Pathfinder House Rules

From Asmythe
Revision as of 11:15, 30 January 2012 by Apowers (talk | contribs) (→‎Paladin)

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

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

Bard

In general, bards are self-taught and nomadic; there are very few places where bards gather to learn and teach each other.

  • There are no special modifiers for bards.

Cleric

Clerics draw their power from the gods, who are manifestations of the Unbound Forge. See Religions.

  • 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.
  • All Clerics get +1 attack and +1 save against any cleric of an opposed cosmos.

Druid

Druids draw their power from the eternals native to Asymthe: dragons and fey.

  • 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 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.

  • Confer with the GM for available fighting groups.

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.

  • Confer with the GM for available monk academies.
  • Some monk powers can only be learned through training; finding a teacher may be an adventure in itself.

Paladin

Paladins and anti-paladins gain their power from Celestial or Abyssal eternals. Paladins do no choose a deity as clerics do but instead choose a divine principle to follow. As Paladins and anti-paladins are servants of an eternal, they are expected to represent their eternal with conviction; this often includes living by a code of honor such as the Principles of Honor used within the Empire.

  • The paladin's principle is chosen at character creation and empowered by a specific eternal. The principle should be clear and succinct.
    Examples, where '[group]' can be any gender, race, class, profession, etc.; such as "hobling farmers"
    "Promote the health and happiness of all [group]."
    "Protect [group] from danger and threat."
    "To destroy the enemies of [group]."
    etc.

Ranger

Rangers are individualistic and nomadic, like bards, and draw their power from native eternals, like druids.

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.

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.

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