfinder influence as everyone eventually gets access to the books. For a great thread on 3.5→PF conversion, check out Saph’s thread in the Giant in the Playground Games forum.

Please understand NPCs will use these house rules, so don’t freak out when you face a evil NPC with a bunch of feats and double classes. Gotta keep it challenging. All monsters are considered -2 to CR (challange rating) for the purposes of balance. Not going to ramp them up (as much) but you will probably get less XP because they are less of a challenge.

ABILITIES:

Initial Abilities:

Each player may choose one of the three methods for initial ability scores:

  • 2d6+6, six times, no rerolls, arrange as desired.
    (provides a bell curve from 8-18)
  • 4d6, reroll 1s, drop the lowest, arrange as desired.
    (provides a weighted curve from 6-18)
  • 32 point buy (D&D 3.x method)
    (provides greatest flexibility and customization, with less potential)

Ability Increases:

Every 4th level (4, 8, 12, etc) instead of a 1 point increase to one score, each player may add 2 points to one score and 1 point to two other scores.

Ability Damage / Drain:

  • Ability damage heals at a rate of 1 point / day
  • Ability Drain heals at a rate of 1 point / week.

RACES:

  • Characters are encouraged to build their characters using Pathfinder racial rules.

LA Buyoff:

Level Adjustment buyoff is allowed, and one level may be bought off every 3 character levels. The cost is the same amount of XP as would take the character to the next level.
Level Adjustment must be applied to both sides of a gestalt build.

Negative Effective Levels:

If a player whishes to use a race or template with a level adjustment higher than the starting level, the character has a negative level adjustment equal to the difference. This is represented as a -1 to all checks, saves, DCs, and rolls per point of negative effective level. Negative Effective Level can be reduced by 1 by expending 1000 xp. Level Adjustment cannot be bought off until the Negative Effective Level is equal to 0.

LANGUAGES:

Trade Languages:

Common, Undercommon, Planar Common

Regional Languages:

Balayne, Bazairi, Daonisk, Darryan, Sendarri, Shozai, Sothran, Thaylarian

Racial Languages:

Aboleth, Draconic, Dwarven, Elven, Giant, Gith, Glatyran, Gnoll, Gnome, Goblin, Halfling, Kua-Toan, Orc, Sauroid, Sylvan

Planar Tongues:

Abyssal, Aquan, Auran, Celestial, Daemic, Ignan, Infernal, Regulia, Rilmani, Terran, Xionic

Secret Languages:

Drow Sign Language, Druidic, Theives’ Cant

Dead Languages:

Amatian, Flanaesi, Kozakuran, Maykhan, Moilian, Netherese, Roquoan, Suloise, Tenshir

Ancient Planar Tongues:

Aercyn, Aethari, Azath-Zeprenial, Lashan, Primordial, Supernal

CLASSES:

General Rules:

  • Tome of Battle classes are allowed.
  • Players must understand the rules of their classes. Class features that a player does not understand will be adjudicated on the fly as the DM sees fit, until the character can properly understand their own ability.
  • There is no multi-class xp penalty.
  • Prestige classes which require a number of ranks in a skill require 3 less (as max ranks is lowered to character level. See: “Skills”, below.)
  • Each level in a favored class grants +1 hit point or +1 skill point.
  • Spontaneous casters add the bonus spells granted by high ability scores to their spells known and spells per day.
  • Prepared casters may spontaneously cast a number of spells per day equal to their casting ability modifier. This represents planning, insight, divine guidance, or luck. These spells are assumed to have been prepared. This does not count as the ability to spontaneously cast spells for feats, prestige classes, or shenanigans.
Divine Admonition:

Divine classes (except druids and rangers) can deal damage to outsiders with alignment descriptors opposed to their deity’s on a melee touch attack. This attack deals 1d8+CHA+1/2 the character’s level or HD.

Gestalt Characters:

Characters are created using the Unearthed Arcana variant rules for Gestalt Characters.
Only one side of a character’s build may be a prestige class at any given level.
Multi progression classes (like Mystic Theurge) and feats (like Daring Outlaw) cannot raise a character’s spell casting or class feature above their character level.

Changes to Core Classes:

Barbarians

Ferocity: Barbarians gain a competence bonus to melee damage equal to their class level.
Resiliency: Barbarians can shrug off a great deal of pain. When entering rage, a barbarian can heal himself for 1d4 hp/class level.

