Post by Cameron on Aug 4, 2010 23:17:10 GMT -8
Unless otherwise stated, this will be a "core only" campaign (as those rules have been finalized in the Rules Compendium).
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
__Use the racial descriptions on pages 21-27 of the Pathfinder Roleplaying Game Core Rulebook rather than pages 12-20 of the Player's Handbook. For example, a halfling's racial ability adjustments are +2 Dexterity, +2 Charisma and -2 Strength instead of +2 Dexterity and -2 Strength.
Average Starting Gold
__1st-level player characters begin with average starting gold (see the Player's Handbook, page 111).
Class
__In addition to the core (Player's Handbook) classes, the following classes are available to player characters: favored soul (Complete Divine), ninja, scout (Complete Adventurer), swashbuckler (Complete Warrior), and racial paragon classes from Unearthed Arcana (pages 32-46).
Hit Points
__Player characters gain hit points at a fixed rate (see the Dungeon Master's Guide, page 198).
__1st-level player characters begin with twice the normal amount of hit points they would have, but do not gain additional hit points from leveling until the normal amount of hit points they would have exceeds this beginning amount. {FN1}
"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).
__[FN1] For example, a fighter with 14 Constitution would normally have 12 hit points at 1st level, so begins with 24 instead. At 2nd level, his hit points would normally be 19, so they remain at 24 instead. Upon reaching 3rd level, he would normally have 27 hit points. Since this amount exceeds 24, his hit points would then increase to 27. If the same fighter took his 2nd and 3rd levels as a wizard instead of fighter, his hit points would normally increase to 16 and 21 respectively, and so would remain at 24 instead.
Player Responsibilities
Alternate Forms
__Your character sheet must include stats for any alternate forms (from wild shape, polymorph, etc.) you wish to assume during play.
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.
__Combat Casting is replaced wherever it appears by Skill Focus (Concentration).
__Dodge provides a simple +1 dodge bonus to AC, and is not limited to a single opponent. {FN2}
__Leadership may not be selected without the DM's permission.
__[FN2] Other feats that reference Dodge may still require that you designate a "dodge target," however.
Equipment
You may purchase any item in the Player's Handbook at its listed price, except for alchemical items (see Special Substances and Items, page 128). Items from other official sources—including magic items from the Dungeon Master's Guide—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. {FN3}
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 Dungeon Master's Guide, page 135). 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.
__[FN3] One does not have to be a spellcaster to craft alchemical items, regardless of what the skill description says.
Spells and Magic
No Spell Resistance vs. Energy
__Spell resistance cannot prevent energy (acid, cold, electricity, fire, or sonic) damage or force damage, though it still works against any other effects of spells dealing such damage.
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 scrolls, potions, etc.
Injury and Death
A player character is considered to be "dying" until his negative hit points equal one-half his normal total (see the Player's Handbook, page 145). {FN4} For example, a 6th-level fighter with 49 hit points dies at -24 hit points (instead of -10).
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.
__[FN4] This change also applies wherever the rules refer to hit points "between -1 and -9" (e.g., the Diehard feat description).]
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 Player's Handbook, page 144). 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.
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
__Use the racial descriptions on pages 21-27 of the Pathfinder Roleplaying Game Core Rulebook rather than pages 12-20 of the Player's Handbook. For example, a halfling's racial ability adjustments are +2 Dexterity, +2 Charisma and -2 Strength instead of +2 Dexterity and -2 Strength.
Average Starting Gold
__1st-level player characters begin with average starting gold (see the Player's Handbook, page 111).
Class
__In addition to the core (Player's Handbook) classes, the following classes are available to player characters: favored soul (Complete Divine), ninja, scout (Complete Adventurer), swashbuckler (Complete Warrior), and racial paragon classes from Unearthed Arcana (pages 32-46).
Hit Points
__Player characters gain hit points at a fixed rate (see the Dungeon Master's Guide, page 198).
__1st-level player characters begin with twice the normal amount of hit points they would have, but do not gain additional hit points from leveling until the normal amount of hit points they would have exceeds this beginning amount. {FN1}
"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).
__[FN1] For example, a fighter with 14 Constitution would normally have 12 hit points at 1st level, so begins with 24 instead. At 2nd level, his hit points would normally be 19, so they remain at 24 instead. Upon reaching 3rd level, he would normally have 27 hit points. Since this amount exceeds 24, his hit points would then increase to 27. If the same fighter took his 2nd and 3rd levels as a wizard instead of fighter, his hit points would normally increase to 16 and 21 respectively, and so would remain at 24 instead.
Player Responsibilities
Alternate Forms
__Your character sheet must include stats for any alternate forms (from wild shape, polymorph, etc.) you wish to assume during play.
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.
__Combat Casting is replaced wherever it appears by Skill Focus (Concentration).
__Dodge provides a simple +1 dodge bonus to AC, and is not limited to a single opponent. {FN2}
__Leadership may not be selected without the DM's permission.
__[FN2] Other feats that reference Dodge may still require that you designate a "dodge target," however.
Equipment
You may purchase any item in the Player's Handbook at its listed price, except for alchemical items (see Special Substances and Items, page 128). Items from other official sources—including magic items from the Dungeon Master's Guide—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. {FN3}
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 Dungeon Master's Guide, page 135). 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.
__[FN3] One does not have to be a spellcaster to craft alchemical items, regardless of what the skill description says.
Spells and Magic
No Spell Resistance vs. Energy
__Spell resistance cannot prevent energy (acid, cold, electricity, fire, or sonic) damage or force damage, though it still works against any other effects of spells dealing such damage.
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 scrolls, potions, etc.
Injury and Death
A player character is considered to be "dying" until his negative hit points equal one-half his normal total (see the Player's Handbook, page 145). {FN4} For example, a 6th-level fighter with 49 hit points dies at -24 hit points (instead of -10).
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.
__[FN4] This change also applies wherever the rules refer to hit points "between -1 and -9" (e.g., the Diehard feat description).]
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 Player's Handbook, page 144). 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.