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> Serpent's Skull Home > House Rules
House
Rules
Here are some house rules we'll use in
the campaign.
Campaign
Setting
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The
World: The
campaign will be set in the world of Golarion, which is the
core world for the Pathfinder RPG. If you're unfamiliar with
Golarion, I encourage you to pick up the Pathfinder
Chronicles: Campaign Setting, though flipping the Pathfinder
Wiki may help.
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Campaign
Guide: Paizo's Serpent's Skull Player's Guide can
be found here
as a free download.
Character
Creation and Advancement
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Character
Creation: See
the Serpent's Skull
Character Guide for a step-by-step guidelines for
creating a character for the campaign.
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Do
you need help coming up with a character name? Try this
PDF.
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Hit
Points: Give yourself maximum hit points at first level,
then add in your Consitution score.
You'll need them! Also, when you advance a level, roll your
hit points as normal but count any 1s as the maximum roll.
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XP
Advancement Track: We'll use the Medium advancement track.
Combat
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Bloodied:
When you are reduced to half or less hit points you are
bloodied. Not only is this the point at which you begin to
show physical damage, the bloodied threshhold may also be a
catalyst for other abilities/effects like Second Wind (see
below).
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Bodies:
Fallen enemies (and allies!) take up space. Any 5-foot
square containing a body of size medium or larger turns that
square into difficult terrain (see the Pathfinder Core Rulebook,
page 193). Additionally, bodies of size larger (or larger) may
offer cover in some situations (see the Pathfinder Core Rulebook,
page 195).
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Critical
Hits: When a critical threat is
rolled, and the roll is high enough to hit the target, it
indicates a critical hit. We will roll to confirm critical
hits, as detailed in the Pathfinder Core Rulebook. Additionally,
when you score a critical hit, you may draw a card from the Critical
Hit Deck.
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Critical
Hits - Damage Multipliers: When a critical hit is scored, you
will roll for damage once and then multiply the total by the
appropriate critical modifier (x2, x3, etc.). You will not roll two damage
dice for x2 criticals, etc. This is meant to save time.
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Fumbles:
Though natural "1"
still always misses, if you roll a "1" you also risk
the chance of a fumble. After rolling a "1", roll
another d20. On a 10 or less, you have fumbled and must draw a
card from the Critical
Fumble Deck.
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Second
Wind: Once per day, when you are bloodied, you may use a
standard action to take a second wind. This grants you an
immediate boost in hit points equal to 1d6 plus your character
level.
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Stabilizing:
When reduced to negative hit points, player characters will
have a 20% chance to stabilize each round (as opposed to the
standard 10%). Roll a d10. On a roll of 1 or 2, you have
stabilized.
Hero
Points
Hero
points give the PCs the means to affect game play in
significant ways, by improving important rolls or unlocking
special abilities. The hero point rule we'll use is simliar to the
rules in the Advanced Player's Guide (pages 323-325).
Acquiring
Hero Points
All
PCs, regardless of their beginning level, start the game with 1
hero point. Every time a character advances in level, he gains an
additional hero point. The GM may also award hero points to each
PC who is involved in completing a major chapter or story arc
during the campaign. Additionally, characters can also earn a hero
point by performing acts of incredible heroism and self-sacrifice,
especially if the act promotes teamwork or comes at your expense
to help another party member.
The
Rule of Three You
can never have more than three hero points at one time. Excess
hero points are lost.
Using
Hero Points
You
can spend 1 hero point to
take a special action or create a special effect. You can spend 1
hero point in a round.
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Activate
Class Ability: A character can spend 1 hero point
to gain another use of a class ability that has a limited
number of uses per day. For example, a monk might spend a hero point to gain another use of her stunning fist ability,
or a paladin might spend a hero point to make an additional
smite attack.
Act
Out of Turn: You can spend a hero point to take your turn
immediately. Treat this as a readied action, moving your
initiative to just before the currently acting creature.
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Extra
Action: You can spend a hero point on your turn to gain an
additional standard or move action this turn.
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Extra
Attack: During any round in which a character takes
a full attack action, he may spend 1 hero point to make an
extra attack at his highest base attack bonus. Hero points
may be used in this way with both melee and ranged attacks.
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Improve
a Die Roll: You can spend 1 hero point to improve a d20 roll,
and add +10 to the
result of your d20 roll. You can spend a hero point to increase attack
rolls, saving throws, ability checks, and skill checks. You
can declare the use of 1 hero point to alter a d20 roll after
the roll is made, but only before the GM reveals the result of
that roll. You can’t use a hero point to alter the result of
a d20 roll when you are taking
10 or taking
20.
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Inspiration:
If you feel stuck at one point in the adventure, you can
spend a hero point and petition the GM for a hint about what
to do next. If the GM feels that there is no information to be
gained, the hero point is not spent.
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Spell
Recall: Spellcasters who prepare their spells in
advance can spend 1 hero point to recall any spell just
cast. The spell can be cast again later with no effect on
other prepared spells. This use of a hero point is a free action. Spontaneous spellcasters (such as
sorcerers and bards) can spend 1 hero point to cast a spell
without using one of their daily spell slots. This use of a
hero point is also a free action.
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Stabilize:
Any time a character is dying, he can spend 1 hero point as a free action to become stable at at 0 hit points.
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