Sea of Dragons
House Rules (Future Campaigns)
Basic Class Boost
To compensate for some of the power creep inherent in later classes, The following classes are entitled to a boost:
- Rogue (Unchained version)
When the class is chosen, the character may select one boost from the following:
Enhanced Base Attack: Change the classes base attack progression to that of a fighter.
Enhanced Skills: Change the classes skill points per level to 8 + intelligence modifier.
Enhanced Save: Change one of the classes poor save progessions to a good progression.
Limited Sneak Attack: The character gains +1d6 sneak attack per 3 levels in the class. Cannot be chosen on a class that already has sneak attack progression.
Only one class may be boosted this way regardless of how many qualifying classes the character has (in other words, a Fighter 2/ Rogue 2 can’t boost Fighter and Rogue, only one). Using character retraining, it’s possible to shift what the boost is or to which class it applies to.
The Unchained Barbarian is being used instead of the core variety.
The Unchained Monk is being used instead of the standard core monk.
The Unchained Rogue is being used instead of the core version, though without the skill unlocks (for now anyway).
Sneak Attack: Sneak attack is now limited to a maximum of once per round. You do not need to declare that you’re using it until after you hit, though you must do so before you roll for damage. You can sneak attack only during your turn (not during an attack of opportunity for instance). Sneak attack damage dice are maximized if done to a surprised target during a surprise round or to a helpless target. This is both a rebalance due to full attacks being easier to achieve and also due to the introduction of the hero class.
Sneak attack can also be done against foes with concealment (but not total concealment).
Darkvision (new rogue talent): As a rogue talent, you can take darkvision 60 ft. This is to allow races without DV a chance to be effective rogues.
SummonerThe Unchained Summoner is being used in place of the normal summoner.
Eidolons: An eidolon never benefits from an armor bonus, whether from mage armor or actual armor.
Craft: Time to craft is cut to 1/4 of its normal time. Cost to craft traps is dramatically reduced and will be judged on a case by case basis. No more 1000 gp costs for a 10 ft deep pit.
Survival: Surviving in the wild DC raised from 10 to 15 so that its not automatic for untrained characters to find food and water in the wild.
Unchained Skill Unlocks: It should be noted that we are not using the skill unlocks despite using the Unchained Rogue. This may change in the future.
Cleave/ Great Cleave
You can cleave during any full melee attack, though you can cleave or great cleave on only one such attack.
Craft Wondrous Item
Crafting wondrous items is now more expensive. It costs 75% of the items’ market price (up from 50%).
You can take a -1 penalty to hit/damage to add your dexterity bonus to damage against creatures that are vulnerable to critical hits. This damage bonus does not stack with the bonus from an agile weapon, in other words you can’t get double your dexterity to damage.
This feat allows you to take a full attack on every creature within your reach as a full action. Each of these attacks has a -2 penalty.
Attacks of Opportunity
Attacks of Opportunity provoked by willing movement now allow you to attack as though making a full attack. This makes AoOs far more deadly. AoOs granted from other sources, such as forced movement, combat maneuvers or not casting a spell defensively are still a single attack. Note however that feats and abilities that trigger bonuses only on AoOs, like Stand Still, apply only to the first AOO attack made against any given creature when a full attack AoO is made. For purposes of the cap on Attacks of Opportunity, a full attack AoO counts only as a single AoO, regardless of how many attacks are made, so combat reflexes is not needed to benefit from the full attack AoO. Standing from prone or picking up a dropped weapon is not considered “movement” for the purposes of this, so will provoke only a standard 1 attack AoO.
Full Attack and Iterative Attacks
Executing a full attack action is only a standard action instead of a full attack. Keep in mind you still get only a single attack on a charge.
Iterative Attacks: Getting extra attacks from Base Attack Bonus occurs at the same rate as it does in standard Pathfinder, but the extra attacks granted are always at -5, there is no -10 and -15 attack respectively.
Negative Hit Points/Dying
Recovery Disorientation: A character that is healed from negative HP to positive cannot take any actions for 1 round.
Death Counters/Dying: See the dying status condition.
Acting during the surprise round allows a character to take their normal complement of actions as opposed to just a standard action.
- Reach Attacks: Reach attacks, whether from reach weapons or natural reach, do not suffer cover from allies and can strike over them freely. There may be extreme cases where this rule is not honored, such as striking through a creature that takes up an entire square such as a gelatinous cube, or if your ally is unaware you’re there and thus can’t work with you (such as if you happen to be hidden or invisible).
- Hitting Cover: Ranged attacks never have a possibility to hit cover.
- Upgrading Cover: If you are firing at a target that benefits from multiple layers of cover. For instance if there’s a creature in the way, and the creature has normal cover or if there’s two rows of creatures in the way, treat this as improved cover (-8 penalty). Improved cover can’t be upgraded further.
