House Rules And Guild Rules

Started by Taishyr, February 28, 2014, 07:49:11 PM

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Taishyr

House Rules: (spoiler warning, i borrowed a ton of Dune's house rules for this).


1) +2 skill points/level.

2) Level advancement is on a plot basis; it will correlate to whenever the Guild promotes you, so long as you stay with the Guild. Should you leave the Guild or get kicked out for some reason or another we'll figure out a different method for levels, but it will still be plot based.

3) All races are human in practice (bonus feat, no stat modifiers up/down); an (additional, as well as the normal Human one) bonus feat is given based on location. Autumn Crow's is defaulted to the Autumn Temple Weapon Focus. If someone wants a racial feat/skill/class we'll look at refluffing, but this isn't likely to be happening as Crow isn't going that route.

4) Undead creation and undead themselves are not inherently evil, and most churches use them. Control of the undead is difficult for most in the Mist, however, so necromancer adventurers are rare/will likely not show up much at all. People rampantly going around offing undead would be looked on as absurd at best and abhorrent at worst, unless they just offed Mist Undead, that'd be okay I guess.

5) There's a lot of custom classwork, 90% Gate's, 10% my own. If you're reading this from the outside and are curious toss me a PM and I can provide info on some of it.

6) Psion/magic transparency is in effect unless stated otherwise.

7) From Dune: Rule of Lost Levels Suck: Energy Drain never results in lost levels. However, if the fort save made after 24 hours fails, the negative level condition becomes permanent until removed via a Restoration spell or similar.
also,
Rule of Better Spell Resistance: Spell resistance functions only on hostile spells. It is a selective defense, allowing helpful spells through and possibly blocking hostile ones. This requires no action on the part of the creature with spell resistance, it is automatic.

8) Stealth/Perception merger, and Ride/Speak Language is axed. Accents may be thick as hell but it's more a USA to extremes than it is Chinese dialects, and if foreign languages do pop up it's not going to be this easy to gain fluency. Ride... well. In general there's no mounted military units and horses are rare/limited to beasts of burden alongside oxen. Riding them isn't commonly done.

9) Only elementals, oozes, and incorporeal creatures immune crits. Undead and constructs and such do not.


Class/Feat rules:
Spoiler: ShowHide

Barbarian: Gains Humanity (as per Templar) at L3 instead of Trap Sense (now an ACF if wanted). Yes, Barbarians are officially pissed off enough that they shrug off the Mist for longer. Deal with it.

Cleric: Cannot spontaneously convert to healing, but can convert to a domain (chosen at L1). Will be revoked if it winds up too powerful. Cannot be changed at later levels.

Druid: Cannot spontaneously convert to summoning, does not have wild shape. A custom class exists for wild shape users (Soulshifter). Will possibly get some extra spellcasting feats to compensate for two dropped class features.

Favored Souls: Don't exist. There's a few divine spontaneous replacements but these guys aren't in the setting.

Mystic Theurge: Custom variant that takes both sides of a gestalt. Because as it stands, it's just too goddamn brutal normally.

PF Oracle: Renamed to Vessel. There is another Oracle (homebrew) class that may see use, and Vessel fits the flavor of both this class and this world better.

Paladins: are not in this setting; Paladins instead use the Templar custom class. The Paladin class is not really a good stylistic or purposeful fit in this setting at all.

Ranger: Instead of animal companion, gets +10ft move speed at L4. Spell progression is axed.

Samurai: Using Gate's homebrew/rewrite.

Scout: Fast Movement advances by 10ft at level 19. This progression continues into epic at a rate of +10 feet every eight levels.

Swashbuckler: Dodge bonus is always active. You need not choose a target. You lose this bonus when you're flatfooted or otherwise denied dexterity to AC. This also applies to the Dodge feat.

In general classes that don't fit the setting won't be used (Anything reliant on planar shenanigans, as those are locked out due to the Mist, e.g.)


Acrobatic [General]
Benefit: You get a +2 bonus on all Jump checks and Tumble checks. Once per day you may choose to reroll any roll for these two skills, the second roll always taken.
Special: All other similar feats to Acrobatic are also altered. They are not all listed for the sake of brevity.

Dodge [General]
Prerequisite: Dex 13
Benefit: You gain a +1 dodge bonus to armor class. This is active at any time you are not flatfooted. You may still designate an opponent for Dodge to "apply" to for the purposes of other skills and feats.
Special: A fighter may select dodge as a fighter bonus feat.

Skill Focus [General]
Benefit: Choose a skill. You get a +3 bonus on all checks involving that skill. Once per day you may take 10 on any roll related to this skill, regardless of circumstances.
Special: You gain select this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new skill.

Toughness [General]
Benefit: Your constitution modifier is considered one point higher to determine your hit points. In essence, you gain 1 hit point per hit die.
Special: Unlike normal toughness, this feat may only be selected once.
Special: A fighter may select toughness as a fighter bonus feat.
Special: This cannot be taken if you take the Frail flaw.





