Starting campaign 3.5/PF Core only w Houserules/Post-Wish Ec
Posted: Thu Oct 13, 2016 6:17 am
Hello, I am currently working on a campaign, the setting of which is sort of like Earthdawn combined with Dying Earth with a some V:tM and Paranoia themes worked in. I am looking for feedback on a set of untested houserules which I believe will drastically change the game into a more interesting version. We are basically only using the core rulebooks, though.
The characters start at 2nd level and will be expected to interact with the wish economy (which takes place extradimensionally) eventually. I am not using RoW or most other Tome rules because these people aren't interested. Anyways, these are the houserules we have agreed upon or at least discussed so far:
Mechanical Changes
- At first level, you have 70 points to divide between your 5 ability scores (Str, Dex, Int, Wis, Cha) on a point-by-point basis.
- You gain a +2 inherent bonus on two ability scores (instead of +1 to one score) every 4 levels.
- Con is folded into Str. For monsters: use book stats (mooks) or highest of two (npcs). Undead and Constructs still don't need to make Fort saves. Creatures without strength use Cha. Creatures without either are objects.
- No mod to HP, except for Barbarians (+Str mod/level while raging). Once you hit zero, you can take damage equal to your Str before you take a -2 penalty on all rolls. Take that much again and you are disabled and dying.
- Add Str + Dex mod (rounded to nearest 5) to speed (land, swim, climb, wing-based flight). Not for mooks.
- Caster level is equal to HD, period.
- Additional attacks from BAB are only at -5. For example a 16th level Barbarian has BAB 16/11/11/11
Feat Changes
- Bonus combat feats equal to BAB. Must meet prereqs
- Bonus metamagic/Item creation feats equal to highest spell level. Must meet prereqs
- Master craftsman, power attack, combat expertise, vital strike (et al), lunge, two-weapon fighting (et al), and combat reflexes are automatic. Everyone has these feats as long as they also have the prerequisites, except PA and CE have no prereqs.
- Weapon finesse allows you to use Dex to hit with any attack. Rogues automatically have this feat.
Class Changes
- Fighter replaces Warrior
- Bard relpaces Aristocrat.
- Barbarians may rage an unlimited amount per day, but are still fatigued afterwards one round for each round that they were raging.
- Any class with full spellcasting uses Cha for spell DCs
- Clerics and Druids have Poor BAB
- Rogues have full BAB
- Paladins may be any good alignment
- Rangers Bard-type casting, but from the druid list. They also have any ranger-specific spells. All their casting stuff is still Wis-based
- Ranger Animal companions use full level.
- Paladin Mounts can be any good-aligned Magical Beast or Dragon that has a CR = the Paladin's CR -2.
- Smite Evil is no longer an expendable resource. Just add the bonuses to all attacks to any evil creatures all the time.
- Monks have full BAB, their flurry of blows has no attack penalty and can be used with any weapon with which they are proficient.
- Monks are also proficient with all simple and martial weapons, and light armor.
- Monks, Rogues, Barbarians and any other class which formerly had no spellcasting, now has spells per day as a paladin of their level. They may choose a spell list to cast from which determines whether the spells are arcane or divine. Bonus spells and DCs are Wis-based
- Sorcerers have good reflex, medium BAB progression and higher hit die(d8).
- Wizards no longer have restricted schools. Universalist
- No multiclassing restrictions. In fact, you always get your level appropriate scaling abilities. Especially with prestige classes.
Item Rule Changes
- Attacks with light weapons may use Dex to hit.
- ACP only applies to stealth and swim if proficient. Max dex is increased by 1 every 4 BAB.
- Magic weapons and armor have special abilities of equal value to their enhancement bonus. Special abilities without their price listed as a bonus still have their cost added to the total item cost. Same goes for cloaks, amulets, rings, virtually any item with a flat bonus. For example, a cloak of resistance +3 could also have the effects of wings of flying for additional gp, but a wings of flying could not also have the effects of a cloak of etherealness.
Skill Changes
- Pathfinder skill list
- At first level, all characters have skill points equal to 2+class skill points+Int mod at 1st level. Every level gained thereafter grants 1 skill point, but gaining a level of rogue grants an additional point.
0 points (untrained) in skill: Level/2 + mod, non-prof penalties
1 point (trained) in skill: Level/2 + 3 + mod, use trained abilities
2 points (expert) in skill: Level + 3 + mod
3 points (master) in skill: Can take 10 any time.
