The second adventure path I’ve started running is Kingmaker. As a more sandbox-type setting, I wanted to make the rules less forgiving than my Rise of the Runelords house rules. However, many of the same fixes and imports from Trailblazer are still apparent.
- All PCs are built with your choice of 15 point buy (elite array/standard fantasy) or 4d6 standard dice method (reroll only if total ability bonuses come out negative).
- All PCs get half (rounded up) HP for each die at each level, with a +6 HP bonus at first level.
- Only core classes are available (Advanced PG classes may be selectively available once it comes out).
Character Advancement and Replacement
- All prestige classes must be earned through roleplaying/training in game, and then only setting-specific classes (Pathfinder, Hellknight, etc.) or limited core classes will be available.
- All PCs get half (rounded up) HP for each die at each level, with a +6 HP bonus at first level.
- We will be tracking experience per normal rules, and using the medium advancement speed for Pathfinder.
- Characters do not need training to level (except in Prestige Classes), but do require time to rest and reflect, typically with no Weariness tokens (see Weariness). Essentially, leveling happens between games when the characters are in town. Action Points refresh when this happens (see Action Points, under Trailblazer Rules).
- Item Crafting feats other than Scribe Scroll and Brew Potion are not available in this campaign. Class abilities that grant the ability to imbue items (like the wizard’s bonded item) still function normally. See magic items, below.
- All experience is evenly shared among all present PCs, and absent and replacement characters gain the party total exp when entering the game.
- New characters will receive level-appropriate gear, but will purchase magic items from a random assortment of available options.
- No item crafting feats are available (except Scribe Scroll, Brew Potion, and class-granted abilities).
- All magic items are assumed to be either:
- Remnants of Thassilon or other ancient cultures
- Newly created upon rare and potent forges or altars in the greatest cities
- The unique and limited product of a culture or being of rare potency
- Imbued by the essence of a dead hero
- This is not to say that magic items are incredibly rare, simply that the ability to custom-tailor one’s arsenal is out of the reach of most individuals.
- Items both found and available for purchase will be predetermined by the modules or random. However, the occasional trader may be willing to special order an item of a particular type for payment up front if he knows where to get it.
- Player characters can invest hero points into an item to have it level with them (see Hero Points, under Trailblazer Rules).
- Wands can be recharged much like Staves, even when reduced to 0 charges, to a maximum of 50 charges:
- The same spell as contained within the wand can be cast to recover 1 charge.
- Only the wand’s Caster Level in charges can be renewed per day.
- The recharging caster does not have to meet the caster level of the wand to recharge it.
- When item creation is allowed, the Spellcraft check for creating the item is replaced by a Caster Level check, much as with Concentration (as, otherwise, there is effectively 0 chance of failure).
- When a PC gets his first iterative attack (at BaB +6), he gets the ability to take a full attack and a -2 penalty to all attacks for the round to gain another attack at full BaB.
- This attack functions similarly to Flurry of Blows, Two Weapon Fighting, and Rapid Shot, and stacks with these abilities.
- When the character would normally get subsequent iterative attacks (at BaB +11 and +16), he instead reduces the penalty for taking iterative attacks by 1 (e.g., a character with BaB +11 can take an extra attack at only a -1 penalty to all attacks).
- Each character refreshes to 6 Action Points on leveling (or keeps current APs if higher than 6).
- Events in game may award AP that is added to a party pool. APs in the party pool can be spent by any PC, and do not change when the characters level.
- APs can be spent to:
- Improve any d20 roll (attack roll, skill check, saving throw, caster level check, etc.). Roll an action die (typically, d6) and add the result to your d20 check. You may only use an action point to improve the result of a roll before the DM informs you of the outcome of the roll. You may only use one AP per roll to improve any given d20 check.
- Re-roll a failed d20 roll. In this case, you spend the action point after the DM informs you of the outcome of the roll. Spend an action point to roll again. The second result stands. (You may spend another action point to improve this second roll.) Note that the average improvement when taking the better of two d20 rolls is about +3; in most cases, you are better off using your action point to improve your first roll.
- Negate a critical threat scored on you by an opponent.
- Confirm a critical threat without having to re-roll your attack.
- Use a limited resource ability (“per rest/per day”) an additional time (even if you have exhausted your normal supply).
- Take an additional attack or move action on your turn. An extra attack is at the same bonus or penalty as your other attacks that round. (Once per turn only.)
- Emergency stabilize – If you have 0 or fewer hit points and are dying, you may spend an action point to automatically stabilize; you do not have to make a Fort save to stabilize.
- Make a “second chance” saving throw or SR check on a subsequent round. This use is only permitted if the target failed his first saving throw/ SR check and is subject to an ongoing (not instantaneous) effect.
- Finally, a PC must spend an AP to bring his soul back from the dead.
- AP dice are exploding (i.e., on a roll of 6, roll a second d6 and add it).
- An AP can be invested in any magic item that gives a +1-+5 bonus (armor, weapons, or any item that modifies Natural AC, Deflection, or Resistance). The item’s bonus increases to the characters level divided by 3 (i.e., +2 at 6th, +3 at 9th, etc.). For each item so invested, the character spends an AP on investment and reduces his AP refresh by one.
- When characters are working together on a task, each rolls the same skill (or a related set of skills).
- The character that rolled highest is the leader.
- Each additional character that beat DC 10 adds +2 to the leader’s roll.
You can propose a trade, agreement, or conflict resolution to another creature with your words; a successful check can then persuade them that accepting it is a good idea. Either side of the deal may involve physical goods, money, services, promises, or abstract concepts like “satisfaction.” The difficulty of the Diplomacy check is based on three factors: who the target is, the relationship between the target and the character making the check, and the risk vs. reward factor of the deal proposed.
