House Rules

Character Creation

Generating ability scores

Shuffle together two sets of cards numbered in ascending order from four to nine. Deal the resulting deck of cards into six piles of two cards each. Total each pile individually and record the results. These numbers are your ability scores. Assign them as you see fit.

Starting character wealth

You may choose to take the average instead of rolling.

Traits and aspects

Aspects take the place of traits and are used to create complications in the characters’ lives that serve as a source hero points. We will be following the process for creating aspects described in the “Character Creation” chapter of Fate Core.

Alignment

Everything except for the following four statements in the Pathfinder Roleplaying Game Core Rulebook is considered non-normative commentary on alignment. Alignment should play a role in shaping the aspects you create for your character.

  • Good characters and creatures protect innocent life.
  • Evil characters and creatures debase or destroy innocent life, often for fun or profit.
  • Lawful characters tell the truth, keep their word, respect authority, honor tradition, and judge those who fall short of their duties.
  • Chaotic characters follow their consciences, resent being told what to do, favor new ideas of tradition, and do what they promise if they feel like it.

Hero points

Characters begin play with one hero point. They acquire hero points from feats and magic items, and they receive an additional one when they gain a level. They also gain a hero point when their aspects cause complications, which they may prevent from happening by spending a hero point instead. Characters may have no more than three hero points at a time. Excess hero points are lost.

Advancement

Experience points

Characters receive 1 XP for each significant milestone achieved. Significant milestones occur at the end of an adventure—essentially, when a situation is resolved. Characters may gain a new level by spending 3 XP and completing an appropriate training regime.

Gaining hit dice

You may choose to take the average instead of rolling when gaining new hit dice.

Relationships

Characters can establish relationships with the people, places, and things around them. When they do, they gain the following extra representing that relationship. This extra can be gained several times but only once for any given relationship.

Characters begin play with three consequence slots: minor (2 shifts), moderate (4 shifts), and severe (6 shifts).

Extra: Relationship

Permissions: None; gained through interaction with the world around you

Costs: None

Aspects: One aspect defining the relationship, and up to two more as the relationship gains extra stress boxes.

Special: Relationships have a rating and a stress track, making them similar to skills. When a relationship suffers some kind of woe, such as a risky request resulting in trouble for the other party or general neglect, then it risks stress and consequences. Roll 4dF1 and add your relationship rating to it. The opposition will be active or passive depending on the nature of the event.

  • When you fail a relationship test, your relationship suffers stress and potentially consequences.
  • When you tie a relationship test, your relationship doesn’t get any worse, but it gains a negative boost. The negative boost goes away after it has either been invoked or compelled against you.
  • When you succeed on a relationship test, your relationship doesn’t get any worse.
  • When you succeed with style on a relationship test, you prevent the relationship from getting worse, but you also gain a boost gain a boost as the incident brings you closer together.

When you complete a significant milestone (i.e., an adventure), you gain one point that can be spent to increase the rating of any relationship involved in the adventure. Relationship stress tracks reset every session.

Training

Characters must spend time training to gain a new level. Training follows the rules for retraining except that the time and cost to train are determined using the new level instead of the current one. Feats and ability score increases must be trained separately from gaining new levels in a class.

Skills

Social skills and crowds

The target DCs for Diplomacy, Bluff, and Intimidate are modified based on the size of the crowd being addressed per the following table.

Crowd Size
Small (< 25 creatures) +0 DC
Medium (26–100 creatures) +2 DC
Large (101–300 creatures) +3 DC
Massive (>301 creatures) +4 DC

StealthOGL

You are skilled at avoiding detection, allowing you to slip past foes or strike from an unseen position. This skill covers hiding and moving silently.

Check: Your Stealth check sets the Perception DC for people to notice you.

Someone who can directly observe you treats the result of your roll as 0. While using Stealth, you move at half speed. If you move faster than half speed but no more than your normal speed, you take a −5 penalty to your Stealth check. You may not use Stealth while attacking, running, or charging, and Stealth ends immediately if you perform any of those actions. If you make an attack after using Stealth, and the target of your attack does not perceive you, your attack (or first attack in a full-attack action) ignores their Dexterity bonus to AC.

Creatures receive a bonus or penalty to their Stealth checks based on their size: Fine +16, Diminutive +12, Tiny +8, Small +4, Medium +0, Large −4, Huge −8, Gargantuan −12, Colossal −16.

Sniping (Attack; 2 Acts): If you’ve already successfully used Stealth at least 10 feet from your target, you can make one ranged attack and then immediately use Stealth again. You take a −20 penalty on your Stealth check to maintain your obscured location.

Creating a Diversion to Hide: Make a Bluff check opposed by the Sense Motive checks of your opponents. Those who fail their Sense Motive checks are treated as not directly observing you for the purpose of resolving your Stealth check.

Action: Stealth checks are made as part of other (including free) actions unless otherwise noted. You are treated as unnoticed by those who do not beat your Stealth check until the beginning of your next action or the end of your turn, whichever comes first.

Special: If you are invisible, you gain a +40 bonus on Stealth checks if you are immobile, or a +20 bonus on Stealth checks if you’re moving.

Stealth and Existing Material

When using existing material with the revised Stealth rules, keep the following in mind:

  • When material describes situations that prevent a character from making a Stealth check, assume that they instead indicate that the result of that character’s check would be treated as 0.
  • Cover and concealment are necessary but not sufficient to deny direct observation.
  • Replace the third sentence of the paragraph on bright light (page 172, Vision and Light) with the following: If a creature with concealment makes a Stealth check, treat the result as 0 unless the concealment also blocks line of sight.

Adventuring

Falling damage

Falling damage and damage from falling objects use d10s instead of d6s.

Feats

Vital Strike

To use the vital strike feat, you must commit 2 acts.

Magic Items

Bashing

The bashing shield special ability does not stack with the increased damage granted by shield spikes.

Defending

When a character performs a shield bash using a shield with defending shield spikes, the enhancement bonus to attack and damage rolls granted by the Shield Master feat is reduced by an amount equal to the amount transferred from the enhancement bonus of the shield spikes to that character’s AC.


1 dF refers to fudge dice.

House Rules

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