Tag: Rules

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  • Main Page

    h3. *House Rules* [[Classes | New and Updated Classes]] [[Diseases and Poisons | Diseases and Poisons]] [[Epic Level Rules | Epic Level Rules]] [[Feats | New Feats]] [[House Rules | House Rules]] [[Reputation and Fame | Reputation and Fame]] [[ …

  • House Rules

    *Attractiveness* More than just charisma determines who finds who attractive. Each character is attracted to an ability. Some are attracted to strength, while others are attracted to intelligence. The modifier of that ability is added to the character's …

  • Fey'ri

    h3. Fey'ri Racial Traits *+ 2 Dexterity, + 2 Intelligence, – 2 Constitution*: Fey'ri are quick and smart like their elven ancestors, but breeding with demonic outsiders did not strengthen their bodies. *Native Outsider*: Fey'ri are outsiders with the …

  • Handler

    h3. Handler (Rogue) *Quicker than the Eye* (Ex): At 2nd level, a handler develops an amazingly swift and delicate touch. When she uses Sleight of Hand, creatures take a penalty on their Perception checks to notice the attempt equal to half the handler' …

  • Classes

    h3. *Classes* _Anti-Paladin_ (Unchained) - Only change is the skill points gained per level is 4 + Int. modifier. _Cleric_ (Unchained) - Only change is the skill points gained per level is 4 + Int. modifier. [[Fighter (Unchained) | _Fighter_ ( …

  • Kender

    h3. *Kender Racial Traits* *+ 2 Dexterity, + 2 Charisma, – 2 Wisdom*: Kender are nimble and strong-willed, but they lack common sense and lack focus compared to most races. *Small*: Kender are Small creatures and gain a + 1 size bonus to their AC, a + …

  • Fighter (Unchained)

    h3. *Fighter* *Hit Die*: d10. h3. Class Skills The fighter’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), …

  • Goliath

    h3. *Goliath* *Physical Description*: *Society*: *Relations*: *Alignment and Religion*: *Adventurers*: h3. Goliath Racial Traits *+ 2 Strength, + 2 Constitution, – 2 Intelligence* (1 RP): Goliaths are strong and tough makeing them …

  • Mystic Ranger

    h3. Mystic Ranger (Ranger) They mystic ranger trains to battle spellcasters that have used their magic to control others. (Note: this sub-class was built to combine with the urban ranger sub-class.) *Class Skills*: The mystic ranger loses heal, and …

  • Magic

    [[Armor and Weapon Enchantments | Armor and Weapon Enchantments]] [[Circle Magic | Circle Magic]] [[Domains | Domains]] [[Magic Items | Items]] Locations [[Creating Portals | Portals]] [[Spellpools | Spellpools]] [[Spells | Spells]]

  • Domains

    h3. *Knowledge* In addition to gaining all knowledge skills as class skills you also gain one bonus skill point that must be used to gain ranks in a knowledge skill at each level of advancement. h3. *Moon* _Deities_: Eilistraee, Hathor, Malar, …

  • Spells

    h3. *Emergency Force Sphere* *School* evocation [force]; *Level* sorcerer/wizard 4 *Casting Time* 1 immediate action *Components* V *Range* 5 ft. *Effect* 5-ft.-radius hemisphere of force centered on you *Duration* 1 round/level (D) *Saving Throw …

  • Divine Disciple

    h3. *Requirments* *Alignment*: Must match their deity's alignment. (Thus, they must have a patron deity.) *Skills*: Diplomacy 5 ranks, Knowledge (religion) 5 ranks *Spells*: Able to cast 4th level divine spells. *Hit Die*: d8. h3. Class Skills …

  • Silverstar

    h3. *Requirments* *Alignment*: Chaotic Good *Patron* Selune *Skills*: Sense Motive 5 ranks, Survival 5 ranks *Spells*: Able to cast 2nd level divine spells. Clerics must have the Moon domain to become silverstars. *Hit Die*: d8. h3. Class …

  • Merchant Prince

    h3. *Requirments* *Feats* Business Savvy, Skill Focus (Profession (merchant)) *Languages* Must know at least three different languages and be literate. *Skills*: Appraise 5 ranks, Bluff 5 ranks, Diplomacy 5 ranks, Profession (merchant) 5 ranks, Sense …

