Expanded Houserules:
13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
1.) Skill Changes: Perception is now a Class Skill for all classes. PC's with a spell list gain K:Arcana, Spellcraft, and Use Magic Device as Class Skills if they do not have them already. Additionally casters who qualify for this gain a scaling +1 Bonus /2 Class Levels to Spellcraft and K:Arcana. K:Arcana is used to identify Primal Magic events, and Spellcraft Checks are made in attempt to 'stabilize' their magic while casting or using magic devices while under dire circumstances due to a primal event, spellscars or spellblight effects
(see Ultimate Magic).
2) Paragon Surge: Paragon Surge is banned.
3) Feat Modifications: The
Power Attack, Deadly Aim, Weapon Finesse, &
Improved Unarmed Strike feats are freely available to any character that meets prerequisites without consuming a feat slot, however only one such free feat may be chosen in this manner.
Point-Blank Shot and Precise Shot are now a single feat.
Slashing Grace and Deadly Agility are now also a single feat. Dodge & mobility have been removed as a requirement for any feat. Slashing Grace may be used to qualify for all such class abilities which require a 1h/piercing melee weapon.
(All Free Feats Must Still Listed On Sheet)
4) Weapon Maneuvers: Improved Disarm, Improved Trip, Improved Feint, Improved Sunder, Improved Trip have all been merged into the Improved Weapon Maneuvers feat, which gives all their bonuses in one. Their Greater versions have been similarly merged
5) Improved Combat Maneuvers: Improved Bull Rush, Improved Drag, Improved Dirty Trick, Improved Grapple, Improved Overrun, Improved Reposition, Improved Steal have been similarly merged into the Improved Combat Maneuvers feat. The same applies to their Greater versions.
6) Two-Weapon Fighting: The Two-Weapon Fighting feat line is now a single feat - progression becoming available as prerequisites are met.
7) Whip Master: Whip Mastery feat line is now a single feat, granting each benefit upon reaching the necessary BAB, etc.
8) Skill Changes: All characters gain 2 Skill Unlocks for two skills of their choice at level 5
(see Pathfinder Unchained). Additionally character's receive an additional 4 skill points each level, this change is to account for the importance of skill checks versus various new enemy abilities and traps. Potentials which grant unique new skills such as Knowledge (Abstracts) or Knowledge (Primal) cannot be learned by normal means, but ranks may be added normally after becoming available with the associated Potential. Unique abilities cannot be attempted untrained, regardless if an ability would normally allow you to do so. The only exception to this restriction come in the form of Potential abilities which explicitly state they ignore this limitation.
9) Crafting: Classes that grant Craft () as a class skill now grant two crafts. Further crafts may be gained as class skills via traits. Crafters may attempt a Spellcraft check (DC 20+spell level) to replicate a spell for crafting purposes, although the amount of ranks in the Craft skill must be equal to half the minimum caster level to cast the desired spell. The crafter may never take 10 for these spellcraft checks. All crafters gain the benefit of the Cooperative Crafting feat regardless if they actually possess it or not. There will be opportunities for crafting. Pre-game crafting is allowed. Additionally players may request a Curse be applied to an item to reduce the cost up to 90%. This may be done no more than 2 times, additionally players may only select which Curse Categories they would like to apply to modify the price, however the effect itself is left to the GM's discretion. Multiple categories may be selected to reduce the price up to 90%. The effects applied may differ from those listed on the SRD's table, additionally other unspecified effects may be added. The completed item & categories must be submitted before the curse effect is revealed. The item is ensured against effects which will make the device completely useless such as Delusion, or effects which would kill you outright such as incurring multiple negative levels upon use. Any similar effects will not be constant or immediate and will always provide a save.
Categories are as follows: (See the SRD for more information)
Minor drawbacks (Cost -10%)
Minor requirements (Cost -10%)
Harmful or costly drawbacks (Cost -30%)
Harmful or costly requirements (Cost -30%)
Severe drawbacks (Cost -50%)
Severe requirements (Cost -50%)
Intermittent Functioning: uncontrolled or unreliable (Cost -10%)
Intermittent Functioning: situations, (Cost -30%)
Opposite Effect or Target: Cost is reduced by (Cost -50%)
The Following List contains all standard Craft Skills. Use the skill which most closely pertains to the item in question. Metalworking does not grant the ability to craft any objects which would be covered by specific craft types such as armor, weapons, locks, siege weapons, traps, ships, art, firearms, etc.
