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  #1  
Old Nov 12th, 2009, 11:25 PM
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Tanuki Tanuki is offline
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House Rules & Guidelines

General
  • Let's endeavour to make this a fun game! I'm an open and friendly GM, and I really appreciate feedback, negative and positive alike. if you are ever having any problems with how the game is going, please get in contact with me.
  • Please post on a regular basis, once every day or two at minimum (more is even better!). PCs who don't post will get dragged along at my whims, including in combat.
  • I'd appreciate it if you would give me some warning if you have to disappear. Not posting for an extended period of time with no warning will make you liable for replacement.
  • Do not edit posts with dice rolls in them. Ever. Edited dice rolls will be considered a natural 1.
  • Please don't roll dice in the roleplaying threads if you can help it. That's why the dice rolling thread exists, after all!
  • Please include any mechanics in fieldset tags at the bottom of your posts, including links to any dice rolls if applicable.
  • I strongly recommend you make use of bold, italics, underlines, colour, secret tags and so forth in your posts.
__________________
In the brilliance of life, in our trembling hearts, there’s an unwavering love; a pure white vow.

Life's being a little weird lately. I apologise for my slow posting, especially on my DMed games.

Last edited by Tanuki; Nov 16th, 2009 at 12:46 AM.
  #2  
Old Nov 12th, 2009, 11:31 PM
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Tanuki Tanuki is offline
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Character Creation
  • Books: Anything from the Pathfinder RPG Core Rulebook (i.e. the material on the PRD) is okay. Material from other sources, whether older WotC 3.5e material, Paizo 3.5e material, third party material (whether PFRPG or 3.5e) or homebrew, will be evaluated on a case-by-case basis. Exceptions: no Psionics, Tome of Battle/Tome of Magic, or Magic of Incarnum. If there's something specific you'd like, though, please feel free to ask me. I'm generally pretty relaxed with content, and I'm more than willing to modify and homebrew things to best suit your character.
  • Ability Generation: 25 Point ("Epic Fantasy") Purchase (link)
  • Alignment: Any non-evil.
  • Starting GP: Average (link)
  • Bonus Skill: At first level, each character gains one additional bonus skill rank. This skill rank must be put into any Craft, Knowledge, Perform or Profession skill of your choice, to represent your character's background and prior experience.
  • Bonus Traits: At first level, each character gains two traits, as explained in the Character Traits web enhancement here. These traits should represent aspects of your character and their background. One trait should be from the following Rise of the Runelords Campaign Traits; the second trait can come from the basic traits list or any other Pathfinder publication (excluding campaign traits). You do NOT get the bonus feat mentioned in the RotRL Player's Guide; that is replaced with the traits system.
  • Bonus Languages: Varisian humans receive Varisian. Shoanti humans receive Shoanti. Everyone speaks Taldane (aka Common), sometimes called Chelaxian.
 
__________________
In the brilliance of life, in our trembling hearts, there’s an unwavering love; a pure white vow.

Life's being a little weird lately. I apologise for my slow posting, especially on my DMed games.

Last edited by Tanuki; Nov 12th, 2009 at 11:36 PM.
  #3  
Old Nov 13th, 2009, 12:12 AM
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Tanuki Tanuki is offline
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Classes
  • General: All classes that receive 2 + Int modifier skill ranks per level now receive 4 + Int modifier skill ranks per level.

    First level HP is maximum. For second level and onwards, you roll normally. However, if you roll less than half your HD (i.e. 1-2 for d6, 1-3 for d8, 1-4 for d10, 1-5 for d12), you round up to half HD (i.e. 3 for d6, 4 for d8, 5 for d10, 6 for d12.)
  • Bard: A bard's Versatile Performance now functions as follows:

    Versatile Performance (Ex): At 2nd level, a bard can choose one type of Perform skill. He adds half his ranks in that Perform skill (minimum 1) as a competence bonus on associated skill checks. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.

    The types of Perform and their associated skills are: The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
  • Druid: The Bear animal companion choice is renamed to Bear, Small (Black). Additionally, the following animal is added to the druid's list of animal companion choices.

