Post by scottm on Feb 5, 2013 23:33:28 GMT -8
The Golden Rule
Scott reserves the right to invoke Power Word No if something does not seem right or not to his liking. This is a living document, so if we find something completely silly, we may add a House Rule for continuity of the change.
Character Generation
Ability Score Generation
__For all player characters, roll 4d6 six times (rerolling any 1s), discard the lowest die each time, and arrange scores as desired.
Races
__All core races from the Pathfinder Core book. Other races to be determined on a case by case basis.
Average Starting Gold
__1st-level player characters begin with average starting gold.
Class
__All Core classes along with the following base classes: Alchemist, Cavalier, Inquisitor, Magus, Oracle.
Hit Points
__Player characters gain hit points at a fixed rate.
"Death Penalty"
__New player characters begin with XP equal to the party average minus one level (minimum 0 XP). For example, if the average is 8,160 XP (54% of the way between 4th and 5th level), the new character begins with 4,620 XP (54% of the way between 3rd and 4th level).
Player Responsibilities
Alternate Forms or Status
__Your character sheet must include stats for any alternate forms (from wild shape, polymorph, etc.) or raging you wish to assume during play.
Summoned Creatures
__Please include the creature and page number that you may summon.
Racial/Class Abilities
Trapfinding
__Any character can find and disable traps (whether magical or non-magical) regardless of the DC involved; these abilities are not restricted only to rogues. However, a character with the trapfinding ability is entitled to make a Search check to notice a trap before triggering it as if he were actively looking for it (similar to the way an elf detects secret doors). Note that this means dwarves and other creatures with stonecunning have a chance to automatically detect stonework traps.
Feats
Non-core feats may be approved by the DM on a case-by-case basis.
__Leadership may not be selected without the DM's permission.
Equipment
__You may purchase any item in the Pathfinder Core Rulebook at its listed price. Items from other official sources—including magic items from the Pathfinder Core Rulebook—may only be purchased "in game" or with the DM's express permission. You may create alchemical items if you have ranks in the Craft (alchemy) skill.
Equipment for New Player Characters
__Player characters above 1st level begin play with starting gold equal to 10% of their "Wealth by Level" amount (see the Pathfinder Core Rulebook, page 399). In addition, the DM may bestow other starting gear as he deems appropriate. Please submit requests for specific gear—for example, "a magic longsword" or "a +2 keen flaming guisarme"—before play begins.
Spells and Magic
Non-Combat Healing Magic
__When the caster is not being threatened or distracted, all variable, numeric effects of Conjuration (healing) spells are automatically maximized. This also applies when using magic items such as potions or scrolls, and to clerics channeling positive or negative energy.
Injury and Death
Save or Die
__Any effect that would kill a creature regardless of damage inflicted (e.g., death spell, coup de grace, death from massive damage, etc.) instead reduces the creature's current hit points to -1.
Gaming Etiquette
Table Talk
__Do not engage in "combat conferencing." Your characters may have trained together as a unit, but they do not have the ability to work out extremely detailed strategies in the middle of a battle. Thus, players should not advise each other on any tactics during combat; however, characters can certainly shout out suggestions (using the "free action" rules for speaking in the Pathfinder Core Rulebook page 188). Under no circumstance should other players plot out your strategies for you.
No Party Fratricide
__Deliberately killing another player's character (even in a campaign that allows for evil alignments) typically leads to resentment amongst gaming colleagues, can easily ruin friendships, and will not be permitted. This should not be interpreted as prohibiting non-lethal player vs. player conflict.
Scott reserves the right to invoke Power Word No if something does not seem right or not to his liking. This is a living document, so if we find something completely silly, we may add a House Rule for continuity of the change.
Character Generation
Ability Score Generation
__For all player characters, roll 4d6 six times (rerolling any 1s), discard the lowest die each time, and arrange scores as desired.
Races
__All core races from the Pathfinder Core book. Other races to be determined on a case by case basis.
Average Starting Gold
__1st-level player characters begin with average starting gold.
Class
__All Core classes along with the following base classes: Alchemist, Cavalier, Inquisitor, Magus, Oracle.
Hit Points
__Player characters gain hit points at a fixed rate.
"Death Penalty"
__New player characters begin with XP equal to the party average minus one level (minimum 0 XP). For example, if the average is 8,160 XP (54% of the way between 4th and 5th level), the new character begins with 4,620 XP (54% of the way between 3rd and 4th level).
Player Responsibilities
Alternate Forms or Status
__Your character sheet must include stats for any alternate forms (from wild shape, polymorph, etc.) or raging you wish to assume during play.
Summoned Creatures
__Please include the creature and page number that you may summon.
Racial/Class Abilities
Trapfinding
__Any character can find and disable traps (whether magical or non-magical) regardless of the DC involved; these abilities are not restricted only to rogues. However, a character with the trapfinding ability is entitled to make a Search check to notice a trap before triggering it as if he were actively looking for it (similar to the way an elf detects secret doors). Note that this means dwarves and other creatures with stonecunning have a chance to automatically detect stonework traps.
Feats
Non-core feats may be approved by the DM on a case-by-case basis.
__Leadership may not be selected without the DM's permission.
Equipment
__You may purchase any item in the Pathfinder Core Rulebook at its listed price. Items from other official sources—including magic items from the Pathfinder Core Rulebook—may only be purchased "in game" or with the DM's express permission. You may create alchemical items if you have ranks in the Craft (alchemy) skill.
Equipment for New Player Characters
__Player characters above 1st level begin play with starting gold equal to 10% of their "Wealth by Level" amount (see the Pathfinder Core Rulebook, page 399). In addition, the DM may bestow other starting gear as he deems appropriate. Please submit requests for specific gear—for example, "a magic longsword" or "a +2 keen flaming guisarme"—before play begins.
Spells and Magic
Non-Combat Healing Magic
__When the caster is not being threatened or distracted, all variable, numeric effects of Conjuration (healing) spells are automatically maximized. This also applies when using magic items such as potions or scrolls, and to clerics channeling positive or negative energy.
Injury and Death
Save or Die
__Any effect that would kill a creature regardless of damage inflicted (e.g., death spell, coup de grace, death from massive damage, etc.) instead reduces the creature's current hit points to -1.
Gaming Etiquette
Table Talk
__Do not engage in "combat conferencing." Your characters may have trained together as a unit, but they do not have the ability to work out extremely detailed strategies in the middle of a battle. Thus, players should not advise each other on any tactics during combat; however, characters can certainly shout out suggestions (using the "free action" rules for speaking in the Pathfinder Core Rulebook page 188). Under no circumstance should other players plot out your strategies for you.
No Party Fratricide
__Deliberately killing another player's character (even in a campaign that allows for evil alignments) typically leads to resentment amongst gaming colleagues, can easily ruin friendships, and will not be permitted. This should not be interpreted as prohibiting non-lethal player vs. player conflict.