SKILL LIST:
Carpentry
Siege engine
Jewelry
Calligraphy
Traps
Leather
Bows
Fletching
Clothing
Armor
Ships
Books
Alchemy
Pottery
Weapons
Art
Stonemasonry
Locks
Gunsmithing
Metalworking
(Technological) Pharmaceutical
(Technological) Cybertech
Technological Arms & Armor
Technological Item
10) Grandmaster Tools: Grandmaster crafting tools (That grant a +5 competence bonus for Lesser, +10 for Minor, and +15 for Major) may be purchased or crafted. Their market value is 2500 gp, 10000 gp, and 22500 gp, respectively, and require a minimum of 2, 4, or 6 ranks in their respective craft to be created. Legendary artisan tools are said to exist which grant benefits even greater than those listed.
11) Knowledge All: The human racial alternate Comprehensive Education is banned, as are any similar traits granting K:(All) checks untrained.
12) Psionic/Magic Transparency: Wondrous Items/Universal items may be crafted by either side, similarly Spellcraft works for either. However, K: Arcana and K:Psionics are different.
13) Flying: Movement while flying is handled in the same way as movement while on land. No need for Fly checks - unless required by effect/status condition
14) Unique Spirits (Potentials): Relicuum and Praeter Spirits are not considered to be targets, creatures or objects until they have manifest in their physical or incorporeal forms, which usually requires intervention from the Alucinor or Haunted. While not in this state they function solely as sources of dialogue for the Alucinor or Haunted. They are unable to be seen nor detected unless they possess an ability or feature which would reveal their presence while in this state. These spirits cannot intervene directly with other creatures of objects without a pact or Potential which would allow them to do so. Potentials which cause the PC to become Haunted or an Alucinor can be spontaneously positively or negatively effected by their spirits in various ways, these spirits otherwise function as NPCs.
15) Unique Spirits (Spite): Unique Spirits receive an additional social stat called Spite. Spite is the measure of distaste or hostility a Relicuum or Praeter has for a particular creature. Relicuum share a single pool of Spite towards the Alucinor or Haunted while Praeter's Spite individually. Creatures other than the Alucinor or Haunted may receive Spite individually from either type of spirit, which increases the likelihood of indirect aggression in the form of hostility from other conventional threats; such as incorporeal undead or easily influenced creatures.
16) Skill Defense (Potentials): Acrobatics, Climb, Escape Artist are the primary defense skills against special attacks. Some Potential attacks may also prompt Sense Motive and Appraise checks. These checks will commonly be forced to avoid or defend against enemies Potential abilities. Saves do play a large roll avoiding damage from failed checks or harmful effects. For certain abilities these three primary skills will function in place of your AC. Forced checks against an attack may be rolled by the GM to speed things along. Some abilities may have an opposed check, while others are effectively an attack roll targeting one of these skills as a DC.
Such attacks will usually not just be intended to deal straight damage, but inflict some harmful effect or condition. Raw damage will usually be slightly decreased because of this, but these effects, (eg; prone, bleed, sicken or nauseated) will begin to largely impair a creature's ability to fight.
17) Allies & Enemies (Devotion & Affection): PCs will constantly be building and changing their relationships with NPCs throughout their ventures. Allies may not always remain allies, while enemies may not always remain enemies. Each NPC possesses an Affection and Devotion stat in addition to their normal attitude, which changes how they view and interact with a PC. Affection represents more immediate experiences which were good or bad, providing a positive or negative value associated with it but not altering the NPCs attitude level. An NPC with a negative affection but with an attitude of friendly might be condescending or frequently throw insults your way, but will still go out of their way to assist you perhaps out of obligation or similar circumstance. Each NPC has likes and dislikes based on their character which will increase or decrease their affection. Positive affection in increments of 10 which remain for 24 hours will grant 1 point of Devotion. This conversion only converts these existing points once, then new points must be acquired to be converted. Devotion represents a character's long term interest or personal feelings for a PC. Increased devotion may in turn cause a character to take action on behalf of a PC without prior action or arrangement. Negative affection applies a penalty to PCs charisma-based skills with that NPC and grants them a bonus to resist charm and compulsion-effects. The DC for certain diplomacy-based checks similarly increases by half of their negative affection value.
