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CHARACTER CREATION HOUSE RULES


The following house rules modify how you create a character or what options you have available. This includes
modifications to abilities that you gain or lose as you level up.

You gain a feat at every even level that you can use for
Ultra Common: Human
any archetype feat that you qualify for, following all the
Common: Dwarf, Elf, Halfling, Kitsune, Leshy, and
normal rules for taking archetype feats.
Tengu
Uncommon: Azarketi, Goblin, Grippli, Iruxi, Kholo,
and Orc
Rare: Most everything else Each PC has a pool of Resolve Points, representing their
intrinsic grit and luck. A character’s maximum Resolve
Points is equal to their key ability modifier, and a
All skill feats that requires Legendary proficiency, and character regains all their Resolve Points with a full
any Pervasive Magic feats. You also ignore the legendary night’s rest.
effects of non-legendary skill feats.

As an Action, you can spend 1 Resolve Point to regain


1/4 your maximum Hit Points.
Characters never gain ancestry feats beyond 1st level, but
you can use General Feats to gain any Ancestry Feat you
qualify for. If you rest for 10 minutes, you can spend 1 Resolve
Point and recover up to 1/2 your maximum Hit Points.
If you choose the Weapon Familiarity ancestry feat, the
effects of the 13th level weapon feat are included in the
1st level feat. Additionally, when you reach 5th level, you This removes the item bonus to rolls and DCs usually
gain the effects of the 5th level weapon feat. provided by magic items and replaces it with a new kind
of bonus – potency – to reflect the character’s innate
ability instead.
This replaces all potency runes, striking runes, and
You don’t gain any skill feats from leveling or from your resilient runes. Items that normally grant an item bonus
background. You can still take skill feats when you could to statistics or damage dice no longer do, other than the
take a General feat. base item bonus to AC from armor. Apex items do not
increase ability scores.
Rogues and Investigators are exceptions to this rule.
Rogues gain a skill feat at every even level and
Investigators gain their Skillful Lessons class ability as Starting at 2nd level, you gain a +1 potency bonus to
normal. attack rolls with all weapons and unarmed attacks you
are proficient with. This increases to +2 at 10th level and
+3 at 16th.
Your Proficiency Bonus for being Untrained is -2 + your
level. The rest of the proficiency levels remain
unchanged. At 3rd level, choose a single skill. You gain a +1 potency
Feats that say you add your level to your Untrained bonus with that skill. At 6th level, choose a second skill
skills, they instead remove the -2 penalty for being to gain a +1 potency bonus. At 9th level, choose one of
Untrained. those skills and increase its potency bonus to +2. At 13th
level, increase the potency bonus of your second skill to
+2 and choose a third skill to gain a +1 potency bonus.
At 15th level, increase the third skill’s potency bonus to

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AUTOMATIC BONUS PROGRESSION TABLE +2 and choose a fourth skill to gain a +1 potency bonus.
At 17th level, choose one of your three skills with a +2
Level Benefits potency bonus to increase to +3, and choose a fifth skill
1 -- to gain a +1 potency bonus. Finally, at 20th level, choose
one of the two skills with a +2 potency bonus to increase
2 Attack Potency +1 to +3, choose one of the three skills at a +1 potency
3 Skill Potency (one at +1) bonus to increase to +2, and choose one new skill to
gain a +1 potency bonus. You can spend 1 week to
4 Devastating Attacks (two dice)
retrain one of these assignments at any time.
5 Defense Potency +1
6 Skill Potency (two at +1)
7 Perception Potency (+1) At 4th level, your weapon and unarmed Strikes deal two
damage dice instead of one. This increases to three at
8 Saving Throw Potency +1
12th level and to four at 19th level.
9 Skill Potency (one at +2, one at +1)
10 Attack Potency +2
11 Defense Potency +2 At 5th level, you gain a +1 potency bonus to AC. At 11th
level, this bonus increases to +2, and at 18th level, to +3.
12 Devastating Attacks (three dice)
13 Perception Potency +2; Skill Potency (two at +2; one at +1)
14 Saving Throw Potency +2 At 7th level, you gain a +1 potency bonus to Perception,
15 Skill Potency (three at +2, one at +1)
increasing to +2 at level 13 and +3 at level 19.

