Difference between revisions of "House Rules"

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===Character Classes===
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==Performing a Task==
====Unchained Rogue====
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===Core Mechanic===
''We will be converting to Unchained for Rogue. Changes from the normal Rogue are listed below.''
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* The player always rolls. The GM never rolls.  
* Base Attack Bonus and all Saves remain the same.
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* Characters can perform only one task per round unless they have an ability which dictates otherwise.
* Class skills and skill ranks per level remain the same.
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* To perform a task, the player rolls a d20 and tries to meet or beat a target number. Target numbers are set by the difficulty of a task and is always 3x the difficulty. For example, if a task is difficulty 3, the target number is 9. The player must roll 9+ on a d20 in order to succeed.
* Weapon and Armor Proficiencies remain the same.
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* Players rarely get bonuses to the roll itself. It is rare to modify the roll after it is rolled. Instead of adding to the roll the Cypher System changes the chances of succeeding at a task by modifying the difficulty.
* 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.
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===Ways to Modify the Difficulty===
* Most Rogue talents have been updated to be more versatile and useful.
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* If a character has a '''skill''' which is applicable to the task, the difficulty is reduced. This in turn reduces the target number. For example, reducing a difficulty 5 task to a difficulty 4 task reduces the target number from 15 to 12.
* 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.
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** The difficulty is reduced by 1 if the player is trained in a skill.
* 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)
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** The difficulty is reduced by 2 if the player is specialized in a skill.
* 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.
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* If the character has an '''asset''' the difficulty is reduced by 1. ''Under most circumstances a maximum of 2 assets can be applied to a single task.'' Example assets include:
====Magic====
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** Light weapons are always considered an asset when rolling to hit because they are easier to wield.
''Pathfinder: Krystallos makes use of the [[http://paizo.com/products/btpy96pr/discuss?Spheres-of-Power| Spheres of Power]] supplement from Drop Dead Games. Spheres of magic and magical talents replace spells. Adjustments to character classes are as follows.''
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** Having appropriate tools (lockpicks, an alchemy set, crafting tools, rope, etc.) can be considered an asset.
====Witch====
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** Many abilities gained through Descriptors, Distinctions, Races, and Roles provide assets under certain circumstances.
A Witch is a high caster.<br>
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* A player can apply '''Effort''' to reduce the difficulty. To apply Effort, the player spends points from their appropriate Stat pool. It costs 3 points to apply 1 level of Effort and 2 points for each additional level of Effort.
'''At 1st level a Witch gains:'''
+
** There is a limit to how many levels of Effort a player can apply to a single task, as recorded on their character sheet.
* 1 sphere of her choice.
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** Effort can also be spent to increase damage. One level of Effort increases damage done to an opponent by +3. Levels of Effort spent on damage count toward the total levels of Effort which can be spent on a single task.
* 1 sphere as determined by her patron.
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** Some abilities also require the spending of stat Pool points to activate. Effort costs extra beyond that point expenditure.
* 3 talents of her choice.
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===Intrusions, Bonuses, and Effects===
* The Cantrips feat.
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* A natural '''1''' on a roll always results in a free GM intrusion. A GM intrusion allows the GM to dictate a complication for the players. Normally, the GM must give the player a brownie point when making an intrusion but a '''1''' allows the GM to do so for free.
'''At even numbered levels a Witch gains:'''
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* If a task is a damage-dealing attack it deals extra damage on a 17, 18, 19, or 20.  
* 1 talent of her choice.
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** '''17''' +1 damage.
* 1 talent from her patron's sphere.
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** '''18''' +2 damage.
'''At odd numbered levels (starting at 3rd level) a Witch gains:'''
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** '''19''' +3 damage.
* 1 talent of her choice.
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** '''20''' +4 damage ''and'' any Stat pool points spent on the task are regained.
====Hunter====
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* If the task is something other than a damage-dealing attack it achieves an effect on a roll of 19 or 20.
A Hunter is a mid caster.<br>
+
** '''19''' Minor effect such as finishing a task faster, gaining an +1 to a roll on the next task involving a target, or extending the duration of an effect an extra round.
'''At 1st level a Hunter gains:'''
+
** '''20''' Major effect such as gaining an advantage on the next task involving a target, doubling the duration of an effect, or impressing an opponent so much they lose their next turn ''and'' all Stat pool points spent on the task are restored.
* 1 sphere of her choice.
+
===Edge===
* 2 talents of her choice.
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* '''Edge''' reduces the amount of Stat pool points which must be spent on a task. To determine the final cost for Stat pool expenditure on a task, add up the various costs (cost of the Ability + the cost of Effort) and then subtract the appropriate Edge.  
'''At 2nd level and each level beyond a Hunter gains:'''
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===Retrying a Task After Failure===
* 1 talent of her choice.
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* If a character fails at a task and wishes to retry they must spend at least 1 level of Effort to do so. The Effort reduces the difficulty as per normal. The GM can rule retries are impossible. Rerolling a task due to spending a brownie point does not count as a retry (see below).
====Wizard====
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===Cooperative Actions===
A Wizard is a high caster.<br>
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* If the helper's skill level involving a task is less than or equal to the acting character's skill level, the acting character gains a +1 to the task.
'''At 1st level a Wizard gains:'''
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* If the helper's skill level involving a task is greater than the acting character's skill level, the acting character gains an asset on the task.
* 1 sphere of her choice.
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===Movement===
* 1 sphere that serves as her specialization sphere.
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* A character can move up to 10 feet as part of another task.
* 2 talents of her choice.
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* Moving between 10 and 50 feet is considered its own task. No roll is needed unless there are special circumstances.
* Specialization sphere powers.
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* Moving between 50 and 100 feet is considered its own task and requires a roll (base difficulty 4).
* The cantrip feat.
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'''At even numbered levels a Wizard gains:'''
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* 1 talent of her choice.
+
'''At odd numbered spheres (starting at 3rd level) a Wizard gains:'''
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* 2 talents of her choice.
+
  
