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 character classes don't count as "good" or "evil" until they gain a supernatural or spell-casting ability.
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===
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===Bard===
===Bard===
Bards are an [[Professions#Infused_Professions|Infused Profession]].
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===
Clerics are a [[Professions#Magical_Professions|Magical Profession]].
Clerics are a [[Professions#Magical_Professions|Magical Profession]].
* Clerics must choose a [[Religions|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 are an [[Professions#Infused_Professions|Infused Profession]].
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.


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===Monk===
===Monk===
Monks are a [[Professions#Mundane_Professions|Mundane Profession]].
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.
* The monk's supernatural ability is drawn from the Forge, much like the abilities of the [[Professions#Magical_Professions|Magical Professions]].


===Paladin===
===Paladin===
Paladins are an [[Professions#Infused_Professions|Infused Profession]].
Paladins are an [[Professions#Empowered_Professions|Empowered Profession]].
* The paladin's principle is chosen at character creation and empowered by a specific eternal. The principle should be clear and succinct.
* Some powers are modified by the definition of [[Almanac#Good_and_Evil|good and evil]].
*: Examples, where '[group]' can be any gender, race, class, profession, etc.; such as "hobling farmers"
* The paladin's principles are chosen at character creation and empowered by a specific eternal. The principles should be clear and succinct.
*: "Promote the health and happiness of all [group]."
 
*: "Protect [group] from danger and threat."
Examples of principles, where '[group]' can be any gender, race, class, profession, etc.; such as "hobling farmers", "the empire", etc.
*: "To destroy the enemies of [group]."
* "Promote the health and happiness of all [group]."
*: etc.
* "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, much like the abilities of the [[Professions#Magical_Professions|Magical Professions]]
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 dagapesh [[Religions|domain]] in order to gain spell-casting ability; they do not need to devote themselves to a specific dagapesh.


===Rogues===
===Rogues===
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===Sorcerers===
===Sorcerers===
Sorcerers are an [[Professions#Infused_Professions|Infused Profession]].
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 a [[Professions#Magical_Professions|Magical Profession]]
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.

Latest revision as of 09:27, 11 July 2022

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 dagapesh domain in order to gain spell-casting ability; they do not need to devote themselves to a specific dagapesh.

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.