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  1. General rules:
  2. -Published (as opposed to playtests and such) Paizo and DSP content are treated on mostly equal grounds. Non-Paizo non-DSP content may be allowed on a case-by-case basis after a thorough review. If the DM otherwise lacks a way to access a book, the player is to provide the book.
  3. -Tier 1 classes are off limits for player characters. No exceptions.
  4. -Tier 5 or lower classes will undergo a case-by-case reworking process with the aim to bring them up to at least tier 4 if a player voices the desire to play such a class while refusing to take an existing tier-boosting archetype.
  5. -Some classes might be disallowed for thematic reasons on a case-by-case basis, unless a major refluffing is performed.
  6. -Sacred Geometry, Eldritch Aid, Leadership, and Craft Construct are off limits for player characters. As are feats duplicating the Leadership feat’s functionality or parts of it. Players wanting to use construct armor are encouraged to use the Aegis class for essentially much more streamlined and balanced construct armor rules.
  7. -Paragon surge is banned. Forever. As is blood money.
  8. -Master summoner and broodmaster archetypes are banned since they’re way too much hassle to bother with.
  9. -Craft skill generally uses the “Making Craft Work” rules. DC’s and craft times will be specified by the DM on an item-by-item basis.
  10. -The DM reserves the right to make judgements on what reading is the correct one in the case of abilities with questionable wording.
  11. -The DM reserves the right to decide whether any given Paizo FAQ applies or not in a given situation on a per-question basis.
  12. -The DM reserves the right to not allow things that were not covered here. It’s impossible to review all content in advance.
  13. -Companions of any kind (‘any’ kind includes animal companions, familiars, and whatever other similar things there may be) cannot exceed their master’s total character level. Even if the abilities seem to suggest that RAW. Even if that is stated explicitly. Exception: Improved Psicrystal, for as many levels above character level as many times the Feat was taken (one per Feat instance). Other exceptions may be allowed on a case-by-case basis.
  14. -Monster feats may only be taken with explicit DM approval.
  15. -Weapon finesse is a weapon quality rather than a feat. All melee dex-to-damage feats are replaced with DSP deadly agility. Ranged characters without such a class feature may get dex-to-damage in a way specified by the DM on a case-by-case basis if their character is otherwise underperforming.
  16. -Upon gaining 6 BAB, characters may choose between gaining Vital Strike or Iterative Attacks. These automatically progress at 11 and 16 BAB. The alternative option may be taken as feats. These feats do not automatically progress.
  17. -Mobility and dodge are combined into one feat.
  18. -Feats usually applying to one weapon such as weapon focus apply to a chosen fighter weapon group instead.
  19. -Combat expertise is given for free as a combat option to any character with at least +1 total BAB (e.g. a sorcerer would get this at level 2) the same way as drawing a weapon as part of a move action.
  20. -Two-weapon Fighting automatically advances to Improved and Greater versions of the feat. Improved maneuver feats automatically advance to Greater versions upon meeting requirements.
  21. -Vigilantes are to be refluffed with second identity class feature removed (no replacement) in most cases (except if a reasonable backstory justifying keeping it is made), if someone wants to play as one.
  22. -The planar binding spell line is limited to total summon CR (as encounter CR) of 5 for lesser, 9 for regular, 13 for greater.
  23. -Shadow casting uses partial reality rules. Explanations will be given if asked, too long to put it here.
  24. -Automatic Bonus Progression rules apply. Magical Weapons and Magical Armor are reworked - they stack fully with weapon attunement instead of eating into it, but in return their prices are adjusted.
  25. --To calculate the price of a generic Magical Weapon or Armor, do the following steps: 1. Sum the bonus equivalents (e.g. a holy axiomatic weapon is equivalent to +4). 2. Calculate the price of a Magical Weapon or Armor respectively with that flat bonus as per regular rules. 3. Double the previous value.
  26. --To calculate the price of a unique Magical Weapon or Armor, do the following steps: 1. Calculate the unique flat price adjustment over the generic base. 2. Calculate the price of the generic base as per generic rules. 3. After finishing the above calculation (including the doubling of the price), add the unique flat price adjustment to the new base. Taking a rapier of puncturing as an example: the genericised base costs 16000 and you add 18000 to it for a total of 34000.
