Swords of Valor
Everyman Skills: All characters growing up in the Crystal Lakes region will start with Athletics, Perception, Ride, and Survival as class skills. Additionally, each character will recieve a +1 miscellaneous bonus to skill checks with these four skills and will be considered ‘trained’ for purposes of using the skills. This means that they can access any ‘trained only’ applications of the skill. If they spend a skill point, they get the +3 for being trained in a class skill.
Disadvantages: If a player wishes to accept a fear or other psychological limitation (such as a code of conduct) to their character, there may be roleplaying advantages to doing so. These limitations will typically allow a Will saving throw to overcome. Playing a fear or limitation appropriately can give an experience point bonus. Disadvantages are not meant to hobble the character…they can still overcome the fear to get the job done.
Action Points will be as described in the action points website. They are acquired as characters gain levels. Action Points not spent prior to recharging can be banked.
Characters will have a non-magical defensive bonus equal to half of their BAB. This will be a miscellaneous bonus that stacks with armor and other AC bonuses.
Characters who multi-class can retain BAB and Saving throw advancement based on the fractions used by the Pathfinder game system.
Hit Points and Damage
Characters will begin play with Injury Value equal to Constitution plus plus Strength modifier plus Wisdom modifier. Additional hit points from hit dice will add to this Injury Value to give a hit point total. Even though Constitution bonus does not figure into Injury Value (because raw constitution value does), constitution bonus will apply to hit die normally.
For example, a Fighter with a 12 CON, 14 STR and 12 Wisdom would start with an Injury value of 15 and a total hit points of 26 (10 for fighter hit die, plus the CON bonus).
There will be different levels of injury.
Uninjured characters have not taken any damage at all. They are at their peak effectiveness.
Superficially Injured characters have taken some damage to their hit points from hit die, but have not been reduced to their Injury value. They have been scuffed and maybe some light cuts and bruises. Damage from this level of injury will come back very quickly, typically being fully restored between encounters.
Injured characters have taken damage to their injury value. An Injured character loses his swift action each turn until he stabilizes. He also suffers a -1 penalty on all skill checks and attack rolls until healed up to Superficially Injured status. Please note that healing is different from stabilization. Stabilization takes a move action and requires a successful DC 10 Constitution or Wisdom SAVE. Failure simply wastes the move action. Alternatively, a DC 10 Heal Skill check will stabilize an Injured character.
Healing of an Injured character takes time or magic. A Cure Light Wounds or greater healing spell will restore hit points as rolled. This automatically stabilizes the character as well. The amount of time that an Injured character remains so is at the discretion of the GM, and should take into account various factors, including conditions, rest, food available, skill of those tending the wounded. Typically, it should not take more than a day or so.
Severely injured characters have had their total hit points drop to below 3 but still above 0. A severely injured character is able to either make a move or standard action each turn (plus a swift action) until he stabilizes. Additionally, he suffers a penalty of -1 on all skill checks and attack rolls and -3 to all ability scores until healed up to Injured status. Stabilization for a Severely Injured character requires a move action and a successful DC 15 Constitution or Wisdom SAVE. Alternatively, a DC 15 Heal Skill check will stabilize a Severely Injured Character. If a severely injured character tries to perform a strenuous activity, he must take a DC 15 Constitution save. Failure results in the loss of 1 hit point.
Healing of a Severely Injured character takes time or magic. A Cure Light Wounds spell will restore 1 hit point to a Severely Injured Character. A Cure Moderate Wounds spell will restore hit points as rolled on the dice. Any magical healing bestowed upon a Severely Injured character will Stabilize that character. The amount of time that a Severely Injured character remains so without magical healing is at the discretion of the GM, and should take into account various factors, including conditions, rest, food available, skill of those tending the wounded. Typically, it should not take more than a day or so per hit point to progress to Injured condition.
Gravely Injured characters are at negative hit points. They are able to make one action per turn if still conscious (GM option) until stabilized. A gravely injured character suffers a penalty of -2 on all skill checks and attack rolls and -5 to all ability scores until he is healed up to Injured status. Stabilization for a Severely Injured character requires a move action and a successful DC 20 Constitution or Wisdom SAVE. Alternatively, a DC 20 Heal Skill check will stabilize a Gravely Injured Character. If a gravely injured character tries to perform an activity that is strenuous, he must make a DC 20 Constitution SAVE or lose 1 hit point. Generally speaking, gravely injured characters have become plot devices, and really shouldn’t be attempting to do too much.