Bards
  • Bards use d8 for hitpoints.
    Arcane Aptitude: A bard gets +1 to CL when casting enchantment spells or spells with the [SONIC] descriptor.
    Skillful Performance: 1/day per charisma modifier, a bard may add their class level to any Performance checks. Bards can always attempt Performance checks untrained.
    Well Traveled: Bards get a +2 circumstance bonus to Knowledge checks, or +4 to Knowledge (Local) checks.
    Genial Demeanor: Bards add 1/2 their class level to diplomacy and bluff checks.
Clerics
  • Clerics may choose, with each use, between the standard method of turning undead and pathfinder’s channeling energy.
  • Clerics are always proficient in their deity’s favored weapon
Druids
  • Druids use d6 for hit points
  • Animal companions are based on the character level, not just class level.
Favored Souls
  • Knowledge (Religion) becomes a class skill for the character.
  • Favored Souls choose one domain offered by their deity. They gain the granted power of that domain and add those domain spells to their spell list.
Fighters

Strength of Arms: Fighters receive Weapon Focus in any weapon group (per Unearthed Arcana) for free at 1st level and Weapon Specialization in any weapon at 5th.
Follow Through: Fighters add ½ of class level to weapon damage.

Monks
  • Add ½ their monk level to AC as a dodge bonus when wearing no armor.
  • Monks may make a full attack and move as long as they do not exceed ½ their movement rate.
    Student of the Body: At 2nd level, monks add 1d6 precision damage on unarmed attacks when an opponent is flanked, flat footed, denied their dexterity bonus, or is helpless. This increases by +1d6 every 3 additional monk levels. (5,8,11,etc.)
    Student of the Spirit: Monks may channel their ki into a projection of invisible force. This force does 1d4 + CHA and requires a ranged attack roll. The projection has a range increment of 10’, and carries the [FORCE] descriptor. The exertion of effort deals 1 point of subdual damage to the monk. A monk may do this in place of each attack. Channeling does provoke attacks of opportunities.
    Student of The Inner Flame: At fifth level, a monk may add +1d6 energy damage to their unarmed attacks. The type is chosen when the ability is gained, and cannot be changed. Every five levels, the monk may either add another 1d6 of the same type, or 1d6 of a different type. The monk may choose from [Fire], [Cold], [Electricity], [Sonic], or [Acid].
Paladins
  • The abilities and advancement of the paladin’s special mount is based on the character level, not just class level.
  • Paladins gain Weapon Focus in their deity’s favored weapon for free at 2nd level., and are eligible to take Weapon Specialization in the same weapon at 6th level.
  • Paladins may freely multi-class as cleric, fighter, crusader, knight, or marshal.
  • Paladins get access to one of the two domains indicated by their alignment, or one domain granted by their deity, and can prepare one spell of each level they can cast per day from this domain as a bonus spell.
    Strength of Righteousness: Add charisma bonus (if positive) to melee weapon damage. This stacks with smite damage.
Rangers
  • Favored enemy bonus is equal to ½ their class level. Extra favored enemies are gained normally.
  • Favored enemy bonuses are all equal.
  • Favored enemy bonus applies to damage.
  • Rangers wearing light or no armor receive fast movement +5’ at first level, and +5’ every 3 levels thereafter.
  • Animal companions are based on the character level, not just class level.
Rogues
  • A rogue may select one rogue talent in place of any feat gained when gaining a rogue level. See: Rogue Talents
    Live by your Wits: At third level, rogues receive a +2 competence bonus to all skill checks.
Sorcerers
  • Sorcerers use d6 for HD.
  • Familiars are based on the character level, not just class level.
  • Sorcerers may select a Pathfinder bloodline, with all relevant benefits.
    Arcane Burst: Sorcerers may channel raw arcane energy into a manifestation of force. This can be used as a melee or ranged attack. If it is used in melee, it requires a melee touch, and deals 1d6+CHA of [FORCE] damage. If used as a ranged missile, it does 1d4+CHA and requires a ranged attack roll. The melee version does not provoke an attack of opportunity.
Wizards
  • Familiars are based on the character level, not just class level.
  • Specialist wizards cast spells from their specialty school with a +1 bonus to caster level for every 5 class levels.
  • Specialist Wizards may learn and cast spells from prohibited schools. Prohibited spells can never be learned at level up, and the DC to learn them is 20 + spell level.
  • Memorizing a spell from a prohibited school takes two spell slots of the appropriate level. Casting a spell from a prohibited school causes 1d3 CON damage..

