Post by reefwood on Feb 25, 2015 15:45:22 GMT -5
Special Starting Rules
These are special rules only to be used for creating the initial characters in this campaign. Any replacement characters (be it death or retirement) will follow the more standard rules (roll 4d6, no bonus feature, etc).
Ability Scores
Roll 5d6 (re-roll 1's and 2's), drop 2 lowest. Do this once.
Roll 3d6. Do this once.
Roll 4d6 (re-roll 1's), drop lowest. Do this twice.
Roll 4d6, drop lowest. Do this twice.
Any amount from the first roll can be subtracted and that same amount added to the second roll.
Bonus Feature
Each PC may begin play with 2 character traits or 1 bonus feat. The traits must be selected from the Advanced Player's Guide. The feat must be selected from one of the following lists:
Action point feats - Action Boost, Heroic Companion, Heroic Spirit, Pursue, Raging Luck
Hero point feat - Hero's Fortune
House Rules
Knowledges
Knowledge (local) must be specific to a nation/region or city, and some other knowledges can be general or specific. Specific will narrow your focus to that particular aspect, but basic info will require no roll, it can provide greater detail in general, and the more difficult DCs will be easier:
Delay Death
Upon dying, the character may make a special action point roll to temporarily stave off death. The character may spend 1 action point to roll 1d20+remaining action points. If the result is equal to 20 or higher, the character remains temporarily alive. The character may continue this effort until running out of action points, or until regaining enough hit points to no longer be dead (or is otherwise revived), or until failure. Regaining enough hit points to no longer be dead keeps the character alive as normal and stabilized but with a permanent disability related to the near-death injury and -1 Con loss. Failure results in death.
Other Info & Rules
Adventure #1 Starting Stats
Level = 5th
Wealth = 10,500 gp
Action Points = 7
Hero Points = 1
Action and Hero Points
Characters will begin each session with the standard number of action points for their level (5 + character level/2) and gain 1 hero point. If a level is gained during the session, action points are reset for the new level, and 1 additional hero point is gained. Action points will reset as normal for the next session, but any remaining hero points will carry over to the next session.
An action point may be spent to improve the result of an attack roll, a skill check, an ability check, a level check, or a saving throw. You add the result of a roll of 1d6 to your d20 roll. You can declare that you are spending an action point after you have already rolled the d20, but you must do so before the DM reveals the result of your roll. You can’t use an action point on a skill check or ability check when you are taking 10 or taking 20. You can only use action points once in a round. If you spend 1 or more action points on a special action (see below), you can’t spend a point in the same round to improve a die roll, and vice versa. No spell, power, or other special ability can allow a character to reroll an action point die. If a character suffers permanent level loss, he does not lose any action points he has remaining, and any subsequent level advancement provides new action points as normal. If your character level is high enough, you can roll more than one d6 when you spend an action point. If you do so, apply the highest result and disregard the other rolls. As a 15th-level character, for example, you can roll 3d6 and take the best result of the three. So, if you rolled 1, 2, and 4, you would apply the 4 to your d20 roll.
Instead of altering the result of a d20 roll, you can use action points to perform a special action:
Hero points represent the potential for greatness and can be used in the following ways (only once per round):
These are special rules only to be used for creating the initial characters in this campaign. Any replacement characters (be it death or retirement) will follow the more standard rules (roll 4d6, no bonus feature, etc).
Ability Scores
Roll 5d6 (re-roll 1's and 2's), drop 2 lowest. Do this once.
Roll 3d6. Do this once.
Roll 4d6 (re-roll 1's), drop lowest. Do this twice.
Roll 4d6, drop lowest. Do this twice.
Any amount from the first roll can be subtracted and that same amount added to the second roll.