  27. -Background skill rules are applied.
  28. -All classes without significant INT-based class features have at least 4+int skill points per level before the 2 background points are added.
  29. -Called shot rules are applied.
  30. -Content from splatbooks and adventure paths (other than the currently played one) has to be specifically approved. This includes a lot of the alchemical weapons on Archives of Nethys.
  31. -Alchemy counts as arcane spellcasting for all intents and purposes with the sole exception of metamagic. This includes qualifying for most feats and PrC’s.
  32. -Fractional rules apply to everything they can imaginably apply to with the sole exception of HP/level. In all cases except for HP/level, rounding is performed after summing. Whenever in doubt, assume fractional rules.
  33. -For all intents and purposes (feats, DC’s, ability score progression, etc.), Familiars and Psicrystals gain HD along with their master. Regardless, they (Familiars and Psicrystals) are not allowed to gain feats with effects related to crafting or Aid Another.
  34. -Ashiel’s Simulacrum rework is used.
  35. -Swashbuckler is replaced by Unchained Swashbuckler.
  36. -All characters have 13 “shifting” magical slots. Any non-armour wondrous item can be put in any of these slots, taking up one of them. A character can still benefit from only one magical armour.
  37. -Dazing Spell always adds an additional Will save to resist the daze itself.
  38. -Alchemical Power Components optional rule is not used.
  39. Character creation:
  40. -20 point buy.
  41. -Non-core races with 8 or less RP receive a racial Feat as a bonus Feat.
  42. -Races with 20 or more RP will only be allowed on a case-by-case basis after a thorough review and with LA applied as seen fitting for the race in question. Wyrwoods enjoy a blanket ban.
  43. -Monster-as-PC’s rules are allowed. One of the base creature’s feats can be swapped out to another appropriate one.
  44.  
  45. Psionic rules:
  46. -Psionic is treated as a type of magic similarly to arcane or divine. For any effect pertaining to magic in general, psionics are counted as magic. Spells such as detect psionics, antipsionic field, and similar are replaced with, respectively, detect magic, antimagic field, and similar. PR is treated as the same quality as SR in all situations. All in all, for effects that divide magic by types (arcane/divine/psionic, e.g. this includes Use Magic Device) they're treated as a different thing, while for effects that specify magic or psionics as if they were a different thing, they're considered to be one and the same. The DM reserves the right to make the ruling on which clause applies in cases where the wording is ambiguous.
  47. -As a conclusion from the above, knowledge (psionics) is a thing, equivalent to knowledge (arcana) or knowledge (religion) for its respective field.
  48. -Psionic crafting feats are rolled into magic crafting feats.
  49. -Psychic spellcasting (occult classes) is treated as if it's the same thing as psionics for all intents and purposes other than qualifying for feats or classes, unless specified otherwise in a particular case.
  50. -Psychic (occult) characters will be heavily reviewed and altered as seen fitting so as to remove issues stemming from poorly backwards-compatible mechanics.
  51. -Psionic races are mostly okay, with a few exceptions. Elans and Xeph require refluffing by the player and potentially changing languages to existing ones. Forgeborn are off-limits due to not fitting the campaign.
  52. -Psionic traits are allowed in general, but the DM reserves the right to not allow particular ones.
  53. -Psionic display customisation guidelines are encouraged for anyone playing as a manifester, since it's cool stuff.
  54. -For purpose of bonuses on any equipment (weapons and armor explicitly included), magic and psionics are the same thing, no exceptions. If you add a +1 equivalent magical power and a +1 equivalent psionic power to a +1 base weapon, it all stacks as a +3 weapon. Yes, this means psionic equipment enhancements are generally allowed.
  55. -Psychic reformation is a banned spell.
  56. -Instead of “specially-treated crystals similar to cognizance crystals”, always assume either diamonds or diamond dust, depending on which of the two is used in the closest arcane or divine equivalent.
  57. -Psicrystals and Familiars are not a valid target for Feat Leech.
  58. -Soulknives gain the Gifted Blade archetype for free, without trading anything away.
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