18) Gale Seals: All Gales are branded with a unique magical seal which prevents them from killing one another, though they can fight or beat each other till near death. After engaging in battle however, they cannot leave another Gale they have fought to die. A Gale who violates this sacred oath is slain by her seal. No means of circumventing this fact have been found. It has been verified that these seals function even in fields of antimagic. Only Haust of Six Seals is known to have killed another Gale and lived, yet she carries every seal of those she has slain upon her body. Though no direct connection has been established between that fact, it is believed to be the key to unraveling how to overcome the Seal's curse. Aside from this function, Seals exist as a means to enforce the law of the Cotton Club's matron, Cayla Vronds. Three default rules exist for each Gale, but with each job contract a new tenet was added as a record of the Gale's deeds via a process known as 'engraving'. The more elaborate in design and size, the greater the amount of tenets held by the seal. Engraving was never used punitively, as the Club possessed various other corrective measures to set undisciplined Gale's straight.
(Characters with the Lesser Immortal Potential killed by a Seal negate this effect as normal, however any subsequent activations during their Potential's cooldown would kill them.)
GALE SEAL TENETS
⬨ Do Not Kill Another Gale ⬨
⬨ Only Speak Favorably of Your Occupation & The Cotton Club ⬨
⬨ Pay Off Your Debt ⬨
⬨ Follow The Commands Engraved Hereafter: ⬨
19) Minimum Post Length: This game has a strong RP focus, which will largely be delivered via a continuous narrative by the players. I'm looking for strong RP players who can interact with the world and display their character's thoughts and emotions with the intent of pursuing character development. If you're content with posting one-line responses, that's not what I'm looking for. I feel if you fit into the former category I shouldn't need to specify a 'minimum' post length, but just to be absolutely clear I'll draw a line in the sand.
A 4 sentence minimum is required for any IC post. You goal should be by default to embellish and detail your characters thoughts and actions, even if you're just responding to an NPC.
20) Potentials: After
The Long Night creatures begun to develop strange abilities, and peoples from even stranger worlds spontaneously seemed to find their way to Golarion. Some developed unique talents, others unusual powers. The only constant seemed that these developments tied closely with their own history and pursuits, the things which were closely tied to their own personal identity. Children or the elderly, man or beast, there was no distinction in what these abilities could manifest in. There didn't seem to be any clear explanation, aside from the amount of passion or focus one dedicated towards a singular desire. The clearer and more defined it was, the easier it seemed to be able to manifest and strengthen an individual. Still, results were as varied as the individuals which developed these unique abilities. The name
Potential was adopted as these powers seemed to uniquely distinguish themselves based on the individual in question. Possessing a Potential became greatly desired, as such information regarding them including details of unique abilities possessed by whom was suddenly made valuable. Abductions and kidnappings were commonplace, as Potential owners were forced to utilize their abilities for the benefit of their captors. In slave-legal nations, their worth exceeded all others. While civil nations were left baffled at how such madness could spring from such a thing, wiser minds questioned how
The Whispering Witch could possess such power to usher such a change in the world to begin with. Those who had not the means to defend themselves against such threats wisely kept the truth of their abilities to themselves.
Players begin with a single Potential, chosen from the list below (parts 3 & 4). Their ability has developed from their experiences, desires and motivations. This functions similarly to a trait, but distinguishes a character's background far more acutely and potentially restricts types of traits which may be taken, determining race or even age. Players may choose to abandon all additional feats from all sources, reducing themselves to only their 1st and 3rd level feats for an additional Potential. Potentials are gained under unique circumstances for each individual as they progress. As characters venture, they become aware of an
Advancement, an objective which they must complete to gain a new Potential. An individual may have any number of potential Advancements required to gain his next Potential. While one individual might have only a single Advancement needed, someone else might require six. The difficulty of their individual tasks are unrelated to the number of tasks required of them, however, often the more challenging the path to earn their next Potential the more likely it was that they become aware of a new form of Potential not listed below. These unique Potentials may only be taken by the individual who discovers them. Potentials and their Advancements will change with the character and their motivations. A Character may know any number of Potentials. Creatures and Monsters which possess Potentials are often referred to as
Irregulars, and at times are easily distinguishable by their visual appearance.