  • Feats

    h3. *Business Savvy* *Benefit*: You gain a + 2 bonus to Appraise, Craft, and Profession checks. If you gain 10 ranks in any of these skills the bonus becomes + 4 for those skills. h3. *Circle Magic* *Prerequisite*: Able to cast 2nd level divine …

  • Bladesinger

    h3. *Requirments* *Race*: Elf or Elf Blood racial feature *Feats*: Arcane Armor Training, Combat Casting, Combat Reflexes *Skills*: Acrobatics 5 ranks, Perform (dance) 3 ranks, Perform (sing) 3 ranks *Spells*: Able to cast 2nd level arcane spells. …

  • Adept Spell List

    Adepts choose their spells from the following list. (Some druid spells have been added to tie the adept to primitive magic, and to pull the class away from arcane magic, which is now filled by the Mage NPC class.) *0 Level*: create water, detect magic, …

  • Mage

    h3. *Mage* The mage is the most common type of arcane spellcaster in the world. They are devoted to the study of knowledge and are some of the best sages in the land. Mages lack the natural gifting of a wizard, which prevents them from mastering spells …

  • Master of Flames

    h3. *Requirments* *Feats*: Elemental Spell (Fire), Elemental Focus (fire) *Skills*: Knowledge (Planes) 5 ranks *Spells*: Able to cast 3rd level spells. *Special*: The character must have been burned by hellfire, or has been on death's door because …

  • Zhentarim Skymage

    h3. *Requirments* *Alignment* Can not be of a good alignment. *Feats*: Combat Casting, Enlarge Spell, Mounted Combat *Skills*: Bluff 2 ranks, Handle Animal 2 ranks, Knowledge (geography) 2 ranks, Ride 5 ranks, Sense Motive 2 ranks, Spellcraft 5 ranks …

  • Miscellaneous

    *Common Slave* 400 gp Slavery is unlawful in most cities, but common practice in others. The price of a slave is listed here for reference purposes, and it should be noted that good aligned characters should not participate in slave ownership, unless it …

  • Diseases and Poisons

    h3. *Diseases and Poisons* The basic Pathfinder rules for diseases and poisons don't necessarily mimic the progression of these afflictions in a believable way; a character with a few lesser restoration spells can simply ignore most diseases, and …

  • Magic Items

    h3. *Blast Septor Rod* *Price* 72,504 gp; *Aura* strong evocation; CL 12th; Weight 5 lbs. * Fire Shield (Except that instead of a warm shield you gain a shock shield that protects against electiricity.) * Power Word Stun as a touch attack. 3/day …

  • Wandering Monsters

    I use the rules from Legends and Lairs Wildscape for wandering monsters. This makes the survival skill more useful as it helps to determine what is encountered. Every four hours spent in an area requires a check to find out if an encounter happens. * …

  • Reputation and Fame

    h3. *Fame* You begin play with a Fame equal to your character level + your Charisma modifier. Your Fame ranges from —100 to 100, with 0 representing a lack of any notoriety. Through the course of the campaign, your words and deeds help you build a …

  • Shadow Adept

    h3. *Requirments* *Alignment*: Any non-good. *Feats*: Sadow Weave Magic, Any one metamagic feat. *Skills*: Knowledge (arcana) 5 ranks, Spellcraft 5 ranks *Spells*: Able to cast 3rd level spells. *Hit Die*: d6. h3. Class Skills The shadow …

  • Creating Portals

    Creating portals follows the normal magic item creation rules. These are reviewed below, and expanded for how portals can be adjusted. Portals often use the command word, use-activated or continuous rules for magic item creation. The chart below lays …

  • Epic Level Rules

    | Epic Level | Save Bonus | Attack Bonus | Feats | Ability Score | | 21 | + 0 | + 1 | 11th | | | 22 | + 1 | + 1 | | | | 23 | + 1 | + 2 | 12th | | | 24 | + 2 | + 2 | | 6th | | 25 | + 2 | + 3 | 13th | | | 26 | + 3 | + 3 | | | | 27 | + 3 | + 4 …

