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View Full Version : Tell me what you think about my future houserules P6 - 1/2 player(s)



Laurent
2017-03-16, 07:21 AM
It's for a pathfinder campaign with 1 or maybe 2 players.

Power Level
P6
Character progression from level 1 to level 6 is as per d20. Upon attaining 6th level, for each 5000 experience a character gains, they earn a new feat. A diverse selection of feats should be made available in any E6 campaign, however, feats with unattainable prerequisites under this system remain unattainable.

For the purpose of experience awards, treat each 5 feats as +1 CR (or level), to an upper limit of 20 feats. After this, it becomes more and more difficult to bring all a character’s feats to bear in a given situation; although they continue to gain feats, 6th level characters with more than 20 feats can continue to be treated as if they were level 10 for experience and challenge purposes.

Mythic Rank
Maximum Mythic rank attainable is 3.

Gestalt
If there's less than 3 players, Gestalt rules are used.

Magic

Spheres from Spheres of Power becomes the main system for spellcasting.
Alchemist and Occult Spellcasting Classes keep their magic system.
Akashic Mysteries and Psionics system stay the same too.

Modified classes
Except Alchemist, Wizard and Occult Classes, every spellcasting classes with an official Sphere archetype (either prepared or not) use their Spheres Archetypes.
Spellcasting classes without a Sphere Archetype (3rd party classes) can be modified as following :
4th level spell max : low sphere caster
6th level spell max : mid sphere caster
9th level spell max: high sphere caster

Advanced Talents
Advanced Talents are banned

Rituals and scrolls
Ritual are made from spells from the vancian magic system, not spheres, following the rules explained in the "Converting Spells to Rituals" section from Spheres of Power rules.

Crafting magic items
The traditional magic item creation rules are used, using ritual level in place of spell level when determining the cost of a new magic item. See section "rituals" of "Crafting magic item" section of Spheres of Power rules.

Combat

Might or Magic
When your BAB=4, you either gain Martial Training I as a bonus feat if your class is not already an initiator or a Sphere talent if you are a Sphere caster. If you have an initiator class or a non-Sphere caster one, you gain either a bonus combat feat or a metamagic feat.
When your BAB=6, you either gain Martial Training II as a bonus feat if your class is not already an initiator or a Sphere talent if you are a Sphere caster. If you have an initiator class or a non-Sphere caster one, you gain either a bonus combat feat or a metamagic feat.
Normal: No bonus feat.

Sometimes a fatal blow let you live
When a character is dropped below 0 hitpoints there is a 50% chance they remain conscious but with the disabled condition. Each round there is a 50% chance they fall unconscious until brought above 0 hit points again.
Normal: When you drop below 0 hitpoints you go unconscious.

Counter attack and glancing blow
When an attacking creature miss an opponent, compare the attack with the defender's touch AC. If the touch AC is missed by more than the attacker's BAB + his Dex and Wis modifiers, the attacker provokes an attack of opportunity from his opponent. This attack of opportunity cannot provoke an attack of opportunity in turn if it misses in the same way.
If the attacking creature misses against their opponent’s full AC but the result of the attack roll would hit their opponent’s touch AC their opponent suffers a glancing blow. A glancing blow deals an amount of damage equal to the attacker’s Strength modifier,
if the attack does not deal any increment of the attacker’s strength modifier then the attack deals no damage.

In case of fumble you provoke an attack of opportunity regardless touch AC.

If the provoking attack is a ranged attack and the opponent cannot make an attack of opportunity but another opponent can, this opponent attacks instead.
Normal: When you miss you miss. Even when you critically miss.

Last Rites (Stabilization)
If a character is killed (reduced below their negative Constitution modifier) other characters have until the start of that character’s next turn to heal them before they are truly dead. If the dead character receives healing, he may continue to struggle onward.
Normal: When you're killed there's no second chance.

Vigor and Wounds
The rules from Ultimate Combat are used.

KO
Out of combat or during a surprise attack, when a character using a non-lethal attack on an unaware adversary hits, if damage is equal or superior to the opponent's Wound threshold, this opponent is unconscious, KO'ed.

Other rules

Bonus Feats
Every character or creature with PC class levels starts with 2 bonus feats, helping to accommodate the concept of the character.

Knickknacks
Using this variant rule a character is assumed to have access to mundane items whose weight is less than 5 lbs and whose cost is 20 gp or less. A character may have retroactively buy such items from the place they were in. If an item could not realistically be found there, it should be made unavailable to them. The price of the item must still have been paid for. The GM is the final arbiter of what can be bought and it should be limited to mundane adventuring items such as candles, rope, extra rations, a bed roll, etc. Its should not be available in bulk (“Oh yeah, didn’t I mention? I bought 400 trail rations in the last town.”) and they should be general items rather than specific ones (you might be able to buy a key but not a key to the General’s Tomb, even though it was on sale). A character shouldn’t use this more than once or twice between visiting a store.

Dark Age Education
In many games literacy is just assumed. This was rarely the case for the common man historically, many people could not read (though one could argue that the players are “heroes” and better than the common man). Using this variant rule characters in classes without Linguistics on their skill list or without at least 15 Intelligence cannot read. This can be remedied by taking a Literacy feat (see below) or by taking levels in a class that has Linguistics as a class skill. A character who cannot read who puts ranks into Linguistics may learn the spoken form of languages but not the written.

Literacy
Prerequisites: Intelligence 8 or higher
Benefit: You can read and always treat Linguistics
as a class skill.

Feats

Removed feats
Improved Trip, Improved Disarm, Improved Dirty Trick, Improved Feint, Improved Reposition, Improved Steal, Improved Bull Rush, Improved Drag, Improved Overrun, Improved Sunder, Martial Mastery, Martial Versatility, Mobility.

Revised Feats
Weapon Focus (Combat)
Choose one group of weapon or one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon or group, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon or any weapon from the selected group.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon or another group of weapons.

Dodge (Combat)
Benefit: You gain a +1 dodge bonus to your AC. This bonus increases to +4 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

New Feats
Deft Maneuvers (Combat)
Prerequisites: INT 13 or DEX 13
Benefit: You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.

Powerful Maneuvers (Combat)
Prerequisites: STR 13
You do not provoke an attack of opportunity when performing a bull rush, drag, overrun, or sunder combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.

Class Ability 7th level
Prerequisites: 6th level of any class
Benefit: Gain one ability from the 7th level of the class whose you met the prerequisites.

Class Ability 8th level
Prerequisite: Class Ability 7th level feat for each class ability of the 7th level on any class, or Blank Feat 7th Level if there is no ability at 7th level for this class.
Benefit: Gain an ability from the 8th level of the class whose you met the prerequisites.

Blank Feat 7th level
Prerequisite: Class with no ability at level 7.
Benefit: Feat tax to attain 8th level abilities of one class.


Credits for some rules and feats :
The Elephant in the Room: Feat Taxes in Pathfinder : http://michaeliantorno.com/feat-taxes-in-pathfinder/
Alternate Paths - Martial Characters (Little Red Goblin Games) : http://www.drivethrurpg.com/product/143543/Alternate-Paths-Martial-Characters