House Rules
Contents
- 1 PURPOSE OF DOCUMENT
- 2 OFFICIAL BOOKS
- 3 ABILITY SCORES
- 4 XP, STARTING LEVEL AND WEALTH
- 5 RACES, CLASSES, AND PRESTIGE CLASSES
- 6 HIT POINTS
- 7 FOLLOWERS, ANIMAL COMPANIONS, FAMILIARS, ETC.
- 8 ALIGNMENT
- 9 SPELLS AND MAGIC ITEMS
- 10 RESURRECTION AND REINCARNATION MAGIC
- 11 FATE ITEMS
- 12 MAGIC ITEM CREATION POLICY
- 13 COMBAT AND DEATH
- 14 ROLEPLAYING
- 15 HERO POINTS
- 16 SURGERY CLAUSE
- 17 SPORTSMANSHIP AND ETIQUETTE
- 18 Wildshape
- 19 THE CONSEQUENCES OF THE RETURN OF THE FEY KING
- 20 DRAGONS ARE SPECIAL
PURPOSE OF DOCUMENT
This document is designed to serve the local face-to-face game and the online game, being a bridge between the two.
OFFICIAL BOOKS
The Wold uses the Pathfinder Core Rulebook and all of the Beastiaries. The online SRD at http://www.d20pfsrd.com is used for reference and eratta of changes to the Core Rulebook. In cases where rules or mechanics differ, the SRD trumps. You may not use the Classes, Feats, Spells, Domains, etc in the SRD that are not also found in the Core Rulebook.
ABILITY SCORES
New characters are created using 30 point Point Buy. Existing 3.5 characters have the option of having their stats grandfathered in.
XP, STARTING LEVEL AND WEALTH
We will use the medium XP track.
All new PCs begin with the same number of experience points as the lowest character in the party, and gain starting wealth appropriate for their level to spend on equipment.
Starting money for characters above 1st level is found here: http://www.d20pfsrd.com/gamemastering
RACES, CLASSES, AND PRESTIGE CLASSES
Woldian games uses most of the core races, classes and prestige classes, as well as several additional Woldian unique options.
HIT POINTS
All classes get maximum hit points at 1st level. At levels above the 1st, all ones are re-rolled. Online, all hit point rolls must be rolled in the Loot and Booty. A hero point can be used to re-roll the score. In this case, the best of the rolls will be used. Keep records of how many hps are rolled at each level noting any Con Adjustments.
FOLLOWERS, ANIMAL COMPANIONS, FAMILIARS, ETC.
This is an official ruling, and is considered effective immediately. Both of these rulings are in effect until the Pathfinder Conversion.
Leadership:
Cohorts, followers, and henchmen never travel with you. There are no exceptions.
Followers can be used to for aid another, up to a maximum +10 bonus to the check. Followers can provide limited income, up to your leadership score * 10 in gold, per month after all business expenses
You may swap the leadership feat to another if you wish, in light of this ruling.
Companions:
Companions are defined as creatures associated with your PC as a result of a class feature. They include familiars, druidic animal companions, and the paladin's warhorse, or any creatures you can purchase in the Players Handbook (such as mounts). Companions may not be gained through the Leadership feat. Summoned/enspelled creatures, creature-like magic items, and NPCs controlled by the DM are not companions and do not fall under these house rules.
All companions that travel with you must be registered with the Campaign DM (Jerry), unless they are companions purchased through the PHB.
You must declare companions as either active, or roleplaying:
Roleplaying companions are companions that provide no mechanical advantages. They may not attack, increase your combat speed, make skill checks, or otherwise assist your character. They may include pets or other strange creatures. They may be pack animals, or mounts, provided you do not use them when combat rounds start. They are purely for roleplaying purposes, Roleplaying companions do not take damage, are not targeted by enemies, and are universally ignored in combat.
