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Arklytte

Arklytte

Additional House Rules
 
  • Character Death: Characters will die only when they reach negative HP equal to twice their Constitution score. All other effects of negative HP still apply.
  • Leadership Feat: The Leadership feat (and any other feat/ability that mimics it) is not allowed.
  • Cantrip Feat: All Spherecasters gain the Cantrip Feat for free.
  • Multiple Spell Point Pools and/or Ki Pool: As per the Gestalt Rules characters will combine all Spell Point and Ki Point pools into one large, combined pool. These points may be used interchangeably for Spell and Ki effects as the player desires. As normal, each Spell Pool can have a separate Casting Tradition, or, if the player desires, all Spell Pools can have the same Tradition, just count the bonus SP's once for each Pool

    In addition, Ki Pools can also have Casting Traditions applied specifically to them. These will grant additional Ki Points in the same manner as a Tradition grants Spell Points. Note, however, that there are several Drawbacks that can be orders of magnitude more debilitating for Ki Powers than they are for Spell Casting (Extended Casting, is particularly hindering for anything related to physical combat).
  • Combat Stamina: We will be using the Stamina & Combat Tricks optional rules.
    If you have a martial talent that has an associated feat, you may use the combat trick for that feat.
  • Getting Weird Ability Scores to Random Things: If a class feature means you would add a second ability modifier to a save, AC, attack bonus, damage bonus, skill or anything else, you may only add an amount up to the number of levels you have in the class that granted the feature. This overrides whatever rules exist in the various classes that grant the ability, but does not override any other limits in the ability (for instance, if you are a duelist, you still need to be wielding a weapon and no shield to get the benefits of canny defence.) This rule does not apply if you are actually changing what ability score you use for something.
  • Swapping Another Ability to Damage: If you replace your Strength with another ability for the purpose of damage, unless explicitly stated otherwise in the ability, you add 0.5x the ability modifier if you would add 0.5x your Strength, but only the normal ability modifier otherwise, even if you would normally add 1.5x your Strength or more. (Obviously, if you wouldn't add your Strength at all, you can't replace it with another ability). If you're just adding a second ability score to damage, this rule doesn't apply, but the above one does.
  • Enhancement Bonuses: The +10 limit on Enhancement of weapons and armour is lifted. The max To Hit/Damage bonus is now capped at Character Level/3, and maximum Enhancement bonus continues to be calculated as normal for whatever the source of the Enhancement bonus is, ignoring any stated cap.
    • Stacking continues to work as normal.
    • This applies to Implements as well, when calculating Caster Level.
Arklytte

Arklytte

Additional House Rules
 
  • Character Death: Characters will die only when they reach negative HP equal to twice their Constitution score. All other effects of negative HP still apply.
  • Leadership Feat: The Leadership feat (and any other feat/ability that mimics it) is not allowed.
  • Cantrip Feat: All Spherecasters gain the Cantrip Feat for free.
  • Multiple Spell Point Pools and/or Ki Pool: As per the Gestalt Rules characters will combine all Spell Point and Ki Point pools into one large, combined pool. These points may be used interchangeably for Spell and Ki effects as the player desires. As normal, each Spell Pool can have a separate Casting Tradition, or, if the player desires, all Spell Pools can have the same Tradition, just count the bonus SP's once for each Pool

    In addition, Ki Pools can also have Casting Traditions applied specifically to them. These will grant additional Ki Points in the same manner as a Tradition grants Spell Points. Note, however, that there are several Drawbacks that can be orders of magnitude more debilitating for Ki Powers than they are for Spell Casting (Extended Casting, is particularly hindering for anything related to physical combat).
  • Combat Stamina: We will be using the Stamina & Combat Tricks optional rules.
    If you have a martial talent that has an associated feat, you may use the combat trick for that feat.
  • Getting Weird Ability Scores to Random Things: If a class feature means you would add a second ability modifier to a save, AC, attack bonus, damage bonus, skill or anything else, you may only add an amount up to the number of levels you have in the class that granted the feature. This overrides whatever rules exist in the various classes that grant the ability, but does not override any other limits in the ability (for instance, if you are a duelist, you still need to be wielding a weapon and no shield to get the benefits of canny defence.) This rule does not apply if you are actually changing what ability score you use for something.
  • Swapping Another Ability to Damage: If you replace your Strength with another ability for the purpose of damage, unless explicitly stated otherwise in the ability, you add 0.5x the ability modifier if you would add 0.5x your Strength, but only the normal ability modifier otherwise, even if you would normally add 1.5x your Strength or more. (Obviously, if you wouldn't add your Strength at all, you can't replace it with another ability). If you're just adding a second ability score to damage, this rule doesn't apply, but the above one does.
  • Enhancement Bonuses: The +10 limit on Enhancement of weapons and armour is lifted. The max To Hit/Damage bonus is now capped at Character Level/3, and maximum Enhancement bonus continues to be calculated as normal, ignoring any stated cap.
    Stacking continues to work as normal.
    This applies to Implements as well, when calculating Caster Level.
Arklytte

Arklytte

Additional House Rules
 
  • Character Death: Characters will die only when they reach negative HP equal to twice their Constitution score. All other effects of negative HP still apply.
  • Leadership Feat: The Leadership feat (and any other feat/ability that mimics it) is not allowed.
  • Cantrip Feat: All Guild Members gain the Cantrip Feat for free.
  • Multiple Spell Point Pools and/or Ki Pool: As per the Gestalt Rules characters will combine all Spell Point and Ki Point pools into one large, combined pool. These points may be used interchangeably for Spell and Ki effects as the player desires. As normal, each Spell Pool can have a separate Casting Tradition, or, if the player desires, all Spell Pools can have the same Tradition, just count the bonus SP's once for each Pool

    In addition, Ki Pools can also have Casting Traditions applied specifically to them. These will grant additional Ki Points in the same manner as a Tradition grants Spell Points. Note, however, that there are several Drawbacks that can be orders of magnitude more debilitating for Ki Powers than they are for Spell Casting (Extended Casting, is particularly hindering for anything related to physical combat).
  • Combat Stamina: We will be using the Stamina & Combat Tricks optional rules.
    If you have a martial talent that has an associated feat, you may use the combat trick for that feat.
  • Getting Weird Ability Scores to Random Things: If a class feature means you would add a second ability modifier to a save, AC, attack bonus, damage bonus, skill or anything else, you may only add an amount up to the number of levels you have in the class that granted the feature. This overrides whatever rules exist in the various classes that grant the ability, but does not override any other limits in the ability (for instance, if you are a duelist, you still need to be wielding a weapon and no shield to get the benefits of canny defence.) This rule does not apply if you are actually changing what ability score you use for something.
  • Swapping Another Ability to Damage: If you replace your Strength with another ability for the purpose of damage, unless explicitly stated otherwise in the ability, you add 0.5x the ability modifier if you would add 0.5x your Strength, but only the normal ability modifier otherwise, even if you would normally add 1.5x your Strength or more. (Obviously, if you wouldn't add your Strength at all, you can't replace it with another ability). If you're just adding a second ability score to damage, this rule doesn't apply, but the above one does.
  • Enhancement Bonuses: The +10 limit on Enhancement of weapons and armour is lifted. The max To Hit/Damage bonus is now capped at Character Level/3, and maximum Enhancement bonus continues to be calculated as normal, ignoring any stated cap.
    Stacking continues to work as normal.
    This applies to Implements as well, when calculating Caster Level.
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