Heroes of the Realms
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 charisma modifier to determine how attractive one character is to another character. Everyone is also turned off by an ability. Positive modifiers are treated as negative modifiers for determining attractiveness (invert the type of modifier.) Most people prefer mates of a certain gender, anyone not matching the preferred gender takes a – 5 to attractiveness. Also races are attracted to their own race naturally over other races. When determining attractiveness members of a different race gain a – 5 to their attractiveness. (Note that half races count as both of their parents races; so half-elves do not get a negative modifier against elves or humans.)
In addition, most people have a fetish (sometimes several), something that causes their base desires to rise to the surface. Most fetishes impart a + 1 to 5 bonus to attractiveness (this is chosen by the player). Fetishes can be normal things like kindness, defined muscles, long hair, baldness, breast, skin color, or odd things like bondage, locations, pain or a different race. Some people let their fetishes control them, this type of fetish is a drawback trait, and grants a + 15 to the other persons attractiveness score. Note: Fetishes only grant their bonus in intimate encounters. In other words, when a person is looking for an attractive person, or when a person flirts with the character using their fetish to get their attention.
Loyalty in romantic relationships effects attractiveness. If two people are considered to be dating/married a + 5 is granted to their attractiveness to each other. Broken trust in the relationship changes this modifier to a – 15 for one week, after which the loyalty bonus returns to 0, until trust is rebuilt. Additionally, any fetish bonuses are permanently applied to their attractiveness score.
Note Races that have assigned modifiers to their ability scores are always attracted to those ability scores, and are turned off by the ability score that has a penalty. Example Elves are attracted to dexterity or intelligence, and turned off by constitution. Dwarves are attracted to constitution or wisdom and turned off by charisma.
Example: Huma has a Charisma score of 21 (+ 5 modifier), but is dealing with a human female that is attracted to Wisdom. Huma has a + 0 modifier for his Wisdom. The NPC is turned off by overly confident people so Charisma is treated as a negative modifier (- 5 modifier). However, the NPC has a strong fetish for shapechangers granting Huma a + 10 to his attractiveness score for this NPC. This makes Huma’s attractiveness score a total of + 5 for this NPC. (Cha 5 + Wis 0 – Cha 5 – 5 (different race) + fetish 10 = + 5) Another NPC (a half-elf female) is attracted to Charisma turned off by Wisdom, and has a fetish for shapechanger would give Huma an attractiveness score of + 20 (Cha 5 + Cha 5 – Wis 0 + fetish 10 = + 20); note that Huma’s elven blood racial trait makes him an elf, and a fey’ri. Half-elves are both human and elven.
|- 16 to – 20||ugly to the point of repulsion||Decrease starting attitude by three steps|
|- 15 to – 11||ugly to the point of distraction||Decrease starting attitude by two steps|
|- 10 to – 6||not attractive||Decrease starting attitude by one step|
|- 5 to 5||normal||No adjustment|
|6 to 10||attractive||improve starting attitude by one step|
|11 to 15||beautiful to the point of distraction||improved starting attitude by two steps|
|16 to 20||beautiful to the point of lust||improved starting attitude by three steps|
In most situations attractiveness has no effect on others, unless the situation has the potential for intimacy. Flirting triggers attractiveness effects. Flirting can be done with a Bluff, Charisma, Diplomacy, or Intimidate checks. The DC of the check is equal to 10 + half the targets Hit Dice + their Wisdom modifier. If the target’s has a higher Sense Motive modifier the DC is equal to their Sense Motive modifier. Also the moment a character observes others to judge their attractiveness their starting attitude is effected by attractiveness.
Flirting can be done as a standard action, so it can be done quickly to change NPCs attitudes, but rejection and hurt feelings can quickly build bitter enemies, so over use of this can be dangerous.
The effects caused by attractiveness can be overcome by a successful Will saving throw vs. the attractiveness rating. This can be rolled once per day. Three successful saves grants permanent immunity to the effects of that persons attractiveness.
Average Hit Points Heroes get half hit points plus .5 per level starting at 2nd level. They get maximum hit points at 1st level.
Heroes Hit Harder: Any time heroes roll a natural 20 on an attack the damage is automatically maximum damage. The hero still must roll to confirm the critical to get extra damage, but even if the critical is not confirmed the attack does maximum damage. This benefit does not extend to cohorts or followers, but does include animal companions, eidolons and familiars.
