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

  • Character Creation Guidelines: See the Character Creation Guidelines PDF for a step-by-step guidelines for creating a character for the campaign.

  • Bonus Campaign Feats: All player characters gain an additional feat at 1st level, and also at levels 5, 10, 15, and 20.

  • 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:
    Craft (does not include Alchemy)
    Handle Animal
    Perform
    Profession
    Ride
    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]).

  • Character Traits: We will use the Character Traits rules. See the Character Traits PDF for details.

  • 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.

  • 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.

  • 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

  • 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

  • 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

  • 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.

  • 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.

  • Fumbles: We will not use this optional rule. A natural "1" still always misses.

  • Stabilizing: When reduced to negative hit points, player characters will have a 20% chance to stabilize each round (as opposed to the standard 10%).

  • 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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