Rise of the Runelords
Other House Rules
A collection of minor house rules that will be used during the game. Note: Once the game is in play, further house rules will not be implemented except by group consensus, and then only if the standard rules manage to break when we play with them.
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ARMOR AND MOVEMENT
- Heavy and Medium armor no longer reduce movement rate, however medium or heavy encumbrance still do. Wearing armor still limits you to x3 movement when using the run action.
- A Fighter’s Armor Training (and similar class features) allow a character to run at full speed while wearing armor (3rd level) and to ignore the weight of their armor for the purpose of their own carrying capacity/encumbrance (7th level).
COUP DE GRACE
- Performing a coup de grace action incurs an automatic critical, but has no Fort save or die effect. It was the last remaining such effect within Pathfinder, and quickly scales beyond any reason. The auto-critical is still brutal, and will kill a great many things in one go if they’re low level or already wounded. Taking a high level monster (or PC) from full hit points to none with an impossible save can be a little anticlimactic.
CRAFTING RULES REVISED
- A character can produce a market value worth of goods per hour equal to their total Craft bonus in gold pieces. If the caster has leftover “value”, it can be applied to the next hour, as they are simply working continuously, and a character can work in increments less than an hour if they can produce it faster than that. The caster still needs to be able to meet the craft DC for the item, however they cannot choose to raise the DC to craft faster – that is fixed by their Craft bonus.
DARING ACT (GUNSLINGER)
- Each time a gunslinger performs a daring act, she can regain grit. As a general guideline, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should have a low probability of success. If it is successful, the gunslinger regains 1 grit point. Before attempting a daring act, the player should ask the GM whether the act qualifies. The GM is the final arbiter of what’s considered a daring act, and can grant a regained grit point for a daring act even if the player does not ask beforehand whether the act qualifies.
- If a daring act would normally qualify for a Hero Point, the gunslinger can opt to gain two grit points from the action immediately instead of receiving a Hero Point.
- Your death’s door (the number of negative hit points you may go before dying) is equal to -10 or half your maximum hit-points, whichever is greater. This is to ensure that the line between combat ready and utterly dead scales appropriately with the character’s level.
DISABLING MAGICAL TRAPS
- Anyone with ranks in Disable Device and Perception can search for and disarm magical traps. (The trapfinding class features still grants additional bonuses to these skill checks based on class level, but it is not required to be able to use the skills effectively.)
- This campaign will be using different firearms rules to the standard campaign setting. Details of the firearms can be found in the Weapons section. These firearms do not target touch AC, but have greater damage and critical threat range to compensate.
- Gunslinger – Replace Deadeye with the following: Suppressive Fire (Ex): At 1st level, the gunslinger can lay down suppressive fire meant to protect himself and his allies from attack. As long as the gunlinger has at least 1 grit point, when he damages an opponent with a readied action, that opponent takes a –2 penalty on attack rolls until the end of its turn. At 7th level the penalty is increased to –4, and at 15th level the penalty is increased to –6.
FLY SKILL AND FLYING CREATURES
- All creatures with a natural fly speed (i.e. wings or a permanent magical effect) receive a +8 racial bonus to Fly checks. This stacks with any bonus from their maneuverability, and is to ensure they are actually capable of making the rolls necessary to stay in the air.
- Creatures that take the form of a flying creature (via beast shape, Wild Shape, etc) also receive the +8 racial bonus to Fly checks for as long as they remain in that form.
- Creatures that don’t naturally fly (using a fly spell or other temporary means of gaining altitude) do not gain this additional bonus.
- Player characters are the heroes of the campaign, and they receive maximum hit points at every level. This only applies to the actual player character. Mounts, animal companions, hirelings, etc receive average hit points per hit die. Major villains or NPCs intended to be cohorts will also have maximum hit points.
KNOWLEDGE CHECKS – THE “BESTIARY” RULE
- Knowledge skills provide general/common knowledge about creature types and subtypes only. Specific knowledge about individual creatures can only be learned through in-game research, usually through the purchase or discovery of bestiaries (books about monsters).
- Bestiaries must be read for a minimum of 1 hour once per week to retain any benefits. If studied for 10 minutes prior to making a Knowledge check about a particular subject or creature, the reader may make the check (or re-roll a failed check) with a +10 bonus.
- Useful bestiaries will be scattered throughout the game in loot hauls and in book stores.
LINGUISTICS AND LANGUAGES
- Players will not automatically learn new languages when they put ranks in Linguistics during play, unless they have role-played the learning of this language in some fashion (either by finding a tutor or purchasing a book on the subject).
- “Schtick creep” is when a player’s original schtick continually broadens during play until they are stepping on the toes of other characters. This is not the same as character development, wherein a character makes certain choices during the game and their abilities change or adapt as a result of this decision. “Schtick creep”, by contrast, is usually a result of a player’s fear of failure or a response to failing a check that was well outside of the character’s normal capabilities.
- No rules are currently in play to curb “schtick creep”, however players should be aware that if their GM starts noticing this phenomenon during play that I reserve the right to employ house rules to ensure that all players retain their individuality and spotlight time.
STEALTH HOUSE RULES
- In 2011, Paizo proposed a series of changes to the Stealth skill for the purpose of clarification. Unfortunately, despite the new rules fixing a number of concerns with how Stealth works in-game, the proposal was dropped due to concerns that it was more of a complete re-write rather than simple clarification.
- Later, Drop Dead Studios released a revision of the Stealth rules based on the Paizo development teams notes, which we will be using.
TWO-FOR-ONE FLAVOR SKILLS
- Craft, Knowledge and Profession skills cost ½ a skill point per rank. That means spending a skill point buys you 2 ranks in one Craft, Knowledge or Profession skill, or 1 rank in two such skills. The maximum ranks you can have in these skills is still limited to your character level.