Ultimate Rules: I use the Background, Contacts, Hero Points, Investment, Kingdom Builder, Magic Item Creation, Mythic, Relationships, Reputation and Fame, and Retraining.
Unchained Rules: I use the new class rules, Combat Tactics, Disease and Poison, Background Skills, and Skill Unlocks from Pathfinder Unchained.
If a sorcerer chooses the spell they gain from their bloodline before they gain it from the class ability they still learn another spell when they level up to gain the bloodline spell.
Specialist gain a bonus cantrip from their school.
Pin Down: As a standard action you can attempt to use a weapon to pin a target to an adjacent surface. This can only be done with piercing weapons. Unless you have the Improved Pin Down feat this maneuver provokes attacks of opportunity. Also, if you try to pin down a target by piercing their body with a weapon you must have the Greater Pin Down feat or this maneuver provokes attacks of opportunity. You can only pierce a targets body if your base attack bonus is higher than their Hit Dice / Character Level. This inflicts normal damage to the target.
If your attack exceeds the target’s CMD, the target is entangled by the weapon and can not move from that place, but takes no damage from the attack. The entangled condition can be ended by using a move action to free the weapon from the target. Removing a weapon does not provoke an attack of opportunity. The entagled condtion can be ended as a swift action if the target is willing to take damage from the weapon when removing it. Note Melee attackers have to leave their weapon in place (it takes a move action to remove the weapon for the attacker also) or the entangled condition ends.
Special If you have the Manyshot (for range attacks), or the Double Slice (for melee attacks) feat you can pin down a target with two weapons with one combat maneuver check roll. If the check is successful then the target needs to remove two weapons to remove the entangled condition. Removing the first weapon does not provoke attacks of opportunity, but removing the second weapon in the same round does provoke attacks of opportunity. Also see new feats for feats related to this maneuver.
Note: A GM can rule that a creature can not be pinned down, because they lack anything to pin them down with (no clothes, hair, etc.). Oozes would fall in this category.
Combat Expertise (Combat):
You can increase your defense at the expense of your accuracy.
Prerequisite: Int 13.
Benefit: You can choose to take a – 1 penalty on melee attack rolls and combat maneuver checks to gain a + 3 dodge bonus to your Armor Class. When your base attack bonus reaches + 4, and every + 4 thereafter, the penalty increases by – 1 and the dodge bonus increases by + 1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Normal: The dodge bonus starts as a + 1 and increases are on a 1 for 1 bases.
Improved Familiar: This feat allows you to use your caster level to determine the familiar’s abilities. This means that a spellcaster with a prestige class that increases his caster level can have his familiar continue to increase in power based on his caster level instead of just his class level.
Leadership: When choosing classes for followers, only 10% of the followers can have character classes. This is because only 10% of the world’s population can learn character class abilities. This 10% uses the Standard Fantasy Array for choosing ability scores. The remaining followers must choose from NPC classes. They use the Low Fantasy Array for choosing ability scores.
Prerequisites: Base attack bonus +6.
When you use a standard action to attack, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together. Also, double the bonuses from Strength for this attack. The extra weapon damage dice are multiplied on a critical hit.
Normal: Vital Strike can not be used with Spring Attack, and the Strength damage is not doubled. Additionally the damage dice are not multiplied on a critical hit.
For every Item creation feat your character has his wealth per level increased by 5% (note: this only applies when make a character above 1st level, but this does not increase a character’s share of treasure, so this benefit only applies at character creation). Additionally, item creation feats normally aid the whole group, but use up a feat slot without getting much personal gain from the feat. So I have added the bonus abilities listed below to item creation feats.
Brew Potion: You learn how to destroy potions quickly, turning them into dangerous mixtures. As a move action you can change a potion into a toxic mixture. Anyone that uses the potion takes 1d6 damage per spell level. If placed on an item the damage affects the item bypassing harness.
Craft Construct: This feat is not needed to make constructs. Having the Craft Arms and Armor, and Craft Wonderous Items feats grants the ability to build constructs. However, this feat grants a 50% discount to the cost of building constructs. Additionally, You learn how to disrupt the flow of magic in constructs. As a standard action you can make a melee touch attack against the construct. You then can attempt to disrupt the flow of energy in the construct by making a Spellcraft check; the DC is equal to 10 + the caster level of the construct. If successful the construct is treated as stunned for 1 round. For every 5 points you exceed the DC increase the stun effect by 1 round. This bypasses a constructs normal immunity to stun.
