House Rules
These are markedly different from the house rules I have used in the past, and as such
read them even if you’re familiar with my previous house rules. I am going to assume that everyone has familiarized themselves with this list (but not necessarily the rules mod itself or the “Tourists’ Guide”).
House Rules for the City of Eternity Level by Chapter: Characters will be granted levels at the end of each chapter (which this game will call Acts), and your DM will not give out experience.
Point Buy Stats: All stats will be calculated using standard Pathfinder point-buy. See the character creation instructions for details.
Human only: Though there are other sentient beings in existence, all player characters must be Mortals (humans) born in the World-City of Agartha. Technically, there are two sub-species of humans in addition to the standard breed: Darklings and Tekna. You join these groups based on your selection of traits (Darklings start with the “Darkling” trait, and Tekna select implant or prosthetic traits).
Classes/Gestalt: Characters for some games in this setting may be built as gestalt. All base classes for Pathfinder and any Pazio official variants or archetypes are allowed (though see the next point for the big restriction). If you want a different variant or a prestige class, clear it with me first, I will handle these on a case-by-case basis. It is preferred that each side of your progression has the minimum number of classes possible (one per, ideally), but that’s a suggestion to keep the bookkeeping reasonable and not a rule. Keep in mind that some classes (for example, Paladin and Barbarian) are entirely incompatible.
Casters: “Full caster” classes (Cleric, Druid, Wizard, Sorcerer, Summoner, Oracle, Witch, some presitge classes) are restricted. You may not take levels in them at all at any level unless one side of your progression up to and including that level is entirely composed of nonmagical classes. “Partial magic” classes (Bard, Paladin, Ranger, Magus, Monk, etc.) are unrestricted, but there are other advantages to having no magical ability on either side of your progression. A full categorization of all base Pathfinder classes and an explanation of the options available to non-casters will be available soon.
Lost spell slots: Try not to lose spell slots to ability damage, ability drain, or level drain. If you do, you take damage. If this damage kills you, your soul is trapped and you become undead. More info in the “Mechanics" section.
Rules Mod: The rules mod that I have created for this setting will be made publicly available on Google Docs in the "Player's Guide" section. I am not going to belabor it all here (though I do cover a few points below), but I will say that NPCs will be built using these rules so you should at least skim them. That doesn’t mean every character needs to make use of them, just keep them in mind.
Nat-20 and Nat-1: If a d20 you roll ever comes up 20, treat it as if it came up 30. Taking 20 and other no-roll options that result in an effective roll of 20 are treated as 20, not 30. If a d20 you roll ever comes up 1, treat that as if the value on the die was -10 unless the roll was a save against save-or-die effects. If you were rolling a reflex save against spell damage or a fortitude save against ability damage and you fail on a nat-1, you take the maximum value of the damage or ability damage. If you were rolling an attack roll and the total (-10 plus your to-hit mod) does not hit, roll d100 to determine fumble severity. You want to roll high on the d100, as high rolls mean the fumble is recovered or not severe. If your d100 comes up 5 or less, roll two more d100s and repeat as necessary. You’ll suffer the effects of all the d100 rolls you get that come up 6 or more in this manner (hint: you don’t want this chaining to happen, but it will be hilarious if it does). When you’re firing a gun and your attack roll comes up 1 and your gun misfires, any fumble result that would damage or effect your weapon is negated.
Criticals: If you confirm a critical threat with a critical threat, roll another confirmation roll, repeated as necessary. For each confirmation beyond the first, increase the crit multiplier on the attack by 1. Instead of merely multiplying the damage, multiply the number of damage dice and the modifiers (x2 crit on 2d6+6 becomes 4d6+12, for example). Ray attacks can crit, but the maximum crit modifier of a ray attack that does something besides hitpoint damage is x3.
Ties: Just as meeting the DC of a save is just as good as exceeding it, meeting the AC or CMD of your target is sufficient to hit it.
Leadership: A maximum of two PCs may have cohorts at any given time, though any number may have the Leadership feat. Cohorts will be single-progression NPCs, not gestalts.
Vehicles: These will come into play, and while you can hire NPCs to drive you around, you might instead spend some skill points learning how to drive your vehicle of choice. Some vehicles have minimum skill ranks to operate, so untrained is not always enough.
Insta-kills: Some things in this world can and will kill in one hit. Each chapter, the first time a character would be insta-killed directly or indirectly by an attack, trap, or spell (but not from falling damage that's self-inflicted or other general mishaps), that character is instead dealt enough damage to reduce them to -5 hitpoints. Of course, the character is not saved if they are not seen to rapidly or if they continue to be damaged (say, if the character falls into a vat of molten metal). This does not entirely supersede realism - for example, if you are on a demi-plane as it collapses, I will not invoke this to save you, even if a spell cast by an enemy caused it.
Friendly Fire: Friendly fire can never do a PC enough hitpoint damage to kill them, but it can do enough damage to reduce the recipient of the friendly fire to -5. Friendly fire is defined as unintentional targeting of one PC by another.
Massive Damage: If a creature takes massive damage from a single effect (50 for Medium, 75 for Large, 100 for Huge, 38 for Small, 25 for Tiny), it must make a fortitude save, DC 15 plus 1 for each 10 damage taken above threshold. Those that fail are reduced to -5 hitpoints. Ignore this if the actual damage reduces the target to -5 or below.
Units of measurement: The setting has units of measurement of time and currency that vary from the ones in the world we all live in and from other d20 systems, and you should make sure you’re familiar with the new terminology (in the “Setting” section.)
Summonings: When a caster summons a creature, he or she is summoning a manifestation of a lesser or greater Immortal. When a caster learns or gains access to new summoning spells, he or she at that moment chooses two outsiders (elementals, fiends, celestials, or celestial/fiendish templated creatures) of CR equal to the minimum level to cast the spell just gained minus one, minimum CR 1/2. Those creatures are what the caster may choose to summon, and nothing else. Summonings from lower-level spells may also be summoned when casting larger ones, if so the spell summons one plus 1d3 per spell level difference between the two spells instead of a single one. For example, a level 6 summon spell may summon 2d3+1 of the creatures the summoner knows how to summon in a 4th level spell slot. (If you have any questions about this rule, I will clarify as needed, but basically the purpose of this is to make summons more than speed bumps.)
Resurrection : There are dozens of different resurrection rituals known on Agartha, each with its own material component requirement (all tend to be between 5,000 and 10,000 gp in value and take anywhere from an hour to a week to perform). If a character dies, though, to resurrect him or her will involve a side-quest in almost every case (to recover rare materials, for example). There are no easy, one-stop ways to get a party member brought back from the dead , though it’s still very possible to do. Characters can learn resurrection spells, but the casting time of these spells and material components are heavily altered.
Starting Wealth: In addition to personal wealth there will be a party treasury. Unless otherwise specified that’s where loot goes. Any character may donate to the party treasury at any time it’s convenient, which will be most often in between chapters and any time the group is all in one place and has a few free moments. Expenses such as legal fees, parking tickets, repairs to gear, insurance deductibles, and other such group costs will be paid out of the party treasury.
Class feature changes: Because of the changes to alignments and weaponry in this setting, some class features have been changed. Check with the rules section to see what this entails, but with the exception of Paladins few people should see anything in there that’s a huge diversion from the norm.
Last edited by Aeternis; Mar 13th, 2012 at 08:33 PM .