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20:19, 24th April 2024 (GMT+0)

Rules and such.

Posted by Book of DaysFor group 0
Book of Days
GM, 3 posts
Tue 13 Jul 2021
at 12:55
  • msg #1

Rules and such

Character creation and house rules:

4d6 drop lowest, re-roll any 1s you are getting. Characters start with 3 traits instead of 2.

We will be using background skills and consolidated skills. Performance is an adventuring skill for bards and the like, a background skill for everyone else. Sleight of Hand is an adventuring skill for a rogue and similar, a background skill for everyone else. Handle Animal is an adventuring skill for druids and rangers, a background skill for everyone else. All knowledge skills unless not grouped with adventurer skills are background skills, and you can make some up if you want, as in Craft Kites or Knowledge Horsebreeding etc.

Knowledge Local for regions you have spent at least a month in is at +1, 2 month at +2. A region is defined as an area of interest you regularly pursue.

Attributes cannot exceed 18 at character creation. This includes racial bonuses. The one exception is if you'd manage to roll 18 on all attributes,something which happened before in a table game. Every uneven level,the limit goes up by 1. This way, there will be more balanced characters.

Archetype characters may take one of the switched out abilities of their main class as if it was a regular feat twice. Once you do this, you can no longer multiclass.

Feat economy

Feats which are required for other feats with the same bonus (as in Dodge is a prerequisite for Mobility and both give AC bonuses) are combined into a single feat with the highest bonus and effect as soon as you take the second feat. As in,you already have Dodge, now buy Mobility,and you get +5 to AC/AoOs. This frees up one feat slot. This feat slot can be used to buy a feat of a different type. So for example, in this case you can't pick another combat feat. Each level, you can do this once. You need to have the required level for the new feat, though.

Teamwork feats transfer to a character's ally (with few exceptions). This way they are more useful.

There are no exotic weapons in this campaign, the Empire is vast and sees all sort of things.

Intelligent undead can be affected by mind affecting spells.

Battle Rules:

Crits are autoconfirmed EXCEPT for class features, feats, racial traits, spells, or traits that activate on a critical hit. You still have to confirm normally to see if such special abilities apply the critical effect.

We will not be using iterative attacks. We will instead be using the Unchained rules including the mobile melee: https://www.d20pfsrd.com/gamem...g-iterative-attacks/

Called shots are optional.

You may climb up on a much larger opponent with a successful combat maneuver (such as climbing on an elephant during battle).  You may attempt to drag a rider from their mount with a successful combat maneuver vs their CMB or their Ride skill, whichever is higher. If successful, the rider lands in a square next to you.

When in battle, you'll see the AC to hit and I'll roll the first 3 attacks of your opponents in advance. You will roll your first 3 attacks in advance as well,so in case you can't post we can speed it along. You may use the attacks of your opponents to describe what's going on,where you or they've been hit, spell effects etc. For most normal opponents that should do.

Magic:

Druids need 5 rounds to heal, but heal +4 instead of +1. Druids can talk with all plants and animals.

Every spell can also be crafted as a ritual. You will need at least 5 min preparation per spell level (3 for 0-level) and at least 3 min to cast per level (1 min for 0-level). During casting time, you can't be interrupted. Spellcasters doing a ritual together may reduce time and difficulty. A ritual spell always has material components, and costs for material tends to be at least 1.5 times as high. You need to learn a ritual independently from a spell. Magic users learn rituals from various sources and will need at least a day downtime per spell level to do so.

Lightning magic reflects from surfaces, then using their remaining distance. They interact with water like normal electricity.

Fire magic interacts with the environment like normal fire in most cases. Spells which enable the caster to decide what's been hit can leave out plants, items and buildings as well, but not dust, gas or similar.

Familiars and animal companions will need their own character sheet and dice their stats. They level independently, with at least -2 levels to their bonded person. Thus, Improved Familiar is not available as a feat.

Spells like Light can be active several times, but nevermore than the level of the caster.

Arcane Spells above level 3 tend to drain mana from the environment. Roll 1d4 to see after how many rounds the same spell may be cast again. On a 4, there is no drain at all. Magic level 6 and above may drain the area for 1d6 rounds, again, on a 6 there is no drain at all. The renewal of a spell does not drain mana the same way, and for spells you renew in another place (as with fly or Invisibility) you don't need to pay attention.  The use of meta magic is a different mana pattern.

Classes using Mana points/spell points may recharge those while resting during the day for at leat an hour (1 point each 10 min)

If a lot of magic is thrown around, there is a 1 in 20 chance of mana burn out in the area. This is more of a fluff thing though, it would need an awful lot of magic for a burnout.

Divine magic users need not pray for specific spells level 3 or lower, they are just all available. For spells level 4 and up, they may pray to their god to change a spell they have requested. This take at least 3 rounds.

And important, spells in general have no alignment unless they are really vile. The intention of the user is important.

Magic item slot limits do not exist. Instead,each magic item has a mana point score. You can't carry more than 25+ character level in mana score. Also, some items aren't compatible at all, and if you try to wear 2 headbands, for example, bad and weird things might happen. You could, in theory, carry a lot of bracelets, amulets etc. Just be sure the auras match if you carry them in the same slot (as in same finger or neck) or be in for a surprise.


We will not be using XP, you will level up together at specific points in the story.
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