16 Attack Potency +3
17 Ability Apex; Skill Potency (one at +3, two at +2, two at +1) At 8th level, you gain a +1 potency bonus to saves,
18 Defense Property +3 increasing to +2 at level 14 and +3 at level 20.
19 Devastating Attacks (four dice); Perception Potency +3
20 Saving Throw Potency +3; Skill Potency (two at +3, two at
At 17th level, choose one ability score to either increase
+2, two at +1) by 2 or increase to 18 (whichever grants the higher
score).

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GAME PLAY HOUSE RULES
The following house rules modify how interact with the rules of the game.

Sturdy Shields add two extra Dents to a shield’s


normal amount.
When you fall greater than 5 feet, you suffer 1 point
of damage for every foot you fall.
When you take the Repair action on a shield, you
can repair one Dent if you are trained, two if you
are expert, three if you are master, and four if you
When initiative is rolled, each group involved are legendary in Crafting. A critical success repairs
(usually two) rolls a d10. The highest roll goes first. one additional Dent while a critical failure results in
If there is a tie, the tie goes to the NPCs. If the causing a Dent (this will Destroy a shield that is
initiative roll is between two PCs, the tie goes to the already Broken).
instigator.

If you have the Ride general feat, any willing mount


you are riding that is not your minion benefits from Smiths can craft higher quality weapons and armor
your skill and protection. The mount’s saving if they have the right level of proficiency in the
throws are equal to the rider’s minus 2 (unless the Craft Skill (equal to the item quality on the tables
mount’s saving throw is higher) and the mount below) and be of the requisite level.
gains a pool of Temporary Hit Points equal to 1/4 Higher quality equipment also increases the
the rider’s maximum Hit Points if the rider is a durability of items (these benefits are not
higher level than the mounts. cumulative).
These Temporary Hit Points are regained after a • Expert Quality increases the HP of the item
10 minute rest. by half.
• Master Quality doubles the HP of the item.
• Legendary Quality doubles the HP of the
Disguise Kits, Writing Sets, and Healer’s Tools time and increases the hardness by 1.
have ten uses before they need to be replaced.

Higher Quality Weapons


Shields gain the Shove trait. Quality Property Rune Slots Item Level Price
Expert 1 2 20 gp

All shields can take a certain number of Dents with Master 2 10 450 gp
no repercussions: Legendary 3 16 4,500 gp

• Bucklers can take one Dent Higher Quality Armor


• Shields can take two Dents
• Tower Shields can take three Dents Quality Property Rune Slots Item Level Price
Expert 1 5 80 gp
An additional Dent beyond that number requires Master 2 11 500 gp
you to make a DC 10 flat check. A success means
the shield is Broken while a failure results in the Legendary 3 18 10,000 gp
shield being Destroyed.
Adamantine, Arrow-Catching, and Reforging
Shields add one extra Dent to the shield’s normal
amount.

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ABSTRACT COINAGE HOUSE RULES?
The following house rules modify how monies could work if we go with this. Still needs some heavy playtesting.

