Namea Forum Index
Log in Register FAQ Memberlist Search Namea Forum Index

PC House Rules - Revised!

 
Post new topic   Reply to topic    Namea Forum Index » House Rules
View previous topic :: View next topic  
Author Message
Akoss
Guest





PostPosted: Sun Oct 16, 2005 5:09 pm    Post subject: PC House Rules - Revised! Reply with quote

Namean Iron Heroes House Rules

[*] – New or revised house rule.


TRAITS

PCs may take two background traits so long as they don't obviously conflict with one another (Desert Born and Arctic Born for example).

Ability Scores Boosting Feats
Removed. Namean Iron Heroes gain greater ability score increases than core. See Ability Score Increases in Misc.

*Mighty Build
This trait grants the ability to use “mighty” sized weapons of which he is already proficient in, without penalty. See "Weapons" for more details. However, it does not grant you proficiency in any other exotic-class weapon.

Tall
Tall characters can select a single square adjacent to the area they threaten and may change their current square once per round as a free action.

Special: Tall characters with hafted weapons which do not have reach use Hafted Weapon Mastery 1 in the following manner. The character can choose 2 squares beyond his normal reach but they must be adjacent to one another and they both must be adjacent to your normal threatened range. For normal human characters that means 2 adjacent squares, 10' distant. If the character also had Hafted Weapon Mastery 4 he would threaten 2 adjacent squares 15' distant.

*Weapon Bond
This trait allows you to choose any stat to use to modify your attack rolls, but not damage. This trait will grant proficiency in any one simple or martial weapon, but not an exotic one (now that exotic weapons have been improved). That said, you may use this trait in conjunction with an exotic weapon provided you are proficient with it. At level 4 and every 4 levels thereafter a character with this trait may change their bonded weapon, losing the benefits with their old weapon.

*World Traveller
The trait has been revised with the new language rules below, granting you mastery and writing in your own language as well as 8 bonus Ranks in Speak Language to use as the character wishes.


CLASSES

Arcanist
Namea’s only (known) spellcasting class are the Talist-Magi. See the Talist-Magi thread for details.

*Archer
Archers are proficient in the bow (an exotic weapon in Namea due to the difficulty in learning how to use).

Armiger
We will be using Adam Windsor's revised Armiger rules, found here.

Berserker
Primal Howl:
You can only impose the "shaken" condition upon your enemies, not frightened.

*Executioner
Executioners gain the following additional abilities...

Silent Kill:
At 2nd level, you have learnt how to injure an opponent’s throat rendering him incapable of speaking loudly (screaming or yelling) for two rounds. Before you attack you must spend at least 1 execution token and announce that you are using this ability. If your attack hits, your foe must make a Fortitude (DC 10 + half your executioner level + your Wisdom modifier + number of tokens spent + any sneak attack dice of damage).Those who fail are render mute for two rounds. Multiples silent kill strikes extend the duration two rounds more per each saving throw failed. This ability does not impede spellcasting however.

Execution Song:
At 6th level you have learnt to kill with a brutal efficacy. If you spend 4 execution tokens, you can make one coup de grace (against a helpless foe) as a standard action that doesn’t draw attacks of opportunity.(Normally is a full-round action that provokes attacks of opportunity).

Blinding Attack:
At 8th level you have learnt to deliver gore strikes to the head that blind your enemies. Before you attack, you must spend at least 4 executions tokens and announce that your intention use this ability. If your attack hits, your foe must make a Fortitude save (DC 10 + half your executioner level + your Wisdom modifier + number of tokens spent + any sneak attack dice of damage). Those who fail are blind for one round due to blood loss.

Weapon Master
I’ve changed how the weapon master gains tokens in general to allow them to size up an opponent before battle and to remove the two weapon tendencies they have.

Weapon Pool:
These changes are designed to give the weapon master some more options before taking the first swing and to reduce the two-weapon tendencies of the class. By observing his opponent, a weapon master picks up on subtle details that he can exploit in battle. And by gathering tokens simply by threatening his opponent, the weapon master is no longer compelled to take two-weapon fighting to maximize his ability. It is also allows the weapon master to steadily learn from an opponent he has difficulty hitting.