This is all we were able to come up with off the top of our heads. I'll probably be updating this as we think of more things and as more things come up. I'll upload characters as they are made.
The characters start at 2nd level and will be expected to interact with the wish economy (which takes place extradimensionally) eventually. I am not using RoW or most other Tome rules because these people aren't interested. Anyways, these are the houserules we have agreed upon or at least discussed so far:
Mechanical Changes
- At first level, you have 70 points to divide between your 5 ability scores (Str, Dex, Int, Wis, Cha) on a point-by-point basis.
- You gain a +2 inherent bonus on two ability scores (instead of +1 to one score) every 4 levels.
- Con is folded into Str. For monsters: use book stats (mooks) or highest of two (npcs). Undead and Constructs still don't need to make Fort saves. Creatures without strength use Cha. Creatures without either are objects.
- No mod to HP, except for Barbarians (+Str mod/level while raging). Once you hit zero, you can take damage equal to your Str before you take a -2 penalty on all rolls. Take that much again and you are disabled and dying.
- Add Str + Dex mod (rounded to nearest 5) to speed (land, swim, climb, wing-based flight). Not for mooks.
- Caster level is equal to HD, period.
- Additional attacks from BAB are only at -5. For example a 16th level Barbarian has BAB 16/11/11/11
Feat Changes
- Bonus combat feats equal to BAB. Must meet prereqs
- Bonus metamagic/Item creation feats equal to highest spell level. Must meet prereqs
- Master craftsman, power attack, combat expertise, vital strike (et al), lunge, two-weapon fighting (et al), and combat reflexes are automatic. Everyone has these feats as long as they also have the prerequisites, except PA and CE have no prereqs.
- Weapon finesse allows you to use Dex to hit with any attack. Rogues automatically have this feat.
Class Changes
- Fighter replaces Warrior
- Bard relpaces Aristocrat.
- Barbarians may rage an unlimited amount per day, but are still fatigued afterwards one round for each round that they were raging.
- Any class with full spellcasting uses Cha for spell DCs
- Clerics and Druids have Poor BAB
- Rogues have full BAB
- Paladins may be any good alignment
- Rangers Bard-type casting, but from the druid list. They also have any ranger-specific spells. All their casting stuff is still Wis-based
- Ranger Animal companions use full level.
- Paladin Mounts can be any good-aligned Magical Beast or Dragon that has a CR = the Paladin's CR -2.
- Smite Evil is no longer an expendable resource. Just add the bonuses to all attacks to any evil creatures all the time.
- Monks have full BAB, their flurry of blows has no attack penalty and can be used with any weapon with which they are proficient.
- Monks are also proficient with all simple and martial weapons, and light armor.
- Monks, Rogues, Barbarians and any other class which formerly had no spellcasting, now has spells per day as a paladin of their level. They may choose a spell list to cast from which determines whether the spells are arcane or divine. Bonus spells and DCs are Wis-based
- Sorcerers have good reflex, medium BAB progression and higher hit die(d8).
- Wizards no longer have restricted schools. Universalist
- No multiclassing restrictions. In fact, you always get your level appropriate scaling abilities. Especially with prestige classes.
Item Rule Changes
- Attacks with light weapons may use Dex to hit.
- ACP only applies to stealth and swim if proficient. Max dex is increased by 1 every 4 BAB.
- Magic weapons and armor have special abilities of equal value to their enhancement bonus. Special abilities without their price listed as a bonus still have their cost added to the total item cost. Same goes for cloaks, amulets, rings, virtually any item with a flat bonus. For example, a cloak of resistance +3 could also have the effects of wings of flying for additional gp, but a wings of flying could not also have the effects of a cloak of etherealness.
Skill Changes
- Pathfinder skill list
- At first level, all characters have skill points equal to 2+class skill points+Int mod at 1st level. Every level gained thereafter grants 1 skill point, but gaining a level of rogue grants an additional point.
0 points (untrained) in skill: Level/2 + mod, non-prof penalties
1 point (trained) in skill: Level/2 + 3 + mod, use trained abilities
2 points (expert) in skill: Level + 3 + mod
3 points (master) in skill: Can take 10 any time.
This is all we were able to come up with off the top of our heads. I'll probably be updating this as we think of more things and as more things come up. I'll upload characters as they are made.