King of the Giantdowns
My House, My Rules
This page contains an explanation of the varied house rules I will be observing during the campaign. This does not include major rules changes, such as those under the E6 and Bloodline umbrellas, as those rules are important enough to have their own section.
Part 1: Action Points
Every player has a personal pool of general use resources from which to pull when it is needed. Called Action Points or AP, these points can help you hit harder, move faster, and fudge the rules, when appropriate. Unlike most in-game resources, these are tied to the player not the character, and should your character die, these will transfer to any new character you might want to introduce. They are a very limited resource, however, so use them wisely.
Each player begins with 2 AP. At the beginning of each game session, each player attending gains one AP. If you miss a week, you don’t gain any. If the entire party decides to take downtime, each player gains a single AP for every month of time elapsed. A player does not gain these APs if he is playing a secondary character while the main PC is taking downtime.
If at any point you have any Regency Points (see: Blood Abilities), you no longer gain Action Points from that point on. Any “banked” action points are still available for use and you resume accruing them during weeks you play an unblooded character.
The following is a list of benefits a player may gain from the use of an Action Point, along with any associated costs or restrictions:
Heroic Surge: You may alter one D20 roll by adding 1 (or more) d6 to the result. You may roll a number of additional d6 along with the d20 for that check equal to the Action Points you spend. Add the best d6 result to your d20 result. You may choose to roll after the results of the d20 roll are known. If you do, roll 1 less die (min 0).
Action: None. Using this ability is part of whatever action you are augmenting.
Dodge: You gain a +2 Dodge bonus to AC per Action Points spent until the beginning of your next turn. You may use this after an attack has hit to cause it to miss, but if you do you are Fatigued for a number of rounds equal to the number of FP spent.
Resilience: You may use Action Points to reduce a fatal blow to one that is merely grievous. If a single
attack or action reduces your HP total past the point of death, it instead reduces you to a
number of HP equal to the Action Points spent minus your Con score, and bleeding.
Last Stand: When you would be reduced below 0 HP or otherwise rendered unconscious or incapacitated, you may immediately make a single Standard Action. Any Attacks of Opportunity triggered by this action are resolved after the action instead of before as usual.
Powerful Cast: You can draw on your own spirit to enhance the DC or CL of a spell you cast by the number of Action Points you spend on it.
Action: None. Using this ability is part of whatever action you are augmenting.
Part 2: Equipment
Piecemeal Armor— My game will use the optional Piecemeal Armor system from Ultimate Combat. If you find the rules complicated, or dislike them, you can still wear a full suit of the appropriate armor in the CRB. However, many magical suits or sets of armor will have varying enchantments on each individual piece, so it may be fun and/or to your advantage later in the game.
Crossbows— Much like firearms in regular Pathfinder, crossbows target Touch AC when within
their first range increment 30 feet of their target (point blank range). This is to preserve their flavor as a short-range, armor-piercing weapon that can be used by novices. All other rules regarding crossbows apply as normal.
Clarification- a specific ruling on large crossbows: Large versions of crossbows that can be shot one-handed can be wielded two-handed with a -2 penalty, just like melee weapons. Large crossbows that normally can be loaded with one hand can be loaded with two hands. If a crossbow normally takes two hands to wield it cannot be wielded my a medium creature, but if a large crossbow would normally take two hands to load it instead takes twice the actions to load. Therefore, a large heavy crossbow can be fired as a two-handed weapon at -6 since the medium version can be shot 1-handed with a -4 penalty, which is cumulative with the -2 penalty for an oversized weapon. It takes two full-round actions to reload. However, it can be loaded in a single round if another character spends a full-round assisting.
Part 3: Power Components
Power Components are optional, additional Material Components that are consumed just like a normal Material Component during the casting of a spell. When the Power Component is used it is consumed; each Power Component is a single use, consumable item.
When consumed in conjunction with the casting of a spell, a Power Component will provide an additional benefit or enhancement to the spell. This could be anything from an increase in caster level or save DC of the spell, or add to it the effect of a specific Metamagic Feat. For example, adding distilled Mandrake root to an Enchantment (Compulsion) extends the duration as if it were affected by Extend Spell.