Active companions are companions that provide some mechanical advantage during combat rounds. The only companion's allowed other than ones granted by class levels are non exotic mounts (Horses, Warhorses, Pony's, etc). Combat companions may attack, use skills, be ridden, carry items for you, be equipped, scout use abilities and otherwise provide mechanical advantage. They may in turn be attacked.
ALIGNMENT
There is no official listing of alignments in the Wold. All characters, however, must be good. This includes Druids since Woldian Druids are not neutral; druids in the Wold may be Lawful Good, Neutral Good or Chaotic Good. Permission must be granted for any non-good alignment situations and logged in the DM's log as an official decision.
If at any time a PC becomes non-good without permission, that PC immediately is taken over by the DM and is played by the DM until the alignment reverts to normal (if that occurs). If three evil acts are committed during the same adventure, alignment change may occur. Players will be informed quickly of any evil actions being counted against a character. Online this will occur via email. Locally, the player will be drawn aside and informed as soon as is practical.
SPELLS AND MAGIC ITEMS
Only spells that are listed in the Pathfinder Core Rulebook and on the website as Original Woldian Spells are available for use in Woldian games.
Any ones rolled during any type of positive energy healing are re-rolled until something other than a one is obtained.
In general, any item that may be created using the Pathfinder rules is available for purchase or creation on the Catacombs Board.
RESURRECTION AND REINCARNATION MAGIC
In the Wold, returning a fallen ally to life is far more than casting a spell. The resurrection line of spells enable transport to the realm of Gargul, Lord of Death. There you must bargain for the spirit. The type of resurrection spell cast still determines the state of the spirit, after being resurrected.
Reincarnation can be cast in one of two ways:
The caster can seek the permission of Gargul, Lord of Life and Death, when they cast reincarnate. If they do so, the spell gains a 5000gp Diamond as a material component, and acts exactly as a Raise Dead spell does in the Wold.
If the caster does not seek permission of Gargul, the spell functions as normal. However, this runs the risk of raising the ire of Gargul or his minions, should they find out. DM's are urged to consult with the Campaign DM in this situation.
FATE ITEMS
Sometimes a magic item is unique but does not rise to artifact level. These items are Fate Items. They may not be bought or sold in the Catacombs (but the Catacombs Staff can tell you if you have one). PCs cannot make them. Within the owning PC's game, it may be possible to share, sell, buy, steal, lose, or give away a Fate Item -- or might not be! A Fate Item may "stick" with an owner. Trying to get rid of a Fate Item that does not want to go may be "Tempting Fate." Sometimes a Fate Item goes missing for no obvious reason. Sometimes Fate Items have drawbacks. Sometimes their powers can be shared. Within your game, bards, diviners, seers, or sages may be able to tell you more about a Fate Item.
MAGIC ITEM CREATION POLICY
The Wold follows standard Pathfinder item creation rules, and has some additional item creation feats.
Anyone who successfully researches a new item in the BGC is allowed to place their name on the item and receives the full 10% commission on future sales, even if they do not have any item creation feats.
COMBAT AND DEATH
Death occurs at -10 hps. If a PC is down and losing a point a round, he dies during the round he hits -10. A PC will survive an extra round for each hero point that he has unspent.
ROLEPLAYING
Role-playing will be awarded with experience during both play and when the story bonus experience is awarded.
HERO POINTS
Awarding: Hero points are rewards the DM gives to a player when they perform an action that is heroic in nature, according to their class. A character can have a maximum number of hero points equal to their current level + one. Each hero point earned also grants the character bonus experience equal to 30 times their class level.
Spending: You may spend hero points to affect certain die rolls. Once used, they are gone and more must be earned. Hero points may be spent by the player in one of two ways.
- Re-roll: You can re-roll any single die roll, once. You must take the second result. You may not use a second hero point to re-roll that die again, although you can re-roll more than one die roll in a turn.
- Bonus: You may add +2 to a d20 roll, or +10% to a d100. You may spend multiple hero points to a single roll to increase the bonus, and you may combine a bonus with a re-roll.
