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Dea Solis


    House Rules and Helpful Information

    ScreamPaste
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    Posts : 113
    Join date : 2014-06-29

    House Rules and Helpful Information Empty House Rules and Helpful Information

    Post by ScreamPaste Mon Jun 30, 2014 3:28 am

    Characters
    -15 point buy
    -No Elves, Gnomes, or Fey creatures.
    -Lizard Folk, Orcs, Goblins, Teiflings, and Kobolds are allowed, as may other races be if they seem reasonable.

    Always get my explicit consent first. Any race that has not actually appeared in the campaign remains unofficial.

    -You may not want to be a race with any associations with either extreme heat or cold, since Fire is seen as Helia's wrath and Ice as her absence.
    -Nobles gain 1 int, and Knowledge Nobility as a class skill.
    -Commoners gain 1 cha, and Knowledge Local as a class skill.
    -Church raised characters gain 1 wis, and Knowledge Religion as a class skill.
    -Northerners gain 1 cha, wis, or con, and Knowledge Nature as a class skill.
    -You can have any items you like, as long as no individual item is masterwork, magic, or costs more than 400 dais. Exception: if you can craft an item, and it's less than 400 dais to do so, you may have up to 5. Scrolls and potions and wands of different spells all count toward this limit. After this point you must pay the normal crafting price.

    -At a certain point in the campaign, we hit what we'll call 'hardcore mode' where no additional characters can be made for reasons of the plot. This comes with higher risk but should pay off with higher reward.
    -No one dreams. Ever. No dreams. I'll kill you if you mention dreaming.

    Equipment, and Supplies
    -Inn meals and lodging will be assumed to be paid for by a set amount taken from each player's total once every in game 'month'. This includes animal feed for convenience.
    -This does not include trail supplies, you will starve if you forget food and wander somewhere that doesn't have it.
    -Shields now scale. A shield adds 1/2 the users Base Attack Bonus as a shield bonus to armour class in addition to it's normal bonus.

    Feats and Skills
    -Perception is a class skill for everyone.
    -When crafting items, replace all mentions of 'sp' with 'gp' or if you're feeling like a badass, 'Dais'.
    -Diplomacy rolls may now function similar to bluff, where the DC reflects how closely what the PC is saying reflects the NPC's own agenda, altered by their demeanor. (Hostile, friendly, etc)
    -When foraging for food with Survival you may come across or hunt an animal, and have to fight it as normal in order to get its tasty, tasty bacon.

    Classes
    -At level 1 Monks choose a domain from Helia's list of domains and gain the powers of that domain. (Not spells, obv)
    -At level 10 Monks may select a second domain from Helia's list.
    -Fighters now gain 4, not 2, skill points per level. Additionally a fighter may choose any two skills not on his skill list and make them class skills.
    -Fighters may use their bonus feats to select *any* feat for which they meet the prerequisites, not just combat feats.
    -Rogues receive an AC Bonus equal to 1/2 their rogue level (rounded down) to a maximum of their dex modifier. This is a dodge bonus.
    -Alchemists receive the "Infusion" discovery free. This does not carry over to other classes that make use of similar mechanics.

    Domains, and Patrons

    Since Helia is the only deity in the setting, and certain classes need a patron or other outside force to gain certain class features, some domains, and patron spells simply are not available.

    This also means that Evil characters usually do not have access to domains or other class features only available from powerful outside patrons.

    Here, I'll list the ones that are available to good or neutral characters.

    Domains

    Air, Animal, Community, Destruction, Fire, Glory, Good, Healing, Knowledge, Law, Magic, Protection, Strength, Sun, Travel, and Weather.

    Witch Patrons

    Agility, Ancestors, Animals, Boundaries, Devotion, Elements, Endurance, Healing, Light, Peace, Strength, Wisdom.

    I will allow the occasional, rare, and unusual, well justified exceptions to these, but you must get my explicit okay and be willing to work with me.

    Weapon Proficiency
    -New system entirely.
    -Classes get a set number of proficiency slots.
    -They choose which weapons to be proficient with. Simple weapons take half a slot, martial weapons take a full slot, and exotic weapons take two.
    -Wizards, Druids, and Sorcerers get three slots.
    -Bards, Clerics, Monks, and Rogues get five.
    -Barbarians, Paladins, and Rangers get eight.
    -Fighters get ten.

    This list will be updated over time.


    Last edited by ScreamPaste on Sat Dec 06, 2014 3:36 am; edited 11 times in total
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    Post by ScreamPaste Thu Jul 31, 2014 1:17 am

    PCs are Special
    Player Characters with fewer than 0 hitpoints remain conscious, and may act. They still suffer all other associated problems with being below 0 hitpoints, such as hp loss over time, or for taking strenuous actions, and the inability to take more than a standard action. Etc.
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    Post by ScreamPaste Tue Aug 12, 2014 11:34 pm

    Since money hasn't been a plot relevant topic to any significant degree, I'M RETCONNING SOME PRECIOUS METALS. Gold is now much rarer and more valuable.