Craft Magic Arms and Armor: As a move action you can increase the magic bonus of a weapon or a piece of armor by + 1. You can do this once per day and the effects last for 1 round per half your character level. This ability allows you to increase the magic bonus above + 5; granting the ability to bypass epic DR.
Craft Rod: You learn how to get the most out of the tools you use. Any competency, or masterwork bonus is doubled for you once per day for every 4 character levels you have. Example: A 8th level rogue with this feat can double the masterwork bonus on his dagger for one attack, and later double the bonus of his masterwork thieves tools to disable a trap.
Craft Staff: When recharging a staff you can place more charges into the staff than normal. If the staff has a spell that requires more than one charge to use, and you use that spell to recharge the staff, the staff gains the number of charges that spell normally expends.
Craft Wand: Once per day you can use your caster level to determine the effects of a spell cast from a wand. To do this you must make a Spellcraft DC 15 + spell’s level. If successful you activate the wand using your caster level. If you fail teat this as a scroll mishap.
Craft Wondrous Item: Your understanding of magic items aids you in experimenting with unfamiliar items. You gain a + 1 competency bonus to Use Magic Device checks per every four caster levels you have.
Forge Ring: You learn how to wear multiple rings at the same time. You can wear up to ten rings, but only two rings may be active at any given time. As a swift action you can switch which two rings are active. Example: A cleric is wearing three rings (protection + 2, swimming + 5, and a ring of the ram. Normally uses the protection and the swimming, but as a swift action he can deactivate the swimming ring to activate the ram ring so that he can use it on his turn.
Scribe Scroll: Once per day you can try to use a scroll without expending it. You must make a Spellcraft DC 15 + spell’s level. If successful you cast the spell or scribe it into your spellbook without expending the scroll. If you fail a scroll mishap occurs.
In Forgotten Realms mythic power is almost always gained through divine agents. The process can very a lot from one person to the next, but mythic power is a portion of divine essence imparted to a mortal. All the chosen of Mystra are mythic heroes, as are the chosen of other deities.
Mystra’s Favor (Su): This ability grants the chosen of Mystra immunity to any nine spells chosen by the character, and 9 spell-like abilities usable once per day each. Normally each of the nine spells chosen come from a different spell level, but this is not a requirement. Note: only mythic characters that are chosen of Mystra can select this mythic ability.
Basic NPCs: The ability scores for a basic NPC are: 13, 12, 11, 10, 9, and 8, or 12, 11, 11, 10, 10, and 9. (Below Fantasy 3) Basic NPCs can be commoners, aristocrat, or warriors.
Common NPCs: The ability scores for a common NPC are: 14, 13, 12, 12, 10, and 8, or 13, 13, 12, 12, 10, and 10. (Low Fantasy 10) Common NPCs can be any NPC class.
Special NPCs: The ability scores for a special NPC are : 15, 14, 12, 12, 11, and 8, or 14, 14, 13, 12, 10, and 10. (Standard Fantasy 15) Special NPCs can be any character class. If they take levels in only NPC classes, and qualify for a prestige class they can take levels in the prestige class.
Heroic NPCs: The ability scores for a heroic NPC are: 15, 14, 13, 12, 10, and 8, or 14, 14, 14, 13, 12, and 10. (High Fantasy 20) Heroic NPCs can be any character class and can take levels in prestige classes.
Epic NPCs: The ability scores for epic NPCs are: 17, 15, 14, 12, 10, and 8, or 16, 14, 14, 13, 12, and 10. (Epic Fantasy 25) Epic NPCs can be any character class and can take levels in prestige classes.
All prestige classes count as favorite classes. So you still get to choose to gain a hit point or a skill point.
Prestige Class Spellcasting: Bonus spells from the base classes continue to be gained as spellcaster level increases. (Example: A Conjurer / Cleric / Mystic Thurge still gains one bonus conjuration spell per spell level they can cast as a conjurer, and they still gain one domain bonus spell slot that they can cast per spell level they can cast. Also sorcerers still gain their bloodline spells as they advance their caster levels. Spellcasters that gain spells with each level to add to their spellbooks still gain those spells each level that their caster level increases.
Background Skills: Appraise. Artistry, Climb, Craft, Handle Animal, Knowledge (engineering), Knowledge (geography), Knowledge (history), Knowledge (nobility), Linguistics, Lore, Perform, Profession, Sleight of Hand, and Swim. (I added a few skills to the list for background skills.)
