House rules

We are using the Unchained crafting rules for mundane items. This will save us time both in and out of game.


For this campaign, item creation feats are not available to the player characters.


When multiclassing two classes with the same base attack progression, continue the progression rather than add the two together. Go ahead and add the saves together, though.


The Weapon Finesse feat confers the benefits of the Agile Maneuvers feat as well.


When making a barbarian, monk, rogue, or summoner, use the Unchained version of that class.


We are using the background skills optional rule from Pathfinder Unchained, as well as the No Alignment optional rule.


We are also using the Allegiances rule to compensate for lack of alignment. Pick three things that your character considers important and list them in order from most important to third most important.

Common choices may include, but are not limited to, Proper nouns, Philosphies, organizational hierarchies (i.e. religious or governmental), Money, Self-interest, Truth, Bloodlust, The Law, and other concepts. Another available option is to oppose the same personalities, organizations, or concepts, like hating the king or the goblin way of life.

Spells, items, or other effects that influence alignment instead affect the target's stance on one or more allegiances, or trades them for new allegiances.


In addition to the allegiance system, I am implementing a homebrew alignment tracker based on Positive and Negative Karma. Doing acts that help others, especially those done selflessly or at one's own expense, increase Karma. Doing acts that hurt others, especially those done in self-interest, decrease Karma. How many points of Karma are awarded at appropriate times (usually at the end of a session) in whatever amount seems reasonable to the GM. Petty acts of spite may only earn 1 point of negative Karma, while creating undead earns 1 point of negative Karma for every 3 hd of undead created (minimum 1), and burning down an orphanage for fun can earn you around 20 negative Karma. Conversely, petty acts of kindness will earn 1 point of positive karma, while heroic deeds like saving your hometown from a ravenous wyvern will earn around 10, and saving the Barony from a magical plague with only your own resources will net you up to 30, and so forth.

Once a character has more than 10 points above or below 0, points can be traded for bonuses (or penalties), but cannot be used to put your score between -10 and 10. Small trades include 1 point for a temporary luck modifier to one or more rolls (bonus for traded posiKarma, penalty for traded negaKarma). For 5 points of posiKarma, you can gain advantage (as per 5e) on a crucial roll. You could also sell 5 points of negaKarma (if you've been naughty enough to get 15 negaKarma in the first place) to gain disadvantage on a similarly crucial roll to be made in the near future, which the GM will surprise you with. With this system, good deeds truly are their own reward.

The one exception to the spending limitation is that 3 karma can be spent to avoid death no matter how much or little karma you have at the time, and while you stabilize immediately at -9 hp and are immune to area damage until the encounter is over, you are also immune to any healing before the end of the encounter. You are out of the fight.

When a character does die, their Karma score determines where their soul goes. Dead people with a positive Karma score can go to whichever demiplane they fancy (or beyond), while those with a negative Karma may go somewhere unpleasant, or, if the score is low enough, be sent into a new mortal body, making it impossible to raise or resurrect them.

All player characters start with 1d8-3 Karma, or, with the GM's permission, a chosen number within that range.


Outsiders other than native outsiders are not affected by positive or negative energy.


Overnight healing restores one hit point per level plus your constitution modifier, if positive.

Magical healing outside of initiative, whether through spells or channel energy, is maximized, but we assume it takes at least twice as long to do.


PCs and living allies and adversaries die when their negative hit points are equal to their constitution score (normal), -10, or their hit dice, whichever is highest. Undead and constructs are still destroyed at 0 hp as normal.


If you confirm a critical hit with a natural 20, you may attempt another confirmation. If that confirmation lands, the hit is an instant kill (not applicable to PCs or named adversaries).


When calculating encumbrance, subtract half your strength score from the weight of any clothing worn to a minimum of 0.


Vulnerability to damage is applied after magical protections.


Raise dead, Resurrection, and True resurrection only work once each. The gods are loathe to give up the souls of the departed. Breath of life works an unlimited number of times, and other methods of raising the dead may be possible, but for harsh prices.


Motionless undead are still distinguishable from corpses if you have ranks in knowledge (religion) or favored enemy (undead). There is a certain sheen to them.


Only simple firearms are available, but are treated as martial rather than exotic weapons.


 

If one or more templates makes a creature both vulnerable and immune to an energy type, the creature will take half damage from that energy type (+50% damage -100% damage = -50% damage).


If I ask you to roll, it means there is both a chance for success and a chance for failure. If I don't ask you to roll, I will inform you that the task is impossible to succeed or fail at your given skill level. The exception to this rule is saves, because that's come back to bite me and I will not be making that mistake again. It does apply to attacks, though, because there's no way an unarmed peasant is punching his way through kraken hide. I'm drawing a line based on verisimilitude.


Running full speed at a wall of force will not deal damage, only block (and end) your movement. The spell description does not explicitly say what happens, so I interpret the force as something like a very small gravity field that cancels momentum rather than rebound it. I know it sounds silly and oddly specific, but it comes up more often than you'd think.


Banned: Vorpal weapons, Rings of Evasion, the Fabricate spell, anything made of uranium, and more to follow.

House rules

Adventures in Thargothras Bearbreathingdragon