Pathfinder House Rules

From Asmythe
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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.

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 Infused Profession.
  • There are no special modifiers for bards.

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

Druid

Druids are an Infused 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 an Infused Profession.
  • 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 are an Infused Profession.

  • 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. Rangers are an Infused Profession.

Rogues

Rogues are a Mundane Profession.

Sorcerers

Sorcerers are an Infused Profession.

Wizard

Wizards are a Magical Profession

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