===Mechanics===
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==Damage and Healing==
====Background Skills====
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===Taking Damage===
''We will be adopting the Background Skills rules from Pathfinder Unchained.''<br>
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* PCs do not have hit points. Instead, damage done to them is taken directly from their stat Pools. Unless damage is specified as affecting a Stat pool the damage is done to pools in this order:
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.
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** Might (unless the Pool is 0) then Speed (unless the Pool is 0) then Intellect.
* You receive 2 background skill points per character level.
+
* Armor reduces damage by an amount equal to its value. Some Armor reduces specific kinds of damage.
* 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.
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* A PC who has points in all three Stat pools is considered '''hale''' and suffers no penalties or ill effects.
* Background skills are retroactive. You'll receive 2 background skill points for each character level you possess.
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* A PC with one Stat pool at 0 is considered '''impaired'''. Effort costs 1 extra point per level applied. The PC cannot gain minor or major effects by rolling a 19 or 20 and rolling a 17+ only adds +1 to damage.
* 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).
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* A PC with two Stat pools at 0 is considered '''debilitated'''. They can take actions.
* 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.
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* A PC with all three Stat pools at 0 is '''dead'''.
* 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.
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===Healing===
====New Skills====
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* PCs may rest up to 4 times per day. Each time they rest they recover d6+their tier in points which they may restore to their Stat pools as they wish. No significant actions can occur during a rest. Sleeping counts as rest.
* '''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.''
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** The first rest of a day can be done as a single combat action.
* '''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.''
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** The second rest of a day takes 10 minutes.
 