    Most coins are actually made of a copper alloy containing nickel. The standard "GP" version of this is a shiny, mostly copper coin about as large as a Canadian dollar, or for you gents in other countries, about the total mass of 4 American quarters. "SP" are half copper, half nickel, and are smaller, and less dense, with a lighter colour. Copper pieces are made of nickel and bronze.

    The new coins are called:

    Dais: pronounciation; dice. Singular; dai. The largest coin, replacing gold pieces, it's a mostly copper coin, with an image of the sun one one side and the image of a Hieraphain or Hierophant's face in side profile on the other. Most coins in circulation right now bear the likeness of Kara, but some still show the bearded profile of Vis, her predacessor.

    Sers: Half copper, half nickel. Lighter in colour than dais. The likeness of a knight on vigil adorns one side, and on the other the tower of the Sun's Pike reaching into the clouds. A mid size coin replacing silver pieces.

    Bits: Mostly nickel, and plated with bronze. On both sides it shows the symbol for Omega: Ω. These coins replace coppers and are the most common form of currency. They're unique in that while other coins are minted, bits are traditionally struck, and their look hasn't changed in a thousand years, due to the simplicity of their mark.
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    Post by ScreamPaste Fri Oct 03, 2014 10:56 pm

    New Ritual: Spirit Fire

    A spirit fire is a fire contained within a six pointed star, used to call on the souls of dead people that one knew in life. Doing so drains the life of the caller to fuel the flames and give form to the deceased.

    Building a spirit fire requires a six pointed star constructed of any material, and a sizable flame. Assembling such a thing usually takes only a few minutes, the most difficult aspect is ensuring the star is even and the lines are reasonably straight.

    There is no material cost to this ritual, the cost is spiritual and physical. A character who has not rolled to randomly determine the natural length of their life cannot fuel a spirit fire. Creating and initially fuelling such a fire shortens a character's life span by 1%, and for each name called into a fire the Caller is fuelling, an additional 0.2%. Thus, five names is equivalent to the creating of a fire, and calling ten names into a single spirit fire would cost a man who will live one hundred years, three of them. Most of you will not have such long lives, so be careful.

    Additionally, sustaining such a fire is tiring. After creating it, and for each name called, a character must make a Will save, or become fatigued. The initial DC is 15, and increases by +1 for each ten names called. (So your one hundredth name will have a DC of 25, if you choose to literally burn away 21% of your life.)

    A character who fails twice becomes exhausted, and after exhaustion sets in, each failure causes 1d10 subdual damage, until the character passes out.

    A spirit fire can only be sustained for 10 minutes per caster level, and individual spirits can only be held within one for one minute without requiring additional saves against fatigue. Each additional minute requires an extra save.
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    Post by ScreamPaste Tue Oct 21, 2014 12:09 am

    Races
    -Orcs no longer suffer Light Sensitivity, but heretical Orcs may still stare at the sun until it gives them a -2 on ranged attacks.
    -Kobolds no longer take a -4 to str.
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    Post by ScreamPaste Fri Sep 23, 2016 2:27 am

    5e Houserules

    Coins have been renamed:


    Dais: pronounciation; dice. Singular; dai. The largest coin, replacing gold pieces, it's a mostly copper coin, with an image of the sun one one side and the image of a Hieraphain or Hierophant's face in side profile on the other. Most coins in circulation right now bear the likeness of Kara, but some still show the bearded profile of Vis, her predacessor.

    Sers: Half copper, half nickel. Lighter in colour than dais. The likeness of a knight on vigil adorns one side, and on the other the tower of the Sun's Pike reaching into the clouds. A mid size coin replacing silver pieces.

    Bits: Mostly nickel, and plated with bronze. On both sides it shows the symbol for Omega: Ω. These coins replace coppers and are the most common form of currency. They're unique in that while other coins are minted, bits are traditionally struck, and their look hasn't changed in a thousand years, due to the simplicity of their mark.

    Small races are no longer intolerable to play:

    We're importing some rules for small creatures from Pathfinder.

    Halflings and Gnomes are small and thus gain +1 to AC, due to being hard to hit. Weapons made for people their size are also much smaller, and such weapons have their damage dice reduced by one step. A d8 becomes a d6, a d6 a d4, etc. Equipment made for Halflings and Gnomes weighs half as much as the same made for a medium creature.

    Halflings and Gnomes are necessarily unable to carry as much due to their smaller frames. Carrying capacity for small creatures is 10, rather than 15, times their strength score, and they can only carry 4 times their strength score before becoming encumbered.

    Halfling and Gnomes may still utilize medium weapons, but still suffer any penalties they would normally for doing so, and additionally must use two hands to do so, unless that weapon has the light rule. IE, a small character with a medium weapon may not dual wield or use a shield unless that weapon is light. Even medium light weapons cannot be used in the off-hand. They may not wear armour for medium creatures.

    Dragonborn didn't exist in PF, or at least not as a core race. Replace them with Lizardfolk.

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