HOUSE RULES

House Rules

  • Magical Healing: Any dice of healing a PC receives is/are first rolled by the PC doing the healing. If the PC decides he is unhappy with the roll he can ask the GM to roll the same dice and must receive the amount rolled instead.
  • Lethal Damage: Lethal damage done to enemies that results in zero or negative hitpoints will knock enemies unconscious and dying (similar to how damage works for PCs). If the PCs wish to deal blows that will outright kill enemies when they reach zero or negative hitpoints, the PCs must declare their intent before making the attack roll. EDIT 1/18/2017 – In some situations, choosing to end an unconscious or otherwise helpless enemy’s life could cause a moral dilemma (see alignment entry under Pathfinder: Unchained).
  • Map Movement: Diagonal lines count as normal (one-square) for purposes of movement and range.
  • Racial Traits and Abilities: Changes to racial stats, traits and abilities are found in the individual races’ entries on the main wiki.

Supplemental Rules

  • Pathfinder Unchained:
    • Background Skills (pg. 47)
      • Background Skills – Appraise, Artistry, Craft, Handle Animal, Knowledge (Engineering, geography, history, nobility), Linguistics, Lore, Perform, Profession, and Slight of Hand
      • New Background Skills
        • Artistry (Int) – Like Craft, Artistry is focused on creating something, however what is being created is not necessarily functional, but does follow an aesthetic. Examples of Artistry specializations include, choreography, criticism, literature, musical composition, philosophy and play-writing.
        • Lore (Int) -
      • All PCs gain 22 (for 11th level) background skill ranks and all skill ranks spent on background skills (see list above) are refunded and can be spent on any skills. Finally, subtract the tanks refunded from the 22 background skill ranks to determine how many remaining background skill ranks remain for the PCs to spend. Those ranks remaining can only be spent on the acquisition of background skills from the list above.
    • Skill Unlocks (pg. 82) – Skill unlocks can be gained by Rogues (utilizing the Rogue’s Edge ability) or via taking the “Signature Skill” feat.
    • Alignment (pg. 95) – Utilizing the Standard Alignment method found in Unchained, players identify their chosen alignments on the chart below, always choosing the number on the axes closest to neutral. For example, if a character is Lawful Neutral, their positions on the tracks would be Lawful 3 on the top axis, and Neutral 5 on the bottom axis. A Chaotic Good character would be positioned on Chaotic 7 and Good 3.

