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Whiterock House Rules

Page history last edited by Capellan 11 years, 8 months ago

This campaign uses all material from the Pathfinder Core Rules and Advanced Player's Guide, with the following modifications:

 

Barred Material

Chapter Eight of the Advanced Player's Guide is not used.

Prestige Classes are not used.

 

 

Favored Class Bonus

When you take a level in your favored class, you always gain 1 additional skill point, rather than selecting between this and an additional hit point (due to the addition of heroic reserve into the game, extra hit points are not really required!).

 

 

Hit Point Changes 

Heroic Reserve - You gain heroic reserve per level based on the normal Pathfinder Hit Die of your class, as shown in the table below.  Only creatures with class level in the 'heroic' (PC) classes gain heroic reserve; creatures which only posses NPC classes or racial Hit Dice do not get these points.

 

Normal Pathfinder Hit Die Heroic Reserve per level
d6 6
d8 8
d10 10
d12 12

 

Whenever you take damage, you can choose to spend heroic reserve points to reduce the damage on a 1:1 basis.  Damage can be reduced to zero, but not below zero.

 

Hit Points - All heroic/PC classes grant d6 hit points per level. You get maximum Hit Points (6) at your first heroic level.   Constitution modifiers apply as normal.

 

Healing - As a standard action, you can recover.  This restores one-quarter (round down) of your total heroic reserve.  Any spell, special ability or skill which the Pathfinder rules describe as curing/healing Hit Point damage also heals an equal amount of heroic reserve (e.g. if you drink a Cure Light Wounds potion, you would roll 1d8+1 and get back that number of Hit Points and heroic reserve points).

 

 

Skill Changes 

New Skill - Athletics (a Strength-based skill).  You use this skill to Climb (as outlined in the Climb skill) and Jump (as outlined in the Acrobatics skill).  If your class would normally have Climb as a class skill, it gains Athletics as a class skill, instead.

 

Acrobatics - This skill is no longer used to Jump.  Use Athletics instead.

 

Climb - This skill is deleted.  Use Athletics instead.

 

Knowledge - There are only three knowledge skills, rather than 10.  They are:

Knowledge (natural) - covers architecture & engineering, dungeoneering, geography and nature

Knowledge (social) - covers history, local and nobility & royalty

Knowledge (supernatural) - covers arcana, religion and the planes

 

Barbarians get knowledge (natural) as a class skill.

Bards get all three of the new skills as class skills.

Clerics get knowledge (supernatural) as a class skill (and may gain other skills depending on their domains).

Druids get knowledge (natural) as a class skill.

Fighters get knowledge (natural) as a class skill.

Monks get knowledge (supernatural) as a class skill.

Paladins get knowledge (social) and (supernatural) as class skills.

Rangers get knowledge (natural) as a class skill.

Rogues get knowledge (social) as a class skill.

Sorcerers get knowledge (supernatural) as a class skill  (and may gain other skills depending on their bloodline).

Wizards get all three of the new skills as class skills.

 

No Trained-Only Skills - You can use any skill untrained.  However, when you do so, your maximum possible result is a 20.

 

 

Feat Retraining

When you gain enough experience to gain a new level, and that level is even-numbered, you have the option to abandon one feat you currently possess, and replace it with another feat.  You must meet the pre-requisites for the new feat as normal.  You must make this change before completing any of the other steps of levelling up (in other words, you can only choose feats for which you met the requirements at your current odd-numbered level, not at the even-numbered level to which you are going).

 

 

Spell Changes

Reincarnate - roll 1d20.

1-10, you return as the same race and gender (no ability score changes)

11-15, you return as the same race but opposite gender (no ability score changes)

16-18, you return as a random race (per the Pathfinder rules), with same gender

19-20 you return as a random race and opposite gender.

 

 

Blessings

When a creature successfully destroys a particularly powerful creature or item of an opposed alignment (e.g. a Good-aligned creature defeats a powerful Evil-aligned creature), they may receive a Blessing.

 

A good or evil blessing allows you to re-roll any one of your own die rolls, if you are unhappy with your result.

A lawful blessing allows you to replace a die roll you've made with the average result for that die (rounding down, as normal).

A chaotic blessing allows you to force another creature to re-roll any one die roll, if you are unhappy with their result.  The target creature gets a Will save (DC 10 + 1/2 your level + your Charisma modifier) to resist this re-roll.

 

A creature can have only one Blessing at a time.  If you receive a Blessing while you already have one unused, you must choose which of the two to keep.

 

 

Dominion Rules

The Pathfinder dominion rules will be used, with the following changes:

1.  Leaders must be present and performing their tasks for 10 days / month to provide any benefit.  Each month is considered 30 days.

2.  Leaders provide a domain bonus of 1/3 of either a specific skill bonus or other statistic, as outlined below.

3.  Characters with Leadership can use their Leadership score for followers in place of the normal statistics when calculating domain bonuses.

4.  A character may fill 2 Leadershuip roles (doing 20 days work a month), but their domain bonus for each role is reduced by 1.

5.  To be considered a Count, a Ruler must either control 20 hexes, or the fief must be recognized by the King.  To be considered a Duke, a Ruler must control 50 hexes and the fief must be recognized by the King.

 

Role  Domain Bonus is based on ...
Ruler Level or Diplomacy
Councilor Diplomacy or Knowledge (Social)
General BAB or Intimidate
Diplomat Diplomacy or Sense Motive
High Priest Knowledge (Social) or Knowledge (Supernatural)
Magister Knowledge (Supernatural) or Spellcraft
Marshall Knowledge (Natural) or Survival
Spymaster Disguise or Sense Motive
Treasurer Appraise or Knowledge (Social)
Warden Knowledge (Social) or Perception
Assassin Intimidate or Stealth

 

 

Feyblooded Template  CR +1

Gains:

+2 Dex

Darkvision 60 ft

DR 5 /cold iron

Resistance 10 vs acid, cold and electricity

Spell resistance = final CR + 5

 

 

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