Character Creation and House Rules

Aug 2, 2020 6:29 pm
Characters Creation
1. Starting lv10, 20pb
2. Characters may select two traits. The traits must fit the character and their background.
3. Characters may select a 3rd trait if they also take a drawback. The drawback must also fit the character. The player and DM may work together to create a fitting drawback if none of the paizo ones appear to fit.
4. Upon levelling the player may choose to take average HP instead of rolling. They must choose to do this before rolling. If the player rolls, there is a minimum they can get depending on the dice. Any rolls below the minimum become the minimum. D6: 2, D8: 3, D10: 4, D12: 5
5. Classes with 2+int skill ranks instead have 4+int. Those with 4+int instead have 5+int.
6. Rangers, Paladins and any other class that gain spell casting late has a CL equal to their class level, instead of cl-3, as the Bloodrager.
8. Starting gold TBD, see rules discussion. (Either 31000 or 62000)


Unchained
1. Characters advance using fractional base bonuses.
2. The background skills system is in use.
3. Fighters gain the Combat Stamina feat as a free feat. All classes gain access to the feat.
4. All players have access to the Signature Skill feat, allowing for skill unlocks.
5. Variant multiclassing is allowed.
6. All unchained classes are allowed. Players using a summoner must play an unchained summoner.

Allowed Material

1.Any 1st party class is allowed, except original summoner, and the Unchained Ninja.
2.Most races will be allowed, but do run more unusual ones past me.
3.No 3rd party content other than the aforementioned ninja and possible spheres, see rules discussion.
4.Check on me with monster feats.
Aug 2, 2020 6:30 pm
Feat Alterations - Based off the feat tax rules

1. All characters gain the benefit of the following feats: Agile Maneuvers, Combat Expertise, Point-Blank Shot and Weapon Finesse
2. Any character with a BAB of +1 or higher gains the benefit of the following feats: Deadly Aim and Power Attack
3. The Dodge feat now incorporates the effects of the feat Mobility, and counts as that feat for the purposes of prerequisites.
4. The Improved Two Weapon Fighting feat now incorporates the effects of Greater Two Weapon Fighting once the character reaches a BAB of +11, and counts as that feat for the purposes of prerequisites.
5. The following feats no longer exist, and their effects are merged into one feat, Unarmed Combatant, which counts as those feats for the purposes of prerequisites: Improved Grapple and Improved Unarmed Strike
6. The following feats no longer require selection of a specific weapon, instead a character may select a fighter weapon group (Axes, Heavy Blades, Light Blades, Bows, Close, Crossbows, Double, Firearms, Flails, Hammers, Monk, Natural, Polearms, Siege engines, Spears, Ray or Thrown) if a class feature or archetype would grant one of these feats in relation to a specific weapon, it instead grants it for that weapon's weapon group: Weapon Focus, Greater Weapon Focus, Weapon Specialization, Greater Weapon Specialization and Improved Critical
7. Quick Draw now incorporates the effects of the feat Quick Stow, and counts as that feat for the purposes of prerequisites.
8. Step Up now incorporates the effects of the feat Following Step and counts as that feat for the purposes of prerequisites.
9. There is a generic trait template. The effect of which is ‘ X skill is a class skills and you get a +1 trait bonus in that skill’ You must discuss with the DM why this trait works, and which slot (Social, Combat etc) it fits. For example a character may have grown up disguising their race, so gets a disguise as a class skill.
10. All the improved combat manoeuvres feats have been replaced by Deft Maneuvers and Powerful maneuvers.

Deft Maneuvers
Prerequisite: Dex 13
You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers, and a +2 to CMD against these maneuvers. This feat is a prerequisite for the greater versions of the above combat maneuvers.
Special: Class features or feats that allow the Int 13 requirement of combat maneuvers to be bypassed, such as Brawler’s cunning, instead applies to the Dex 13 requirement.

Powerful Maneuvers
Prerequisite: Str 13
You do not provoke an attack of opportunity when performing a bull rush, drag, over run, or sunder combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers and a +2 to CMD against these maneuvers. This feat is a prerequisite for the greater versions of the above combat maneuvers.





NB: If a character would normally receive one of the feats (or a feature that emulates such a feat, such as a Swashbuckler's Swashbuckler Finesse) removed by these rules as a bonus feat, they instead gain that feat's replacement (e.g. a Monk gains Unarmed Combatant instead of Improved Unarmed Strike). If the feat gained is completely removed by this system, or merged into a feat (e.g. if a character gains both Improved Unarmed Strike and Improved Grapple as bonus feats) they already have, they may instead take Weapon Focus (see below for changes.) as a bonus feat, if a class feature or archetype would grant already grant them Weapon Focus at that level, they may instead choose any one Combat Feat to gain as a bonus feat. This only applies the first time for any given replaced feat, if a character would gain such a feat as bonus feat a second time, they do not gain Weapon Focus as a replacement a second time, e.g. An Unchained Rogue who takes a level in Swashbuckler does not get Weapon Focus as a bonus as they already gained it as bonus for replacing Weapon Finesse from Unchained Rogue, as the Swashbuckler’s Swashbuckler Finesse emulates Weapon Finesse.

NB: Not all of the possible clashes with class features have been spotted. If a player is playing a class where they feel these rules are negating their class features they can discuss an alternative with the DM.
Aug 2, 2020 6:31 pm
Misc Rules

1. If a character has a negative strength modifier and crits, they only apply the negative modifier once.
2. Intimidate is based off of a creature’s Will, not their wisdom modifier. Any bonuses against fear effects, such as the Bravery class feature are also added.
3. Players are allowed their main character, and up to one other companion on the field, such as animal companion, cohort or summoned creature. This is to prevent combat being slowed down by lots of creatures.
4. Leadership must be requested from the DM, and needs to be relevant to the characters. Picking up your sister is order to protect her and so she can help take down the people who wronged your family, or the general you save and is now in your debt is fine. A random guy you just met for crafting feats is not. Cohorts may be introduced by the DM in the story before you pick leadership, and you may need to convince them to join. The DM reserves the right to say no to any leadership requests.
5. If you have an idea, or a request ask the DM. They may be able to help, such as making up a feat or trait that fits, or a magic item. E.g In a campaign with a lot of constructs, the DM may work with you to come up with a metamagic feat to let mind effecting spells affect them, working along the same lines of the feats that allow them to affect undead, plants etc.
6. If a nat 20 crit is confirmed with a nat 20, max damage is dealt.
7. Readying an action does not change someone’s turn order.
Aug 2, 2020 6:35 pm
TBD Rules

Two rules are up for discussion -

1.) The use of spheres.
2.) The use of Automatic Bonus Progression. (Players get less loot, but as they level automatically get bonuses that would normally require items. eg Nat Armour, Deflection, Weapon and Armour Enhancements, and stat bonuses)

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