Tag: House Rules

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  • Gaining Levels

    No more XP for the characters. I will tell you when your character advances towards the next level. Instead of gaining all your new abilities when you advance to the next level, you divide each level to tiers. As beginning 4th level characters, you are …

  • Advancement Examples

    h3. *Rouge Advancement from Level 1 to 3* *Advancement Chart:* _Level 1 – New 1st level character_ Tier 1.1 – 2 skill ranks; +1 BAB Tier 1.2 - 2 skill ranks; 2hp; +1 Ref Save; Tier 1.3 - 3 skill ranks; Evasion; Tier 2 - 3 skill ranks; 2hp; Rogue …

  • House Rules

    [[Selling loot | Selling your loot]] - Active [[Gaining Levels | XP and Level Advancement]] - testing phase... [[Cure Spells | Cure Spells House Rules]] - testing phase... [[Background Skills | Background Skills and Monster Lore]] - testing phase …

  • Selling loot

    כל הציוד הרגיל יכול להמכר ב-50% כשהוא משומש. לחפצים יקרים (אוצרות למיניהם) יש טווח מכירה המתקבל בהתאם לגלגול "הערכה"- למשל 100-140. הערך הנמוך הוא המחיר שאפשר למכור בו את החפץ בלי בעיה. אם …

  • Cure Spells

    *First Rule about Cure Spells:* 1 is good. Any 1=Reroll that dice. Not sure about this... I will possibly cancel it. *Second Rule about Cure Spells:* As an action that takes an entire round (like summoning spells) you may ask your god to bless and …

  • Background Skills

    h4. Background Skills and Monster Lore We are going to attempt an implementation of a variant of the Background Skills system. Here's how it goes: * When a character completes a full level upgrade (final tier) she gains 1 background skill rank in …

  • Talismanic Components

    Fantasy and myth are rife with exotic materials used to create magic items—meteoric iron, unicorn horn, dragon blood, vampire ichor, and so on. This section provides details on incorporating talismanic components, examples of many talismanic components, …

  • Transference short version

    Transference of magical properties from one object to another is more complicated and dangerous than creating a new item from scratch, but it may be a cheaper procedure. *Prerequisites:* The craftsman must be able to create the same the final …

  • Transference

    h3. Transference and Altering Magic Items This house rule is meant to allow the characters to play around with the magical bonuses of objects they see no reason using, and create new rather more usable items. The idea here is not to make your life …

  • Simple Transference

    h3. Simple Transference With simple transference you can transfer the whole magical essence of one weapon, shield or armor into another as a block, no matter how powerful it is (with the exception of legendary, mythical, historical or intelligent ones …

  • Mythic Adventures

    h3. *Mythic Adventures* h3. *Go mythical:* * Start by getting acquainted with the basic Glossary. * "Choose a Mythical Path":http://www.d20pfsrd.com/mythic/mythic-heroes#TOC-Mythic-Paths * Gain extra hit points based on path * Gain 1st tier base …

  • Mass Combat - the battle

    This page describes the mass-combat battle itself. It assumes the reader is familiar with: [[Mass Combat Glossary | Basic Terms]] [[mass combat - army statistics | Army Statistics]] ......[[Mass combat - Army Tactics | Army Tactics]] ......[[mass- …

  • Mass-Combat - Battle field conditions

    In mass combat, oftentimes the specifics of the battlefield will greatly influence the outcome. Naturally, the GM should exercise judgment regarding any conditions that don't seem to apply to one of the armies (such as darkness and an army with darkvision …

  • mass-combat - army resources

    h3. *Resources* Resources are physical assets the army can use to improve its abilities. You must spend the BP listed in "Table: Resources" for a resource before you can apply it to the army. Some armies can't use certain resources—an army of wolves …

  • mass combat - army statistics

    h3. *Army Statistics* The description of each army is presented in a standard format: * *Name:* the name of the army. Could be a mercenary company's name, such as "Thokk's Bloodragers," a formal regiment number such as "7th Royal Cavalry," or an …

  • mass-combat - special abilities

    Part of the fun of playing out a war in a fantasy game is the fact that you aren't limited to real-world troops. Though most recruited units are warriors or fighters, you may be able to recruit an army of paladins, clerics, or others with abilities …

  • Mass combat - Army Tactics

    Tactics are options an army can use to influence aspects of battle. Tactics are tied to an army, not to its commander (commanders get boons). h3. *Learning new tactics* A newly recruited army knows only the _standard_ tactic and the _withdraw_ …

  • mass-combat Commanders

    h4. *Commanders* Commanders are characters that can boost up the army's abilities - their morale bonus can help the army change tactics and strategy. It makes the army more resistant to routing. Their leadership ability enables the army to learn new …