SURGERY CLAUSE
Characters may be modified by the player via character surgery with the approval of the players DM and the Campaign DM.
In addition, if the Campaign DM determines at any time that any PC has become too powerful in any way, he reserves the right to strip a PC of anything he feels is needed. If he decided to do this, the player may always choose to retire the character rather than undergo surgery. Retired characters may return with permission, subject again to possible surgery. Remember, D&D is a game. It is not as fun for your friends or the DM to play, if a PC is too dominant, overbearing or is exhibiting behaviors that the Campaign DM believes is contrary to the precepts with which he runs the game.
The Campaign DM retains the right to inform any player that they should find somewhere else to play. This Surgery Clause may be used if the actions of any player are preventing other players from enjoying the game and having fun. The Campaign DM also retains the right to change any House Rules without vote to preserve game balance and continuance.
SPORTSMANSHIP AND ETIQUETTE
All players and the DM are expected to control their tempers and language at all times. If you cannot do this, please remove yourself from the game until you remember that we do really "like" you and it is just a game. Honesty is expected from everyone at all times. Failure to control yourself is reason for player discipline.
Wildshape
In Pathfinder, familiarity for Wildshape is determined if you can successfully make an appropriate Knowledge check vrs a DC of 10 + the monsters Challenge Rating, taking ten on the roll. The table below includes creature types only the Woldian Shapeshifter can assume. Note that this is not a houserule, but a clarification of Pathfinder rules.
Creature Type | Knowledge Skill |
---|---|
Animals | Nature |
Elementals | Nature |
Plant | Nature |
Magical Beasts | Arcana |
Giants | Nature |
Dragons | Arcana |
THE CONSEQUENCES OF THE RETURN OF THE FEY KING
-- Ebryon, king of the fey, slept for many ages of the Wold. But he was awakened, defeated, and pardoned for his crimes -- on the condition of REFORM and ATONEMENT. The following house rules reflect his influence on the Wold.
A) CHARACTERS
(1) Druids and rangers gain Lesser Planar Ally as a 4th level spell. Druids and rangers can only use the spell to call a fey from the Fae Realm. Druids gain Planar Ally as a 6th level spell and Greater Planar Ally as an 8th level spell. Druids can cast these Planar Ally spells spontaneously, just as they can cast Summon Nature's Ally.
(2) The Cradled Emissary, Lost Child, and Defender of the Awakened prestige classes are now available in the Wold. The Cradled Emissary takes the place of the Thaumaturgist prestige class in the DMG.
(3) Certain Fey-oriented spells and magic items are now available in the Wold, such as Ebryon's Tears.
(4) Witches, druids and clerics may honor Immortal Powers. Some Powers are nature or fey related, including the Fae King Ebryon, and his Queen Maab. Some natural regions are Powers, such as the Culverwood. There are special rules for clerics who honor an Immortal Power.
B) CREATURES
Animals, plants, and other natural creatures are thriving in the Wold. Fey creatures are more common. There are rumors about talking animals.
C) GEOGRAPHIC AREAS
(1) Many geographic areas have alignments. All creatures in the area who share the area's alignment gain a bonus on all d20 checks.
(2) Nature is not neutral in the Wold; the Fae King's influence makes places more aligned, and even self-aware. Aligned places have ways of influencing the creatures within their domains. The more strongly a place is aligned, the greater its self-awareness, the more complex its personality. Some self-aware places have become Immortal Powers, and clerics, druids, and witches honor them.
DRAGONS ARE SPECIAL
Dragons were created by Gargul (chromatic dragons) and Alemi (metallic ones) in the first age of the Wold. There may be consquences for assuming the form of a Dragon. Form of the Dragon Spells, Draconic Bloodline for Sorcerors, or Dragon Disciple prestige class have special limitations. Dragonhide Armor has special limitations.