    Bear, Large (Brown, Polar)
    Starting Statistics: Size Medium; Speed 40 ft.; AC +2 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent.
    7th-Level Advancement: Size Large; AC +2 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4; Special Attacks grab.
__________________
In the brilliance of life, in our trembling hearts, there’s an unwavering love; a pure white vow.

Life's being a little weird lately. I apologise for my slow posting, especially on my DMed games.

Last edited by Tanuki; Nov 18th, 2009 at 12:22 AM.
  #4  
Old Nov 13th, 2009, 01:09 AM
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Skills
  • Appraise: If you are trained in this skill, you can use it in conjunction with detect magic or identify to identify the properties of magic items in your possession. The DC of this check is equal to 15 + the item's caster level. If successful, you determine the item's properties and command words. You cannot determine the powers of artifacts through the use of this skill. You must be the caster of detect magic to use this skill in this way. Attempting to ascertain the properties of a magic item takes 3 rounds per item to be identified and you must be able to thoroughly examine the object. When using detect magic or identify to learn the properties of magic items, you can only attempt to ascertain the properties of an individual item once per day. Additional attempts reveal the same results. An elf gets a +2 racial bonus on Appraise checks to identify the properties of magic items.
  • Disable Device: This skill can now be used by any class (not just rogues) to disarm magical traps.
  • Knowledge (arcana): This skill can be used to identify arcane (sorcerer/wizard/bard) spells as they are being cast, an arcane spell that just targeted you, or arcane spell effects that are already in place. Identifying a spell as it is being cast requires no action, but you must be able to clearly see the spell as it is being cast, and this incurs the same penalties as a Perception skill check due to distance, poor conditions, and other factors. You cannot retry checks made to identify a spell.

    Knowledge (arcana) can also be used to learn a spell from a spellbook or to prepare a spell from a borrowed spellbook. Learning a spell from a spellbook takes 1 hour per level of the spell (0-level spells take 30 minutes). Preparing a spell from a borrowed spellbook does not add any time to your spell preparation. If you fail to learn a spell from a spellbook or scroll, you must wait at least 1 week before you can try again. If you fail to prepare a spell from a borrowed spellbook, you cannot try again until the next day. If you are a specialist wizard, you get a +2 bonus on Knowledge (arcana) checks made to identify, learn, and prepare spells from your chosen school. Similarly, you take a -5 penalty on similar checks made concerning spells from your opposition schools.

    Knowledge (arcana) is also no longer associated with identifying constructs.
  • Knowledge (engineering): This skill is now associated with identifying constructs.
  • Knowledge (nature): This skill can be used to identify druidic (druid/ranger) spells as they are being cast, a druidic spell that just targeted you, or druidic spell effects that are already in place. Identifying a spell as it is being cast requires no action, but you must be able to clearly see the spell as it is being cast, and this incurs the same penalties as a Perception skill check due to distance, poor conditions, and other factors. You cannot retry checks made to identify a spell.
  • Knowledge (religion): This skill can be used to identify clerical (cleric/paladin) spells as they are being cast, a clerical spell that just targeted you, or clerical spell effects that are already in place. Identifying a spell as it is being cast requires no action, but you must be able to clearly see the spell as it is being cast, and this incurs the same penalties as a Perception skill check due to distance, poor conditions, and other factors. You cannot retry checks made to identify a spell.

    TaskKnowledge SkillDC
    Identify an arcane spell as it is being castArcana15 + spell level
    Identify an arcane spell effect that is in placeArcana20 + spell level
    Identify an arcane spell that just targeted youArcana25 + spell level
    Learn a spell from a spellbook or scrollArcana15 + spell level
    Prepare a spell from a borrowed spellbookArcana15 + spell level
    Identify a druidic spell as it is being castNature15 + spell level
    Identify a druidic spell effect that is in placeNature20 + spell level
    Identify a druidic spell that just targeted youNature25 + spell level
    Identify a clerical spell as it is being castReligion15 + spell level
    Identify a clerical spell effect that is in placeReligion20 + spell level
    Identify a clerical spell that just targeted youReligion25 + spell level
  • Spellcraft: No longer exists.
__________________
In the brilliance of life, in our trembling hearts, there’s an unwavering love; a pure white vow.