Power Components can be culled from animal, vegetable, and mineral. Generally they will require one or more specific rolls to harvest, sometimes requiring additional preparation. Typically plant Power Components require Profession (Herbalism) to recognize and harvest and Craft (Alchemy) to cultivate. The Power Components from creatures will require an appropriate Knowledge check to recognize and either Spellcraft or Survival to harvest and/or prepare. Special rocks and minerals will require Knowledge (Dungeoneering) to recognize, Profession (Miner) to harvest, and a variety of craft skills to prepare.
The stronger the creature, the more deadly the plant, the rarer the mineral, the more potent the result is likely to be.
It will be the responsibility of the party and/or any character that wishes to gather Power Components to remember what parts of what creatures do what. I would suggest keeping record with an Excel spreadsheet.
Part 4: Crafting
The Master Craftsman from the CRB allows for the creation of magic items without needing to be a spellcaster.
The limits on item crafting based on Caster Level are hard limits and cannot be bypassed by adding 5 to the craft DC. This means that, barring special circumstances, no Armor, Weapons, Cloaks of Resistance, Amulets of Natural Armor or Rings of Protection with a greater bonus than +2 may be created or purchased normally (though some may be found). However, certain Skill Perks allow for this limitation to be overcome.
As a means of clarification, the required Caster Level for an item (other than those that provide a static bonus to hit, dmg, AC, Saves, etc.) is the Caster Level of the highest level spell listed as a requirement for that item.
More powerful items exist, but they are items of legend and must be sought after or, potentially, in conjunction with the Power Component and True Magic rules, forged.
Part 5: Downtime Options
When players have downtime, and later when players take the Adventure/Downtime domain action, a number of subsystems come into play that allow a player to perform specific tasks during his downtime. Since the Domain Turn structure assumes that someone in a Leadership Role spends 1 week a month (8 days) discharging his duties of state, a PC would have 3 weeks per month (24 days) to perform other actions. Domain Actions are assumed to take up the entirety of this time.
1) Crafting, covered earlier.
2) Researching a spell. From the PRD “A wizard can also research a spell independently, duplicating an existing spell or creating an entirely new one. The cost to research a new spell, and the time required, are left up to GM discretion, but it should probably take at least 1 week and cost at least 1,000 gp per level of the spell to be researched. This should also require a number of Spellcraft and Knowledge (arcana) checks.”
As with crafting, Power Components can be expended as part of this cost to research spells which that Power Component would affect.
3) Day Job. PCs may decided they want to spend their downtime practicing or running a business and making money on the side rather than taking on additional state duties. Should they decide to do so, they can make Craft, Profession or Perform checks weekly (3 for an entire Domain Turn). Both skills earn half of the check result in gp per week. For Perform, the player may earn either half their check per week in gp, or the normal result of a single check multiplied by 8, for one week’s performances.
4) Retraining. Using The PF Retraining System as a basis, PCs are able to spend time retraining Feats, Skills and Class Feature at the cost of Downtime and gold. You cannot retrain a Feat, Skill or Class Feature that you used as a prerequisite to qualify for another Feat, Skill or Class Feature unless you retrain that first. You cannot retrain racial abilities, hit points, class levels or languages.
Retraining a single Skill Rank takes 1 week (8 days) and costs 300 gp. You cannot retrain Skill Ranks invested in Skill Perks, but you can retrain your choice of Perk. If you retrain Skill Ranks so that you no longer qualify for a Perk, you simply cannot benefit from that Perk until you retrain back to the requisite number of Skill Ranks (1 for Apprentice, 3 for Journeyman and 5 for Master Perks).
During the process you erase the Skill Rank where it was originally, and reallocate it to any other Skill, including learning a new Perk.
Retraining a single Feat takes 1 week (8 days) and costs 500 gp. Retraining a bonus Feat granted as a Class Feature is retraining that class feature.
Retraining a Class Feature takes 1 week (8 days) and costs 750 gp. Class Features that can be retrained include wizard’s School (including opposed schools), a Bard’s Spell’s Known, and a Ranger’s Favored Enemy. Adding an Archetype requires you to spend enough weeks, continuously, to retrain every class ability that is different between your current archetype (or lack thereof) and the archetype you wish to change to. This may necessitate dereliction of duties if you are in a Leadership Role.