Though primarily using regular Pathfinder rules for the campaign of The Unsound Soldier we will have a few house rules that deviate from written or traditionally interpreted rules. This will effect character building as well as continued gameplay. Included in the Character Building section will be some tolls and guidelines, that while not alternative to any rules, will be suggested for this campaign.
Character Building Edit
Alternative Experience System Edit
If you sit down and do the math. Compare table of earned experience for fights around the party's Challenge Rating, and the experience required to advance each level. It is almost always 15 fights before leveling up at a medium speed. When it isn't 15, it's 14.5. So instead of always doing the math for each encounter, we're going to simplify things. For each advancement a player needs 30 experience, and experience will be earned as listed below:
|Story Arch End||3|
Even fights are fight where the CR of both sides are roughly even. Easy fights are fights that might be a few CR less than the party, but still caused some trouble. Killing huge amounts of things much weaker than you does not count. Hard fights are boss fights, or fights where the enemy CR is notably higher. Clever solutions is a catch all for non combat solutions. This is so if the party manages to talk and trick their way out of a situation, sneak around, etc, they still get experience. This does not mean you'll gain experience for every good diplomacy roll, it has to be significant clever actions. Story Arch End means an end to a significant part of the campaign. This does not mean the end of each dungeon. It would be the end of a greater problem. Up to the GM's discretion.
Background Traits/Flaw Edit
There will be a number of handicaps and advantages a player can take for their character. These are meant primarily to flesh out characters. The trades are not well tested and I'm sure there are abusable loop holes. Know that GM has the right to request the player rework their traits/flaws if they are clearly for stat purposes or have found some way to abuse the system.
The three trades are as follows:
- Players can take -4 in one skill and gain +2 in another. These points cannot be divided out among several skills. Also for the sake of this trade knowledge and professions each act as single skills. In this way you can just marginalize your -4 to Knowledge(arcana) or Profession(scribe). You cannot effect the same skill multiple times in this fashion with either negatives of additions.
- Players can take a trait and drawback. For each trait you have to accept one drawback with a reasonable handicap. I do not know all traits, so chances are many are broken. Traits have to be checked by the GM before the are valid. A player can take a maximum of three traits and drawbacks. Know these will be taken seriously and will represent your character in some fashion. A player is allowed to take drawbacks without traits, but still cannot have more than a total of three drawbacks.
- Players can forgo their starting gold and equipment and in turn gain +2 to any skill not effected by a skill trade. Players will start with one ragged outfit with no function (No hundreds of pockets, or made of usable rope) of their description. Players who take this trade should not expect to be conveniently outfitted and provided for by the GM.
For the sake of character design, charisma is only considered a force of character, not physical attractiveness. Attractiveness is really up to the discretion of the players, and the GM can effect NPC attraction based on Race, Preference, and other factors.
Rolls In Front of GM Edit
Whether it's ability scores, starting gold, anything. Rolls should be done in Roll20 in the presence of the GM, and the GM should be aware what the roll is for before it is done.
Characters are allowed to use Deities and Religions from any source, but there will be religions unique to this campaign that are going to be more heavily present in the world. So while you may worship Pelor or some other deity, do not expect him to have a major temple in a city or be well known anywhere.
All of the standard languages are present in the world, but there are other languages in this setting. Though you may hear them referred to as Bellik common or Deep Elvish, or something like that, do not expect knowing Common or Elvish to mean you understand them. These are unique languages that are treated like any other.
Characters are advise to fill out their character sheets on Myth Weavers. The GM has to have a copy of the character sheet. Though players are allowed to keep role play elements secret from the GM, stats need to be available for checking balance.
It's also highly suggested to have a character portrait ready. Aside from giving players an idea of what your character looks like, it will be used for the token representing your character on Roll20. Aside from using search engines, you can use websites like Deviant Art to find a piece to represent your character if you don't want to make one. Though any style of image is acceptable, if browsing Deviant Art I would suggest: Digital Art - Drawings & Paintings, and to be aware of the sorting type. Search with broad terms like "Man" "Woman" "Knight" "Scholar" to get better results than specifics.
If you're having a hard time thinking of a surname or name for a home town or anything, you might consider looking at the Anglish Moot. It is a collection of words that don't borrow from any other language than english. The final effect is something that sounds genuinely old English, and slightly more mythical for it. The site can be hard to navigate so you might consider this English to Anglish dictionary. Similarly looking for english to [fantasy langauge] dictionaries might help you make names that sound more genuine than making up gibberish.
House Rules Edit
Massive Damage Edit
Characters who receive more than half of their total HP as damage are massively damaged. Depending on the circumstance of the damage and current state of the character being damaged, this may result in a serious wound based on a table. This table is to be interpreted by the GM depending on the scenario
|16-18||Loss of Minor Body Part|
|19-20||Loss of Major Body Part|
In addition to this table, characters must make a DC 15 Fortitude save to resist being shaken. Unless the scenario would suggest otherwise, characters are also bleeding until a DC 15 heal check is made. While bleeding they lose 1d3 hit points each round. Bleeding does not stack, so if the character is bleeding from another effect, the worse of the two is in effect.
Minor body parts are fingers, toes, ears, nose, and similar parts. Major Body Parts are arms, hands, eyes, legs. The lost part is up to the GM, or it can be rolled for at the request of the player. Loss of one finger on any given hand has no mechanical effect. Loss of two puts a -4 on related checks and melee attacks. Loss of 3 fingers on any given hand renders it useless for anything but firing ranged weapons (not holding the bow, but drawing it, or firing a crossbow trigger). Loss of 4 or more fingers renders the hand useless. For each toe lost after the first a character receives a -2 on related checks. Losing 4 or 5 will render the foot useless without a week to adjust, and even then they lose 10ft of speed (5ft for small).
|Roll||Minor Part||Roll||Major Part|
|1-5||1d4 Toes||1-5||Off hand|
|6-16||1d4 Fingers||6-10||Lead Hand|
|17-19||Ears or Tail||11-13||Off Arm|
Deceptive DCs Edit
Checks in skills that are not simply pass/fail (such as climbing) will be done with three rolls. Before the rolls are done the GM will know which one will count (first, second, third), but the players do not. In this way a character who rolls to sense motive wont necessarily know if they passed or not. However they still get a sense for the kind of rolls they had. Someone who rolls three 9s can guess they didn't pass. Someone who rolls an 18, a 7 and an 11 wont be so sure. If players don't trust the GM to be honest about the rolls, the can ask for the GM to whisper to another player which one will count. The player wont tell anyone, but would tell if the GM was lying.
Witch Hunters Edit
For the sake of this campaign, Witch Hunters do not track specifically characters of the Witch class. Instead they track Hinterfolk with any level of a magic class (including wizards, sorcerers, clerics, etc). They can still sense Witches in general, but non Hinterfolk Witches have +5 to DC to track or sense them. Failed checks to track any sort of Witch or Mage may be confused by other magic presences.