ROR:Rules
From Drinking and Dragons
Character Generation
- Stats
Your choice of:
- 20 point buy, or
- 3d6 to each stat rolled, allocating to stats, then adding six dice, one at a time, adding 1d6 a stat of your choice (still keeping only top 3 dice).
- If your result is under 15 point-, or over 25 point buy equivalents, you gain/lose until you are at that equivalent.
- Trait
- The "Trait" rules will be used. Your character will start with one reasonable trait [ie, subject to approval: I haven't read them all].
- Trait rules come from Advanced Player's Guide.
- Traits should be roleplayed when appropriate.
- Three lists of traits:
- http://paizo.com/pathfinderRPG/prd/advanced/advancedNewRules.html#traits (not the rest of the page; just traits)
- http://paizo.com/pathfinderRPG/prd/ultimateCampaign/characterBackground/traits.html
- The Rise of the Runelords Player's Guide
Access
- Races
- Core races only.
- At most one Alternate Racial Trait (subject to approval) may be selected
- You should roleplay alternate traits when they come up.
- http://paizo.com/pathfinderRPG/prd/advancedRaceGuide/coreRaces.html
- Classes
- Core classes, plus
- Oracle.
- Witch.
- Note: A few levels of Alchemist are on a few NPCs. It is, however, not open for PC-use.
- Exhaustive list:
- Barbarian, Bard, Cleric, Druid, Fighter, Monk, Oracle, Paladin, Ranger, Rogue, Sorcerer, Witch, Wizard.
- Archetypes and Subdomains
- These rules are not used.
- If I decide to change this decision later, retroactive swapping will be allowed.
- A few NPCs use a couple archetype ability swaps.
- Prestige Classes
- Core only.
- In general, only a couple dips of Prestige Classes are used in the path.
- Pathfinder is much less "Prestige Class Happy" than D&D 3/3.5 were. They're not used a lot, neither for PCs, NPCs, nor book filler. Sticking with [mixes of] base classes, or even straight single-classing, is typical.
- Two thematic 3rd-party prestige classes are used in one encounter late in the path. Not opened.
- Spells
- Core only, except
- Add the few "Oracle Only" spells from Advanced Player's Guide to the Cleric list.
- The Witch spells from Advanced Player's Guide exist, for the Witch only.
- Others may be added as encountered during the adventure path.
- Equipment (including Magic Items)
- Core only.
- Others may be added as encountered during the adventure path.
- Feats
- Core only.
- Others may be added as encountered during the adventure path.
- Don't hold your breath -- this list is SHORT.
House Rules
At this time, before discussing contract or playing, these is the only ones I'm putting in with a heavy hand.
- Numbers
- Remember, you do not "lose hit points", you "gain damage".
- You do not "gain hit points" from healing; your "gained damage" number decreases.
- Similarly, you do not "expend rounds per day of bard song", you "gain rounds of bard song sang".
- While it sounds subtle, this GREATLY simplifies math, especially when buff spells eventually become part of the game.
- Death
- To encourage character investment, costly material components for Raise Dead-type spells are reduced by 90% if cast by a party member or a party member who could cast a spell in that family.
- The spells otherwise work as described, including the gaining of negative levels.
- If not resurrected, somehow a replacement PC has exactly the same gear as the dearly departed, for better or for worse.
- If the replacement PC wants different equipment, he's going to have to sell (at normal rates) the old PC's equipment.
- No "I'm on a suicide mission, here, take all my stuff" cheese.
- Background/rationale