Observing Designated Opponent:
30' Range (but outside of threatening range)

1st-5th level:
1 token {Full Round Action}

6th-10th level:
1 token {Standard Action}
2 tokens {Full Round Action}

11th-15th level:
1 token {Move Action}
2 token {Standard Action}
3 tokens {Full Round Action}

16th+ Level:
1 token {Free Action}
2 token {Move Action}
3 token {Standard Action}
4 tokens {Full Round Action}


Threatening Designated Opponent:
1st-5th level:
1 token/round

6th-10th level:
2 tokens/round

11-15th level:
4 tokens/round

16th level+:
6 tokens/round


Note: You cannot gain tokens gathered from both observing and threatening in the same round. In addition the single target limitations still apply as per normal.


SKILLS

*Bluff and Spell Effects
You can use bluff in conjunction with spellcraft in order to trick a spellcaster into believing a spell that he has cast upon you has taken effect (when infact it hasn't). If you make a successful opposed spellcraft check in order to determine the nature of the spell, and having made your save against it, you can then make a bluff check opposed by the caster's sense motive or spellcraft check (whichever is higher) to trick them into believing their spell was successful.

Typically, this usage of bluff is only viable against enchantments and spell effects which leave no physical mark.

*Skills and Intelligence Increases
Intelligence increases now apply retroactively to your skill points, not just at the level you gained the bonus.

*Skill Groups and Multiclassing
By the rules, if you obtain a skill group from a class, it is considered one of your groups for the rest of your levels - regardless of what classes you take thereafter. That will remain true in my game so long as your classes are within 1 level of each other.

If you gain a level in a class you cannot apply your new skill points to a skill group from another class that is 2 or more levels lower than the class you just gained a level in.

For example: A 2nd level Thief / 2nd level Berserker gains a level in Berserker (a 1 level difference). He can apply his new skill points to any skill group belonging to the thief. If the character gains another level in Berserker (now 4th level, and a 2 level difference), he cannot apply this levels skill points in a thief skill group.

Craft
The maximum ranks most classes can have in craft are half normal. Eg. 6 ranks for a 9th level character. Only Experts can gain full ranks in craft.


FEATS
If a character chooses any feat that completely overrides an existing feat a character already possesses, he may replace the older feat for another of equal mastery or less.

*Improved Critical
After much consideration, I've decided to remove this feat chain entirely.

Precise Shot

Precise Shot 4: On a crit, the primary target suffers normal crit damage, but the arrow goes clean through the target and the archer can make another attack roll (@ -5, cumulative with each successive critical hit) on a target along the path of the arrow so long as they are within 1 range increment of the initial target hit. Multiple successive crits could allow you to skewer several targets in a line (though the penalty would be cumulative).

Two-Weapon Fighting
Two-Weapon Fighting 5: Removed.

Weapon Finesse
Weapon Finesse 8: Replace Critical Threat with base Critical Hit (10 or more above the min. to hit).

Rapid Reload 1
This feat allows you to reload slow-loading projectiles 1/round as a swift action. A heavy crossbow could be reloaded once as a swift action and a second time as move action in the same round. Full-round reloading weapons (eg. Repeating Crossbows) can now be reloaded on a move action.

The net effect is that standard crossbows can be fired up to twice per round while repeaters can fire 5 shots in a row, but then only one on the round they reload (standard action).

*WEAPONS

Inspired by The Hollow Eyes…

Namea is a world that has seen centuries of strife and weapon-crafting has been honed to an art. Players are encouraged to design their own weapons and I will help you in stating them out if you require. No firearms though, sorry…

Basic Weapon Design

I. Melee Weapon
Very Light Weapon {<6"}:
Base Damage: 1d3
Weight: 1 lb.
Cost: 2 gp.

Light Weapon {6-12"}:
Base Damage: 1d4.
Weight: 2 lbs.
Cost: 5 gp.

One-Handed Weapon:
Base Damage: 1d6.
Weight: 2-4 lbs.
Cost: 10 gp.

Two-Handed Weapon:
Base Damage: 1d8.
Weight: 5-8 lbs.
Cost: 20 gp.