SKILLS:

General Rules:

  • At first level, characters get 2x skill points.
  • Max ranks in each skill is equal to character level or total HD.
  • All skills cost 1 point per rank.
  • Class skills get a +3 competence bonus if a character has one or more ranks.
  • All classes get +2 skill ranks per level.
  • One old skill has been removed, Concentration (now a caster level + ability modifier check).

Skills List:

  • Acrobatics (DEX)
  • Appraise (INT)
  • Athletics (STR)
  • Autohypnosis (WIS)
  • Concentration (CON)
  • Control Shape (WIS)
  • Craft (INT)
  • Disable Device (INT)
  • Disguise (CHA)
  • Escape Artist (DEX)
  • Forgery (INT)
  • Handle Animal (CHA)
  • Heal (WIS)
  • Iaijutsu Focus (CHA)
  • Knowledge (INT)
    • arcana
    • architecture and engineering
    • dungeoneering
    • geography
    • history
    • law
    • local
    • nature
    • nobility and royalty
    • psionics
    • religion
    • tactics
    • the planes
    • war
    • weaponry
  • Linguistics (INT)
  • Lucid Dreaming (WIS)
  • Martial Lore (INT)
  • Perception (WIS)
  • Perform (CHA)
  • Persuasion (CHA)
  • Profession (WIS)
  • Psicraft (INT)
  • Ride (DEX)
  • Search (INT)
  • Sleight of Hand (DEX)
  • Spellcraft (INT)
  • Stealth (DEX)
  • Survival (WIS)
  • Swim (STR)
  • Truespeak (INT)
  • Use Magic Device (CHA)
  • Use Psionic Device (CHA)
  • Use Rope (DEX)

Perception

“Listen”, “Spot”, and “Sense Motive” are combined into “Perception” (WIS), and this skill includes what you notice through vision, sound, smell, taste, and touch.. If the temperature is gradually changing, Perception would allow you to notice, as well as if you hear a noise, smell smoke, see a hidden object, or taste something strange in your food. Perception is a class skill for all classes.

Stealth

“Hide” and “Move Silently” are combined as “Stealth” (DEX). Stealth includes all aspects of being sneaky.

Acrobatics

“Balance” and “Tumble” are combined as Acrobatics (DEX). Acrobatics provides synergy for a character’s dexterity bonus to armor class. Acrobatics is a class skill for bards, monks, rangers, rogues, as well as other classes and prestige classes who focus on physical agility.

Athletics

“Jump” and “Climb” are combined as Athletics (STR). Athletics provides synergy for physical damage rolls and natural healing. Athletics is a class skill for clerics, druids, fighters, monks, paladins, rangers, rogues, as well as other classes and prestige classes who focus on physical ability.

Disable Device

“Open Lock” uses are included with “Disable Device” (INT)

Linguistics

“Speak Language” and “Decipher Script:” are combined as “Linguistics” (INT). This skill is used to decipher written and spoken words not known by the character. Characters learn one language for every rank in Linguistics, in addition to their initial known languages. Linguistics is a class skill for bards, clerics, wizards, and similarly scholarly classes or prestige classes.

Persuasion

“Bluff”, “Intimidate”, and “Diplomacy” are combined into “Persuasion” (CHA). Persuasion is adjudicated as follows (Inspired by by Justin Alexander, and Rich Berlew)
Persuasion handles three situations.