Spell Rules:

1) Gate, Miracle, Wish, and Limited Wish are axed. Effects that require these to be removed will be reviewed on a case-by-case basis when/if we get that far. Magic reliant entirely on planar effects (Gate, Ethereal Jaunt, etc) are removed; Summon Monster spells summon Outsider (Native) creatures with the same stat sets (so Celestial Eagles/Bralani/Chain Devils are instead Outsider (Native), with the same stats/alignments otherwise) and Dismissal is considered to be able to dismiss these summons as if they were extraplanar. Basically there's no concept of the outer planes, or of travel to them, while the Mist still exists.

2) Many spells have added material costs.
Examples:
Sending requires special herbs to be chewed just beforehand as part of the casting. These herbs cost 25g per use.
(More to come as they're found.)

Taishyr

Kerebos Guild Rules:

The Law:
1) Fires are only permitted within fire ward circles, and within the practice rooms. Use of a fire magic or talent outside of the designated areas, or creation of a fire outside of the designated areas, is a three-demerit penalty without sufficent reason and a one-demerit penalty with.
2) Lightning magic is forbidden anywhere except within the designated rooms for practice and training. Use of a lightning magic or talent outside of the designated rooms is a three demerit penalty without sufficient reason, and a one-demerit penalty with.
3) Stealing from guildmates or from Guild merchants/people within the Guild walls is a four-demerit penalty. Stealing from Guild coffers or Guild secrets is cause for expulsion.
4) In the event of conflict between two or more parties, a method of resolution may be found by the parties in question, including Guild arbitration or challenges. If conflict continues between two parties that disrupts the Guild workings, the Guild will require arbitration. Acting against the end result of a Guild arbitration is a one-demerit penalty.
5) Murder (outside of arbitrated challenges) is cause for immediate expulsion. Violence (physical, mental, magical) or non-sanctioned fighting that causes serious harm is a two-demerit penalty. Violence that causes severe harm will result in four demerits, and the Guild may elect to instead immediately expel the offender.
6) The Guild holds the right to use whatever means, including magical, are necessary to determine culpability as regarding Guild matters.
7) All governement laws still apply within the Guild. If a law is broken, the Guild may apply additional penalties in addition to the governmental punishment.
8) Stealing a job from another guildmate is cause for a three-demerit penalty. This may be arbited depending on circumstances. Sitting on a job without taking or acting on it is also penalized as if you were stealing the job, again with arbitration depending on circumstances.
9) Reselling items obtained with Guild discounts is cause for a one-demerit penalty unless authorized. See the assigned assistant for authorization.
10) Guild jobs are available as hereby listed: rank 1-3 guild members may access M1 missions, rank 4-6 may access M1 and M2, rank 7-9 may access M1/M2/M3, rank 10-12 may access M1/M2/M3/M4. Past M12, all jobs are available. For groups, the rank of the group is equal to the rank of the leader of the group, or of the rank of the person leading the mission. If a group of lower M-rank wishes to access a higher-rank mission, they may appeal to their assigned assistant. M-rankings will be assigned by either the guild or Bartender Edea, depending on the source of the job.

A total of five demerits at once, or ten demerits over your history, is cause for expulsion from the Guild. Cases may be appealed if there is someone in good standing with the Guild that is willing to appeal on the behalf of the expulsed member. Expulsed members may also have legal charges brought against them by the Guild through the courts. Demerits may be erased with proper atonement.


The Guidelines:
1) The Guild is always looking for more resources, and will post resource requests in the Redstone Brewery (the pub on the N wall). Guild members are encouraged to leave lower ranked missions to lower-ranked guild members. Missions from outside the Guild will also be posted here, but Guild members are also allowed to pursue jobs outside of the roster or encourage prospective clients to post their requests at the Redstone Brewery.
2) The Guild's craftsmen are available to all members: a list will be posted of their locations and business in the Redstone Brewery.
3) While the Redstone Brewery has is open to all, please do not invite non-Guild members into the Guild sections except for Guild work or for job/mission screening. Check with Bartender Edea for permission if uncertain.
4) Please treat the merchants within the Guild with respect. They've offered their products at a reduced rate for us; we should honor this.
5) Clean up communal facilities when you are done with them. This includes bath houses, practice rooms, training rooms, the kitchens, etc.
6) Do not use the Merchant Circle as a training ground. This applies even if the shops have closed for the day.
7) Do not use illusions to fool others into thinking there is a fire.
8) Do not use illusions to fool others into thinking there is not a fire.
9) Do not use illusions to try and hide using the Merchant Circle as a training ground.
10) No, you may not use "it's solid fire that doesn't burn!" as an excuse for setting any fires, even if they don't burn. No, Continual Flame is a fixed point of flickering light, not a fire, and no, it doesn't violate this guideline.

(...the list goes on...)