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** The third rest of a day takes 1 hour.
====Skill Changes====
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** The fourth rest of a day takes 8 hours.
* Magically active characters (high casters) can use the Spellcraft skill to detect and read magic.
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* Rest may be stacked. Someone who hasn't rested yet for a day can rest for a 1 hour and 10 minutes and recover 3d6+(3 x their tier) pool.
====Stamina Tricks====
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* Healing can also be done through the use of medical skills and magical abilities.
''We will be adopting the Stamina Pool/Trick rules from Pathfinder Unchained.''
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==Brownie Points vs. XP==
* All characters have a Stamina Point pool equal to their BAB + CON bonus.
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===Brownie Points===
* Stamina Points can be spent on Stamina Tricks - ways to enhance combat specific feats. Each combat feat has a single Stamina Trick.
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Rather than have a single XP pool which can be spent for rerolls and character advancement, we will have two pools.
* 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.
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* Brownie points can be earned in game via nomination by players. When a player is nominated for a brownie point she receives two points. She keeps one and gives one point to another player she believes is deserving.  
* Stamina Points recharge after a night's rest.  
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* Brownie points can also be earned via GM intrusion. This is when the GM decides something should happen regardless of a player's skills or rolls. The player can accept the intrusion and gain a brownie point in the process or deny the intrusion by spending a brownie point.
====Brownie Points====
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* Brownie points can be spent to reroll any roll with an additional asset.
* 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.
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===XP===
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.
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* XP will be earned by accomplishing goals and tasks as a group and can be spent on character advancement.
* 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.
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* At each tier, a player can spend 4 points to buy one of the following. Each type of advancement below can only be purchased once. When all four are purchased, the character advances to the next tier.
* 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.
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** '''Increasing Stat Pools''' The character gains 4 points to add to existing stat Pools.
* 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.
+
** '''Increasing Edge''' The character gains 1 point to add to one of their Edges.
 
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** '''Increasing Effort''' The character's Effort is increased by 1.
===Equipment===
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** '''Skills''' The character becomes trained in a non-combat skill. If already trained in the chosen skill the character becomes specialized.
====Crafting Healing/Antidote Kits====
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==Magic Items==
* 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.
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* There are three types of magical items in Krystallos: oddities, cyphers, and artifacts.
* It takes one day to craft an individual charge for a healing kit or antidote kit.
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* Alchemical items are not considered cyphers. Instead they are consumable assets which help with a specific task.
* The price per charge for a healing kit is 1 gold, 5 silver. The price per charge for an antidote kit is 3 gold.
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* Cyphers and artifacts have levels. An item's level can help determine its effects and can serve as a difficulty for determining its nature.
====Spellstaff====
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===Oddities===
[[Image:spellstaff.png|300px]]
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Oddities are minor magical items which perform an interesting but fairly inconsequential action. They are valuable as curiosities and toys. Examples might include:
<br>
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* A crystal the size of a pebble which reforms after it is shattered.
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.  
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* A wooden rod which grows an inch each month.
 
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* A cup which instantly heats any liquid poured into it to the perfect temperature for tea.
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.
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===Cyphers===
 
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Most magical items of use to adventurers in Krystallos are cyphers. Cyphers are consumable items which perform a useful task. Cyphers come from a variety of sources. Some were brought to Krystallos by Tiamat's slave-armies, some have been created by native artisans using mystical knowledge gained during the Invasion, and some occur spontaneously in nature.
'''Spellstaff'''<br>
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* Most cyphers are single use items. A rare few have multiple uses.
''Damage'': 1d6 // ''Critical'': 19-20/x2 // ''Range'': 60 ft // ''Damage Type'': Blunt // ''Cost'': 50 gp // ''Weight'': 5 lbs.
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* Cyphers radiate fields of magic. Because of this, carrying too many can be hazardous to the health of the bearer. The cypher limit section on each character sheet lists how many cyphers can be carried safely before adverse effects kick in. If a character is carrying more cyphers than their limit a 1d100 is rolled. The roll is increased by +10 for every additional cypher carried over the character's limit.
 
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** 1-60: Nothing happens.
'''Spellstaff Stones (ammunition)'''<br>
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** 61-70: The character's senses are altered. Roll 1d6.
''5 stones'' // ''Cost'': 1 gp // ''Weight'': .5 lbs
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*** 1: The world becomes monochromatic.
 