  • Persuade: Induce someone to a course of action.
  • Convince: Convince someone that something is true. These checks are opposed by a perception check.
  • Negotiate: Come to terms with another person for a deal or purchase.
    Persuasion is rolled against a DC equal to the the target’s HD+INT MOD, and adjusted by the following modifiers:
Relationship DC Modifier:
  • -15 Intimate (someone with whom you have an implicit trust; a lover or spouse)
  • -10 Friend (someone with whom you have a regularly positive personal relationship; a long-time buddy or sibling)
  • -5 Ally (someone on the same team, but with whom you have no personal relationship; a cleric of the same religion or a knight serving the same king)
  • -2 Acquaintance Positive (someone you’ve met several times with no particularly negative experiences; the blacksmith that buys your looted equipment regularly)
  • 0 Just Met (no relationship whatsoever)
  • +2 Acquaintance Negative (someone you’ve met several times with no particularly positive experience; the town guard that has arrested you for drunkenness once or twice)
  • +5 Enemy (someone on an opposed team with whom you have no personal relationship; a cleric of an opposed religion or the orc bandit robbing you)
  • +10 Personal Foe (someone with whom you have a regularly antagonistic personal relationship; an evil overlord you’re trying to thwart or a bounty hunter sworn to track you down)
  • +15 Nemesis (someone who has sworn to do you, personally, harm; the brother of a man you murdered in cold blood)
Risk vs. Reward
  • -15 Fantastic (The reward for accepting the deal is very worthwhile; the risk is either acceptable or extremely unlikely. The best-case scenario is a virtual guarantee. Example: An offer to pay a lot of gold for information that isn’t important to the character.)
  • -10 Good (The reward is good and the risk is minimal. The subject is very likely to proift from the deal. Example: An offer to pay someone twice their normal daily wage to spend their evening in a seedy tavern with a reputation for vicious brawls and later report on everyone they saw there.)
  • -5 Favorable (The reward is appealing, but there’s risk involved. If all goes according to plan, though, the deal will end up benefiting the subject. Example: A request for a mercenary to aid the party in battle against a weak goblin tribe in return for a cut of the money and first pick of the magic items.)
  • 0 Even (The reward and risk more of less even out; or the deal involves neither reward nor risk. Example: A request for directions to a place that isn’t a secret.)
  • +5 Unfavorable (The reward is not enough compared to the risk involved. Even if all goes according to plan, chances are it will end badly for the subject. Example: A request to free a prisoner the target is guarding for a small amount of money.)
  • +10 Bad (The reward is poor and the risk is high. The subject is very likely to get the raw end of the deal. Example: A request for a mercenary to aid the party in battle against an ancient red dragon for a small cut of any non-magical treasure.)
  • +15 Horrible (There is no conceivable way that the proposed plan could end up with the subject ahead or the worst-case scenario is guaranteed to occur. Example: An offer to trade a rusty kitchen knife for a shiny new longsword.)
Bluffing:
  • If the person believes he is offering a better deal or is telling the truth, they receive a +2 to their check.
  • If the person knows the deal to be detrimental to the target or that he is lying about the facts, he recieves a -5 to his check.
  • If the target is aware of intentional falsehoods, or had discovered the person to have lied in the past, the DC for Persuasion checks in increased by +20.
Charm Spells:

A charmed creature is treated as having a Friendly relationship to the caster (-10 to Persuasion DC ), which replaces any previous relationship modifier (unless the target already had an Intimate relationship with the character). Thus, by charming an enemy, the DC drops from +5 to -10, a decrease of 15. The caster can now talk the creature into anything this improved relationship allows. Because the effect is based on the spell, the caster can make a Spellcraft check in place of a Persuasion check when dealing with charmed creatures.

Intimidation:

A character may add their Level and strength or charisma modifier for persuasion checks used to intimidate another into a course of action or accepting a deal not in their best interest.

FEATS:

  • Characters gain 1 feat/level instead of 1 feat/ three levels.
  • Characters are allowed up to 2 flaws, 2 traits, and 1 racial or regional feat at first level, provided they are included in the character’s description or back story. See “Description” for more details.
  • Weapon Finesse replaces STR with DEX for to hit and damage.
  • Skill Focus, Weapon Focus, Spell Focus, Dodge, and similar feats that add a flat numeric bonus can be taken multiple times and the effects stack (if taken for the same skill, weapon, or school). The “Greater” versions of these feats no longer exist (as they would be redundant). Any feats or prestige classes that require a “Greater” feat instead requires only the basic feat.
  • Two Weapon Fighting automatically grants an extra attack for each iterative attack. A character with Two Weapon Fighting can make one attack with each weapon
  • Precise Shot includes the benefits of Point Blank Shot.
  • Cleave includes the benefit of Great Cleave once Base Attack Bonus exceeds 3.
  • Endurance counts as Toughness for meeting prerequisites, and includes the benefits of Improved Toughness (+1 hp/HD).
  • Mobility includes the benefit of Spring Attack.
  • Dodge grants a flat +1 dodge bonus to AC.
  • Improved Critical does stack with the Keen weapon enhancement.
  • Combat Might* includes the benefits of Improved Bull Rush, Improved Sunder, and Improved Overrun. The prerequisites are Power Attack and a BAB of +2 or higher.
  • Combat Finesse* includes the benefits of Improved Disarm, Improved Feint, and Improved Trip. The prerequisites are Combat Expertise and a BAB of +2 or higher.
  • Combat Expertise includes the benefits of Improved Combat Expertise.
  • Undead with a CHA modifier of +2 or higher qualify for Necrotic Toughness. This feat adds CHA mod to hp as a living creature gains CON to hp.
  • Metamagic feats may be the standard, sudden. or spontaneous version. Standard and sudden are as printed. Spontanious metamagic feats allow for the character to apply the metamagic effect to a spell up to three times per day. A character may not take spontaneous versions of ‘Sudden’ metamagic feats. The maximum level spell that can be used with a spontaineous metamagic feat is the maximum level castable minus the standard feat’s level adjustment.

