Character Generation

You have a pool of 24 dice. Before you roll any stats, assign 2-6 dice to each stat. You will then roll that many dice and take the sum of the highest three.

Ex: 3d6 str, 6d6 dex, 3d6 con, 4d6 int, 4d6 wis, 4d6 cha – Taking the 3 highest dice for each stat

Minimum value in anything but Charisma – 5. Minimum Charisma value – 3. (Remember you die if a stat ever reduces to 0 for any reason!)

 

 

Pathfinder specific alternate/optional rules

General

  • Traits – All PCs may pick two traits and they may not be from the same category of traits. For instance, you can have a Faith and a Social, but not two Faith traits. The “feats” from the RotR Player’s guide count as traits. Other traits may be found in the “core” handbooks: APG, UM, UC, AA
  • Base classes – All
  • Alternate classes – Only anti-paladin
  • Alternate abilities/archetypes – Allowed

Advanced Players Guide

  • Combat Maneuvers – Allowed
  • Hero Points – In use. Hero point feats or “anti-hero”, losing hero points in exchange for a bonus feat is allowed.

Ultimate Magic

  • Allowed – Spellblights, spell duels, building constructs, new familiars (area of world dependent)
  • Not allowed – Binding outsiders, words of power

Ultimate Combat

  • Allowed – Duels, Performance Combat, called shots, piecemeal armor,
  • Not allowed – Siege Engines, (most) Vehicles, armor as damage reduction, wounds & vigor

 

 

Prestige Classes

A second prestige class can only be taken in the following circumstances

  • All levels of the first prestige class have been taken
  • The second class must be taken until they are of equal level. From then on, one can only be one level higher than the other.
  • The first class is based upon membership in an organization. If ties are severed, it is no longer treated as a prestige class, some benefits may be lost, and levels may no longer be taken. (Can be remedied by reentry)

 

 

Critical Hits and Misses

All critical hits must be confirmed. If a 20 is confirmed by a 20, an additional confirm will cause maximum damage.

Critical misses must be confirmed against the target. If the confirm would hit, attacker only misses and forfeits the rest of his actions that round. If it would miss, it may affect the attacker or a target adjacent ally. In the case of a non-magical weapon 1->1->miss results in a weapon break.

 

 

XP Pool

Borrowing a concept I saw on another group’s blog I present the XP Pool. (Credit & a link will be given once the campaign ends if I can find it again. Don’t want my players reading about their current adventure!) Beyond the options it gives the players, I like it because it gives a way to add in my own stuff into the campaign arc without having to worry about over leveling my players.

Over the course of the campaign, every player will have their normal XP as well as an XP pool. This pool can be used for crafting magical items, casting spells or using abilities with an XP component, regain XP lost from a resurrection, or to purchase character enhancements.

XP will be awarded to any PC that does the following:

  • (1000) Write a character history + a picture (one time only)
  • (1000) Create a character progression chart before level 5 (project your class, feat, and stat point selections to level 15) This can be edited at the beginning of each campaign arc.
  • (250) Do a session write-up, preferably in first person (once per session)
  • (1000) Player commentary at the end of each “chapter” – Easier in a GM created game instead of a pre-con but notes and commentary on a)How the PC was brought into the story, b)New thoughts on how their background could be tied into the adventure, c)What you liked about the arc, d) What you disliked/suggestions to improve, e)etc
  • (250) Update your character sheet/page each level
  • When I would otherwise award RP xp or feel obliged due to sheer awesomeness
  • XP surpassing a chapter’s XP cap will enter the XP pool.

 

Character Enhancements

Maximum of two enhancements per level – Can be purchased during any 8-hour rest.

1000 XP – To gain an additional Hero point (does not count towards enhancement limit)

First Tier Enhancements1000XP each
Gain the “Toughness” feat

Gain an additional class skill

Gain a skill focus feat

Gain a feat that grants +2 to two skills

Gain 2 skill points

Second Tier Enhancements – Available once First Tier is complete

1000XP – Gain two Hero points per level

1000XP – Gain a feat that improves your saving throws

1000XP – Increase your Hero Point cap by 1

2000XP – Gain a feat you are eligible for

2000XP – Gain an additional Favored class

Final Tier Enhancements – Available once the second tier is complete

5000XP – Gain an inherent +1 to an ability score (Max 5 per ability)