  • Dungeon Lord

    h3. *Requirments* *Ability*: Intelligence score of 10 or better *Base Attack Bonus*: + 5 *Race*: Can not be a humanoid, unless the humanoid is augmented in some way. *Skills* Craft (traps) 5 ranks *Spells*: Must be able to cast spells or use spell- …

  • True Necromancer

    h3. *Requirments* *Alignment*: Any non-good *Skills*: Knowledge (arcana) 5 ranks, Knowledge (religion) 5 ranks *Feats*: Command Undead, Spell Focus (necromancy) *Spells*: Able to cast 2nd level arcane and divine spells. *Special*: Must have the …

  • Monk of the Dark Moon

    h3. *Requirments* *Base Attack Bonus*: + 4 *Deity* Shar *Feats* Panther Style *Skills* Bluff 2 ranks, Knowledge (arcana) 2 ranks, Knowledge (religion) 2 ranks, Stealth 5 ranks *Spells*: Must be able to cast arcane spells spontaneously. *Special*: …

  • Magus (Unchained)

    There are those who spend their lives poring over ancient tomes and texts, unlocking the power of magic, and there are those who spend their time perfecting the use of individual weapons, becoming masters without equal. The magus is at once a student of …

  • Magelord

    Quick to anger, haughty, and proud of his Art, the magelord is an arcane spellcaster who studies an ancient magical tradition known for extremely fast and versatile spellcasting. Sometimes a spellslinger for hire, sometimes a professional arcane duelist, …

  • Grand Druid

    h3. *Requirments* *Feats*: Circle Magic *Skills*: Knowledge (geography) 5 ranks, Knowledge (nature) 5 ranks, Spellcraft 5 ranks, Survival 5 ranks *Spells*: Able to cast 3rd level druid spells. *Hit Die*: d8. h3. Class Skills The grand druid …

  • Circle Magic

    Some of the most powerful magical effects are created through the use of circle magic. *Participation*: To take part in the casting of circle magic a spellcaster must have taken a feat that grants participation in circle magic. Druids and Red Wizards …

  • Spellpools

    A spellpool is a magical reservoir of magical energy. It must be contained within a specially prepared vessel (This vessel can look like any physical object). It is highly valued by spellcasters. Spellpools can be created for arcane, divine, or psychic …

  • Arcane Devotee

    *Alignment*: Must be within one step of their deity’s alignment. (Thus, they must have a patron deity.) *Feat*: Enlarge Spell *Skills*: Knowledge (religion) 7 ranks, Spellcraft 7 ranks *Spells*: Able to cast 4th level arcane spells. *Hit Die*: d6. …

  • Harper Agent

    h3. *Requirments* *Alignment* Any non evil. *Feats*: Negotiator, or any combination of feats that grant skill bonuses to Diplomacy and Sense Motive. (Ex. Alertness, and Persuasive), *Skills*: Diplomacy 5 ranks, Knowledge (local - any) 4 ranks, Sense …

  • Phaerimm

    [[File:662665 | class=media-item-align-right | 180px | Phaerimm.jpg]] Phaerimm are powerful magic-using beings that move by natural levitation. _An immense, conical creature floats in the air ahead. The ovoid disk at its top is actually an immense …

  • Swanmay

    *Alignment*: Any good *Feats*: Sacred Vow, Shapeshifting Hunter *Gender* Female *Skills*: Knowledge (nature) 5 ranks, Survival 5 ranks *Special*: Must have the wild empathy ability, and know how to speak sylvan. *Spells*: Must be able to cast divine …

  • Red Wizard

    *Alignment*: Any non-good *Class* Must be a specialist wizard *Feat*: Tatto Focus *Skills*: Spellcraft 8 ranks *Spells*: Able to cast 3rd level arcane spells. *Hit Die*: d6. *Class Skills* The red wizards class skills are Appraise (Int), Bluff …

  • Raider

    The Raider is an archetype of the Ranger class. Lost riches of ancient civilizations beckon adventures of every color, but few are as prepared to meet the challenge as the raider. Trained in treasure lore, and prepared for battle against guardians of …

  • Aristocrat

    h3. *Aristocrat* *Hit Die*: d8. h3. Class Skills The aristocrat's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge ( …

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