(Potential Paths) There exist specific defining archetypes of Potentials known as Potential Paths. Paths represent an acutely specific individuals experiences, relations and history which largely predefine a character. Unlike normal characters Paths follow a more narrow progression. These Paths possess an initial Potential type called [Soul]. Only one such potential can be taken, and once this choice has been made it must be kept. Once one of these Potentials is taken the character has gained a Potential Path. Such a character may no longer learn or retain Potentials from outside their Path. If the character possesses Potentials from outside their specified Path, they are immediately lost (lost feats are not replaced). While restricting the character to only Potentials from their Path, these Potentials are often far stronger than usual, but take considerable time to cultivate. A Path cannot be traded for another, exchanged, or retrained. Regardless if the character's abilities have been lost or disabled by violating an Oath or similar feature, the character never regains the ability to learn or develop Potentials outside of their respective Path. Not every Potential is listed in the sections below, more Potentials will be learned & added to a character's list to choose from as they gain more experiences and further define their personal motivations.
21) Specialty Ammunition: Bolts & Arrows which possess a form of magic or specialty ammunition, such as a Slaying Arrow or Thundering Arrow can also be purchased in a bolt form. Consider this complete Bolt/Arrow Transparency.
22) Non-Initiators / Sphere-Users: Character's without Initiator Levels or Spheres (SoB or SoP) gain a bonus feat at every level. Should the character gain an Initiator Level or Sphere from any source all bonus feats gained in this manner are lost, including any feats which were taken using these bonus feats as prerequisite.
23) Bonus Feats: All characters gain a bonus feat at the following levels: 1 / 3 / 5 / 6
24) Quests: In this sandbox game, players will be presented with various contracts, jobs sourced through the Cotton Club which will allow them to work towards making it big and paying off their debt. At times other requests may be received from other individuals throughout their ventures, each job will make a quest available. Taking a quest will being the party to various locations, sometimes after a period of long travel. At times some quests may be time sensitive and only be able to be accepted within a certain period. Accepting another quest instead will make that quest unavailable, and may have various consequences carried with each choice; for better or worse.
25) Nonlethal Damage: Making a nonlethal attack with a normal weapon only incurs a -2 penalty instead of -4.
26) Weight: Weight will be closely tracked as this is a survival game. Make sure to clearly list your current weight and the weight of individual equipment. As you'll be finding a lot of money as well, the weight of your currency will also be tracked. You don't need to leave a significant amount of money remaining, 5 - 10gp is optional. Track the weight of your currency down to the half-pound. Per the Core Rulebook;
The standard coin weighs about a third of an ounce (50 to the pound).
27) Experience Points: While levels will generally be acquired quickly, experience points will also be awarded and tracked for the purpose of benefits such as bonus feats upon reaching 6th level. Experience points for success in combat will not be awarded until 6th level, while such things as disarming traps, successful checks and exceptional RP, will. EXP will primarily be earned outside of combat, but may be earned for interesting or
cool plays during combat regardless of success. EXP earned from combat at 6th level will be reduced, as this is not the primary purpose of combat, nor intended to be the primary source. RP should be the considered the default manner EXP is earned. Even if you're not a 20 charisma bard, RP is something everyone does, even if you're the mute oracle. Engaging with NPCs and the environment in a meaningful manner, while staying true to the character in such a way to illicit a response or a sense of understanding for who they are and why they do what they do is what we're all aiming for. This is a proverbial high-five for staying true towards that end. All EXP earned is counted as if the character has already reached 6th level and all subsequent feats will be awarded accordingly upon reaching 6th. Yes, that means there
could be a major power boost between 5th and 6th if you've racked up a bunch of EXP. :smallwink:
EXPANDED HOUSERULES: PART 2
Posting Deadline: Players will be given 24-hours from the time the gm posts to respond. This is more relevant to major updates which move the party forward, or during combat. Quick posts, such as dialogue will retain this same time window. To keep things moving, players who do not post in this time will be skipped, counted as delaying their round during combat, or left idle. I reserve the right to bot PCs that are left unresponsive for the sake of progression. There is some wiggle-room on this timeframe, but this becomes a hard cutoff period if this period passes then the gm posts an update or resolves a round. If the PC was counted as idle, or skipped during their respective round and the player posts 0.007 seconds
after... Too bad, so sad. This late post will not be resolved and will be ignored, unless I'm feeling unusually generous. The gm will typically wait until all players have posted, or a significant period of time has lapsed over the deadline before updating or resolving the round. Individual checks and results may be resolved immediately without a full update to accommodate players who are lagging behind. If you are unable to post, or require additional time, please provide notice and we can work with you to give you the opportunity to get your actions resolved.