Knowledge (Local) This skill is selected by region in the realms as per the player’s guide. I have added the Gray Vale as a region. It replaces the eastern “North” region. Knowledge (local) checks can be made for regions that you do not have ranks in. For every region between the two regions in question increase the DC by 5.
Example: A rogue has ranks in Local Waterdeep, but has a question about Silverymoon. He has no ranks in Local Silver Marches, but still has a chance to know the information. The Waterdeep region touches the North region, and the North region touches the Silver Marches region. That makes 2 regions so the modifier would be a + 10 to the DC.
Note: Knowledge about specific people is determined in the following way. Their is knowledge of a person and then their is specific knowledge about a person. You can only know specific knowledge about a person if you first have knowledge of that person. To find out if you know of a person you must make a knowledge check DC 30 – their hit dice. DM can rule that a person is well known because of word of mouth and that this check can be by-passed. Then to determine what is known of that person follows the chart below.
|10||Race and gender, lesser achievements/failures|
|15||Home location, abilities/class, and prized possessions|
|20||Family, faith, friends, and habits|
|25||personal motivations, and possessions|
|30||Public Secrets (Pubic record exist)|
|40||Private Secrets (Only told close family/friends)|
|50||Personal Secrets (Never told anyone)|
|60||Universal Secrets (Secrets a person does not know about themselves)|
Following the example above: The 5th level rogue character is checking to see what they know about Durnan. Taking 10 the rogue gets a 19 (5 ranks+ 3 skilled bonus+ 1 Int modifier). Knowing of Durnan is a DC 16 (30 – 14 = 16). So the rogue knows of Durnan. The rogue knows that Durnan is a human male fighter that survived Undermountain, and owns the Yawning Portal Inn, and that he lives there. He knows that Durnan is skilled at using common items as weapons, and has a magical throwing ax he keeps behind the bar. Durnan has dealt with several powerful monsters that have entered the Yawning Portal from Undermountain over the years. He does not know that Durnan is friends with Mirt the moneylender, or about Durnan’s family, nor his personal habits. He does not know how deeply Durnan cares for the people of Waterdeep, or about crimes Durnan has committed. He does not know that Durnan runs the Red Slashes, or is a hidden lord of Waterdeep.
Note that knowledge of Durnan is above a DC 10 so the commoner that has no ranks in Knowledge (local – Waterdeep) does not know anything about Durnan unless he has a personal relationship with him. Such as going to the Yawning Portal and talking with him. Elminster Aumar DC is – 4. So their is a good chance that even a commoner has heard of him. However, a DM could rule that the commoner never heard a tale about him, and Shadowdale is far away from Waterdeep; (Three regions between (The North, The Western Heartlands, and Corymr)) DC 11 so their are people in the realms that have never heard of Elminster.
Hellfire: Half of the damage for hellfire is fire damage the other half is negative energy. Undead are healed by the negative energy so they do not normally take damage from hellfire, but they are treated as if they are staggered for one round because of the pain that burns at their essence.
When the characters travel through an area, their is a chance that they will encounter other creatures that are wandering in the same area. Some of these are passive encounters and others are aggressive. When characters are traveling through the wilderness survival checks are made to avoid wandering encounters, and in an urban environment Perception is used to avoid wandering encounters. The DC of this check changes based on how active the area is.
Wandering Encounters Survival Check Modifiers
|For each group member greater than 4||- 1|
|For each group member less than 4||+ 1|
|For each group member that is Large size or greater||- 2|
|For each group member that is Small size or less||+ 2|
|For each member in heavy armor||- 1|
|Slowest member is 30 ft. or greater||+ 2|
|Slowest member is 15 ft. or less||- 2|
|Each member that has Trackless step or Pass without Trace||+ 1|
|Group has a source of light||- 4|
|Near/On a travel path (road/river/path)||-2|
|Hotter or Colder than normal||- 2|
|Heavy precipitation||+ 2|
|Light precipitation||+ 1|
Note: Mounts, animal companions, and familiars do not count towards members of the group.
Wandering Encounters Survival/Perception Results
1 = Party blunders into an ambush. – 8 to perception checks.
2 – 9 = Party has a chance to notice encounter/avoid surprise. – 4 to perception checks.
10 – 15 = Party runs into encounter, but neither side is surprised.
16 – 25 = Party spots encounter before it happens. + 4 to stealth checks
26 – above = Party surprises creatures encountered. + 8 to stealth checks