II. Melee Weapon Type
Note that these bonuses only apply to melee weapons, not natural attacks of any sort.

Bludgeoning: +1 DP, Simple Weapon
Piercing: -2 DP on target’s damage reduction, Simple Weapon
Slashing: +1 DP, Martial Weapon

III. Standard Melee Weapon Special Qualities
You may pick up to two special qualities from the following list (though you are under no compunction to do so), though your weapon must be designed to reflect its special qualities:

Charger: as per IH rules.
Disarm: as per IH rules.
Innocuous: Weapon is disguised to appear as a piece of jewelry, an ornament, a walking stick or some other harmless item. The weapon can be no larger than one-handed and cannot possess the power quality. Requires a DC:20 Search check to discover its hidden properties.
Finesse: +1 on all attack rolls. A finesse weapon cannot also be a power weapon nor larger than one-handed. However, you may take finesse with a double weapon. The weapon becomes martial, if simple.
Non-Lethal The weapon is designed to inflict only subdual damage. A weapon of this type can choose up to three of following special qualities: disarm, innocuous, finesse, trip, thrown and multiple types.
Polearm: A weapon with this descriptor can gain one additional special quality from the list. However, you cannot choose finesse, power or mighty. A polearm cannot be a double weapon and becomes Martial, if Simple.
Power: +1 DP. This weapon must be at least one-handed in size and cannot be a finesse weapon.
Reach: A weapon with this descriptor must be a polearm and if taken, becomes the only additional special ability it can have.
Set: as per IH rules. The weapon must be a polearm or a hafted piercing weapon.
Sundering: +2 on opposed checks to sunder an opponent’s weapon.
Thrown: Range: 5ft. if One-Handed; 10ft. if Light; 15ft. if Very Light. You can increase the range by 5ft if you reduce the DP by 1.
Trip: As per IH rules. The weapon cannot also be a power weapon and becomes martial, if simple.
Special - Multiple Types: You may design a weapon that incorporates a second “type”… eg. Slashing + Piercing (eg. a cut & thrust sword), Slashing + Bludgeoning (eg. a hammer backed axe) or Piercing and Bludgeoning (eg. a sharpened steel rod) but it must obey the following restrictions. When you make an attack you must choose which feature to employ in that attack and gain only the bonuses from that single feature in the attack. You may choose what type of damage to inflict with each attack.

For example: A Ravenguard blade is a one-handed slashing (edge), piercing (tip) and finesse sword. As the finesse quality has no restrictions it applies to both slashing and piercing attacks. A character can make a “slashing attack” at +1 to hit (finesse) which inflicts 1d8 damage (1d6 + 1 DP) or a “piercing attack” at +1 to hit (finesse) inflicting 1d6 damage and reducing the target’s damage reduction by 2 DP (eg. 1d6 to 1d3).

Note: This ability may only be chosen once. You cannot design a weapon which possesses more than two “types”.

IV. Exotic Melee Weapon Special Qualities
If you design a weapon which requires an exotic proficiency it may possess an additional special quality. Below is a list of some examples of exotic weapon qualities but it is by no means comprehensive. Players are welcome to come up with unique alternatives using the list below as a guideline to its relative power. The exotic quality is in addition to its standard allotment of melee special qualities listed above. All exotic weapons cost double their martial & simple counterparts unless otherwise noted.

Armor Piercing: -1 DP on target’s damage reduction. A weapon with this feature is specially designed to breach armored opponents and requires special training to gain its benefit.
Aspergillum: The weapon must be a mace, flail, hammer or other large headed weapon. The weapon’s head is hollowed out to allow it to be filled with alchemist’s fire or frost. The head can hold enough fluid for 3 attacks. On a successful attack the target takes an additional 1d4 HP fire/frost damage. Due to the lighter weight of the weapon however, it inflicts -1 DP damage. Refilling is a full-round action and a single charge of fuel (3 attacks) costs 30 gp.
Double Weapon: See below.
Great Hurling: Throwing range is increased by 10ft. The weapon is specially designed to fly further and more accurately than standard hurled weapons and requires special training to use.
Mighty: +1 DP, but -2 on all attack rolls (unless you have the Mighty Build feat). The weapon cannot be a finesse weapon and must be at least one-handed in size. These massive war weapons require special training to handle properly. Add 50% to the weapon's weight.
Superior Disarming +2 on all opposed rolls to disarm an opponent and stacks with the Improved Disarm feat.
Superior Tripping +2 on all opposed rolls to trip an opponent and stacks with the Improved Trip feat.
Throwing – Returning: Weapon returns to wielder if it misses it’s target at the beginning of his next action. Wielder must make a free action attack roll against Def:10 to catch it.
Throwing – Ricocheting: Weapon can be hurled to make a single deflection off a wall or similar static hard surface (not wood!) to reach its target. Such an attack is made at a -6 penalty to hit and reduces the weapon’s damage by 1 DP.
Whip: See below. Note that whips do not gain any additional special qualities.