EQUIPMENT

The Gold Standard:

1000cp = 100sp = 10gp = 1pp

Gold Pieces are exceptionally rare, and almost never used as common currency. When purchasing equipment, weapons, and armor, replace values listed as gold pieces with silver pieces, with some exceptions (Magic items prices remain in gold pieces, and alchemical items are double list price in silver pieces. See: Weapons and Armor, below.)

Actual coinage is typically a disc of iron or bronze (no difference in value) with a ring of the appropriate metal around the edge. The iron or bronze disc is stamped or minted with whatever the local currency marks bear, and trade between regions is not problematic as the value is in the precious metal ring itself. The rings are thin and hollow, and unfit as jewelry.

Some ancient cultures used coins made entirely of precious metals. These cultures typically used only silver, gold, and platinum for these coins. These ancient coins are worth triple the value of their modern counterparts in precious metal alone, but can only rarely be spent with merchants due to their unique status. These coins are typically are sold as art or trade goods. Ancient coins are usable as currency in major metropolitan areas and planar cities.

Standard Equipment and Adventuring Gear

Characters start play with Cyldore’s Standard Adventurer Pack™. As long as the character is in possession of the pack, they can access standard and some nonstandard equipment. * Adventurer Packs weigh 30 pounds, but are well balanced and supported, so only 1/2 their weight goes towards calculated encumbrance.

Standard Equipment:
  • Standard equipment requires 1 full round action to locate.
  • Hemp Rope, 50’ w/ Grappling Hook
  • Flask of Lamp Oil (1)
  • Torch
  • Chalk
  • Waterskin and Rations
  • Blanket and Bedroll
  • Knife
  • Mirror
  • Signal Whistle
Non Standard Equipment:

For any other (non magical) equipment, the character can roll a Survival or Knowledge (Dungeoneering) check at DC 15. Success indicates the character must have packed that before the adventure started, and the item can be found after 1d4+1 rounds.

Modifying the Pack:

Characters can purchase items normally and add them to the pack.

Purchasing Tools or Skill Kits add the bonus to those checks, as long as the item is incorporated into the pack.

Individually purchased items, tools, or kits can be located in the pack as standard equipment.

Weapons:

  • Masterwork weapons cost 300% of the modified price.
Swords:
  • A well-made sword is expensive, and these weapons are symbols of status and nobility.
  • Swords are typically illegal for common persons to own or carry.
  • Swords are awarded to nobles, knights, and military officers as symbols of office, merit, * rank, or honor. As such, their prices are much higher than the actual material cost would dictate. If the right to own a sword is earned it is passed from father to eldest surviving son.
  • Prices for swords (other than short swords, scimitars, and falchions) remain in gold pieces.
  • Prices for short swords, scimitars, and falchions are double list price in silver pieces.
  • A two-bladed sword is ridiculous and requires a DC20 Diplomacy check to convince a weaponsmith to craft. After that it is full list price.
Crossbows:
  • Crossbows require more work and skill to create and their price is double their list price in silver pieces.
  • Hand Crossbows add 1 to hit and damage, Light Crossbows add 2, Heavy Crossbows add 4.
  • Crossbow, repeating:
    • These weapons are complicated and require advanced mechanical skill and detailed craftsmanship. The prices for these weapons are 1/2 the list price, remaining in gold pieces.
  • Repeating crossbows add 1 to hit and damage.
Racial Specialty Weapons:

These weapons cost full list price if exported from the lands of the races who create them. When dealing with a smith of the appropriate race, they charge half list price, or list price in silver for a member of their own race.

