For Glory, For Empire
Special and House Rules
Check out the Hero Points rules
Here are two additional ways of getting temporary hero points:
- causing character gets deathblow narration — cool roleplay; potential hero point
- dying character get death monologue — cool roleplay; potential hero point (for next character)
And an additional way to spend them:
- Spend 5 hero points for a +1 stat bonus. Can be spent immediately if you are about to gain a hero point that would put you over the limit.
Issue: Let’s make magic more interesting. You can use these rules for your spontaneous caster.
- Words of Power (Ultimate Magic, p. 162) — definitely want to explore this; a more flexible and “Dresden-esque” magic system
- Spellblight (Ultimate Magic) — its a fair balance with Words of Power
- Rituals: Once per day, by spending 10 minutes performing the proper ritual, in addition to the normal casting time of a spell, a spellcaster may cast any spell they know (for spontaneous casters), is in their spellbook (for prepared casters with a spellbook), or is on their spell list (for prepared casters without a spellbook) without having to prepare the spell first, and without expending a spell slot. A wizard cannot cast spells from their opposed schools as rituals. [allows for more out of combat scenes]
Clarifications and Standing Table Rulings
- Reasonable amount of time (20-30 seconds) to begin acting (or asking for clarification of situation), or will go on delay [keeps combat moving]
- Paizo FAQ and Errata and the PRD (http://paizo.com/pathfinderRPG/prd/) trumps the PFSRD (d20pfsrd.com)
- If we need to look up a rule, one of the players not currently acting does so, but to preserve the flow of the encounter the GM can make a judgement call and we keep going. If the judgement call deviates egregiously from how the rules are written, we can rewind the scene.
- Heal spells can take the average, rounded up, per die of healing effect instead of rolling outside of combat [again, saving on dice rolling in non-dramatic situations]
- When a character (player or non-player) is not actively using a skill they do not roll for it but instead use 10 + skill level as their result for a check.
- When using a weapon to perform a combat maneuver (e.g., sunder, disarm, trip), you may apply any to-hit bonuses you get for using that weapon to your CMB check.
- If an opponent is unaware of you, they count as flat-footed to you. The instant they become aware of you (like after a sword to the back), they no longer count as flat-footed, unless there is another situation or condition that causes them to be flat-footed.
- Quick Draw currently lets you sheathe a weapon as a swift action. I propose if you have Two-Weapon Fighting and Quick Draw, you may sheathe both your weapons with the same action. [closing a rule quirk]
- Any reference to planes are now “realms” and all references to planes needs to be reviewed for interactions. Realm Warden feat has been proposed, but not finalized.
- Rounds of Rage (or like abilities) are counted when starting that ability, and at the beginning of the character’s turn. If a character begins a turn with the ability active, ends it, then activates it again the same turn, that would count as two rounds for the rounds/day limit.
- If succeed on attack by 10 or more, max normal damage
- Kinetic Healer is not a Blast Talent, so cannot be used with Gather Power