Rule Variants and Changes
Rule Changes
The standard currently is anything put out by Paizo, especially one of the hardback core books, is allowed. The only exception would be campaign specific material like various named deities of the Inner Seas.Table of Contents
- 1. The Vilikek Rule
- 2. Selling Goods
- 3. Buying Magic Items
- 4. Languages - Linguistics Skills
- 5. Familiar Immunity Clause
- 6.Elf Sleep
- 7. Lore Benefits
- 8. Natural 20, Natural 1
- 9. Extra Benefits of a high BAB (basic attack bonus)
- 10. Bonus Types: Stacking and Effects
- 11. Advantage and Disadvantage
- 12. Random Initiatives
- 13. Celestial Hit Points and Divine Beings
1. The Vilikek Rule:
Unless a character (or major NPC) takes more damage than will take him below 0 by more 2x his constitution score, said character will have a full round in which others can try to heal him. For example, if Lily the Barbarian with a constitution of 13 is hit with a massive amount of damage in a single round which takes her to -25 hit points, (less than 2x her constitution) she will have a full round of every character being able to act once in an attempt to save her before she dies. If the attack were to take her to -27 hit points however, she would die instantly.2. Selling Goods:
The general rule is that characters can sell goods and magic items up to a list price of 10,000 GP at half list value. If the character wishes a better price roleplaying will be required. Jewelry falls into this category. Items of 10,001 GP list value and above sell for 75% of the listed value, however, a buyer must be secured. Most locales do not have individuals able to pay the amounts needed. Gems are equivalent to currency, like gold. E.g. A 300 gp gem, for ease of gaming purposes, sells for 300 gp or can be bought for 300 gp. Many merchants have quick cantrips for appraising basic gem value.3. Buying Magic Items:
Items up to 25,000 GP are bought at listed value. However, more expensive items may be available as long as efforts are made by the character to procure such items. And then, there will be additional costs associated with those items. 25,001 -50,000 GP items are double cost. 50,001 to 75,000 GP items are triple cost. 75,001 to 100,000 GP items are quadruple cost. Anything above 100,001 GP is at x10 cost. Essentially, roleplaying will be needed for extremely valuable items. Scrolls bear special mention. Spells above 5th level are basically unavailable due to there not being casters of those levels. However, if one saves, the following rules will apply. 6th Level scrolls for spells out of the Core Hardback Books are 5000 GP each. 7th Level Scrolls can be purchased for 10,000 GP each. As has been hinted to the characters, other cities exist. And scrolls may resume normal pricing there.4. Languages - Linguistics Skills:
A character is assumed to be fully fluent and literate (if applicable) in all of their starting languages. After that, 1 skill point in a language will teach you to speak the language and 1 skill point to be literate in the language. A DC of 20 is required to speak a language flawlessly so as not to sound like a foreign speaker or to detect a dialect. However, a 3rd skill point in the language (or 2nd if you skip the literate phase) will enable the character to speak fluently like a native speaker with no additional rolls required.5. Familiar Immunity Clause:
This long-standing rule simply states that if your familiar or companion is used basically for aesthetics and roleplaying enhancement without being used for scouting, combat purposes, or any device to advance the character's progress, they are immune to all forms of normal attacks. Get hit by a fireball, disintegrate, or prismatic spray, no problem. Use your familiar to sneak over and drop a roofie in the king's goblet, that familiar is subject to all ill effects if caught.6. Elf Sleep:
It is fairly well known that elves can go without sleep. This is somewhat true. When exhausted due to being physically tired, elves do need to sleep just like all other races. They have the ability to go for longer periods, almost three times as long as a human, without sleep before suffering similar detrimental effects. This assumes they are not worn out from overly strenuous activity. However, once they sleep the need is for a normal amount of time to sleep before being refreshed (8 hours). This belief that elves can forego sleep and simply meditate is more referring to elves in sedate non-active settings. An elf just performing normal non-strenuous activities can go weeks between sleeping. At these times, they meditate. When meditating, which is more like lucid dreaming, their awareness of their surroundings is considerably diminished. In game mechanics, their final perception rolls after all modifiers are halved.7. Lore Beneifits:
Lore, as described under Background Skills is an area specific knowledge. Examples might be Lore: Cats or Lore: Dogs. It could also be Lore: Specific Village. Due to the finer nature of the focus, sometimes there are Skill Unlocks available for various types of Lore.Lore (a single deity) (Must be devout to that religion and regularly practice the obediences.)
