Difference between revisions of "Pathfinder House Rules"

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==Character Classes==
==Character Classes==
See [[Professions|Adventurer Professions]] for descriptions and classifications of different kinds of heroes in Asmythe. Note also that, because of the definition of [[Almanac#Good_and_Evil|good and evil]] many characters don't count as "good" or "evil" until they gain a supernatural or spell-casting ability.
===Barbarian===
===Barbarian===
There are no civilized barbarians. Fortunately for players, there are plenty of uncivilized tribes across Asmythe. Lands further away from the Empire have more barbaric tribes. In the far reaches of Asmythe entire nations are considered barbaric, training barbarians instead of fighters for their militias.
Barbarians are a [[Professions#Mundane_Professions|Mundane Profession]].
* Barbarians must select the barbaric language of their tribe or nation as one of their starting languages.
* Barbarians must select the barbaric language of their tribe or nation as one of their starting languages.


===Bard===
===Bard===
In general, bards are self-taught and nomadic; there are very few places where bards gather to learn and teach each other.
Bards are an [[Professions#Empowered_Professions|Empowered Profession]]. Bardic associations specialize in a specific type of performance or instrument which connects them to their eternal.
* There are no special modifiers for bards.
* Bards must select an instrument or type of performance which focuses their performance abilities. Using a performance ability with any other type of performance has a chance to fail equal to the arcane spell failure chance of the armor they are wearing, at least 5%.


===Cleric===
===Cleric===
Clerics draw their power from the gods, who are manifestations of the Unbound Forge. See [[Religions|Religions]].
Clerics are a [[Professions#Magical_Professions|Magical Profession]].
* Clerics must choose a diety, they may not be clerics of a divine concept.
* Clerics must choose a [[Religions|diety]], they may not be clerics of a divine concept.
* The gods of Asmythe do not favor or dis-favor any particular weapon use by their clerics.  
* The gods of Asmythe do not favor or dis-favor any particular weapon use by their clerics.
* All Clerics get +1 attack and +1 save against any cleric of an opposed cosmos.  
* Some powers are modified by the definition of [[Almanac#Good_and_Evil|good and evil]].


===Druid===
===Druid===
Druids draw their power from the eternals native to Asymthe: dragons and fey.  
Druids are an [[Professions#Empowered_Professions|Empowered Profession]].
* Sylvan and Druidic are "barbaric" languages; they are not universally known or understood in regions other than the one where the druid learned them.
* Sylvan and Druidic are "barbaric" languages; they are not universally known or understood in regions other than the one where the druid learned them.


===Fighter===
===Fighter===
Fighters almost always learn their trade in a nations military, a mercenary company, a private militia, or some other association of fighters. Each of these groups may or may not have rules on who and how a member can become an adventurer and may or may not confer other benefits, such as lodging and equipment, to it's members.
Fighters are a [[Professions#Mundane_Professions|Mundane Profession]].
* Confer with the GM for available fighting groups.
* Confer with the GM for available fighting groups.


===Monk===
===Monk===
Monks are rare throughout Asmythe and monk adventurers are even more uncommon. There are very few monk academies in any region of Asmythe and they always have strict rules about who they accept, how long they must train, and what they can do with their training. Monk adventurers are almost always outcasts of their peers.
Monks are a [[Professions#Mundane_Professions|Mundane Profession]].
* Confer with the GM for available monk academies.
* Confer with the GM for available monk monastery.
* Some monk powers can only be learned through training; finding a teacher may be an adventure in itself.
* The monk's supernatural ability may be drawn from an [[Professions#Empowered_Professions|eternal]] or from the [[Professions#Magical_Professions|Forge]], depending on the monastery.


===Paladin===
===Paladin===
Paladins and anti-paladins gain their power from Celestial or Abyssal eternals. Paladins do no choose a diety as clerics do but instead choose a divine concept or ideal to follow.  
Paladins are an [[Professions#Empowered_Professions|Empowered Profession]].
* The paladin's concept or ideal is chosen at character creation and empowered by a specific eternal, which should be named and described.
* Some powers are modified by the definition of [[Almanac#Good_and_Evil|good and evil]].
* The paladin's principles are chosen at character creation and empowered by a specific eternal. The principles should be clear and succinct.
 
Examples of principles, where '[group]' can be any gender, race, class, profession, etc.; such as "hobling farmers", "the empire", etc.
* "Promote the health and happiness of all [group]."
* "Protect [group] from danger and threat."
* "To destroy the enemies of [group]."
* [[Empire#The_Principles_of_Honor|The Principles of Honor]]
* etc.


===Ranger===
===Ranger===
Rangers are individualistic and nomadic, like bards, and draw their power from native eternals, like druids.
Rangers are a [[Professions#Mundane_Professions|Mundane Profession]] but their spells are drawn directly from the Forge, like the abilities of the [[Professions#Magical_Professions|Magical Professions]].
* Rangers must select and follow a [[Religions|cosmos]] in order to gain spell-casting ability; they do not need to worship a specific god.


