Krie:HouseRules

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House Rules

Character Creation

  • Create Characters using the Point Buy system: 20 Points (High Fantasy)
  • All Classes in the Core book are allowed, except for Monks.
  • Dwarves, Elves, Half-elves, Half-orcs, and Humans only. No Halflings or Gnomes.
  • No Feats, Skills, Treasures, Races, Classes, Prestige Classes, Tidbits, Widgets, or Bobbles from outside the Pathfinder Core book will be allowed.
  • Characters start at 3rd level, with maximum first level money, no magic items can be purchased at character creation.
    • Characters also receive:
      - Horse or Pony (Player choice); combat trained for an additional 25g. Saddle, bridle, etc included.
      - Adventurer's Kit which includes bedroll, two-man tent, mess-kit, matches, etc. Think basic camping gear. Please list what you are bringing, but reasonable requests will be acquiesced.

Special Rules

  • All Sorcerers, Bards, Rangers, and Druids, have the following restrictions and ability
When casting a spell normally, the character takes unresistable damage equal to the level of the spell. No Damage reduction prevents this damage.
The spellcaster may opt to cast any spell he or she knows as a ritual, the ritual takes a number of minutes equal to the normal casting time in rounds, so a standard action spell would be 1 minute, a full round action spell would be 2 minutes, a spell that normally takes a minute would take an hour, etc. Casting this way, the caster takes no damage.


  • All Clerics, Wizards, and Paladins, have the following restictions
When casting a spell, the character takes damage equal to the level of the spell unless the character casts as a full round action, using their Holy Symbol or Arcane Bond as a focus, in which case they take no damage. If the Spell is already a full round action or longer, they must take twice the listed casting time.


  • All Sorcerers and Wizards gain the following ability
The character may sub any spell for a higher spell slot as a free action and then cast it normally. For example, a character may cast a 3rd level spell, and cast it using a 5th level spell slot. When they do so, they take damage equal to the spell slot sacrificed.


  • All Clerics and Paladins gain the following ability
The character may increase the damage of their channel energy by a die code by sacrificing a number of hit points equal to the dice rolled. A cleric who's Channel Energy is 3d6, may roll 3d8 instead, by sacrificing 3 hp.


  • All Druids gain the following ability
When sacrificing a spell slot to spontaneously cast Summon Nature's Ally, instead of the Summon being the same level, it is one level higher, but, the animals summoned are magically twisted some how, at the GM's discretion.


  • Bards may sacrifice 1 hp to add +1 to a bardic performance buff.


New Feats and Feat Changes

  • All spellcasters gain the Empowered Metamagic for free at 1st level. Empowered spells only take a spell slot one level higher, rather than two.


  • All spellcasters can take the following feat at first level:
Imbue object: Similar to Scribe Scroll, Imbuing an object is a temporary way to attune a normal object into a temporary magic item for casting. By spending ten minutes to imbue an object with magical energy, they can use that object to shut excess energy generated while casting and reduce incoming damage to 1 (or in the case of 1st level spells, 0). Once the object has been used a number of times equal to the caster's caster level, it is used up until reattuned. If an item is reattuned more than twice in a single 24 hour period, the third time it used up, is disintegrates. The item must be worth at least 1g per caster level, or can be crafted with a Spellcraft DC of 15+caster level, base time of 1 hour. Daily Imbuing is a Spellcraft of 10+caster level check. There is no limit to the amount of Imbued objects a caster can imbue per day, but each one is only good until the next time the sun rises. A spellcrafter may use an object imbued by another caster, but only up to a spell level equal to the creator's highest spell level at the time of imbuing.
To use the object, it must be held in the character's hand at the time of casting (or in the case of say a ring, be worn). This does not interfere with somatic components.
.
Aelrica the bard wants to imbue her Lute to help her channel, the lute is worth 15g, and she is only a 6th level bard, so no issues there. In the morning, she spends ten minutes attuning her lute to her magics. The DC for her check is 10 plus her caster level of 6, for 16, which she makes no problem. She can now use her lute (she must be holding it) six times before the sunrises to reduce Spellcasting damage to 1 (or 0 for first level spells, but that still counts as a use). After that, she must spend another ten minutes reatuning it. If she attempts to attune her Lute a third time before the sun rises, after those 6 uses are up, her Lute will disintegrate.
.
Melrith the Druid is in a bind, he's been imprisoned by some nasty looking orcs, and they've taken all his stuff, including the staff he imbued this morning. Normally he could blast his way out of here, but that might kill or seriously injure him from the raw casting. Luckily, his cell is full of sticks and leaves, so he sets about making himself an effigy to imbue. He spends an hour weaving the sticks and a few interesting stones into an effigy of the Green Man he can imbue. The effort takes an hour, and because he is a 8th level Druid, the DC for the test is 23 (15+caster level). He makes the test, and can now imbue his temporary effigy with a normal ten minute test and a DC of 18. Successfully done, he now has an Imbued stick man he can use 8 times to reduce casting damage to 1.
.
The spirit of this feat is to have the imbued object be something thematic to the character's caster style and type; a wand, a trinket, a ring, a voodoo doll. If people start imbuing their shoes, or their clothes, or their swords, I'll take exception to this, and start restricting it more heavily. For now it's open to allow the widest possible creativity.


  • The following changes to Scribing Scrolls and Creating Potions:
Instead of the Core Book values for creating Scrolls (12.5g x Spell level x caster level), Krizen will use this formula:
(1g x Spell Level x Caster level) for spells 5th level and under, and (6g x Spell Level x Caster Level) for spells 6th - 9th level.
This means instead of a 2nd level spell by a 4th level caster costing 100g to scribe, it now costs 8g to scribe.
.
Instead of the potion formula being as written in the book of (25g x SL x CL), Krizen will use:
(10g x SL X CL)
.
This is to give players the opportunity to use the feats on a regular basis, and give another method for circumventing the damage from casting. Costs for buying these items outright is unchanged. (Vendors are just making more of a profit. For players thinking of getting into business for themselves, I'll come up with something to make that inconvenient.)


Other Stuff of Note

  • Sometimes, in the after residue of a rift, or other planar disturbance, one can find tiny crystalline fragments that contain great amounts of magic. These are becoming highly sought after in the creation of magical items, and 1 ounce of them can substitute for 100g worth of materials cost in the creation of magical items. Most commonly they are found as small fragments, the size of tear drops, taking ten or more to make an ounce. Large fragments, pieces larger than 7 or 8 oz, can be used as a substitution for spell component costs of less than 1000g, and pieces larger than 12 oz (which are very rare, and come from only the greatest, most devastating rift events) can be used as a 5000g or less material component. No fragment larger than 14 oz has ever been reported.
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