Bonus Feature
Each PC may begin play with 2 character traits or 1 bonus feat. The traits must be selected from the Advanced Player's Guide. The feat must be selected from one of the following lists:
Action point feats - Action Boost, Heroic Companion, Heroic Spirit, Pursue, Raging Luck
Hero point feat - Hero's Fortune
House Rules
Knowledges
Knowledge (local) must be specific to a nation/region or city, and some other knowledges can be general or specific. Specific will narrow your focus to that particular aspect, but basic info will require no roll, it can provide greater detail in general, and the more difficult DCs will be easier:
- Knowledge (geography): general or specific continent
- Knowledge (local): specific nation/region or city
- Knowledge (nobility): general or specific nation/lineage/dragonmarked house
- Knowledge (planes): general or specific plane
- Knowledge (religion): general or specific religion
Delay Death
Upon dying, the character may make a special action point roll to temporarily stave off death. The character may spend 1 action point to roll 1d20+remaining action points. If the result is equal to 20 or higher, the character remains temporarily alive. The character may continue this effort until running out of action points, or until regaining enough hit points to no longer be dead (or is otherwise revived), or until failure. Regaining enough hit points to no longer be dead keeps the character alive as normal and stabilized but with a permanent disability related to the near-death injury and -1 Con loss. Failure results in death.
Other Info & Rules
Adventure #1 Starting Stats
Level = 5th
Wealth = 10,500 gp
Action Points = 7
Hero Points = 1
Action and Hero Points
Characters will begin each session with the standard number of action points for their level (5 + character level/2) and gain 1 hero point. If a level is gained during the session, action points are reset for the new level, and 1 additional hero point is gained. Action points will reset as normal for the next session, but any remaining hero points will carry over to the next session.
An action point may be spent to improve the result of an attack roll, a skill check, an ability check, a level check, or a saving throw. You add the result of a roll of 1d6 to your d20 roll. You can declare that you are spending an action point after you have already rolled the d20, but you must do so before the DM reveals the result of your roll. You can’t use an action point on a skill check or ability check when you are taking 10 or taking 20. You can only use action points once in a round. If you spend 1 or more action points on a special action (see below), you can’t spend a point in the same round to improve a die roll, and vice versa. No spell, power, or other special ability can allow a character to reroll an action point die. If a character suffers permanent level loss, he does not lose any action points he has remaining, and any subsequent level advancement provides new action points as normal. If your character level is high enough, you can roll more than one d6 when you spend an action point. If you do so, apply the highest result and disregard the other rolls. As a 15th-level character, for example, you can roll 3d6 and take the best result of the three. So, if you rolled 1, 2, and 4, you would apply the 4 to your d20 roll.
Instead of altering the result of a d20 roll, you can use action points to perform a special action:
- Activate Class Feature: You can spend 2 action points to gain an additional use of a class features that has a limited number of uses per day. If the class feature is measured in rounds (i.e. Bardic Performance), this additional use can last up to 1 round per class level. These rounds must be consecutive, and any not used are lost. For example, a Bard 7/Fighter 3 who has used up all her rounds of Bardic Performance for the day can spend 2 action points to activate it again for up to 7 rounds. If combat ends in 5 rounds, the remaining 2 rounds are lost.
- Delay Death (see House Rules above)
- Hasten Infusion: On her turn, an artificer can spend 1 action point to imbue an infusion in 1 round, even if the infusion’s casting time is normally longer than 1 round.
- Stabilize: When your character is dying, you can spend 1 action point to stabilize at your current hit point total. Spending an action point does nothing for you if you’re already dead.
Hero points represent the potential for greatness and can be used in the following ways (only once per round):
- 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. You may only take a move or a standard action on this turn.
- Bonus: If used before a roll is made, a hero point grants you a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero points spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).
- Extra Action: You can spend a hero point on your turn to gain an additional standard or move action this turn.
- Recall: You can spend a hero point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.
- Reroll: You may spend a hero point to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.
- Cheat Death: A character can spend 2 hero points to cheat death. The character is left alive with negative hit points but stable and receives a permanent disability based on the near-death injury. Cheating death is the only way for a character to spend more than 1 hero point in a turn. The character can spend hero points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not another character or NPC.