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House
Rules
Here are some house rules we'll use in
the campaign. Many of them were stolen from the Conan RPG and
D&D 4th edition. All were meant to either streamline game-play
or enhance character creation.
Character
Creation
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Character
Creation Guidelines: See
the Character Creation Guidelines PDF for a step-by-step guidelines for
creating a character for the campaign.
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Bonus
Campaign Feats: All player characters gain an
additional feat at 1st level, and also at levels 5, 10, 15, and 20.
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Background
Skills: To represent skills learned in your youth, all
player characters gain three bonus skill ranks to spend on any of the
following skills:
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Craft (does not include Alchemy)
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Handle Animal
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Perform
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Profession
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Ride
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Swim
You cannot spend more than two ranks on each of these skills,
and they are not automatically considered "class
skills".
Additionally, all characters gain two free ranks in Knowledge
(Local - [insert home region]).
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Character
Traits: We will use the Character Traits rules. See the Character
Traits PDF for details.
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Literacy:
Not everyone on Golarion can read and write. Unless you have
selected a "literate" class, you must purchase the
Literacy feat in order to read and write. Once you have the
Literacy feat, you can read and write any language you know.
The following classes gain the Literacy feat for free: Bard,
Cleric, Druid, Monk, Paladin, Wizard.
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Hit
Points: Give yourself maximum hit points at first level.
You'll need them! Also, when you advance a level, roll your
hit points as normal but re-roll any 1s or 2s.
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Bonus
Hit Points: You will receive bonus hit points at 1st
level, according to your chosen race:
Dwarf, Half-orc: +12 HPs
Human, Half-elf, Halfling: +8 HPs
Elf, Gnome: +6 HPs
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Bloodied:
When you are reduced to half or less hit points you are
bloodied. Not only is this the point at which you begin to
show physical damage, the bloodied threshhold may also be a
catalyst for other abilities/effects.
Character
Class Changes
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Sorcerers
and Wizards and Crossbows, oh my!: The iconic D&D
image of a wizard or sorcerer using a crossbow has always
annoyed me. So, Sorcerers and Wizards are now only proficient
with simple melee weapons; they are no longer automatically
proficient with crossbows. Instead, 1st level Sorcerers and
Wizards will begin play with a 3rd level wand of magic
missile with 30 charges.
[Note: Previously, I granted a battlewand to beginning
arcane casters. I have reconsidered this option. For current
players characters, please replace your battlewand with a wand
of magic missile, as noted above.]
Combat
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Critical
Hits: Combat is deadly. When a critical threat is
rolled, and the roll is high enough to hit the target, it
indicates a critical hit. We will not roll to confirm critical
hits. Additionally, we will make use of the Critical
Hit Deck to add an extra element of danger to combat.
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Critical
Hits - Multipliers: When a critical hit is scored, you
will roll for damage once and then multiply the total by the
appropriate critical modifier (x2, x3, etc.). You will not roll two damage
dice for x2 criticals, etc. This is meant to save time.
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Fumbles:
We will not use this optional rule. A natural "1"
still always misses.
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Stabilizing:
When reduced to negative hit points, player characters will
have a 20% chance to stabilize each round (as opposed to the
standard 10%).
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Firearms:
They're available in the Golarion setting, though I've
modified them. They are rare and very expensive, but very
dangerous. See the Firearms
Guide PDF (220 KB) for details.
Campaign
Setting
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