Roxxy
2012-07-12, 08:38 PM
Yes, yet another version. I'm still trying to perfect things. As usual, these are written with a view of firearm heavy campaigns.
If the GM allows something that later proves to be unbalanced, the player may be asked to modify or replace the option in question.
Alignment is not used. See here ( http://paizo.com/forums/dmtz389l?Intelligence-Check-Removing-Alignment-from#0) for how this changes the rules.
Casting a spell causes you to lose your defense bonus to AC until your next turn. Defense bonuses are the replacement to armor, and are based on BAB.
Spontaneous casters do not increase a spell's casting time when using metamagic.
Two Weapon Fighting and Vital Strike scale with level. This means you gain the improved version for free as soon as you meet the prerequisites, provided you possess the earlier version.
All Characters get Vital Strike, Combat Expertise, Power Attack, Weapon Finesse, Point-Blank Shot, and Precise Shot for free.
Sneak attacks may be made from any distance within the first range increment of the weapon.
No time stop, wish, or miracle spells, including limited wish or minor miracle. Time Stop does not exist, and wishes and miracles are the domain of powerful outsiders, fey, and magic items.
You may reroll a failed knowledge check if you come across a source of additional information such as a book or an overheard NPC comment.
Each character is entitled to two traits, selected from a setting specific list presented by the GM.
Ability scores are 25 point buy.
When leveling up, you may either roll HP in the presence of the GM or just assume an average roll (which is half of the maximum dice roll, not a fraction).
Witches have a choice between summoning a familiar and forming an arcane bond. Witch familiars work the same as wizard familiars, as does the arcane bond feature. A witch writes spells in a grimoire, which functions like a wizard's spellbook but holds a great deal of ritual significance to the witch. A witch who loses a grimoire is treated as a witch in another Pathfinder game who has lost a familiar. A witch coven does not need to posses a hag. Bluff is on the list of witch class skills.
No communing with deities.
Ammunition, food, and water is not tracked unless scarcity is important to the adventure. Spell components are only tracked if they have a specific cost or scarcity is important to the adventure. If the GM decides to track resources, she will inform the players ahead of time so that they may prepare for this.
Ultimate Combat called shots are allowed.
All spells with the healing subtype belong to the necromancy school.
If a healing spell is cast on a corpse that has died within 1d3 + 2 minutes, and this spell raises the corpse's hit point total above its constitution modifier in negative hit points, the corpse returns to life. The corpse may not have more hit points that half it's constitution score in negative hit points when it returns to life, and resumes the dying condition normally, though it does not get an attempt at stabilization until losing a hit point. After 1d3 + 2 minutes, this can still be attempted, but it will likely fail to revive the corpse, and if it succeeds there will probably be brain damage. Whether or not such a late revival attempt fails, whether it does brain damage, and what this brain damage does is up to DM fiat. Once a person has been dead for 1d3 + 7 minutes, the individual can no longer be brought back to life, as resurrection magic does not exist.
Undead are treated the same way as living creatures where healing spells are concerned.
Teleportation magic is only allowed for summoning, spell like abilities, or supernatural abilities.
All classes except the fighter get an additional 2 skill points per level. This applies to archetypes that modify skill points.
This (https://docs.google.com/document/d/1thLs3y-i67bHzeJCJUr_afBpAFWHeKTyLGqCfjn8GjY/edit?pli=1) version of the fighter replaces the original class.
This ( https://docs.google.com/document/d/15Q1bdslox1xiTgid7d5aZ1jY2D-vFXlgn2oCqYjhRhs/edit?pli=1) provides the basic gist of how firearms work, though there will be some tweaks made, and the cover rule will not be used.
The Cleric, Oracle, Druid, Paladin, and Inquisitor are banned. Rangers shall take the Skirmisher archetype. The gods no longer provide humans with divine power do to many, many instances of misuse.
The Magus adds these ( https://docs.google.com/document/d/1FA0Zkn9qu6Qr6Sa5eAk2LvTEYO8ZN3bLCd6Ucv8PXh8/edit) spells to its spell list.
Sorcerers, Wizards, and Witches add these ( https://docs.google.com/document/d/1CZRyvdzilwo4oIjU468rdKvOib6gB-hjAkkZENQ__xs/edit) spells to their spell lists.
This last one isn't so much a rule as a flavor choice, but whenever a hit is scored with a weapon, a card from the Gamemastery Critical Hit deck is drawn. The effect on the card is NOT applied. Instead, the card tells the GM where on the body the attack struck, allowing the GM to quickly come up with a description of the attack based on amount of damage possible and amount done. Hopefully, by being more descriptive with combat, martial characters will be able to have more fun, since they can visualize what that 11 points of damage did.