become gold, gold becomes silver, silver becomes


copper.
People use various coins of differing values, all Copper coins don’t drop a step and are only removed
stemming from different eras and regions. Because of completely if a 1 or 2 is rolled when spent.
this, tracking money is abstracted. If PCs find money in
a hoard or someone pays them, instead of tracking
individual coinage, players track discrete “pouches” When a PC wants to buy something, it must be locally
much like how they track bulk instead of an item’s available, which is up to the GM. Then, provided they
weight in pounds. have proper coins to pay the cost, they can buy it.
Consumables are found and bought in batches of 4 (if
rolling 1d2 to find uncommon consumables, you’re
There are copper, silver, gold, and platinum coins. When finding 1d2 batches of 4).
spending a pouch of coins, roll a d6 Usage Die which
determines if the coins are completely spent (usually on Settlement Type Max Item Level Max Consumable Level
a 1 or 2) or if the coins just reduce a step in value.
Hamlet 0 0
Village 1 5
PCs can combine like pouches of Coins in almost any Town 5 9
city, converting them to higher value Coins.
City 9 14
Three pouches of coins become one pouch of the next
step up (copper to silver, silver to gold, gold to Metropolis 14 20
platinum).

Uncommon items require a DC 12 flat check. If the


Purchasable items each have a cost: Cheap, Pricey, uncommon item is one tier lower than the settlement’s
Expensive or Really Expensive. Each coin type has a availability, you can find 1d2 of them.
maximum purchasing power. If a PC wants to buy an Rare items of one tier lower than the settlement’s
Expensive item, for example, they would need to spend maximum might be found on a DC 18 flat check. If
gold or platinum coins. successful, you find 1 of them.

Coin Pouch Type Max Purchasing Power When purchasing items, unless bundled together, they
Copper Pouch Cheap items are bought separately and each transaction requires a
separate Usage Roll.
Silver Pouch Pricey items
There are exceptions to rolling a Usage Die. For
Gold Pouch Expensive items example, when paying a non-merchant NPC for a job or
Platinum Pouch Really expensive items service where a flat fee makes sense, the GM may
determine a pouch of coins must be spent outright
without rolling the Usage Die.
Some item’s might require the expenditure of a pouch
When buying something that is of a coins max of coins AND the rolling of the Usage Die of another
purchasing power (an expensive item with gold coins, pouch. I’m not sure about this, but I figured I’d throw it
for example), you roll the d6 Usage Die, and on a 1 or 2, in until playtested.
the coins are entirely spent and removed from your
inventory.
If the item is of a lower cost than the maximum the
coins can buy (a pricey item with gold coins, for
example), or you don’t roll a 1 or 2 on the coin’s Usage
Die, the coins move down one step: platinum coins

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You can craft an item as long as your level is equal to or There are several ways you can gain coinage that don’t
greater than the item’s level. The DC to craft the item is include adventuring and risking your life for some sweet,
based on the item’s level, increased for rarity as normal. sweet loots. These include taking jobs, starting or
It takes 3 days to craft anything and then you make a investing in a business, becoming a tax collecting lord,
roll. or anything else you can think of.

Critical Success: You roll the Usage Die of one step


lower than what the item would normally cost. Every week spent performing a trade in a settlement
Success: You completely spend a pouch of coins one (assuming you can find work), grants you a pouch of
step lower than what the item would normally cost. copper coins. A critical success on your check to work
Failure: You roll the Usage Die of what the item increases your earned coinage by one step.
would normally cost, but you still craft it.
Critical Failure: You step the pouch of coins that
the item would normally cost down one step and
fail to make the item. When you become a business owner (assuming you are
not the only one working there (in which case it’s treated
If you don’t roll a Critical Failure, you can craft for a as “working for a living”, but you are always able to find
week instead of 3 days and treat your result as one step work), you have a passive income of copper coins every
higher than what you rolled. week. Your staff’s upkeep and supplies are already taken
out of this equation.
Every source of income grants you an additional
pouch of copper coins.

If you become a landed lord and are responsible for the


collection of taxes, protection of the land, and owe fealty
to higher power, things get a bit more complicated.
The amount of taxes you collect is MUCH higher than
what you’re going to be able to pocket, but it is assumed
that you are responsible for many salaries, land upkeep,
and paying a large portion of those taxes to a higher
power.
The quality of your domain determines the type of
coinage you get each month:

Domain Quality Monthly Coinage


Poor Copper Pouch
Moderate Silver Pouch
Rich Gold Pouch

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