- Allies and Ranged Attacks: Allies that are not engaged in melee do not provide cover to ranged attacks if the ally and attacker can see each other. The attacker must also be able to communicate when he is firing to the ally via non-visual means (generally just by speaking as a free action). This does mean that deafened creatures and creatures of animal or lower intellect will likely be unable to benefit from this. Also, while yelling out doesn’t cost an action, it does however potentially give away an invisible attacker’s position.
Darkvision is no longer perfect sight in darkness. Instead it allows you to see in total darkness as though it was dim light, and allows you to see in dim light as it if it was bright light. This allows rogues to effectively try to hide against darkvision at all times (assuming total darkness). It also means that attacking someone with darkvision in complete darkness grants the defender concealment (20% miss chance).
A creature who fails its first save against hold person is dazed (not paralyzed). If receives a second saving throw at the end of its next turn. If it fails this saving throw it is paralyzed for the duration of the spell (there are no future saves). Creatures immune to paralyzation cannot be dazed by this spell.
Replace Dying condition text with the following:
A dying creature is unconscious and near death. Creatures that have negative hit points and have not stabilized are dying. A dying creature can take no actions. On the character’s next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character gains a death counter (see below).
Most dying creature have an amount of negative hit points equal to its Constitution score, they die. However, PCs or NPCs deemed special by the DM can survive up to either this amount or half their maximum hit points, rounded down, whichever is higher.
Resolving Death Counters: Death counters generally aren’t resolved until one of the following happens:
- The creature receives healing or is stabilized
- someone with heal skill checks on the creature’s condition
- The creature’s condition becomes known to the players through some ability, like a deathwatch spell.
- the creature accumulates 10 death counters.
Resolving each death counter requires removing that counter and rolling 1d20 with no modifiers. Note that because death counters are resolved when healing occurs, you never really know if the person you’re going to heal is already dead.
1: Creature gets 2 strikes and loses 2 hit points. If a creature gets 3 strikes, he dies.
2-9: Creature gets 1 strike and loses 1 hit point. If a creature gets 3 strikes, he dies.
10-19: The creature loses 1 hit point.
20: Creature stabilizes on his own. Ignore and remove all other death counters.
I’ve seen a lot of differing points of view over invisibility, so this is how I’m going to be ruling it:
Immobility: The requirement of gaining the addition +20 to stealth from being “immobile” or “not moving” requires that you effectively do nothing that round that would require your body to move. It doesn’t simply mean not moving any squares. So drawing a weapon, attacking, waving your hands to cast a spell, standing from prone, etc. are all considered “movement” for this purpose. You can only execute mental actions such as concentrating on an already cast spell.
Penalties: Further, modifiers to your invisibility are based on what you did on your last round’s actions for creatures trying to sense you. See the SRD. So if you attacked a target and moved during your last round, it will be a -25 penalty to the DC of someone trying to find you. Further, you require a move action to use stealth as normal for the skill.
Stealth Modifiers: Bonuses to stealth skill that make it more difficult to see the target are ignored for invisible creatures. Effectively the +20 bonus overlaps this, even if the bonus types would normally stack. Modifiers that alter hearing and other senses still apply. So for instance, a cloak of elvenkind won’t confer its bonus while invisible.
Replace Staggered Condition Text:
A staggered creature may take a single move action or standard action each round (but not both, nor can he take full-round actions). A staggered creature can never make more than one attack roll during each round. A staggered creature can still take free, swift, and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition.
Gaining Levels mid-adventure
Sometimes you may gain a level before you’re able to rest and recover your abilities. In such a case, the following guidelines apply:
- If you have 1 or more hit points, your current hit points raise by an amount equal to how much your maximum hit points increased, thus your wounds stay the same. Leveling can however never cause you to heal while dying or recover from unconsciousness.
- Any new daily abilities from a gained level, such as spell slots, ki points, etc. are considered expended until you’re able to rest and recover them normally.
- Constant class abilities, Feats and skills become useful immediately.
- Time won’t be wasted doing level-ups during session time. So you can update your tokens and such either during the first 30 minutes of the session or after the session. Characters are expected to have made changes to their character sheets before the session begins.
Gold for XP
You can trade in your gold for XP at a rate of 1 GP per 3 XP. Gold traded in this fashion must be spent on something that doesn’t increase character power, but can be money given to NPCs, money burned on simple pleasures, or money spent on your lifestyle/living arrangements. The important thing to note is money in this way is gone, it can’t be recovered by any means. If you somehow do recover it, you lose all XP you gained this way.
Selling Magical items
Magical items sell at only 25% of their value instead of half. This encourages PCs to keep the items they find.
Crafting wondrous items requires 75% of the item’s market price instead of only 50%. Increase all listed crafting costs by 50%. Otherwise use the default item crafting rules.