Difference between revisions of "Pathfinder House Rules"

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==Languages==
The languages of Asmythe are slightly different. They are described in greater detail in the [[Almanac|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==
==Character Races==
===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.)


===Gnome===
===Gnome===
Gnomes are not a civilized race in Asmythe. They exist but are not populous and do not have large communities. Players are discouraged from choosing Gnome as a character race.
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===
===Hobgoblin===
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* Normal Speed
* Normal Speed
* Darkvision, 60ft
* Darkvision, 60ft
* Bonus Feat: Catch Off-Guard
* Bonus Feat: Toughness
* Bonus Feat: one additional free combat feat at first level.
* Bonus Feat: one additional free combat feat at first level.
* Goblin Blood, counts as a goblin for any effect related to race.
* Goblin Blood, counts as a goblin for any effect related to race.
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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===
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.
===Bard===
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.
* 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===
The gods of Asmythe do not favor any particular weapon use by their disciples.  
Clerics are a [[Professions#Magical_Professions|Magical Profession]].
* 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.
* Some powers are modified by the definition of [[Almanac#Good_and_Evil|good and evil]].
 
===Druid===
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.
 
===Fighter===
Fighters are a [[Professions#Mundane_Professions|Mundane Profession]].
* Confer with the GM for available fighting groups.
 
===Monk===
Monks are a [[Professions#Mundane_Professions|Mundane Profession]].
* Confer with the GM for available monk monastery.
* 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===
Paladins are an [[Professions#Empowered_Professions|Empowered Profession]].
* 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===
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 are a [[Professions#Mundane_Professions|Mundane Profession]].
 
===Sorcerers===
Sorcerers are an [[Professions#Empowered_Professions|Empowered Profession]].
* The sorcerer bloodline is determined by the kind of eternal bound to the sorcerer.


All Clerics get +1 attack and +1 save against any cleric of an opposed cosmos.
===Wizard===
Wizards are a [[Professions#Magical_Professions|Magical Profession]]
* 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.