Difference between revisions of "Apg notes"

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(removed Walker)
(CLASSES: updated link)
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* [http://paizo.com/pathfinderRPG/prd/advanced/baseClasses/inquisitor.html Inquisitor]: Allow unchanged
 
* [http://paizo.com/pathfinderRPG/prd/advanced/baseClasses/inquisitor.html Inquisitor]: Allow unchanged
 
* [http://paizo.com/pathfinderRPG/prd/advanced/baseClasses/summoner.html Summoner]: Allow unchanged
 
* [http://paizo.com/pathfinderRPG/prd/advanced/baseClasses/summoner.html Summoner]: Allow unchanged
* Witch:  Pathfinder APG Witches are excluded. Woldian Witch has been renamed [[Blood Witch]] and updated.
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* Witch:  Pathfinder APG Witches are excluded. The Woldian version is the [[Bloodwitch]].
 
* [http://paizo.com/pathfinderRPG/prd/advanced/baseClasses/oracle.html Oracle]: This class is altered in two ways:
 
* [http://paizo.com/pathfinderRPG/prd/advanced/baseClasses/oracle.html Oracle]: This class is altered in two ways:
 
**Oracles do not need to specifically honor a Woldian god or immortal power. Instead, each Oracular Mystery is linked with or tied to one of the Woldian Planes of Existence:
 
**Oracles do not need to specifically honor a Woldian god or immortal power. Instead, each Oracular Mystery is linked with or tied to one of the Woldian Planes of Existence:
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** Trap Sense: Starting at 4th level, the Twilight Ranger has an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. This bonus becomes +2 at 9th level, +3 at 14th level, and +4 at 19th level. The Twilight Ranger has the same trapfinding ability that rogues do.
 
** Trap Sense: Starting at 4th level, the Twilight Ranger has an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. This bonus becomes +2 at 9th level, +3 at 14th level, and +4 at 19th level. The Twilight Ranger has the same trapfinding ability that rogues do.
 
** Woodland Stride: The Twilight Ranger's Woodland Stride ability also functions in urban terrain.
 
** Woodland Stride: The Twilight Ranger's Woodland Stride ability also functions in urban terrain.
   
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== FEATS ==
 
== FEATS ==
 
   
 
   

Revision as of 07:44, 13 July 2017

These are the final rules for adapting the Pathfinder Advanced Players Guide (APG) to the Wold. For the most part, these rules are NOT allowed for use in the Wold, with some few exceptions allowed, on a case-by-base basis, and for individual PCs only, with permission from the Powers That Be. If you wish to use a rule on this page, contact CDM Jerry.

RACES

  • Woldian Racial Favored Class options are:

Centaur

  • Bard: Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.
  • Cleric: Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power.
  • Druid: Add +1/3 to Knowledge Nature and Survival checks.
  • Oracle: Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
  • Ranger: Add a +1/2 bonus on wild empathy checks to influence animals and magical beasts that live in forests.

Liontaur

  • Barbarian: Add 1 to the total number of rage rounds per day.
  • Bard: Add 1 to the bard's total number of bardic performance rounds per day.
  • Blood Witch: Select one domain power granted at 2nd level that is normally usable for a number of times per day equal to 3 + the witch's Wisdom modifier. The witch adds 1/2 to the number of uses per day of that domain power.
  • Druid: Gain energy resistance 1 against acid, cold, electricity, or fire. Each time the druid selects this reward, increase her resistance to one of these energy types by 1 (maximum 10 for any one type).
  • Ranger: Add a +1/2 bonus on Survival Checks made to track.
  • Rogue: Add a +1/2 bonus on Bluff checks to feint and Diplomacy checks to gather information.

Minotaur

  • Barbarian: Add 1 to the total number of rage rounds per day.
  • Cleric: Add +1/6 to the cleric's wisdom.
  • Fighter: Add +1 to the fighter's CMD when resisting two combat maneuvers of the character's choice.
  • Inquisitor: Add +1/2 on Intimidate checks and Knowledge checks to identify creatures.
  • Monk: Add +1 to the monk's CMD when resisting a grapple and +1/2 to the number of stunning attacks he can attempt per day.
  • Paladin: Add +1/2 hp to the paladin's lay on hands ability (whether using it to heal or harm).

Surface Drow

  • Alchemist: Add +1/2 to the number of bombs per day the alchemist can create.
  • Cleric: Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds 1/2 to the number of uses per day of that domain power.
  • Rogue: The rogue gains a +1 bonus on Disable Device and Use Magic Device checks related to glyphs, symbols, scrolls, and other magical writings.
  • Summoner: Add +1/4 to the eidolon's evolution pool.
  • Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.

