Pathfinder House Rules

From Asmythe
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Languages

The languages of Asmythe are slightly different. They are described in greater detail in the Asmythe Almanac.

  • There is no Halfling language.
  • Barbaric languages are specific to a region. These include Aklo, Giant, Gnome, Gnoll, Orc, Sylvan, etc.
  • Draconic, Celestial, and Abyssal have special significance.
  • Druidic is a dialect of Draconic and often coven-specific.

Character Races

Gnome

Gnomes are not a major race in Asmythe. They exist but are not populous, do not have large communities, and do not mingle with civilized races. Players are strongly discouraged from choosing Gnome as a character race.

Half-Orc/Goblin

Orcs are not a major race in Asmythe, therefore mention of "orc" in the Core book should be read as "goblin". Most specifically, the character race "Half-Orc" is a "Half-Goblin" in Asmythe. (Actually Half-Hobgoblin.) Otherwise all statistics for the Half-Orc/Goblin character race remain unchanged.

Hobgoblin

Hobgoblins are a major race in Asmythe. Players may select Hobgoblin as a character race. However goblins are generally despised by other races, especially Elves.

Hobgoblin society has no wizards.

Hobgoblin Traits

Hobgoblin characters have the following traits:

  • +2 Dexterity, +2 Constitution, -2 Charisma
  • Medium Size
  • Normal Speed
  • Darkvision, 60ft
  • Bonus Feat: Toughness
  • Bonus Feat: one additional free combat feat at first level.
  • Goblin Blood, counts as a goblin for any effect related to race.
  • Hobgoblins speak Common and Goblin.

Character Classes

See Adventurer Professions for descriptions and classifications of different kinds of heroes in Asmythe. Note also that, because of the definition of good and evil many character classes don't count as "good" or "evil" until they gain a supernatural or spell-casting ability.

Barbarian

Barbarians are a Mundane Profession.

  • Barbarians must select the barbaric language of their tribe or nation as one of their starting languages.

Bard

Bards are an Infused Profession.

Cleric

Clerics are a Magical Profession.

  • Clerics must choose a diety, they may not be clerics of a divine concept.
  • The gods of Asmythe do not favor or dis-favor any particular weapon use by their clerics.
  • All Clerics get +1 attack and +1 save against any cleric of an opposed cosmos.

Druid

Druids are an Infused Profession.

  • Sylvan and Druidic are "barbaric" languages; they are not universally known or understood in regions other than the one where the druid learned them.

Fighter

Fighters are a Mundane Profession.
  • Confer with the GM for available fighting groups.

Monk

Monks are a Mundane Profession.
  • Confer with the GM for available monk academies.
  • Some monk powers can only be learned through training; finding a teacher may be an adventure in itself.
  • The monk's supernatural ability is drawn from the Forge, much like the abilities of the Magical Professions.

Paladin

Paladins are an Infused Profession.

  • The paladin's principle is chosen at character creation and empowered by a specific eternal. The principle should be clear and succinct.
    Examples, where '[group]' can be any gender, race, class, profession, etc.; such as "hobling farmers"
    "Promote the health and happiness of all [group]."
    "Protect [group] from danger and threat."
    "To destroy the enemies of [group]."
    etc.

Ranger

Rangers are individualistic and nomadic, like bards, and draw their power from native eternals, like druids. Rangers are a Mundane Profession but their spells are drawn directly from the Forge, much like the abilities of the Magical Professions

Rogues

Rogues are a Mundane Profession.

Sorcerers

Sorcerers are an Infused Profession.

Wizard

Wizards are a Magical Profession

  • Wizards must choose a specialist school; they may not be universalists.