Interest check for a “Low Fantasy” Pathfinder Game.
Consolidated/Updated Summary of House Rules and Character Creation
Characters will start at 7th level and we will be using the slow progression experience chart.
The following classes are available:
Alternate BarbarianExplorer(Expert with the following modifications: Good Reflex saves, Bonus general (only) feats at 1st,2nd, and every other level thereafter, Loremaster lvl 5/11/17, Jack-Of-All-Trades lvl 10/16/19
Fighter (4 skill points per level)
Monk with the following modifications: deals unarmed damage amount with monk special weapons instead of the weapon’s normal damage dice,
still mind replaced with
pounce.
Ranger with the following modification: choose one form of hunter’s bond at level one, gain the other at level 4. If you choose animal companion at 1st level, you do not subtract 3 from your level. No spellcasting abilities.
Rogue
SwashbucklerVanguardThe following races are available:
Dwarf, Elf, Gnome, Goblin, Halfling, Hobgoblin, Human, Orc, Tengu (No Half Breeds)
Starting Equipment:
Choose from +2 Armor, a +1 Mithral Armor, or Bracers of AC+3.
OR
A +1 weapon with a +1 quality OR three +1 weapons.
OR
Two minor items from the ring or wondrous item charts.
AND
300 gold to spend on other gear.
NOTE: magic Items will not be for sale or able to be sold, so pick things you actually want. Also, in this vein, feel free to send me a list of “also wants” with your character sheet. As rarely as magic items will come up, I will try to make sure they’re off these want lists.
Only the following monster types will be used: Animals, Dragons, Humanoids, Magical Beasts, Monstrous Humanoids, Plants, Vermin
Vitality, Health, and Healing VitalityVitality represents the ability to turn potentially deadly wounds into scratches, bumps, bruises, etc. Throughout most combat, it is your character’s Vitality that will be reduced by attacks. As your character grows in level, his Vitality will increase, allowing him to survive longer battles and/or deadlier opponents. Your Vitality is figured the same way Hit Points are figured in standard play: maximum Hit Die plus Con Modifier at first level, roll the Hit Die and add Con Modifier for every level after that.
HealthHealth represents more serious wounds, ones that will take time to heal, and could potentially be life threatening. Characters take Health damage when their Vitality is depleted and from Critical Hits. Once the character’s Vitality reaches 0, all damage is marked off the Character’s Health. On a Critical Hit, the damage from the dice rolled is applied to Health instead of Vitality, and any bonus damage comes off Vitality.
If a Character’s Health reaches 0 or below, the character gains the staggered condition until his Health is brought above 0 by healing. If A Character’s drops to a negative amount greater than his Constitution score but less than his maximum Health score, he is helpless and must make a Will Save with a DC equal to the amount of negative Health he has each round to remain conscious and able to speak. Once his Health is a negative amount equal to or greater than his maximum Health, he must make a Fort save a DC equal to the amount of negative Health he has each round or perish.
Health is figured with the following formula:
Constitution Score + Racial Modifier* + Hit Die Modifier**
*Racial Modifier
A Character gains a one-time bonus to his Health based on his race:
+5 Health: Dwarf, Hobgoblin, Orc
+3 Health: Gnome, Human, Tengu
+1 Health: Elf, Goblin, Halfling
**Hit Die Modifier
Each time a Character gains a Hit Die, he gains a bonus to his Health according to the following chart:
Hit Die Bonus
D12 +3
D10 +2
D8 +1.5
D6 +1
HealingVitality is recovered fairly quickly, as all it takes is giving your muscles a chance to recover and regaining your wind. A Character heals 1 point of Vitality per level per hour of rest. If he is being given Long-Term Care (see Heal Skill pg 98-99), he doubles that rate (2 Vitality per level per hour.)
Health recovers under the standard rate of 1 per level per 8 hours of rest, and is treated as Hit Points for all the other entries under the Heal skill.
Optional Grievous Wounds Rule:If brought below a negative amount of Health equal to or greater than your Constitution Score, you have received Grievous Wounds and heal much more slowly until you are brought above 0 Health by healing. Your healing rates (including Vitality) are all dropped to ¼ normal (round down) during this time.
Armor as DRFrom Unearthed Arcana.
Armor grants DR/- equal to half its listed armor bonus (round down) and the armor bonus is reduced by the amount of DR granted. Natural Armor grants DR equal to 1/5 its listed amount (rounded down) and the natural armor bonus is reduced by the amount of DR granted. All DR/- from armor, natural armor, and class features stack. All other armor traits remain the same (Max Dex, check penalty, etc.) Shields do not provide a DR bonus.
Armor Type DR Armor Bonus
Padded 0/- +1
Leather 1/- +1
Studded Leather 1/- +2
Chain Shirt 2/- +2
Hide 2/- +2
Scale Mail 2/- +3
Chainmail 3/- +3
Breastplate 3/- +3
Splint Mail 3/- +4
Banded Mail 3/- +4
Half-Plate 4/- +4
Full Plate 4/- +5
It’s a trap Taking no damage is better than having the damage reduced by 4. Add to this little access to magical armor and protective gear, and you’ll be getting slaughtered. So, to avoid this trap becoming too deadly, we’ll add ½ your level (round down) to your AC as long as you are proficient in whatever armor you’re wearing, or if you are unarmored.