- For every 5 points spent in Lore for the
specific deity by a non-divine spellcasting character – gain the Believer’s
Boon feat. This can be repeated.
- At 5 points spent and an ability to cast 3rd
level divine spells, character access to a domain group of the deity. The
domain must be a primary characteristic of the deity unless those are already
all chosen. (most deities have at least 3 primary characteristics.) For most
characters, this will be a 3rd Domain.
- At 12 points spent and an ability to cast 6th
level divine spells, access is gained to another domain of that deity (usually
the character's 4th domain). This can be one of the more obscure domains of the
deity. This represents a truly deep understanding of that deity – often
indicating full memorization of all major texts.
- At 20 points spent and an ability to cast 9th
level divine spells, access is gained for a 5th domain. Thereafter for every 5
points spent in Lore for the same deity will open up another domain.
Lore (Arcana-single school)
-For every 5 points spent in the Lore of a single
arcane school, a non-arcane caster will learn one cantrip in that school.
-For every 5 points spent in the Lore of a single
arcane school, a caster who memorizes spells gains one metamagic feat, however,
it may be used for spells from that school only.
-For every 5 points spent in the Lore of a single
arcane school, a caster who innately knows spells will gain one additional
spell known from that school.
8. Natural 20, Natural 1:
A natural 1 always misses, a natural 20 always hits on an attack. Any effect which causes a reroll after the roll has been announced will not cause a reroll of the 1 or the 20. On any roll of a natural 1, that character cannot make any further attacks for the round. The character can still perform their swift and free actions. Similarly, any time a skill is used in a stressful situation and is hurried (probably in combat), a natural 1 is always a failure and cannot be rerolled once the roll is announced. Similarly, a roll of a 20 cannot be rerolled and gets an additional +10 to the total in checking for success.9. Extra Benefits of a high BAB (basic attack bonus):
These changes apply only for PC's, named NPC's, and major opponents. This will make combat more deadly and quicker.Automatic Hits:
BAB +9 or Greater: A 19 or 20 is now at automatic
hit. This affects the primary attack only.
BAB +17 or Greater: An 18, 19, or 20 is an
automatic hit. This affects Primary and Secondary attacks only.
BAB +25 or Greater: An 17, 18, 19, or 20 is an
automatic hit. This affects Primary and Secondary attacks only.
Extra Attacks after Move:
BAB +10 or Greater: When taking a basic
movement action, the attacker can get a 2nd attack in before the next
round, assuming the 2nd attack would have been available were the attacker
making a full round action instead. This extra attack comes at the very
end of the round after all other parties have gone. If multiple participants of
the battle get this extra attack, it is resolved in the order of initial
initiative for the round.
BAB +15 or Greater:As above, except the attacker
can get a 2nd and 3rd attack at the very end of the round.
Ranged Touch Spells:
Casters get a +1 BAB per 4 casting levels (4, 8, 12, 16,
20) for all ranged touch spells of 2nd level or higher.
10. Bonus Types: Stacking and Effects:
Standard Pathfinder doesn't allow any bonuses to stack except Dodge bonuses, which always stack. (See pg. 134 of Ultimate Magic for a detailed chart.) For this game, two exceptions are made for gear and bonuses.-Character may wear up to 2 belts
-Rings and other types of jewelry. As long as each piece of jewelry is worn in a specific location, it will work. This can be multiple rings on fingers, nose, toes, eyebrow - where ever. This will also apply to ankle bracelets, necklaces, etc. As such, if it is jewelry, multiple pieces are allowed up to one's charisma score. If it's easier, think of it like one's ability to accessorize. In detail, it has to do with one's presence and their ability to handle internal magical forces.
-All other slotted items are as listed in the Core book.
With regards to bonuses stacking, the two highest bonuses can be stacked with the exception of armor, shield, and size bonuses, which remain unstackable.
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