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*** 2: Everything tastes like metal.
====Taviston Guides====
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*** 3: Sense of smell stops working.
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).  
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*** 4: Everything feels unpleasant and abrasive.
* 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.
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*** 5: There's a high pitched whining noise in the background.
* 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.
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*** 6: Roll twice on this table. If 6 is rolled a second time all 5 of the above effects occur.
===Alchemy===
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** 71-80: One of the cyphers, determined randomly, fizzles and stops functioning.
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.
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** 81-90: The character feels ill and subtracts 1 from all die rolls.
* Black powder: 5 gp/dose
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** 91-95: Two of the cyphers, determined randomly, fizzle and stop functioning.
* Brimstone: 2 sp/dose
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** 96-100: The character feels very ill. Increase the difficulty of all tasks performed by 1.
* Cold iron: 5 sp/dose
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** 101-110: All of the cyphers fizzle and stop functioning.
* Cytillesh spores: 3 gp/dose
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** 111-120: The character feels deathly ill. Increase the difficulty of all tasks performed by 2.
* Darkwood: 1 gp/dose
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** 121-130: Two of the cyphers detonate or dissolve into acid, doing 6 points of damage to the character. Armor does not help.
* Dew of lunary: 2 gp/dose
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** 131-140: Three of the cyphers detonate. The character takes 10 points of damage and everyone within 10 feet takes 3 points of damage. Armor does not help.
* Ginger extract: 2 sp/dose
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** 141-199: All the cyphers dissolve into energy. The infusion of energy reduces one stat Pool by 5 permanently.
* Gold: 3 gp/dose
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** 200: The cyphers merge together, becoming a creature which is sentient and hostile.
* Magnesium: 5 sp/dose
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** 201+: The energy radiated from the cyphers punctures a hole in reality. The character and the cyphers are sucked into the resulting rift, never to be seen again.
* Mugwort extract: 1 gp/dose
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Lasting negative effects of cyphers are eliminated once a character returns to carrying a number of cyphers less than or equal to their cypher limit.
* Myrrh: 2 sp/dose
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* Pesh: 8 gp/dose
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* Phosophorous: 1 sp/dose
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* Quicksilver: 5 sp/dose
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* Realgar: 2 gp/dose
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* Salt: 2 sp/dose
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* Saltpeter: 2 gp/dose
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* Silver: 5 sp/dose
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* Spirit of wine: 2 sp/dose
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* Urea: 2 sp/dose
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In addition, the region/race specific alchemical subtypes fit into Krystallos in the following ways.
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* Belkzen War Alchemy - Called Invader War Alchemy and still in use by some Corrupted in Krystallos.
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* Daggermark Poisons - Known as Stiletto Poisons and used by Cartel assassins.
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* Derro Fungus Alchemy - Known as Amazonite Fungus Alchemy.
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* Dwarven Magic Ales - Brewing practices found in both dwarven kingdoms.
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* Homunculi of Lepidstadt - The homunculi crafting arts are practiced by secret cults in Onyx.
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* Katapeshi Drug Crafting - Known as Topaz Drug Crafting and practiced by the gnomes of the Topaz Rift.
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* Kyonin Alchemical Archery - Known as Sapphiric Alchemical Archery and a prized art of elves of the Sapphire Forest.
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* Oenopion Ooze Alchemy - Known as Citric Ooze Alchemy and practiced in the Grand Sultanate of Citrine.
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* Pei Zin Herbalism - Name remains unchanged. Practiced primarily in the Jade Kingdom.
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* Thuvian Wish Alchemy - Doesn't exist in Krystallos.
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* Varisian Fireworks - Known as Halfling Fireworks and practiced by alchemists in both shires.
+
 
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'''Gel, Fire Ward'''
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* ''Recipe'': 30 doses darkwood, 25 doses myrrh, 18 doses dew of lunary, 20 doses urea
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* ''Process'': Congelation
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* ''Tool'': Alchemist's Lab
+
  