CLASSES

  • Core Class Archtypes: All allowed
  • Antipaladin: Not a playable PC class, but can be used by DMs as NPCs
  • Alchemist: Allow unchanged
  • Cavalier: Allow unchanged
  • Inquisitor: Allow unchanged
  • Summoner: Allow unchanged
  • Witch: Pathfinder APG Witches are excluded. The Woldian version is the Bloodwitch.
  • Oracle: This class is altered in two ways:
    • Oracles do not need to specifically honor a Woldian god or immortal power. Instead, each Oracular Mystery is linked with or tied to one of the Woldian Planes of Existence:
      • Battle links to the Estates of Unrest, where many dead souls test themselves in constant warfare, hoping to prove worthy of another life.
      • Bones links to the nightmare realm of Kosh Marr, where the undead are rulers.
      • Flame links to the Elemental Plane of Fire.
      • Heavens links to the Realm of Shadows, a plane of gloaming, of voids, and of cold, bright stars.
      • Life links to Haven Far, where many dead souls go for healing and rejuvenation before passing into their next life.
      • Lore links to the Valleys of Twilight and the Lands of Yore, where wise Queen Maab holds court.
      • Nature links to the Wold's Cradle, home of the fey, a natural wonderland.
      • Stone links to the Elemental Plane of Earth.
      • Waves links to the Elemental Plane of Water.
      • Wind links to the Elemental Plane of Air.
    • The following revelation is open to all oracles.
      • Homecoming (Sp): Once per day, as a spell-like ability, you can move yourself across dimensions to travel to the plane with which your oracular mystery is affiliated, or you can return to the Wold from that plane. This is exactly as if you had simultaneously cast Plane Shift and Planar Adaption as a single standard action, affecting only yourself, with the Planar Adaptation lasting for so long as you are on the other plane. You can use this ability once per day at level 7, and an additional time per day at level 13. At 10th level and higher, you may also affect up to one other creature per oracle level that you have. You must be at least 7th level to choose this revelation.
  • Woldian Twilight Ranger: Replace existing rules with a new Woldian Twilight Ranger archetype:
    • First found in Dirt City, these rangers are a canny and versatile lot. Dwelling perpetually on the fringe between wilderness and the "jungle" of the city, they belong entirely to neither one world nor the other. Twilight Rangers develop a unique set of skills and abilities that are kin to the skills of Rogues.
    • Weapon Proficiency: Twilight Rangers are not proficient with two-handed melee weapons, and are proficient with hand crossbows, swordbreaker daggers, and lassos.
    • Class Skills: Bluff, Diplomacy, Disguise, Knowledge (local), Linguistics, and Sense Motive are added to the ranger's normal skill list.
    • Hunter's Bond: If the Twilight Ranger chooses an animal companion, the choices are limited to dog, riding dog, dire rat, horse (light or heavy), owl, pony, or snake (small viper); and his effective druid level is his ranger level -1. If he chooses to bond with his companions, the bonus he shares is equal to his own, not half his own, when he is in urban terrain.
    • Favored Terrain: The Twilight Ranger must choose "Urban" as their favored terrain, and must maintain that as their highest Favored Terrain. In exchange for this limitation, the Twilight Ranger's bonuses in the Urban terrain are increased by a further +2.
    • Sneak Attack: At 5th level, the Twilight Ranger gains the Sneak Attack ability. This ability functions the same as for a 1st-level rogue (+1d6), except the Twilight Ranger can only apply Sneak Attack damage when fighting a Favored Enemy or when attacking in urban terrain. Damage becomes +2d6 at 10th level,+3d6 at 15th and +4d6 at 20th level. This ability replaces spell casting.
    • Trap Sense: Starting at 4th level, the Twilight Ranger has an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. This bonus becomes +2 at 9th level, +3 at 14th level, and +4 at 19th level. The Twilight Ranger has the same trapfinding ability that rogues do.
    • Woodland Stride: The Twilight Ranger's Woodland Stride ability also functions in urban terrain.

FEATS

  • Teamwork Feats: Woldian Teamwork actions can only be used at the Lowest Teamwork Level of any individual in the group performing the Teamwork Action
  • Hero's Fortune: Not allowed. The benefit it provides is "The maximum number of hero points you can have at any one time is increased to 5." We have already ruled that the maximum would be your character level, so this feat can be removed.
  • Lookout: Not allowed. Too many if/then/else clauses and would be messy in play-by-post.
  • Sidestep: Not allowed. Too many if/then/else clauses and would be messy in play-by-post.
  • Sidestep, Improved: Not allowed. Too many if/then/else clauses and would be messy in play-by-post.

EQUIPMENT

  • Weapons - No issues
  • Armor - No issues
  • Goods & Services - No issues

SPELLS

  • No issues

PRESTIGE CLASSES

Most Core Pathfinder prestige classes and APG prestige classes are allowed in the Wold. Here are a few special notes on those that have been altered or prohibited in the Wold:

  • The Cradled Emissary is likely to be revised in the near future.
  • Holy Vindicator: This PrC is available for those who honor the Gods of Testing Pantheon with no rules changes. As with the Woldian Avenger, the Campaign DM's permission is required to use this prestige class, because of the difficulty in playing it from the perspective of a good-aligned player character.
  • Seer: This PrC has been updated to reflect new lore and divination options available under the APG.

MAGIC ITEMS

  • No issues

NEW RULES

  • Hero Points: All APG rules apply with the exception of the following
  • Maximum Hero Points: A character can have no more than their character level
  • Hero Point Uses: Per the APG with the exception of "Act Out of Turn" (removed) and "Special" (removed). "Cheat Death" also now uses all Hero Points but one.
  • XP Bonus: Characters receive 30xp x char level for Hero Points awarded by the DM. This does not apply to hero points received as part of leveling.
  • Traits: Characters are entitled to 1 trait from the APG, and for good backgrounds, an additional 1 from a Woldian list (Traits) Or you can take two Woldian traits. Traits can also be a reward from a DM for a character achieving a significant accomplishment. The "Hedge Magician" trait is not allowed.
  • Initiative: Every time the rules give a bonus to initiative, the Wold translates that into a bonus to hit points. If the bonus depends on circumstance, or has a duration, treat it as temporary hit points that apply when the bonus kicks in. If the bonus is permanent, then treat it as a permanent bonus to maximum hit points.

OTHER

  • What do we do about Taurs who want to be Cavaliers? Allow.
  • What do we do with a Deaf Oracle Bard? Disallow.
  • Oracle Battle Mystery, War Sight (Su): Give a d8 of temp hp at the start of each encounter.
  • Oracle Lore Mystery, Focused Trance (Ex): Disallow use in making items.
  • Oracle Nature Mystery, Bonded Mount (Su): Taur Nature Oracles and Cavaliers gain a druidic animal companion who is not a mount, but uses the rules for animal companions, except are not ridden.