      Alignment photo Alignment_Grid_Pathfinder_Unchained_zpsl67s5zrp.jpg


      Due to the age of this campaign, if a player wishes to make a case to have their character start in different positions on the axes (based on prior actions), please present a brief summary of the events justifying the desired positions on the alignment axes.
      Alignments can shift based on decisions the characters make in-game. If a Lawful Good character stands idle while his companions sacrifice an innocent in pursuit of personal gain, his/her alignment might shift two or even three spots towards Chaotic and Evil.
      When/if a character reaches the far edges of a scale (positions Lawful 1 and Good 1, for example) and they make a decision during a challenge or dilemma that would have reinforced their alignment, they instead gain a number of affirmations equal to how many spots their alignment would have shifted. Neutral characters cannot gain affirmations. Affirmations must be spent within 24-hours of them being earned. The list of affirmations and their effects in-game can be found on page 97 of Pathfinder Unchained.
      Alignment Feats can also be chosen (shown on page 98 of Pathfinder Unchained) once characters have at least 10 hit dice.
    • Stamina and Combat Tricks – The system presented on page 112 of Pathfinder Unchained is available to Fighters only, and then, only applies to Feats gained through the granted bonus feats for Fighters.
    • Magic Items -
  • Ultimate Campaign:
    • Story Feats (pg. 66) – Characters began the campaign with the ability to choose Story Feats. Players are encouraged to retain their characters’ chosen Story Feats when re-tooling their characters. Players of newly created characters are similarly encouraged to utilize Story Feats to add flavor, direction and background to their PCs.
    • Reputation and Fame (pg. 190) – Although we’ve used the reputation and fame system in the prior iteration of the campaign, many of the rules were not clearly defined. At the time of this campaign’s reset, the fame scores and spheres of influence of the characters were:
      • Callum Thomas Teegun – 22 Fame; 300 miles + Feat and Trait modifiers
      • Dorian Brom – 15 Fame; 200 miles + Feat and Trait modifiers
      • Ryn Ehran Coldmoon – 17 Fame; 200 miles + Feat and Trait modifiers
      • Axle Stonebeard – 12 Fame; 200 miles + Feat and Trait modifiers
      • Ahzitima Zahtanni – 18 Fame; 200 miles + Feat and Trait modifiers
        Previously, PCs were allowed to retain more prestige points than allowed by the system. That house rule has been removed. Instead, characters will begin anew with a number of prestige points equal to their current fame values. All titles, and any other permanent awards gained through the fame system previously, are lost. PCs instead can spend their reset prestige point totals to purchase any titles (or other permanent awards) in their fame categories or lower.
      • All characters from the prior sessions spheres of influence are centered on the Seven Lakes region. PCs may determine which direction their spheres of influence have spread since.
      • Newly created PCs will begin the game with 12 prestige points.
    • Organization Building – The rules for building and growing the organizations the characters are associated with are modified from the Kingdom Building rules found in chapter four of the Ultimate Campaign book. The characters and the organizations they’re members/leaders of are noted below. The specific rules/stats of each organization are included in the organizations’ entries (also linked below).
  • Horror Adventures:
    • Corruption (pg. 14 – 37) – The following PCs will now have the indicated Corruption Manifestations at the corresponding stages and Manifestation Levels (see below). As well, if there have been changes made to the Manifestations (cures, stages, descriptions, etc.) those are indicated in the characters’ entries.
      • Axle Stonebeard – Promethean (pg. 32); Corruption Stage 1 (shift alignment axes one step towards neutral); Manifestation Level 4th; Saved from mortal injuries by a mysterious witch in the woods, Axle was forever changed by the experience. His skin now has the look and feel of flesh-colored tree bark. Aside from the aesthetic changes, Axle’s body seems to react less like a living dwarf’s, and more like a plant’s.
        • Cure: The cure to Axle’s corruption is unknown. Immediately after “healing” Axle’s wounds, the witch could not be located. It’s very possible that the witch alone knows what must be done to remove the corruption. Of course, it’s very likely that curing Axle’s corruption could result in his death, as the stains were gained when the witch was bringing Axle back from near-death.
        • Manifestations: Armored, Berserk Fury, Rampage, and Shattered Body
      • Ryn Ehran Coldmoon – Possessed (pg. 30); Corruption Stage 1 (shift alignment one step closer to Neutral Evil); Manifestation Level 5th; Ryn seems to be possessed by the soul of an infamous fey by the name of Lemenius El’Soriin, the greatest fey sourcerer to have ever lived. Whether Ryn was targeted for possession by El’Soriin while the fey was seeking immortality, or is, as some believe to be the case, El’soriin reborn, is still unknown.
        • Cure: Curing Ryn of El’Soriin’s corrupting influence necessitates determining the nature of that influence. If Ryn is indeed El’Soriin reborn, there may be no stopping the gradual re-accumulation of the terrible fey’s memories and personality.
        • Manifestations: Blurred Soul, Contaminated Personality, Hateful Voices, Temporary Clarity, Two Minds
    • Sanity: The Sanity rules found on page 12 of Horror Adventures will be utilized in the campaign going forward.
      • Sanity Scores: Characters’ base sanity scores are equal to the sum of their mental ability scores (Charisma, Intelligence and Wisdom) minus any ability damage taken to those scores.
      • Sanity Thresholds: Characters’ sanity thresholds are equal to the bonus of their highest mental ability score (Charisma, Intelligence or Wisdom) minus any ability damage taken to that score. When a character is damaged by a “sanity attack” that is greater than or equal to their threshold, that character gains a madness. The severity of the madness (lesser vs. greater) depends on the character’s relation between total sanity damage and their sanity edge. If a character’s sanity threshold is 0, that character always suffers a madness upon taking one or more points of sanity damage.
      • Sanity Edge: Characters’ sanity edges are equal to 1/2 of their sanity score (see above). When a sanity attack causes a character to gain a madness, the character compares the total sanity damage sustained (over the character’s lifetime) to the character’s sanity edge score. If the current sanity damage is less than the sanity edge, a lesser madness manifests. If the sanity damage is equal to or greater than the sanity edge, a greater madness manifests. If sanity damage is ever greater than the sanity edge, all dormant lesser madnesses that had manifested in the past manifest again.

HOUSE RULES

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