Composite Bows

These weapons require additional time and skill to create, and are typically custom made to their user. Their price is double list price in silver pieces and require a month for proper crafting. (Most of this time is curing and drying, and only one week of the time is spent on working the actual piece.)

Armor:
  • Armor prices are 2x list price, in silver pieces, except Plate Armors, which cost 1/2 list price in gold.
  • Masterwork armor costs 300% of their modified price.
  • Light and Heavy shields each add 1 additional point of shield bonus.
  • Shield bonus is added to Reflex saving throws if the character is not flat footed.

COMBAT:

Disabled and Dying

  • Unconsciousness threshold is increased by constitution modifier.
  • Character death threshold is increased by character level.
  • Each time a character is brought into the dying state, their death threshold is decreased by one after recovery, to a minimum of -10.
  • Example: a fifth level character with a constitution bonus of +3 is disabled from 0hp to -3 hp, and dying from -4hp to -15hp. If the character is reduced to dying and recovers, their threshold is reduced to -14.

Iterative Attacks:

  • The number of iterative attacks is calculated normally.
  • The attack bonus for all iterative attacks is equal to BAB -5. (+18/ +13/ +13/ +13)

Critical Hits and Fumbles

  • Critical Threats do maximum weapon damage. Confirmed critical hits are handled normally.
  • Keen weapons and Improved Critical stack.
  • Natural 1’s on attack rolls provoke an attack of opportunity.

Popcorn Initiative:

From: The Angry DM blog.

Popcorn Initiative: How it Works
At the start of each combat, each PC, NPC, monster, or group of monsters rolls initiative. The highest roll goes first. That is nothing new. After the high roller has finished their turn, they decide who goes next (PC, NPC, monster, or group of monsters). That creature or group of creature takes their respective turns and then nominate who goes next. Thus, each and every PC, NPC, monster, or group of monsters gets a turn. Once everyone has gone, the last person who goes gets to decide who starts the next round. That last person can choose themselves.
I do it with index card. Every creature and thing that needs a turn gets written on an index card and laid out on the table. I put poker chips on each person after they take their turn to indicate they’ve gone.

Waiting and Readying
No creature can pass the initiative if it comes to them. Life doesn’t work that way. In a panicked combat, you act when your reflexes allow and try to win. Patience usually gets you killed. However, you can Wait and Ready.
Readying an action works the way it does in your game. You specify an action and a trigger condition. When the trigger condition comes up, you can choose to take your readied action or hold it until it is triggered again by something else. Your readied action remains available until initiative comes around to you again. If you haven’t taken your readied action by the time you are nominated again, you have lost that readied action. You can always ready it again if you want. That risk is the price of readying.
Waiting means you choose not to take your turn right away. You hold on for a second and wait for another opportunity to act. You pass the initiative to someone else and you are now waiting. Since you haven’t taken your action yet, you need to be nominated again in the iniaitive order and you have to wait until someone chooses you to go again. I turn the card sideways to indicate you are waiting.
If it is your turn and the only creatures left to act are all “waiting” you may not wait. You can choose to take no action, but you can’t wait. This prevents standoffs where multiple creatures are all waiting out the end of the round. It also prevents people from using the wait mechanic to game the end-of-round advantage of being able to nominate who starts the next round.

SPELLS AND MAGIC:

General:

  • Deathwatch does not carry the [Evil] descriptor.
  • Cure Wounds and Inflict Wounds spells cast out of combat may be cast as Maximized, even without the Maximize Spell feat, with a casting time of 1 minute.
  • Cure, Vigor, and Inflict spells belong to the Necromancy school.

Cantrips and Orizons:

Characters may cast their 0 level spells without expending them (see Orisons and Cantrips in the Pathfinder SRD). Unlike Pathfinder rules, however, I leave Cure Minor Wounds intact. If a 10th level cleric wants to take 45 minutes to heal the party after a fight instead of the party going back to town or sleeping every 4 hours, that is okay by me. 1hp of healing/round does not influence a fight any more than the PF Stabilize spell would anyway.

  • Nobody has to prepare 0 level spells, they are cast spontaneously by all casters.