The "I Wish I Could Have Done Something" Clause: Yeah, we all know out of combat - time can be a little different. However, for the purposes of player's response and interaction in a PBP environment, player's are not 'sheit out of luck', just because Player009 posted walking-running-lighting a sunrod-then jumping off a cliff. Players are free to take those awesome longer sequence actions when 'combat time' is off, however, Players can act-stop-interrupt actions that would be outside of a typical round ( 6 Seconds ) - So if Cherry The Cleric has a mental break-down and is attempting to light a torch and then herself on fire, after attempting what would possibly be a full-round to prepare the torch - the party can still react before the self-immolation bit resolves even if Cherry's player posted her own flaming demise. Not all players will be on at the same time, it's a PBP, that's the nature of things. You can make awesome long posts - however players will still be permitted an opportunity to respond - or even backdate a response if necessary,
to one another. I love long posts, but just don't get too far ahead of yourself and assume that
all actions taken will
not be responded to by your fellow players. This is specifically in regard to PCs reacting to PCs - If a long GM scene places you in a house after running though a mob of goblins, you do not have the option to begin combat with said goblins, and likely for a very good reason.
So don't try to back date a post in response to the gm advancing the game without explicit permission
The Ripcord Clause: If things are getting out of hand or such events lead the game to progress into the proverbial 'death spiral', I reserve the right to jump ship and end the game. Similarly, I extend this option to players; if things are just not fun anymore or going down hill, feel free to throw deuces and bounce. No hurt feelings, I only ask you provide notice. While I
intend for this to be a long running game and am looking for players to help make that a reality, we all know that intent and real-life aren't always the same things. There's no point dragging a game on that isn't fun anymore. On the flip-side, if some people drop while others stay and the game is still on-track, I'll make every effort to keep the show going.
GRIEVOUS WOUNDS
Combat is quick and deadly. Even a peasant's sword can horribly maim or kill with a little luck and complacency. Men are not quick to resort to direct and open combat out of fear of death, but the tireless gears of war stop for no man. Molthuni soldiers reap the battlefields with a hail of bolts, while fearless Hellknights still bare steel to rend flesh and marrow from those who would oppose them. Life is cheap; worth less than the weight of the coin which paid for the blade that ended it. Wise men stray from battle, but dangerous men end battles before they begin.
Combat is often short, violent and dangerous. All men are always at risk of death when bound by combat. Grievous Wounds have a chance to be passively inflicted by any attack which meets or exceeds the targets AC. These percepts are rolled along with the attack roll and applied upon both a successful attack and percent roll. Attacks which inflict multiple types of damage such as a firearm (Piercing & Bludgeoning) roll a percent for each type of grievous wound they may apply. Weapons which are used as another type, such as a Longsword being used with Slashing Grace as a 1-handed piercing weapon may be used to apply either slashing or piercing grievous wounds, but this choice must be declared during the attack roll. A number of feats exist to capitalize the effectiveness of the grievous wounds which may be applied on hit. All creatures including players are subject to grievous wounds, which can lead to combat becoming extremely lethal. With the rarity of magical healing most ill-meaning peoples will attempt avoid direct confrontations, as ambush and superior numbers are some of the few things which might ensure a battle is won without sustaining mortal injury.
