House Rules for Phoenix Rising
There aren’t too many special rules to begin with. I will post them here as they get added (probably because of situations that occur while playing). If you have any questions on rules that you want clarified outside of game time, send me an email and I’ll update this page. Also feel free to comment on these rules as well. I want to make sure we all have a fun time with them.
1. Item prices (mundane and magical) listed in source material are base prices only and may vary wildly. Generally, you can expect a price to be 25% higher than the base price listed for the more uncommon items and up to 50% higher or more for unusual items. This can be modified by using the conversational skills (diplomacy being the main one, intimidate may work on occasion) and by situational modifiers. For character creation, the prices are what is listed in the source material (or what’s listed on the character creation page under special pricing.
2. The Neverwinter setting as written is in the Forgotten Realms of 4th edition, which has it partially destroyed by the Spellplague. In 4th edition characters can voluntarily expose themselves to the Spellplague to gain spellscars (which is a form of multiclassing). Since Pathfinder doesn’t have anything like this, Spellscars are something no on wants to get – they are a very harmful, very magical, and very hard to get rid of disease (i.e. lycanthropy, vampirism) that will most likely end in a gruesome death. The Spellplague still does exist, but is much more dangerous and ominous.
3. Pathfinder character levels and class levels: This campaign is using a modified version of the D&D 4th Edition Tomb of Horrors as a part of the story arc. It assumes that characters can attain 30th level. While I could scale the encounters to fit within a 20 level limit, I prefer to have the last sections of the adventure reflect a truly epic conflict and what better way than to have characters of epic proportions. Besides, rewriting the infamous Acererak to be like a common Balor or Solar just doesn’t give him the proper respect that he deserves. So here are the alterations I’m implementing:
* I’m treating the 20th level cap as a class level cap only and there is no character level cap. This means that a character can reach 20th level in his/her favored class and reach 10th level in a prestige class or two, or 20th level in a second class, etc.
* We will be using the medium experience point totals for advancement.
* After 20th level, the amount of experience points needed to gain a level will be a constant 1,100,000 points per level.
4. Hit points per level after 1st level are rolled but will be at least 60% of the die. So for instance, if your hit die is a d10 – the minimum hit points you’d get is 6 even if you rolled a 1, 2, 3, 4, or 5.
5. Critical Hits and Fumbles: Remember the days (or maybe you don’t) when a natural twenty on an attack role could mean that you just cut off the villain’s sword hand? Or when a 1 resulted in you firing your arrow into your own foot? Well I do and I’m going to bring that back to this campaign. I’ve dug out my old I.C.E. critical hits and fumble tables. I’d like to use them to add a bit of spice to the randomness of combat. Roll a 1 and automatically missing your target is ok, but leaves out the suspense of something like accidentally hitting one of your party members, or tripping and falling, or pulling a groin muscle. Likewise, it’s always great to do max damage plus the critical bonus, but it’s even better when you decapitate that monster who normally has 1,000 hit points!
* A couple of notes on this: The critical hit and fumble tables are also random events, using a d100 to come up with a result. Generally the lower the roll, the less extra stuff happens. Critical hits will still cause at least the max damage plus weapon critical bonus (a roll of 1 on the critical table results in no extra damage, while a very high roll will turn your opponent into a stain on the walls, floor, and possibly the ceiling too).
* I’ll be using those same tables when the monsters are attacking the party as well. What’s good for the goose is good for the gander as they say (although I’m not sure who “they” are).
6. Spell Critical Hits: Natural 20s rolled for ranged touch attack type spells (scorching ray, acid arrow, etc) count as a critical hit. For spells the damage and/or effect will be maximized instead of rolling on the critical hit tables.
7. Crafting Rules: Any character that has at least 1 rank in either Craft (armor) or Craft (weapons) is considered to have at least an equal amount of skill in forging mundane objects via Craft (blacksmithing) skill checks, as the manufacturing of both armor and/or weaponry is a more advanced skill. Additionally, if a character has both armor and weapon skills at differing ranks, then they use whichever is higher for their Craft (blacksmithing) skill checks. This is taken from Kevin’s post and though it hasn’t been an issue in our game yet, I wanted to include it. Here are the links to the files on Google Docs. The text is basically many pages long so I didn’t want to clutter the site up with them.
8. Leadership Feat: The Leadership feat will be required to take for anyone that wants to flesh-out their settlements, castles, temples, compounds, etc. We will be using the normal leadership feat rules to determine the level of cohorts and number and level of followers. The only difference will be that no cohort will be coming along on adventures with the rest of the PCs; we simply have too many PCs to supplement you guys with NPC cohorts. Until the leadership feat is taken, any settlements, etc. will remain nebulous and something that we just refer to on occasion in passing. For the cohorts, pleases decide what race, sex, and class you would like him/her to be. I will create the cohort and equip them.