Healing of a Gravely Injured character takes time or magic. A Cure Light Wounds or Cure Moderate Wounds spell will restore 1 hit point to a Severely Injured Character. A Cure Serious Wounds or better spell will restore hit points as rolled on the dice. Any magical healing bestowed upon a Severely Injured character will Stabilize that character as well. The amount of time that a Severely Injured character remains so without magical healing is at the discretion of the GM as above. Typically, healing from this level of injury will take at least a day of full rest per hit point regained. Additionally, the GM may choose to impose a permanent injury or scar.
Additionally, characters at severely injured or worse will fluctuate in and out of consciousness at GM discretion.
Some attacks are not capable of causing injury or death. These situations use the same hit point rules as above, except that the character does not become injured. Recovery of hit points is still as rapid as for superficially injured characters. When subject to non-lethal damage, a character falls unconscious at 0 hit points. All of the penalties to actions will still apply to a character who takes sufficient non-lethal damage.
Surprise and Universally Lethal injuries.
An attack from complete and total surprise or to a helpless opponent will typically bypass hit points from hit die, and be applied directly to Injury value. It is very difficult to arrange for such an attack, of course. The same thing applies to falls from great distance, being run over by a boulder, falling into lava and any other environmental factor that should be universally fatal. Of course, action points might allow for a character to save themselves in such a circumstance, but it would be by grabbing a branch or hitting an awning…not by hitting the ground and walking away.
Last Words and Dying
All player characters and most important NPC’s should be afforded the opportunity to utter “last words.” Last words are usually used to drive the plot forward. They may be used to give a quest or task or impart important information. As such, an important character isn’t dead until they have spoken their last words and died. So a gravely injured character who continues to deteriorate will hover at the brink of death until they speak…then they die. Speaking last words will not change the ultimate outcome; they are “last words” for a reason. Obviously, the last words should be spoken as soon as possible. A dying main character will not loiter at the brink of death indefinitely, waiting to speak their last words… The exact amount of time is at the discretion of the GM.
Critical Hits and Fumbles
- A critical is confirmed as usual.
- No Critical Feats are available.
Using a missile weapon into a melee will incur a -4 penalty. If this penalty causes a miss, the other combatants are at risk to be struck by the missile. An attack is rerolled against the armor class of the other combatant (chosen at random if more than one) without any bonuses. No critical or fumble is possible on this rerolled attack.
Characters that grant bonuses to team mates will be on the ‘Huddle’ system. Characters need only be within the range of the ability when the ability is first granted. The character possessing the ability may declare that the ability is active for all characters (and any duration starts) as a free action.
Athletics Skill: the strength based skills of Climb and Swim are now combined in to one skill called Athletics.
Knowledge Religion Skill: Religion can typically be used to identify fiendish/outsider monsters from the outer planes. This information makes up a great deal of Church teachings.
Knowledge Spellcraft Skill: The two caster skills of Knowledge Arcane and Spellcraft are now combined in to one skill called Knowledge Spellcraft.
Social Skill: The charisma based skills of Bluff, Diplomacy and Intimidate are now combined in to the one skill called Social.
Mounted Combat Feat Combos
Characters that select the feat Mounted Combat now get to immediately choose ONE bonus feat from the following two choices:
Magic Item Creation
The following house rules pertain to Magic Item Creation:
- Magic item creation cost is per book, with the added rule that any additional abilities will cost 150% of their respective creation cost. The highest cost ability is always used as the base or starting cost for this formula.
- For example: And item with a construction cost of 1,000sp that wants to an another ability that has a cost of 500sp would have a total cost of 1,750sp. (1,000 + (1.5 * 500) = 1,750)
- Magic item construction costs can be reduced as follows:
- Requiring skill ranks in order to use reduces the cost by 10%
- Requiring a specific class in order to use reduces the cost by 30%
- Requiring a specific race in order to use reduces the cost by 30%
- Requiring a specific alignment in order to use reduces the cost by 30% (ONLY on a GM approved case by case situation)
*Note: only one redution can be applied to a constructed item.
The core currency will be as follows:
- Copper Pieces will replace Silver Pieces as the lowest form of currency.
- Silver Pieces will replace Gold Pieces as the standard form of currency.
- Gold Pieces will replace Platinum Pieces as the highest form of currency.
- Platinum Pieces will not exist.