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- Creation Rules
- 20 PB
- All PFSRD stuff allowed aside from Psionics and Word of Power. Don’t break the game or I’ll break you.
- 2 Traits – one must be a campaign trait.
- Starting Wealth: All characters begin with 200 GP.
- Classes that get 2+Int in skill points other then Witch and Wizard get 4+ Skill Points.
- No Summoner or Gunslinger.
- Other House Rules
- Weapon Finesse is a free feat.
- Worn clothes sets still don’t weigh anything.
- Leadership Roll:
- Whenever the group is deadlocked by an argument between 2 or more PCs (at GMs discretion) a leadership roll is called for. This is a d20+Cha mod. Whoever rolls higher manages to convince the party to follow his/her choice.
- On a Nat 20 on a skill check add 10 to that result.
- No critical failures. Automisses in combat? Yes. Otherwise? No.
- Arcane Archer can be pursued by any race.
- Martial Weapon Proficiency grants you access to 1 Weapon Group of Martial Weapons (As per Fighter Weapon Groups).
- You cannot take 10 on a Knowledge skill unless you have an ability that lets you do so, or access to material to review.
- Double weapons are treated as two 2H weapons, with both ends receiving 1-1/2x Str mod to damage.
- Wizard casters gain 1 spell per level when taking in prestige classes rather then the 0 proscribed by Paizo.
- Dimension Door requires Line of sight. You can take actions after a Dimension Door.
- Teleport and Greater Teleport may be addressed by a house rule if I deem later on that the paizo solution isn’t good. This is supposed to be a game with lots of traveling so, expect that something will happen.
- Races are not restricted on what languages they can learn aside from secret languages.
- No Guns. Paizo Gun rules suck.
- Vital Strike (And Its improved and greater versions) can be used with Charge actions and in conjunction with the Spring Attack feat.
- We will be at least experimenting with the Caravan Rules set forth in Player’s Guide. Then we’ll see how it works for us as a group.
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