Special Exotic Weapon Class: Double Weapon:
Base Damage: 1d6/1d6.
Weight: 6-7 lbs.
Cost: 30 gp.

Special Exotic Weapon Class: Whips:
Damage: 1d3 Non-Lethal (15 ft whip) or 1d3 Lethal (10 ft barbed whip)
Special Qualities: Slashing, Reach (though you do not threaten any squares), Disarm, Trip and Finesse.
Weight: 2 lbs.
Cost: 1 gp.


V. Projectile Weapons

Bows, All:
All bows are considered Exotic Weapons. Characters buy bows designed to make the most of their strength and gain damage bonuses accordingly. However, if you try to use a bow that is designed for a greater strength character, you take the difference in strength as a penalty to your attack roll. Eg. A character with a 14 Str (+2) trying to use a bow designed for an 18 Str (+4) character uses it with a -2 penalty on Attack Rolls.

The bow's range has been reduced somewhat from the core rules due to its vast departure from real life. It would take a full round for an arrow fired from a longbow to reach its mark at maximum range using the core rules. The new range is still unrealistic, but toned down enough that I can overlook it.

Bow, Light:
Damage: 1d6.
Range: 40ft.
Weight: 1 lb.; Arrows (20) 2 lbs.
Cost: 10 gp, Arrows (20) 1 gp.

Bow, Heavy:
Damage: 1d8.
Range: 50ft.
Weight: 2 lbs.; Arrows (20) 2 lbs.
Cost: 15 gp, Arrows (20) 1 gp.

Bow, Mighty:
Damage: 1d10.
Range: 60ft.
Special: -2 to hit (unless you have the Mighty Build feat). This weapon cannot be fired while mounted unless you have the Mounted Archery 1 feat.
Weight: 3 lbs.; Arrows (20) 3 lbs.
Cost: 30 gp, Arrows (20) 2 gp.


Crossbows, All:
All crossbows are considered Simple Weapons. The normal slow-loading penalties apply for crossbows but damage has been increased across the board to make them a little more desirable. The crossbow's range has been reduced somewhat however for the same reason as the bow.

Crossbow, Hand:
Damage: 1d6.
Range: 20 ft.
Special: +1 to Attack Rolls.
Weight: 2 lbs.; Bolts (20) 2 lbs.
Cost: 15 gp, Bolts (20) 1 gp.

Crossbow, Light:
Damage: 1d10.
Range: 40ft.
Special: +1 to Attack Rolls, +0 if fired one-handed.
Weight: 9 lbs.; Bolts (15) 2 lbs.
Cost: 20 gp, Bolts (15) 1 gp.

Crossbow, Heavy:
Damage: 1d8+1d6.
Range: 60ft.
Special: +1 to Attack Rolls, -2 if fired one-handed.
Weight: 18 lbs.; Bolts (10) 2 lbs.
Cost: 40 gp, Bolts (10) 1 gp.

Crossbow, Mighty:
Damage: 2d8.
Range: 80ft.
Special: -1 to hit (unless you have the Mighty Build feat, then it becomes +1). A mighty crossbow cannot be fired one-handed.
Weight: 27 lbs.; Bolts (5) 2 lbs.
Cost: 80 gp, Bolts (5) 1 gp.

Crossbow, Repeating:
Damage, Range and Special abilities as above.
Weight: +50% normal.
Cost: x5 normal, Bolts x2 normal.

VI. Ammunition Special Qualities
You may purchase specially designed ammunition for either bows or crossbows. They do not require special proficiency to use. Unless otherwise noted, ammunition costs and performance are same as standard ammunition.

Armor Piercing: Reduce the target’s damage reduction by 2 DP, but also reduce ammunition damage by 1 DP. For example, an armor piercing arrow designed for a heavy bow inflicts 1d6 damage, but reduces the protection from the target’s damage reduction by 2 DP (eg. 1d8 to 1d4). The slender tipped armor piercing ammunition is common in Namea. Cost: x2.
Barbed: A heavy, cruelly designed arrow/bolt with numerous hook-like barbs along the tip. Standard damage on a successful hit, but removing it inflicts an additional 1 HP damage unless a Heal check is made at a DC:15. Cost: x5. Range: ¾ normal. Weight: +50%
Blinding: This ammunition is designed to detonate a small dose blinding powder on impact. Damage is reduced by 2 DP, target must make a DC:15 Reflex Save or be blinded for 1 round. Cost: 5 gp each. Range: ¾ normal. Weight: +50%.
Blunt: Specially designed short ranged wooden ammunition has a tear drop shaped head designed to inflict only non-lethal damage. Reduce the base damage by 1 DP, all damage is non-lethal. Cost: x2, Range: ½ normal.
Cutting: The exotic, crescent shaped head deals slashing damage and is designed primarily to cut ropes, straps and so forth. Cost: x5. Range: ¾ normal. Weight: +50%.
Flaming/Ice: This ammunition is specially designed to contain a dose of alchemist’s fire or frost. The ammunition inflicts standard damage, but one round after a successful hit it will ignite and the target will take 1d4 HP of fire/frost damage. The target can spend a full-round action trying to extinguish the flames/frost before taking damage (Reflex Save DC:15). Dousing or immersion in water immediately puts out the flame(s)/dissolves the alchemical frost. Cost: 25gp each. Range: ¾ normal. Weight: +50%.
Flight: Designed for light weight and longer ranged shots. Reduce base damage by 1 DP, range increases by 1/4.
Grappling: This steel shafted ammunition has a head that unfolds into a 3-pronged grappling hook. The back of the head has a loop for attaching a light-weight knotted cord (silk or steel wire) and when the arrow or bolt reaches the end of the line, the grapple opens up. To make a successful catch, the archer must make a successful attack roll against a Def: 15. Reduce base damage by 2 DP if used as a weapon. Cost: 15gp each. Weight: x5. Range: 1/4 normal.
Signal: Specially designed to emulate a particular bird call as a way to signal other hunters, these arrows are poorly designed for combat. Reduce damage by 2 DP, Wilderness Lore DC:20 check required to determine that the sound was not created by an animal.
Smoke: This arrow is designed to deliver an alchemical substance will produce a 10 ft cube of smoke centered on the point of impact. The effects are identical to the smoke bomb grenade (IH, page 201) Targets within the cloud gain partial concealment (20% miss chance), total concealment outside of it (50% miss chance). The smoke lasts for 1d4 rounds unless wind conditions dictate otherwise. The arrow inflicts no damage however. Cost: 15 gp each. Range: ½ normal. Weight: +100%.
Stone Biter: These finely crafted, steel-shafted ammunition are designed to aid in climbing by biting straight into solid rock. The back of the head has a loop for attaching a light-weight knotted cord (silk or steel wire). The range is limited, but the ammunition ignores the hardness of substances up to the strength of stone. Cost: 10gp each. Weight: x5. Range: 1/4 normal.

DP: Die Progression. Certain weapon features increase or decrease the basic weapon damage and/or the target’s damage reduction. All modifiers stack - use the progression below to determine its new damage.

0 1 1d2 1d3 1d4 1d6 1d8 1d10 1d12 1d8+1d6 2d8 1d10+1d8 2d10

For example: Wolken the berserker wields a heavy, single-edged bladed weapon that extends from a sharp point at his elbow, running the entire length of his forearm to a tapered point a foot and a half past his fist. It is a One-Handed (1d6), Slashing (+1 DP) weapon that possesses both the Power (+1 DP) and Disarm special qualities. The damage for the weapon is 1d10. Base: 1d6 +2 DP (1d6 to 1d8 to 1d10).

edit: A few late additions (sundering and the two exotic throwing qualities - ricocheting and returning).


ARMOR
Namean adventurers wear armor of different weights and often mix and match pieces to suit their tastes. To reflect this, I've simplified the armor rules allowing characters to choose whatever style of armor they like. If a character likes scale armor he can design anything from a "Very Light" shirt of scalemail to a "Very Heavy" suit of thick scale plates.

I. Very Light Armor
DR: 1-2
Max. Dex Bonus: +8
Armor Check Penalty: None
Movement: Full
Weight: 10 lbs.
Cost: 5 gp

II. Light Armor
DR: 1-3
Max. Dex Bonus: +6
Armor Check Penalty: -1
Movement: Full
Weight: 20 lbs.
Cost: 20 gp

III. Medium Armor
DR: 1-4
Max. Dex Bonus: +4
Armor Check Penalty: -2
Movement: Base: 30 (25); Base: 40 (35); Base: 50 (40)
Weight: 30 lbs.
Cost: 80 gp

IV. Heavy Armor
DR: 1-6
Max. Dex Bonus: +2
Armor Check Penalty: -4
Movement: Base: 30 (20); Base: 40 (25); Base: 50 (35)
Weight: 40 lbs.
Cost: 240 gp

V. Very Heavy Armor
DR: 1-8
Max. Dex Bonus: +1
Armor Check Penalty: -6
Movement: Base: 30 (20); Base: 40 (25); Base: 50 (35)
Weight: 50 lbs.
Cost: 960 gp

Shields use the standard IH rules with the exception of the buckler which no longer has a skill check penalty.


COMBAT

*Critical Hits
Critical Hits have been changed to become even more closely aligned with PC skill.

PC Classes and PC Classed Monsters:
If you roll a min of 10 points higher than the target's Defense score, with any weapon, you score a Critical Hit inflicting double damage (x2). If your blow is 20 or more than you needed, you inflict triple damage (x3). If you manage a blow that is 40 or more than you needed, you inflict a whopping quadruple damage (4x).

All Others – including most Monsters and NPC Classes:
If you roll a min of 10 higher than the target's normal defense score, with any weapon, you score a Critical Hit inflicting double damage (x2). If your blow is 30 or more than you needed, you inflict triple damage (x3).

Note that the Open Ended Rolls rules can allow for some truly spectacular hits.

Damage Resistance
Damage Resistance has changed and now applies to all attacks, including from magical sources. Monster Damage Resistance has changed to a die, much like armor, and has been generally reduced. However, there still may be special weaknesses in a monster’s DR that can be exploited.

Damage, Injury, and Death
This rule is essentially like Arcana Evolved's and gives PCs a little extra buffer between them and death. A character is considered Disabled when his hit points drop between 0 and – [Con bonus]. If they drop to – [Con Score], the character is at Death's Door.

*Defense - Flatfooted
Flatfooted Defender: No Dex bonus to Defense. Keep all other AD modifiers (see below).

1. Skills that allow you to remove the Active Defense from your target (eg. Bluff [Feint], Tumbling...) are resolved as follows:

If you succeed in your opposed roll to remove a target’s Active Defense, they lose their Dex bonus as above. However, for every 5 points you beat your target’s opposed roll by, the target loses an additional 2 points from his Active Defense.

2. If the target faces a spell or ability which requires him to make a Saving Throw or lose his Active Defense, the same rule applies as above. For every 5 points the target fails his save, he loses an additional 2 points from his Active Defense.

Hit Points
Namean PCs need to be a hardy lot to survive having max. HP at 1st level and gain 3 hit points per HD every level thereafter. Eg. An executioner gains 7 + Con bonus HP per level after 1st.

Open-Ended Rolls
All d20 rolls are open-ended (Attack Rolls, Saving Throws, Skill Checks, etc.) Natural 1s and 20s no longer have the same effects (auto-miss, auto-hit for example).

If you roll a Natural 1, you roll again subtracting that amount from your total. If you roll a Natural 20 on your next roll (after rolling a Natural 1) you roll again, subtracting the result. Each additional Natural 20 allows for another roll.

If you roll a Natural 20, you roll again adding the result to your total. Each additional Natural 20 allows for another roll.

Ranged Weapons Against Engaged Targets
You do not suffer the standard penalty if your target is within 1 range increment of you (eg. 40ft. with a Light Bow).

Reach Weapons & Attacks of Opportunity
Reach weapons "threaten" the squares adjacent to the wielder for the purposes of movement Attacks of Opportunity.

Reach Weapons & Engaged Targets
The penalty is more hassle than it's worth so it is being dropped.


MISC

Ability Score Increases
PC-classed Iron Heroes gain a +1 bonus to every ability score at 4th level, and every 4 levels thereafter. I liked this rule from Conan and decided to import it here. NPC classed characters gain ability score increases the normal, reduced rate.

Experience Awards
Experience points are entirely story-based. That means the PCs are free to accomplish their goals by whatever means they desire.

Gaining Levels
We're also using the Mastering Iron Heroes rules for gaining levels and training (though, since the PCs are starting out at 5th level, training is no longer required). That means if the PCs accumulate enough XP to reach the next level, all they need is a good night's sleep in order to gain its benefits.

Languages

Mastery (ranks in Speak Language):
1 – Basic. -2 Cha based skills that require communicating in that language
2 – Fluent.
3 – Mastery. +2 Cha based skills that require communicating in that language.

Writing +1.
Exotic or Ancient Language: +1 for both speaking and writing.

Characters:
Everyone starts with fluent speech in their own language (2 ranks) and writing if they have a 10 Int or higher. All others must be bought with ranks in Speak Language.

The trait World Traveller grants you mastery and writing in your own language as well as 8 bonus Ranks in Speak Language to use as the character wishes.

Namean Languages (Common):
PCs can freely pick up the following languages.

Trade Common
- The common, though mostly urban language of Valnyr, Illanth, Torinth, western Thehr, southern Kaldr and southern Tukarr. Each of these nations also possess their own native languages still common in rural regions.

Old Valnyrian
Clan Tukarran
Peasant Torinthian
- Also the language of the renegade nation of Illanth.
Kaldrn
Thehrian
Abayan
Aurvangrian
*Nunasian
*Khivan
*Ilbasani- A variation on Khivan. If you have mastery in one of these languages you also possess the equivalent of one rank lower mastery in the other. For example, if you have 2 ranks in Ilbasane, you automatically have 1 rank in Khivan.
*Scalnian

Uul and Icereach do not have their own native languages. However, the Uul Helbound learn what is known to the civilized nations as The Dark Speech.

*Note that to westerners the written language of this nation is considered exotic, costing 2 Speak Language skill points to learn. The opposite holds true for those from eastern nations.


Namean Languages (Exotic):
Here is but a sample of the exotic languages that can be found in Namea. PCs can only learn these languages at the DM’s discretion.

Talist-Runic
- A language known to few outside the Talist-Magi and trusted loremasters.
The Dark Speech
- The language of the Helbound.
Draconic
- The language of the dread linnorm of the Hold of Talons.
The Shadow Tongue
- The powerful and unscrupulous trade guilds of Torinth have developed a secret language which sounds like trade common to the masses but is heavily nuanced and laced with underlying meaning.
High Kolani
- The language of the Khivan nobility.

Wealth Feats
Wealth feats will also be available to the PCs.

Edit 1: Clarified Rapid Reload 1.
Edit 2: Executioner abilities, clarified Grappling Ammunition and added Bluff usages against Spellcasters.
Edit 3: Precise Shot 4 revision, Namean Language rules, clarified double weapon and whip exotic weapons.
Edit 4: Improved Critical is removed. Other feat masteries handle additional damage and damage effects nicely already. Some of the upcoming masterwork weapon features will augment criticals somewhat already as well.
Edit 5:Made minor edits to smoke and blunt ammunition and added the revised World Traveller trait to the Traits section.
Edit 6:Revised Armiger - we'll be using Adam Windsor's revised class. <i>Edited by: Akoss at: 10/15/06 6:48 pm
</i>


Back to top
Display posts from previous:   
Post new topic   Reply to topic    Namea Forum Index » House Rules All times are GMT - 7 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB © 2001- 2004 phpBB Group
Theme created by phpBBStyles.com | Themes Database