#01
[hr][/hr]
#02
Starting Hit Points
[hr][/hr]
Characters start at their maximum Hit Points.
#03
Feats
[hr][/hr]
Possibilty to retrain Feats. (under certain circumstances).
+
Characters gain a new feat every other level instead of every third.
#04
Fumble
[hr][/hr]
On an attack roll of 1 it is possible to fumble. A Dex-Check (DC depends on circumstances) avoids negative effects (according to circumstances).
#05
0-Level Spells
[hr][/hr]
Improvements taken from Pathfinder Core.
Cleric
Orisons: Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table 3–5 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Wizard
Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 3–16 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Note:
Hiermit soll es aber nicht ermöglicht werden, euch nach einem Encounter mit einem Grad 0 - Spell komplett zu heilen, daher ist dieser Spell schon einmal limitiert auf maximal 3 Anwendungen je PC/NPC!
Wird ggf. erweitert, falls diese HouseRule irgendwas anderes ad absurdum führt oder einfach imba macht.
#06
Character Death
[hr][/hr]
You only die if your negative hp total is equal to (or greater than) your Constitution score, rather than simply 10. If you are dying, instead of a mere 10% chance to stabilize you get a Constitution check modified by how close to death's door you happen to be.
DC 10 modified by negative HP to stabilize. For example: -4 HP = DC 14 Constitution Check. Ability-Damage has to be concidered.
#07
HPs and BAB
[hr][/hr]
Hit Dice for classes have been brought into line with BAB. Low BAB classes get d6's, Moderate BAB classes get d8's, High BAB classes get d10's. Barbarians still gets d12s. No class has to suffer through d4s.
#08
Racial Stat Modifiers to Abilities
[hr][/hr]
Dwarf: +2 Con, +2 Wis, -2 Cha.
Elf: +2 Dex, +2 Int, -2 Con. +2 to caster level checks to overcome spell resistance, +2 to Spellcraft checks to identify properties of magic items.
Gnome: +2 Con, +2 Cha, -2 Str. Gnome magic tricks based on Charisma. +2 to Perception, +2 to a Craft or Profession skill.
Half-Elf: +2 one ability score. Bonus Skill Focus feat. +2 to Perception. Immune to sleep and +2 to saves versus enchantment effects. 2 favored classes instead of 1.
Halfling: +2 Dex, +2 Cha, -2 Str.
Half-Orc: +2 one ability score. +2 to Intimidate. One last round as disabled when brought below 0 hit points.
Human: +2 one ability score.
#09
[hr][/hr]
Ich denke, das lassen wir außen vor, da es sich doch sonst zu lange zieht!
Neue Tabelle:
#10
PEP-System (als Alternative zu Bonus-XP)
[hr][/hr]
Muss mal schauen, hab noch die Action-Points geaddet. Werde wohl eine Kombination daraus machen.
Player Experience Points (PEP)
A player can earn Player Experience Points (PEP) through exceptional roleplaying and game related activities such as painting miniatures, writing a detailed background for their PC, making miniature scale scenery, creating or finding illustrations of their PC or equipment, etc. Some example PEP awards follow:
- Exceptional role-playing = 1 - 5 PEP per game session
- Heroic actions = 1 PEP per action
- Miniatures = 1 - 3 PEP (1 for buying, 1 - 2 for painting)
- Character development (PC background, family tree, etc.) = 1 - 3 PEP
- Campaign development (new prestige class, organization, spell, etc) = 1 - 3 PEP
- Illustrations of PCs, NPCs, locations, symbols, etc = 1 - 4 PEP
- Exceptional DM suckup = 1 – 3 PEP
- Bringing group goodies: 1 – 3 PEP
For every PEP a player spends, she can roll one extra die and keep the better result. PEP can be spent on any die roll but no more than 1 PEP per character level can be spent on a single role. In other words, you can't roll more extra dice than your PC's level. The decision to spend PEP on a die roll must be made before the roll is made. For example, Malaran is a 7th-level brigand and Dave, being the roleplaying juggernaut he is, has acquired a whopping 25 PEP over the last several weeks. During a harrowing game session, Malaran is being chased by several displacer beasts and he sees a chasm in front of him. If Malaran can make the jump, he'll leave the displacer beasts behind. Dave decides to spend 3 PEP on the Jump check (which lets him roll a total of four d20 and choose the best result for the check). Dave could spend up to 7 PEP (getting a total of 8 dice to choose from) for Malaran's actions with any single action. As another example, Clint is tired of Neilo being a wimp with low hit points so when Neilo becomes a 5th-level wizard, Clint decides to spend his maximum of 5 PEP so he can roll a total of six d4s for hit points and take the best result.
PEP only affect single die rolls. When multiple dice are rolled (such as spell damage or some large weapons) only a number of dice equal to the character’s level can be affected. In other words, a single PEP can only affect a single die. For example, Neilo the 7th-level wizard casts a lightning bolt that deals 7d6 points of damage. Clint only has 4 PEP left and decides to spend them all to get the most out of his damage roll. Clint can now reroll the four lowest dice in his damage roll, taking the better result of each die. Named or “special” NPCs get a number of PEP equal to their character level for each encounter.
If a player’s character dies, any number of the player’s PEP can be carried over as XP to a newly created character on a 1 PEP equals 100 XP basis. Likewise, the player can choose to keep the remaining PEP to acquire extra die rolls as above for the newly created character. PEP cannot be spent to affect a newly created character in any way but determining starting XP until it actually enters play.
EDIT:
Nach dem letzten Boss-Encounter möchte ich die PEP-Ausgabe auf einen Einsatz je Runde limitieren. Somit gibt es keine Begrenzung je Encounter, sondern schlicht je Runde. Dies wird bei den Action-Points (Alternatives System) ebenfalls so gehandhabt. Somit beschränkt sich dies z.B. auf den Attack-Roll oder Damage-Roll oder einen Saving-Throw, weshalb diese Punkte mit etwas mehr Bedacht eingesetzt werden sollten.
#11
[hr][/hr]
Es wird das PEP-System verwendet!
#12
Fun-List (Fun-Cards)
[hr][/hr]
Ne lustige alternative ist die Fun-List:
http://community.wizards.com/wotc_gregb ... 4/fun_list
_______________________________________________________________________________________________________________________________________________________________________
save:
http://www.thetangledweb.net/forums/sho ... -5-Ruleset
http://rpg.stackexchange.com/questions/ ... pathfinder