(Slashing) - 20% Chance to inflict an additional 1d3 points of slashing damage
(Piercing) - 10% Chance to inflict 1d2 points of bleed damage. A DC20 Heal Check ends all bleed effects (Treat Wounds - full round action). Unlike normal bleed damage bleeding from a grievous wound will stack with other wounds. Suffering four bolts in your chest will inflict bleed for each bolt-wound until treated, this is similarly true for rapier-holes left in your chest. If you are experiencing any of the previously mentioned effects, seek medical treatment immediately.
(Bludgeoning) - 10% Chance to knock a foe unconscious on a failed fortitude save (DC10 + 1/2 damage taken). Unliving, unintelligent, or creatures with natural armor are immune to this effect, other creatures may also be resistant to this effect. Additionally creatures wearing a helmet gain immunity to this wound. Medium and Heavy armor, to include barding, include a helmet. Wearing a helmet occupies the creature's head slot.
NEW FEATS
Grievous Wounds (Slashing)
Increase your chance of dealing a grievous wound by 10%. This feat may be taken multiple times to a maximum of 60%.
Grievous Wounds (Piercing)
Increase your chance of dealing a grievous wound by 5%. The bleed damage caused by these wounds increases by 1d2.
Grievous Wounds (Bludgeoning)
Increase your chance of dealing a grievous wound by 5%. Additionally the DC of bludgeoning grievous wounds increases by 2.
Grievous Wounds (Maiming)
Prerequisite: Grievous Wounds (Slashing), BAB +1
Increase the size of your additional damage die by one step. Upon inflicting a grievous wound the target becomes shaken for 1 round. This feat may be taken multiple times increasing the additional damage die size by an additional step to a maximum size of 1d12. If you inflict a slashing grievous wound on a creature who is shaken or frightened they must succeed a fortitude save equal to 10 + half the damage dealt or be stunned for 1 round from the terrible blow.
Grievous Wounds (Hemorrhaging)
Prerequisite: Grievous Wounds (Piercing), BAB +1
you are adept in bleeding your enemies dry. When you successfully inflict a piercing grievous wound the target must succeed a fortitude save equal to DC10 + 1/2 the total bleed damage suffered this round. Upon failure the target suffers an additional point of bleed damage from all his piercing grievous wounds. This effect persists for 1d3 rounds, if you inflict an additional piercing wound the duration is extended by 1d3 rounds.
Grievous Wounds (Crushing)
Prerequisite: Grievous Wounds (Bludgeoning), BAB +1
Increase your chance of dealing a grievous wound by 5%. When you inflict a grievous wound with a bludgeoning weapon, regardless of the results of the target's fortitude save, the target is knocked prone and is unable to recover for 1d2 rounds. Additionally the DC of bludgeoning grievous wounds increases by 2. Creature's who possess immunity to Bludgeoning Grievous Wounds from a helmet or similar armor loose this immunity as their armor is crushed. An effected creature can repair their armor with an hour of work, regaining their immunity.
14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
Yes. Use your traits and Potentials as a foundation.
15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
Large amounts of RP as you make your own way in this sandbox game to pay off your debt, and make your way towards the golden glow of retired life. Intrigue. Plenty of mystery surrounds current everyday concerns and happenings, and some of your potential jobs will reflect this. Puzzles. There will be numerous tricks and strange puzzles to thwart you. Dungeon Crawls. Many instances of employment will bring you to such austere locations, ranging from ruins, sewers, catacombs, caves, or even urban settings. Loot. You'll be earning crap tons of wealth, but more often than not, getting the loot out will be more difficult than how you got in. Securing your wealth after a job will require some travel and legwork to ensure your money wont fall into the wrong hands. Survival. With chase scenes and deadly traps between staving off hunger or sleep deprivation, often the environment will prove to be the most lethal enemy you face. High Lethality. Using your skill checks and wit to overcome life-ending obstacles will be critical in completing your ventures as you foray into these perilous territories, as will gathering information beforehand. Preparation before undertaking an accepted Quest will be key to achieving a smooth conquest. Kingdom Building. If you live to retire, grander things await in the future.
16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
Refer to #7, Chapter 1
This is a largely 3pp-friendly game, so ask away as long as you can provide a source. You might just get a
'nah bro' or a
'cool go for it' without any elaboration. If it gets the
No Beuno, look for a new couch, because all sales are final... if you know what I mean :smallwink: :smallcool: :smalltongue: