House Rules

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Corsario
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House Rules

Post by Corsario »

We will use all the rules included in the official Pathfinder Roleplaying Game Reference Document, plus House Rules included in this thread.

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Character Creation

Post by Corsario »

We will use the point buy "Purchase" option of the GRD, with Epic Fantasy Points (25 points).

All the characters starts at level 1.

Traits and background should be taken from the Rise of the Runelords Player's Guide.

For equipment the characters starts with:
  • One Melee OR one Ranged weapon (with 1 load of ammunition)
  • One light armor, if the character has Medium Armor proficiency it can be Chain Shirt, else another kind of light armor.
  • Food for one week
  • Bedroll
  • 2 sets of clothing (nothing fancy)
  • Backpack
  • Small personal items (without significant monetary value)
Other kind of equipment with DM knowledge.

It is expected for all the characters to be Heroic. Brave, selfish, helpful, team players.

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Magic Level

Post by Corsario »

The campaign is low-magic. Normally there is no availability of magic by people or items anywhere) and magic tends to be seen with fright and suspicion. If the players become magic users they will be part of a select few, with it's advantages and disadvantages. Temporary magic items are very rare, with the permanent ones stuff of legend.

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Economy level

Post by Corsario »

The campaign is also low-money. There are no piles of gold pieces laying around at every ruin and animal lair. Money exists, but normal people uses bartering most of the time, with a pig being more valuable than a few coins. Most people live and die without seeing a single gold piece. Gems can be very valuable, but hard to exchange.

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Character Dead (or lack thereof)

Post by Corsario »

The only way a Character dies is if the Player agrees on it, and acts the part. The character can lose blood and limb, reputation, equipment, companions or opportunity, but will not die unless a real special (and planned) event.

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Damage and Wounds

Post by Corsario »

We will understand that the characters Hit Points are a measure of his vitality and ability of avoiding wounds or roll and transform wounds into "scratches".

Changes to the rules:

Disabled (0 Hit Points)
When your current hit point total drops to exactly 0, you are disabled.
You gain the staggered condition and can only take a single move or standard action each turn (but not both, nor can you take full-round actions). You can take move actions without further injuring yourself, but if you perform any standard action (or any other strenuous action) you take 1 point of damage after completing the act. Unless your activity increased your hit points, you are now at –1 hit points. You only can perform standard action (or any other strenuous action) a number of times equal to your constitution bonus, any more actions and you are dying.
Healing that raises your hit points above 0 makes you fully functional again, just as if you'd never been reduced to 0 or fewer hit points.
You can also become disabled when recovering from dying. In this case, it's a step toward recovery, and you can have fewer than 0 hit points (see Stable Characters and Recovery).

Heal Skill (remove the blue marked parts, add the red ones):
Treat Deadly Wounds: When treating deadly wounds, you can restore hit points to a damaged creature. Treating deadly wounds restores 1 hit point per level of the creature. If you exceed the DC by 5 or more, add your Skill ranks plus your Wisdom modifier (if positive) to this amount. A creature can only benefit from its deadly wounds being treated within 24 hours of being injured and never more than once per day per wound. You must expend two uses from a healer's kit to perform this task. You take a –2 penalty on your Heal skill check for each use from the healer's kit that you lack.

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