===Rogues===
===Rogues===
Although outlaws, bandits, and thieves are just as likely to form an organization as fighters and mercenaries, these organizations are no more likely to be guilds of rogues than a tavern is likely to be a guild of bards. Rogues do no form or keep colleges to teach their trade. In fact many rogues are, by their nature, morally opposed to formal organizations of any kind.
Rogues are a [[Professions#Mundane_Professions|Mundane Profession]].


===Sorcerers===
===Sorcerers===
More than any other class, the power of the eternals runs strongly in the blood and bone of sorcerers. Every sorcerer has within them the ability to draw upon the power of the unbound forge like any of the more powerful eternals. This power is described by their bloodline.
Sorcerers are an [[Professions#Empowered_Professions|Empowered Profession]].
* The sorcerer bloodline is determined by the kind of eternal bound to the sorcerer.


===Wizard===
===Wizard===
Wizards are able to tap into the power of the unbound forge through the study of arcane arts. The studies are demanding and require focus on one specific "school" of magic.
Wizards are a [[Professions#Magical_Professions|Magical Profession]]
* Wizards must choose a specialist school; they may not be universalists.
* Wizards must choose a specialist school; they may not be universalists.

Revision as of 13:15, 6 February 2012

Languages

The languages of Asmythe are slightly different. They are described in greater detail in the Asmythe Almanac.

  • There is no Halfling language.
  • Barbaric languages are specific to a region. These include Aklo, Giant, Gnome, Gnoll, Orc, Sylvan, etc.
  • Draconic, Celestial, and Abyssal have special significance.
  • Druidic is a dialect of Draconic and often coven-specific.

Character Races

Gnome

Gnomes are not a major race in Asmythe. They exist but are not populous, do not have large communities, and do not mingle with civilized races. Players are strongly discouraged from choosing Gnome as a character race.

Half-Orc/Goblin

Orcs are not a major race in Asmythe, therefore mention of "orc" in the Core book should be read as "goblin". Most specifically, the character race "Half-Orc" is a "Half-Goblin" in Asmythe. (Actually Half-Hobgoblin.) Otherwise all statistics for the Half-Orc/Goblin character race remain unchanged.

Hobgoblin

Hobgoblins are a major race in Asmythe. Players may select Hobgoblin as a character race. However goblins are generally despised by other races, especially Elves.

Hobgoblin society has no wizards.

Hobgoblin Traits

Hobgoblin characters have the following traits:

  • +2 Dexterity, +2 Constitution, -2 Charisma
  • Medium Size
  • Normal Speed
  • Darkvision, 60ft
  • Bonus Feat: Toughness
  • Bonus Feat: one additional free combat feat at first level.
  • Goblin Blood, counts as a goblin for any effect related to race.
  • Hobgoblins speak Common and Goblin.

Character Classes

See Adventurer Professions for descriptions and classifications of different kinds of heroes in Asmythe. Note also that, because of the definition of good and evil many characters don't count as "good" or "evil" until they gain a supernatural or spell-casting ability.

Barbarian

Barbarians are a Mundane Profession.

  • Barbarians must select the barbaric language of their tribe or nation as one of their starting languages.

Bard

Bards are an Empowered Profession. Bardic associations specialize in a specific type of performance or instrument which connects them to their eternal.

  • Bards must select an instrument or type of performance which focuses their performance abilities. Using a performance ability with any other type of performance has a chance to fail equal to the arcane spell failure chance of the armor they are wearing, at least 5%.

Cleric

Clerics are a Magical Profession.

  • Clerics must choose a diety, they may not be clerics of a divine concept.
  • The gods of Asmythe do not favor or dis-favor any particular weapon use by their clerics.
  • Some powers are modified by the definition of good and evil.

Druid

Druids are an Empowered Profession.

  • Sylvan and Druidic are "barbaric" languages; they are not universally known or understood in regions other than the one where the druid learned them.

Fighter

Fighters are a Mundane Profession.

  • Confer with the GM for available fighting groups.

Monk

Monks are a Mundane Profession.

  • Confer with the GM for available monk monastery.
  • The monk's supernatural ability may be drawn from an eternal or from the Forge, depending on the monastery.

Paladin

Paladins are an Empowered Profession.

  • Some powers are modified by the definition of good and evil.
  • The paladin's principles are chosen at character creation and empowered by a specific eternal. The principles should be clear and succinct.

Examples of principles, where '[group]' can be any gender, race, class, profession, etc.; such as "hobling farmers", "the empire", etc.

  • "Promote the health and happiness of all [group]."
  • "Protect [group] from danger and threat."
  • "To destroy the enemies of [group]."
  • The Principles of Honor
  • etc.

Ranger

Rangers are a Mundane Profession but their spells are drawn directly from the Forge, like the abilities of the Magical Professions.

  • Rangers must select and follow a cosmos in order to gain spell-casting ability; they do not need to worship a specific god.

Rogues

Rogues are a Mundane Profession.

Sorcerers

Sorcerers are an Empowered Profession.

  • The sorcerer bloodline is determined by the kind of eternal bound to the sorcerer.

Wizard

Wizards are a Magical Profession

  • Wizards must choose a specialist school; they may not be universalists.