Special and House Rules

Kingdom Building , Downtime , Investments , and Reputation and Fame are all from Ultimate Campaign, and will be key parts of the campaign.

Automatic Bonus Progression

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.

We will be using Wound Thresholds Optional Rules (Pathfinder Unchained): -1 to all d20 rolls if below 75% hit points, -2 at 50%, -3 at 25%. Also, you are only Disabled (not dying), up to negative of your CON modifier. Below that, dying as normal.

Issue: Let’s make magic more interesting. You can use these rules for your spontontaneous caster.

  1. Words of Power (Ultimate Magic, p. 162) — definitely want to explore this; a more flexible and “Dresden-esque” magic system
  2. Spellblight (Ultimate Magic) — its a fair balance with Words of Power
  3. 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

  1. Reasonable amount of time (15-20 seconds) to begin acting (or asking for clarification of situation), or will go on delay [keeps combat moving]
  2. Paizo FAQ and Errata and the PRD (http://paizo.com/pathfinderRPG/prd/) trumps the PFSRD (d20pfsrd.com)
  3. 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.
  4. 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]
  5. 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.
  6. 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.
  7. 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.
  8. 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]
  9. 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.
  10. 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.
  11. If succeed on attack by 10 or more, max normal damage

Special and House Rules

For Glory, For Empire catharsis_in_g catharsis_in_g