If the GM allows something that later proves to be unbalanced, the player may be asked to modify or replace the option in question.
Alignment is not used. See here ( http://paizo.com/forums/dmtz389l?Intelligence-Check-Removing-Alignment-from#0) for how this changes the rules.
Casting a spell causes you to lose your defense bonus to AC until your next turn. Defense bonuses are the replacement to armor, and are based on BAB.
Spontaneous casters do not increase a spell's casting time when using metamagic.
Two Weapon Fighting and Vital Strike scale with level. This means you gain the improved version for free as soon as you meet the prerequisites, provided you possess the earlier version.
All Characters get Vital Strike, Combat Expertise, Power Attack, Weapon Finesse, Point-Blank Shot, and Precise Shot for free.
Sneak attacks may be made from any distance within the first range increment of the weapon.
No time stop, wish, or miracle spells, including limited wish or minor miracle. Time Stop does not exist, and wishes and miracles are the domain of powerful outsiders, fey, and magic items.
You may reroll a failed knowledge check if you come across a source of additional information such as a book or an overheard NPC comment.
Each character is entitled to two traits, selected from a setting specific list presented by the GM.
Ability scores are 25 point buy.
When leveling up, you may either roll HP in the presence of the GM or just assume an average roll (which is half of the maximum dice roll, not a fraction).
Witches have a choice between summoning a familiar and forming an arcane bond. Witch familiars work the same as wizard familiars, as does the arcane bond feature. A witch writes spells in a grimoire, which functions like a wizard's spellbook but holds a great deal of ritual significance to the witch. A witch who loses a grimoire is treated as a witch in another Pathfinder game who has lost a familiar. A witch coven does not need to posses a hag. Bluff is on the list of witch class skills.
No communing with deities.
Ammunition, food, and water is not tracked unless scarcity is important to the adventure. Spell components are only tracked if they have a specific cost or scarcity is important to the adventure. If the GM decides to track resources, she will inform the players ahead of time so that they may prepare for this.
Ultimate Combat called shots are allowed.
All spells with the healing subtype belong to the necromancy school.
If a healing spell is cast on a corpse that has died within 1d3 + 2 minutes, and this spell raises the corpse's hit point total above its constitution modifier in negative hit points, the corpse returns to life. The corpse may not have more hit points that half it's constitution score in negative hit points when it returns to life, and resumes the dying condition normally, though it does not get an attempt at stabilization until losing a hit point. After 1d3 + 2 minutes, this can still be attempted, but it will likely fail to revive the corpse, and if it succeeds there will probably be brain damage. Whether or not such a late revival attempt fails, whether it does brain damage, and what this brain damage does is up to DM fiat. Once a person has been dead for 1d3 + 7 minutes, the individual can no longer be brought back to life, as resurrection magic does not exist.
Undead are treated the same way as living creatures where healing spells are concerned.
Teleportation magic is only allowed for summoning, spell like abilities, or supernatural abilities.
All classes except the fighter get an additional 2 skill points per level. This applies to archetypes that modify skill points.
This (https://docs.google.com/document/d/1thLs3y-i67bHzeJCJUr_afBpAFWHeKTyLGqCfjn8GjY/edit?pli=1) version of the fighter replaces the original class.
This ( https://docs.google.com/document/d/15Q1bdslox1xiTgid7d5aZ1jY2D-vFXlgn2oCqYjhRhs/edit?pli=1) provides the basic gist of how firearms work, though there will be some tweaks made, and the cover rule will not be used.
The Cleric, Oracle, Druid, Paladin, and Inquisitor are banned. Rangers shall take the Skirmisher archetype. The gods no longer provide humans with divine power do to many, many instances of misuse.
The Magus adds these ( https://docs.google.com/document/d/1FA0Zkn9qu6Qr6Sa5eAk2LvTEYO8ZN3bLCd6Ucv8PXh8/edit) spells to its spell list.
Sorcerers, Wizards, and Witches add these ( https://docs.google.com/document/d/1CZRyvdzilwo4oIjU468rdKvOib6gB-hjAkkZENQ__xs/edit) spells to their spell lists.
This last one isn't so much a rule as a flavor choice, but whenever a hit is scored with a weapon, a card from the Gamemastery Critical Hit deck is drawn. The effect on the card is NOT applied. Instead, the card tells the GM where on the body the attack struck, allowing the GM to quickly come up with a description of the attack based on amount of damage possible and amount done. Hopefully, by being more descriptive with combat, martial characters will be able to have more fun, since they can visualize what that 11 points of damage did.