 +
===Artifacts===
 +
Artifacts are rare and potent magical items which are more permanent and stable than cyphers. While craftsmen can create cyphers with expense and hours of work, artifacts cannot be created deliberately except by powerful entities such as Icons, Totems, and Tiamat's Generals. Occasionally a cypher randomly becomes an artifact due to exposure to strange and unusual events.
 +
* Artifacts have a depletion value. Every time an artifact is used the player rolls a die to determine if the artifact is depleted.
 +
* Some artifacts are immune to depletion.
 +
* Artifacts do not count against a character's cypher limit.
 +
==Advancement==
 +
During each Tier, the GM will award the PCs with 4 advancement points. An advancement point can be spent on one of the following. Each option can only be purchased once.
 +
* '''Increase Capabilities''': Gain 4 points to add to your stat Pools however you wish.
 +
* '''Moving Towards Perfection''': Add 1 to an Edge of your choice.
 +
* '''Extra Effort''': Increase your Effort score by 1.
 +
* '''Skills''': Become trained in one skill you do not have or become specialized in one skill you do have. You cannot select attack of defense skills with this option.
 +
Once a PC has gained all 4 advancements, they move up a tier.
 +
* [[Lucius Tier 3 options]].
 +
* [[Zyindra Tier 3 options]].
 +
* [[Maayan Tier 3 options]].
 +
* [[Shiphrah Tier 3 options]].
 +
* [[Midge Tier 3 options]].
 +
[[Pathfinder House Rules]]
 
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Latest revision as of 19:42, 21 January 2018

Performing a Task

Core Mechanic

  • The player always rolls. The GM never rolls.
  • Characters can perform only one task per round unless they have an ability which dictates otherwise.
  • To perform a task, the player rolls a d20 and tries to meet or beat a target number. Target numbers are set by the difficulty of a task and is always 3x the difficulty. For example, if a task is difficulty 3, the target number is 9. The player must roll 9+ on a d20 in order to succeed.
  • Players rarely get bonuses to the roll itself. It is rare to modify the roll after it is rolled. Instead of adding to the roll the Cypher System changes the chances of succeeding at a task by modifying the difficulty.

Ways to Modify the Difficulty

  • If a character has a skill which is applicable to the task, the difficulty is reduced. This in turn reduces the target number. For example, reducing a difficulty 5 task to a difficulty 4 task reduces the target number from 15 to 12.
    • The difficulty is reduced by 1 if the player is trained in a skill.
    • The difficulty is reduced by 2 if the player is specialized in a skill.
  • If the character has an asset the difficulty is reduced by 1. Under most circumstances a maximum of 2 assets can be applied to a single task. Example assets include:
    • Light weapons are always considered an asset when rolling to hit because they are easier to wield.
    • Having appropriate tools (lockpicks, an alchemy set, crafting tools, rope, etc.) can be considered an asset.
    • Many abilities gained through Descriptors, Distinctions, Races, and Roles provide assets under certain circumstances.
  • A player can apply Effort to reduce the difficulty. To apply Effort, the player spends points from their appropriate Stat pool. It costs 3 points to apply 1 level of Effort and 2 points for each additional level of Effort.
    • There is a limit to how many levels of Effort a player can apply to a single task, as recorded on their character sheet.
    • Effort can also be spent to increase damage. One level of Effort increases damage done to an opponent by +3. Levels of Effort spent on damage count toward the total levels of Effort which can be spent on a single task.
    • Some abilities also require the spending of stat Pool points to activate. Effort costs extra beyond that point expenditure.

Intrusions, Bonuses, and Effects

  • A natural 1 on a roll always results in a free GM intrusion. A GM intrusion allows the GM to dictate a complication for the players. Normally, the GM must give the player a brownie point when making an intrusion but a 1 allows the GM to do so for free.
  • If a task is a damage-dealing attack it deals extra damage on a 17, 18, 19, or 20.
    • 17 +1 damage.
    • 18 +2 damage.
    • 19 +3 damage.
    • 20 +4 damage and any Stat pool points spent on the task are regained.
  • If the task is something other than a damage-dealing attack it achieves an effect on a roll of 19 or 20.
    • 19 Minor effect such as finishing a task faster, gaining an +1 to a roll on the next task involving a target, or extending the duration of an effect an extra round.
    • 20 Major effect such as gaining an advantage on the next task involving a target, doubling the duration of an effect, or impressing an opponent so much they lose their next turn and all Stat pool points spent on the task are restored.