Damage Caps:

Spells whose effects are tied to caster level are capped at character level+5. No other caps are in place. No, Consumptive Field cannot give you 50d6 fireballs, unless you are 45th level; but if you are a 20th level cleric, your Cure Light Wounds are not capped at 1d8+5. (it is still only 1d8+20, give or take, but hey. cast a higher level spell, you stingy bastard).

Material Components:

I don’t track specific material components. (They are supposed to be a joke, anyway.) Casters are assumed to collect material components and supplies for their spells. Requiring costly components just means I have to make sure I give that caster enough extra wealth for those components, or see him unable to play, and, you know what? I don’t want to do the paperwork. XP costs, however, remain. (btw, I feel the same way about arrows, sling stones, crossbow bolts, and other types of non-magical ammunition. It is a waste of game-time to track them under almost all circumstances.)

Negative Energy and Positive Energy

Positive and Negative energy are neutral aligned. Spells using them do not carry an alignment descriptor unless the spell has particularly good or evil effects.

MONSTERS:

Dragons

  • Dragons have maximum hp per HD.
  • Dragons gain an additional feat for every 3 HD.
  • Dragons treat their CHA as 2 higher when calculating DCs.
  • Dragons can use metamagic feats with no spell level adjustment a number of times per day equal to their CHA modifier.

Kobolds

  • Kobolds are not considered True Dragons for the purpose of taking [Epic] feats.

Outsiders

Divine Admonition: Outsiders can deal damage to other outsiders with alignment descriptors opposed to their own, as well as divine casters who serve deities with alignments opposed to the outsider’s alignment. This attack deals 1d8+CHA+1/2 the outsider’s HD, and is resolved a melee touch attack.

Undead

Corporeal undead are vulnerable to critical hits and coup de grace.
Mindless undead are Neutral alignment, acting only on primal instincts if not controlled.
Animate Dead and Create Undead spells work by infusing negative energy into a dead body. Undead creatures created this way do not retain their original souls. Souls are made of Positive Energy. That spark is gone from undead creatures, regardless of alignment. The negative energy used to power undead fills that void. In mindless undead, the energy is purely an animating force; in intelligent undead, the negative energy reads the imprinted knowledge stored in the corpse from the original soul. (see: Speak with Dead.) The Trap the Soul and Magic Jar spells work against undead by drawing off this animating energy identically to how they work against living creatures.
Undead creatures exist simultaneously on the prime material and negative energy planes.
The connection undead have to the negative energy plane weakens the veil between that plane and the prime material. The presence of undead creatures in an area make the spontaneous generation of undead more likely. Spontaneously risen corporeal undead are identical to corporeal undead created by necromantic magic. Spontaneously generated incorporeal undead exist simultaneously on the prime material, ethereal, and negative energy planes. The original souls of these creatures are trapped in the ethereal, unable to move on to their assigned afterlife.

OTHER SPECIAL RULES

Backstory:

Each player should provide a backstory for their character. This should be no shorter than 1 paragraph, but doesn’t specifically have to be in narrative format.
The backstory should provide explanation of the character’s chosen traits, flaws, and racial or regional feats. Backstory should include the character’s personal history, motivation for adventuring, career objective, and any known family members.
The completeness and effort of the backstory (not the quality of the writing) can benefit the character with additional experience, skills, feats, contacts, or equipment.

Campaign Journals:

A campaign journal is a summary of events that take place during a session, adventure, or campaign. A campaign journal may be as simple as a timeline of events, or a summary of each session listing persons, places and events, or as complex as a narrative description of the activities.
If a player writes a campaign journal they may qualify for an individual experience award. The effort and detail put into the campaign journal dictate the size of the experience award.

Contacts:

Each character may have contacts with whom they have a professional, familial, friendly, or romantic relationship. The number and level of these contacts are determined in the same way as a character’s cohorts and followers would if the character had the leadership feat.
Contacts are not, however, cohorts or followers. They will interact with the character as appropriate given their relationship and circumstances. The character may determine the role of each contact at any time. The decision may not be changed.

Experience:

Experience is gained in several ways: overcoming obstacles, roleplaying and character development, and objective or goal completion. All experience earned by the group* is divided equally among participants. (session participants, not event.)
*Experience for backstory and campaign journals are individual experience awards. These awards are given for actions outside of the game and thus there are no other participants.

House Rules

Ages of Arcanius RayCross RayCross