House Rules



SPELLS

Spell Development: 
  • If you spend downtime developing spells (with the associated costs) you can develop a spell with an alternate element type (without need for the associated metamagic) at the same level as the original spell. It is still considered the original spell for dispelling and similar purposes. (So an electronic fireball is still fireball for purposes of spell immunity).
  • You can learn a spell that always has a metamagic feat associated with it at the correct level. So you could learn Infused Snowball as a 2nd level spell. You need to have the metamagic feat associated with the spell, and you can't cast the spell without the feat. Traits and such that lower metamagic feats (such as metamagic master) don't affect this as you're learning it as a new spell. Spontaneous casters however can cast the spell without increased casting time. 

NPC Only Spells:
The following spells lead themselves open to too much abuse in the system above what was intended and are thus allowable only for NPCs.
  • Fabricate
  • Simulacrum
  • Planar Binding and Planar Ally Spells
  • Blood Money
  • Alchemical Allocation

Wish:
  • A wish can be used to gain a feat in the same manner as gaining an ability score. (Max 5 from wishing)
  • Wishing for inherent bonuses to ability scores (or feats) do not have to be done immediately after each other in order to get higher than +1.
  • A limited wish with a 10,000 GP component can get you a trait, max 5, similar to wishing for feats.

Character Creation
  • Traits: Traits do not need to be taken from different "categories". This includes when taking the Additional Traits feat.
  • Maximum HP per level for PCs and Cohorts, and animal companions. 
  • Maximum GP for 1st level starting characters.

Familiars:
  • The feat Pack Flanking can use a familiar rather than an animal companion, provided you have a familiar who can threaten squares (such as a goat).
  • You can use one of your own feats to grant a feat to your familiar instead (to allow your familiar to gain additional feats).
Hero Points:
  • We will be using the hero point system on the pathfinder blog with a few exceptions: 
  • Bonus: Instead of granting +8 before a roll, or +4 before a roll, the bonus is X*2 before the roll or X after the roll, where X is the number of consecutive sessions you've been at (including the current one). So minimum bonus is +2/+1. No maximum, so in 10 sessions with never missing a session that's +20/+10. 
  • Hero Points will be awarded with Player Cards. Each card has a special use that you can turn the card in for instead of the standard hero point benefits, or you can turn in the card for a regular hero point benefit. The card must be present (and in good condition) for any benefit to be used- so if you do decide to bring them home, please take care of them so they can be shuffled back in and re-used. This takes the place of the "Special" option for hero point uses. 
  • We are using the anti-hero option, so you can choose to gain a bonus feat instead of using the hero point system at all if you wish. This will render you unable to gain or use hero point at any time, or benefit from spells that grant hero points. 
  • Hero points will be rewarded for role-playing, coping with some kind of character disadvantage, or even saying snippy things in combat (like one-liners delivered in movies). Giving rousing speeches and similar bouts of role play can grant hero points. 

Initiative:
  • Familiars, Animal Companions, Eidolons, and Cohorts roll their own initiative rolls, they don't all move on the same action.
  • Summoned creatures move on your action. 

Rules Clarifications
  • A staff can be enchanted as a staff, OR as a weapon. If you want to do both, the weapon portion costs 50% more (as per similar functions). 
Character Death
  • A player can spend 1 week of downtime in prayer and focus. At the end of this time he may make a fortitude save DC 25 to remove a negative level, even a permanent negative level such as from raise dead. A 2nd character can provide long term care during this time to allow him to use his heal check in place of the fortitude save if he wishes. 
  • When a character is reduced from 1 HP or more to "dead" in one hit through one of the following methods: Failing a Massive Damage Check, Coup DeGrace, or taking enough damage to drop straight to negative con- the PC can attempt a DC 10 Fortitude Save. If successful, the PC survives, but takes a permanent disability of some kind, such as a missing eye, destroyed limb, or similar issue. This can generally be fixed with a casting of regeneration. 
  • If a character is dying through bleed damage, he can take 1 point of drain to intelligence, wisdom, or charisma, to stave off dying for one more round. He is alive, but taking brain damage due to blood loss. This can be restored with the appropriate restoration spells. 

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