Pathfinder House Rules
Contents
Character Classes
Unchained Rogue
We will be converting to Unchained for Rogue. Changes from the normal Rogue are listed below.
- Base Attack Bonus and all Saves remain the same.
- Class skills and skill ranks per level remain the same.
- Weapon and Armor Proficiencies remain the same.
- Rogues gain Finesse Training at 1st level. They get Weapon Finesse as an automatic class bonus feat. In addition, at 3rd level the Rogue picks a single weapon type (such as rapier) and adds her Dexterity modifier to damage instead of Strength. The Rogue can select a second weapon at 11th level and a third weapon at 19th.
- Most Rogue talents have been updated to be more versatile and useful.
- At 3rd level, the Rogue receives Danger Sense, gaining a +1 bonus to Reflex Saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. Also, a +1 bonus on Perception checks to avoid being surprised. These bonuses increase by +1 every three rogue levels. This replaces Trap Sense from the standard Rogue.
- At 4th level, the Rogue receives Debilitating Injury. Whenever she deals sneak attack damage she can also debilitate the target, causing it to take a penalty for 1 round. She chooses from the following types of debilitation when the damage is dealt: Bewildered (-4 AC vs the Rogue, -2 AC vs everyone else. The penalty goes up by -2 at 8th and 16th level for AC vs the rogue), Disoriented (-4 on attack rolls vs the rogue, -2 on attack rolls vs everyone else. Increases by -2 at 10th and 16th for attacks vs the rogue), Hampered (Target speed reduced by 1/2. 5 foot steps are impossible)
- At 5th level, the Rogue gains a free Skill Unlock for a single skill. She receives an additional Skill Unlock at 10th, 15th, and 20th level.
Magic
Pathfinder: Krystallos makes use of the [Spheres of Power] supplement from Drop Dead Games. Spheres of magic and magical talents replace spells. Adjustments to character classes are as follows.
Witch
A Witch is a high caster.
At 1st level a Witch gains:
- 1 sphere of her choice.
- 1 sphere as determined by her patron.
- 3 talents of her choice.
- The Cantrips feat.
At even numbered levels a Witch gains:
- 1 talent of her choice.
- 1 talent from her patron's sphere.
At odd numbered levels (starting at 3rd level) a Witch gains:
- 1 talent of her choice.
Hunter
A Hunter is a mid caster.
At 1st level a Hunter gains:
- 1 sphere of her choice.
- 2 talents of her choice.
At 2nd level and each level beyond a Hunter gains:
- 1 talent of her choice.
Wizard
A Wizard is a high caster.
At 1st level a Wizard gains:
- 1 sphere of her choice.
- 1 sphere that serves as her specialization sphere.
- 2 talents of her choice.
- Specialization sphere powers.
- The cantrip feat.
At even numbered levels a Wizard gains:
- 1 talent of her choice.
At odd numbered spheres (starting at 3rd level) a Wizard gains:
- 2 talents of her choice.
Mechanics
Background Skills
We will be adopting the Background Skills rules from Pathfinder Unchained.
Background skills represent those skills that play a large role in your character's non-adventuring life, including passions and hobbies that aren't always relevant to tomb delving or monster fighting.
- You receive 2 background skill points per character level.
- Background skills are: Appraise, Artistry, Craft (all except alchemy), Handle Animal, Knowledge (engineering), Knowledge (geography), Knowledge (history), Knowledge (nobility). Linguistics, Lore, Perform, Profession, Sleight of Hand.
- Background skills are retroactive. You'll receive 2 background skill points for each character level you possess.
- If you already have ranks in a background skill you may switch in background skill points to free up those ranks for other skills. Example: Lucius has 2 ranks of Knowledge (engineering). He puts two background points into Knowledge (engineering), freeing up the previously spent 2 points to raise Knowledge (arcane).
- Class skills are still determined by your class. Having background points in a skill does not make it a class skill if it isn't on your class skill list.
- No skill can have more ranks than your current level. If you are 4th level you can't have more than 4 ranks in any one skill.
New Skills
- Artistry (Int): Used to create works of art such as musical compositions, poetry, sculptures, plays, novels, and paintings. Must be specialized. Class skill for any character that gains Craft or Perform as a class skill.
- Lore (Int; Trained Only): A specialized area of knowledge far narrower than the most relevant Knowledge skill. Must be specialized. Example Lores: A specific city, taverns in one country, one form of trade, one type of animal, nobility of a specific country, dwarven history, one specific Totem, famous military commanders, one specific magical sphere, types of wine, trees. Class skill for all characters.
Skill Changes
- Magically active characters (high casters) can use the Spellcraft skill to detect and read magic.
Stamina Tricks
We will be adopting the Stamina Pool/Trick rules from Pathfinder Unchained.
- All characters have a Stamina Point pool equal to their BAB + CON bonus.
- Stamina Points can be spent on Stamina Tricks - ways to enhance combat specific feats. Each combat feat has a single Stamina Trick.
- You may spend as many Stamina Points on a single turn as you have in your pool. You can spend them on multiple Tricks if applicable.
- Stamina Points recharge after a night's rest.
Brownie Points
- Brownie Points are used during sessions to buy a reroll. You may spend a Brownie Point on any roll, including attacks, skill rolls, damage rolls and saves. The reroll is at a bonus of your level. For example, if you are level 5 and spending a Brownie Point to reroll, you add +5 to the final total.