Edge

  • Edge reduces the amount of Stat pool points which must be spent on a task. To determine the final cost for Stat pool expenditure on a task, add up the various costs (cost of the Ability + the cost of Effort) and then subtract the appropriate Edge.

Retrying a Task After Failure

  • If a character fails at a task and wishes to retry they must spend at least 1 level of Effort to do so. The Effort reduces the difficulty as per normal. The GM can rule retries are impossible. Rerolling a task due to spending a brownie point does not count as a retry (see below).

Cooperative Actions

  • If the helper's skill level involving a task is less than or equal to the acting character's skill level, the acting character gains a +1 to the task.
  • If the helper's skill level involving a task is greater than the acting character's skill level, the acting character gains an asset on the task.

Movement

  • A character can move up to 10 feet as part of another task.
  • Moving between 10 and 50 feet is considered its own task. No roll is needed unless there are special circumstances.
  • Moving between 50 and 100 feet is considered its own task and requires a roll (base difficulty 4).

Damage and Healing

Taking Damage

  • PCs do not have hit points. Instead, damage done to them is taken directly from their stat Pools. Unless damage is specified as affecting a Stat pool the damage is done to pools in this order:
    • Might (unless the Pool is 0) then Speed (unless the Pool is 0) then Intellect.
  • Armor reduces damage by an amount equal to its value. Some Armor reduces specific kinds of damage.
  • A PC who has points in all three Stat pools is considered hale and suffers no penalties or ill effects.
  • A PC with one Stat pool at 0 is considered impaired. Effort costs 1 extra point per level applied. The PC cannot gain minor or major effects by rolling a 19 or 20 and rolling a 17+ only adds +1 to damage.
  • A PC with two Stat pools at 0 is considered debilitated. They can take actions.
  • A PC with all three Stat pools at 0 is dead.

Healing

  • PCs may rest up to 4 times per day. Each time they rest they recover d6+their tier in points which they may restore to their Stat pools as they wish. No significant actions can occur during a rest. Sleeping counts as rest.
    • The first rest of a day can be done as a single combat action.
    • The second rest of a day takes 10 minutes.
    • The third rest of a day takes 1 hour.
    • The fourth rest of a day takes 8 hours.
  • Rest may be stacked. Someone who hasn't rested yet for a day can rest for a 1 hour and 10 minutes and recover 3d6+(3 x their tier) pool.
  • Healing can also be done through the use of medical skills and magical abilities.

Brownie Points vs. XP

Brownie Points

Rather than have a single XP pool which can be spent for rerolls and character advancement, we will have two pools.

  • Brownie points can be earned in game via nomination by players. When a player is nominated for a brownie point she receives two points. She keeps one and gives one point to another player she believes is deserving.
  • Brownie points can also be earned via GM intrusion. This is when the GM decides something should happen regardless of a player's skills or rolls. The player can accept the intrusion and gain a brownie point in the process or deny the intrusion by spending a brownie point.
  • Brownie points can be spent to reroll any roll with an additional asset.

XP

  • XP will be earned by accomplishing goals and tasks as a group and can be spent on character advancement.
  • At each tier, a player can spend 4 points to buy one of the following. Each type of advancement below can only be purchased once. When all four are purchased, the character advances to the next tier.
    • Increasing Stat Pools The character gains 4 points to add to existing stat Pools.
    • Increasing Edge The character gains 1 point to add to one of their Edges.
    • Increasing Effort The character's Effort is increased by 1.
    • Skills The character becomes trained in a non-combat skill. If already trained in the chosen skill the character becomes specialized.