Life's being a little weird lately. I apologise for my slow posting, especially on my DMed games.
  #5  
Old Nov 13th, 2009, 01:48 AM
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Tanuki Tanuki is offline
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Magic Item Creation
With Spellcraft no longer existing, the checks for item creation are now primarily various Craft and/or Profession skills. I'm pretty liberal with interpretation of this, especially when it comes to Wondrous Items, and I heartily encourage you to be creative! To be specific, this means if you have Craft (glasswork), your amulet of proof against poison might be a specially shaped magic-infused crystal, while if you have Craft (woodwork), it could be a carving. Creating magical items otherwise works the same, with the same chances to create cursed or faulty items, etc.

I also encourage "upgrading" your magical items rather than selling (for example) your +1 longsword once you purchase a +1 flaming longsword. The prerequisites to do this are the exact same; that is, you will need to use the Craft Magic Arms & Armor feat, make a Craft (weaponsmithing) check, etc. However, you can save money this way. To enchant your +1 longsword it will cost 8,300 - 2,300 = 6,000gp, as opposed to selling the +1 longsword for 1,150gp and purchasing the +1 flaming longsword for 8,300gp.

The same kind of principle applies for all other objects, including things that can are currently non-magical but could potentially be crafted into a magical item. For example, you could enchant a cloak into a cloak of elvenkind or a rope into a rope of climbing. You can ALSO use this to add or upgrade additional abilities to magical items, such as improving your belt of giant strength from +2 to +4.

There are rules for this kind of thing in the Magic Item Compendium, and if/when we come to it, I'll explain it in more detail. Basically, I like magic items that do cool and interesting things, and have a history with your character, rather than the standard +2 to mental stats, +1 to saves, etc.

As a general note, you are much more likely to find a guy who can enchant your sword rather than a guy who is interested in buying all your odds and ends, so make use of this.
__________________
In the brilliance of life, in our trembling hearts, there’s an unwavering love; a pure white vow.

Life's being a little weird lately. I apologise for my slow posting, especially on my DMed games.

Last edited by Tanuki; Nov 15th, 2009 at 07:36 AM.
  #6  
Old Nov 13th, 2009, 02:31 AM
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Tanuki Tanuki is offline
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Critical Hits and Fumbles
I use Paizo's Critical Hit and Critical Fumble decks. If you click those links you can read the full rules and get an idea of what's what, but the basic gist is that, rather than simply doing extra damage or missing, you get an extra effect added to your attack. This could be inflicting bleed damage, ability damage or even limb removal... or teleporting yourself right next to that enemy you just failed to hit with your scorching ray.

When you score a critical hit on your attack roll, confirm it as per normal; if this second roll hits, you will deal an additional effect on top of your weapon damage instead of simply doubling (or tripling) the damage.

Critical fumbles operate similarly. If you roll a natural 1 on an attack roll, confirm the fumble by rolling again with the same modifiers. If this second attack also misses... cross your fingers for luck, I suppose.

When you're confirming your crit or fumble, please roll a d52. This will be how you "draw" the card.

If you'd like to do standard double (or triple) damage rather than drawing a card, please feel free to state as such when you confirm your attack.

You can also "save" a card. This nullifies your critical hit's extra damage and effects, dealing only standard weapon damage, but allows you to "use" the card to avoid a future critical fumble. Please say along with your critical confirmation if you'd like to do this.

Unconfirmed fumbles are simply a miss, while unconfirmed criticals are simply normal damage.

All PCs and NPCs use the fumble decks, but only the PCs and major NPCs use the critical hit deck.
__________________
In the brilliance of life, in our trembling hearts, there’s an unwavering love; a pure white vow.

Life's being a little weird lately. I apologise for my slow posting, especially on my DMed games.
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