You may spend multiple Brownie Points on the same roll. For example, if you spend a Brownie Point on an attack roll but dislike the new result, you may spend a second Brownie Point for another reroll. You may continue to spend Brownie Points on the same roll until you are satisfied with the roll or out of Brownie Points.
- You may also spend a Brownie Point to recover 1d6 hit points. You may only spend Brownie Points in this way once after each combat/incident in which you take damage.
- Brownie Points are a reward for upkeep and creativity between sessions. Brownie Points can be earned for: completing a DM request for information between sessions, an act of creativity (such as writing a short story involving your character, drawing a picture of your character, or sharing the poetry your character has written in character), role play between sessions. Pretty much anything you do in the name of upkeep on your character or character enhancement between sessions can earn Brownie Points.
- Brownie Points are cumulative. If they are not spent during a session they carry over to the next. Once a Brownie Point is spent it is gone. Each character can have a maximum number of brownie points equal to his or her level + 1.
Equipment
Crafting Healing/Antidote Kits
- The DC for crafting a healing kit charge is 15. The DC for crafting an antidote kit charge is 20. This is a Craft (Alchemy) check.
- It takes one day to craft an individual charge for a healing kit or antidote kit.
- The price per charge for a healing kit is 1 gold, 5 silver. The price per charge for an antidote kit is 3 gold.
Spellstaff
Originally reverse engineered from staves used by the necromancers of the Great Invasion, spellstaves are specially prepared weapons that can only be used by dedicated, arcane spellcasters. The staff is equipped with small, alchemically treated stones. Each time the spellcaster channels mystical energy through the staff to attack, one of the stones breaks. When all the stones are broken, new stones must be fed to the staff. This "reloading" is a full round action. Using a spellstaff requires an exotic weapon proficiency with a prerequisite of arcane spellcasting. Witches and wizards get this proficiency automatically. Others must buy it as a feat.
The basic spellstaff releases an energy bolt of pure force that hits a target at range. This requires an attack check vs the target's full DC. The roll is 1d20+BAB+INT bonus.
Spellstaff
Damage: 1d6 // Critical: 19-20/x2 // Range: 60 ft // Damage Type: Blunt // Cost: 50 gp // Weight: 5 lbs.
Spellstaff Stones (ammunition)
5 stones // Cost: 1 gp // Weight: .5 lbs
Taviston Guides
Taviston Guides are considered the most authoritative books on any number of subjects in Krystallos. While other books may contain more detailed information, Taviston Guides are much easier to read and understand. They're also easier to get one's hands on. Taviston Guides fall into one of two categories: general guides (such as the Taviston Guide to the Beasts of Krystallos) and more specific volumes (such as the Taviston Guide to the Goblin Tribes of Battle Coast).
- A general Taviston Guide costs 30 gp, weighs 2 pounds and provides a +1 bonus to any related Knowledge check. The Knowledge check becomes a full round action and consulting the guide while in battle provokes an Attack of Opportunity.
- A specific Taviston Guide costs 50 gp, weighs 2 pounds and provides a +2 bonus to any related Knowledge check. The Knowledge check becomes a full round action and consulting the guide while in battle provokes an Attack of Opportunity.
Alchemy
We'll be using a modified version of the "Spontaneous Alchemy" rules from the Alchemy Manual. Everything remains the cost of the alchemical reagents per dose.
- Black powder: 5 gp/dose
- Brimstone: 2 sp/dose
- Cold iron: 5 sp/dose
- Cytillesh spores: 3 gp/dose
- Darkwood: 1 gp/dose
- Dew of lunary: 2 gp/dose
- Ginger extract: 2 sp/dose
- Gold: 3 gp/dose
- Magnesium: 5 sp/dose
- Mugwort extract: 1 gp/dose
- Myrrh: 2 sp/dose
- Pesh: 8 gp/dose
- Phosophorous: 1 sp/dose
- Quicksilver: 5 sp/dose
- Realgar: 2 gp/dose
- Salt: 2 sp/dose
- Saltpeter: 2 gp/dose
- Silver: 5 sp/dose
- Spirit of wine: 2 sp/dose
- Urea: 2 sp/dose
In addition, the region/race specific alchemical subtypes fit into Krystallos in the following ways.
- Belkzen War Alchemy - Called Invader War Alchemy and still in use by some Corrupted in Krystallos.
- Daggermark Poisons - Known as Stiletto Poisons and used by Cartel assassins.
- Derro Fungus Alchemy - Known as Amazonite Fungus Alchemy.
- Dwarven Magic Ales - Brewing practices found in both dwarven kingdoms.
- Homunculi of Lepidstadt - The homunculi crafting arts are practiced by secret cults in Onyx.
- Katapeshi Drug Crafting - Known as Topaz Drug Crafting and practiced by the gnomes of the Topaz Rift.
- Kyonin Alchemical Archery - Known as Sapphiric Alchemical Archery and a prized art of elves of the Sapphire Forest.
- Oenopion Ooze Alchemy - Known as Citric Ooze Alchemy and practiced in the Grand Sultanate of Citrine.
- Pei Zin Herbalism - Name remains unchanged. Practiced primarily in the Jade Kingdom.
- Thuvian Wish Alchemy - Doesn't exist in Krystallos.
- Varisian Fireworks - Known as Halfling Fireworks and practiced by alchemists in both shires.
Gel, Fire Ward
- Recipe: 30 doses darkwood, 25 doses myrrh, 18 doses dew of lunary, 20 doses urea
- Process: Congelation
- Tool: Alchemist's Lab
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