Magic Items

  • There are three types of magical items in Krystallos: oddities, cyphers, and artifacts.
  • Alchemical items are not considered cyphers. Instead they are consumable assets which help with a specific task.
  • Cyphers and artifacts have levels. An item's level can help determine its effects and can serve as a difficulty for determining its nature.

Oddities

Oddities are minor magical items which perform an interesting but fairly inconsequential action. They are valuable as curiosities and toys. Examples might include:

  • A crystal the size of a pebble which reforms after it is shattered.
  • A wooden rod which grows an inch each month.
  • A cup which instantly heats any liquid poured into it to the perfect temperature for tea.

Cyphers

Most magical items of use to adventurers in Krystallos are cyphers. Cyphers are consumable items which perform a useful task. Cyphers come from a variety of sources. Some were brought to Krystallos by Tiamat's slave-armies, some have been created by native artisans using mystical knowledge gained during the Invasion, and some occur spontaneously in nature.

  • Most cyphers are single use items. A rare few have multiple uses.
  • Cyphers radiate fields of magic. Because of this, carrying too many can be hazardous to the health of the bearer. The cypher limit section on each character sheet lists how many cyphers can be carried safely before adverse effects kick in. If a character is carrying more cyphers than their limit a 1d100 is rolled. The roll is increased by +10 for every additional cypher carried over the character's limit.
    • 1-60: Nothing happens.
    • 61-70: The character's senses are altered. Roll 1d6.
      • 1: The world becomes monochromatic.
      • 2: Everything tastes like metal.
      • 3: Sense of smell stops working.
      • 4: Everything feels unpleasant and abrasive.
      • 5: There's a high pitched whining noise in the background.
      • 6: Roll twice on this table. If 6 is rolled a second time all 5 of the above effects occur.
    • 71-80: One of the cyphers, determined randomly, fizzles and stops functioning.
    • 81-90: The character feels ill and subtracts 1 from all die rolls.
    • 91-95: Two of the cyphers, determined randomly, fizzle and stop functioning.
    • 96-100: The character feels very ill. Increase the difficulty of all tasks performed by 1.
    • 101-110: All of the cyphers fizzle and stop functioning.
    • 111-120: The character feels deathly ill. Increase the difficulty of all tasks performed by 2.
    • 121-130: Two of the cyphers detonate or dissolve into acid, doing 6 points of damage to the character. Armor does not help.
    • 131-140: Three of the cyphers detonate. The character takes 10 points of damage and everyone within 10 feet takes 3 points of damage. Armor does not help.
    • 141-199: All the cyphers dissolve into energy. The infusion of energy reduces one stat Pool by 5 permanently.
    • 200: The cyphers merge together, becoming a creature which is sentient and hostile.
    • 201+: The energy radiated from the cyphers punctures a hole in reality. The character and the cyphers are sucked into the resulting rift, never to be seen again.

Lasting negative effects of cyphers are eliminated once a character returns to carrying a number of cyphers less than or equal to their cypher limit.

Artifacts

Artifacts are rare and potent magical items which are more permanent and stable than cyphers. While craftsmen can create cyphers with expense and hours of work, artifacts cannot be created deliberately except by powerful entities such as Icons, Totems, and Tiamat's Generals. Occasionally a cypher randomly becomes an artifact due to exposure to strange and unusual events.

  • Artifacts have a depletion value. Every time an artifact is used the player rolls a die to determine if the artifact is depleted.
  • Some artifacts are immune to depletion.
  • Artifacts do not count against a character's cypher limit.

Advancement

During each Tier, the GM will award the PCs with 4 advancement points. An advancement point can be spent on one of the following. Each option can only be purchased once.

  • Increase Capabilities: Gain 4 points to add to your stat Pools however you wish.
  • Moving Towards Perfection: Add 1 to an Edge of your choice.
  • Extra Effort: Increase your Effort score by 1.
  • Skills: Become trained in one skill you do not have or become specialized in one skill you do have. You cannot select attack of defense skills with this option.

Once a PC has gained all 4 advancements, they move up a tier.

Pathfinder House Rules

Pathfinder: Krystallos
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