The Target: Your Diplomacy check is opposed by the highest Sense Motive or Diplomacy check of all creatures in a group you are trying to influence. All such creatures use the Aid Another rules for skill checks. (For this purpose, a number of characters is only a “group” if they are committed to all following the same course of action. Either one NPC is in charge, or they agree to act by consensus. If each member is going to make up their mind on their own, they do not get the benefit of Aid Another, and you may roll separate checks against each.)
The Relationship: The DC modifier depends not only on the personal relationship between you and the target (if any), but also on the magnitude of their feelings for you.
|Intimate||A faithful lover or spouse.||-10|
|Friend||A long-time friend or family member||-7|
|Ally||A member of the same army, team, or church. (Helpful)||-5|
|Acquaintance (positive)||A business associate with whom you do regular (satisfactory) business. (Friendly)||-2|
|Just met||A town guard (Indifferent)||+0|
|Acquaintance (negative)||Someone you have met regularly with negative consequences. (Unfriendly)||+2|
|Enemy||A member of an opposing army, team, or church; a bandit. (Hostile)||+5|
|Personal Foe||An antagonist who knows and opposes you personally||+7|
|Nemesis||Someone who has sworn to you, personally, harm||+10|
Risk/Reward Analysis: The amount of personal benefit must always be weighed against the potential risks for any deal proposed. It is important to remember to consider this adjustment from the point of view of the NPC; what is highly valuable to one may not be equally valued by another. When dealing with multiple people at once, always consider the benefits to the person who is in clear command, if any hierarchy exists within the group.
|Fantastic||Great reward, negligible risk; a best case scenario.||-10|
|Favorable||Deal favors the target. The reward is good and the risk is tolerable.||-5|
|Even||No reward, no risk; or an even swap.||+0|
|Unfavorable||Deal does not favor the target. Either the reward is not great enough or the risk is intolerable.||+5|
|Horrible||There is no way the deal can favor the target; a worst-case scenario.||+10|
Success or Failure of Diplomacy: If the Persuasion check beats the DC, the subject accepts the proposal, with no changes or with only minor (mostly idiosyncratic) changes. If the deal favored the target, his attitude improves by one category.
If the check fails, the subject does not accept the deal but may, at the DM’s option, present a counter-offer that would push the deal up on the risk-vs.-reward list. For example, a counter-offer might make an Even deal Favorable for the subject. The character who initiated the Diplomacy check can then simply accept the counter-offer, if they choose; no further check will be required.
If the check fails by more than 10, his attitude worsens by one category.
Complex negotiations may involve multiple checks, especially when determining the details of a treaty for example.
- Every character gets 1 Combat Reaction plus an additional one when he would normally get iterative attacks (at +6, +11, and +16 BaB). Combat Reflexes adds positive Dex mod to BaB to determine when one gets new Reactions (e.g., +2 Dex gets new reactions at +4, +9, +14).
- The reactions refresh at the beginning of the character’s turn, and can be used as immediate reactions when the monsters or the other PCs act. They can be used for:
- Attack of Opportunity: Same as before, just uses up a Reaction.
- Aid Attack: Add +2 to the melee attack of another PC against a target threatened.
- Aid Defense: Subtract 2 from the attack of a target threatened when it makes a melee attack against another PC.
- Dodge: When an attack is declared against you, but before the result is announced, add half your BaB to your AC for that attack.
- Parry: When an attack is declared against you, but before the result is announced, add half your BaB plus your Shield AC as DR X/- for that attack.
Attacks of Opportunity
- Moving around in someone’s threat range doesn’t provoke an AoO, only trying to leave it without a retreat or 5-foot step.
- Other actions like spellcasting or drinking a potion still provoke normally.
- Reach weapons still allow an AoO on moving adjacent (as the target leaves the threatened space), but creatures with natural reach that covers all space up to the reach will not provoke AoOs from approaching the monster.
- Craft, Profession, and Perform all use the same system for earning money:
- This system can be attempted once per week spent working for money.
- Declare a DC (representing the quality of work the character is attempting)
- Roll a test of the skill used vs. the declared DC. If the roll is successful, multiply the result times half the DC and earn that much money in silver pieces. If the roll is a failure, earn no money for this week.
- Lifestyle costs are in effect unless superseded by in-game cost of living systems.
- Characters are Disabled between 0 HP and their Level in negative HP (e.g., a 3rd level character is Disabled between 0 and -3 HP).
- Characters are Dead at a negative number equal to 0 minus Constitution minus level (e.g., a 3rd level character with Con 12 is dead at -15 HP).
- Healing and stabilization is per the normal rules.
Initiative and Combat Order
Combat order is a shared experience:
- All enemies act on the same initiative roll (generally an average of enemy initiative scores), and can coordinate their actions if appropriate.
- During surprise rounds and the first round of combat, PCs roll initiative normally, and act in their normal order until the enemies act in the first non-surprise round.
- After the enemies have acted in the first round of combat, initiative becomes a tradeoff between enemies and PCs: the PCs go, and then the enemies go (and allies might go on a third tick if appropriate).
- PCs are encouraged to coordinate their actions on their initiative mark, though this coordination may be cut short if it becomes excessively complex for what could be conveyed in a combat round.
- Once the PCs have coordinated their actions, actions are resolved clockwise around the table unless some actions need to take place before others (e.g., “I have to move over there so the cleric can heal me.”).
- PCs may split their move and standard actions, to perform maneuvers such as two PCs moving to flank an enemy before either takes an attack