House Rules

The following material superceeds the normal rules for Pathfinder.

Magic Recovery

The ability to use magic is recovered at a standard rate of one spell level (or psionic power point) per caster level per hour. Psions gain power at an increased rate (described below) as they attain higher levels to meet the demand of their increased power. The restored magic may be used to recover any combination of spell slots as long as the total does not exceed the amount you restored. You may spontaneously drop one or more spells and recover alternates using the same method. Arcane, divine, and psionic power is restored independently but simultaneously.

Psion’s and Wilder’s recovery rates increase by 0.25 spell level/hr at starting at 7th level and every 3 levels after (1.25/hr at 7th, 1.5/hr at 10th, 1.75/hr at 13th, 2.0/hr at 16th, and 2.25/hr at 19th).

Daily abilities, including domain spells, are not subject to increased recovery and you must still take an extended rest (>8 hours) to recover them.

For example, if a Wizard 1/Cleric 2/Psion 1 were to rest for 2 hours he would gain two (2) arcane spell levels, four (4) divine spell levels, and two (2) psionic power points. He could then use the restored magic to recover a level 2 wizard spell, four level 1 cleric spells, and two power points (or any other combination that he needed).

Classes that are allowed to swap out an ability or spell of their current level for an older one at specific intervals may reserve the swap up to the point that they would receive another opportunity to swap again. The delayed swap is still based on your level when you received the opportunity, not your current level. If a swap is not made before the next opportunity arises, then it is lost. Learning the new spell or ability in this way requires a full extended rest.

Drawbacks

  • Restless (Drawback)
    You have trouble remaining calm while preparing spells. You habitually interrupt your own rest.
    Prerequisite: This drawback is only available to spellcasting classes.
    Detriment: It takes you one (1) hour to relax to a state where you can start meditating on your spells during a short rest. It takes two (2) additional hours of extended rest to recover your daily abilities.
  • Intolerance (Drawback)
    You have a particular hatred for a certain class, race, or culture.
    Detriment: You must make a Will check with a -4 penalty to control your malicious rage when encountering a particular group. Even if you pass the Will check, you still take a -4 penalty on all Charisma-based skill checks when dealing with the same group. The GM should limit this feat to frequently encountered groups within his campaign (for example, if you take Intolerance against Psions, but your campaign rarely includes them, the GM can prohibit this. You may still hate Psions, but it’s not worth selecting as a drawback).
    Special: You may take this drawback multiple times. You choose a new group each time.

Armor in Tropical Environments

Follow the normal rules described here. However due to the combination of heat and humidity in the tropics, apply your armor check penalty to Fortitude saves against the effects of heat. This is in addition to the standard -4 penalty for wearing armor of any kind. Shield penalties do not apply. Masterwork armor and any training that reduces armor check penalty also reduces the penalty for saves against heat. This simulates acclimation or tricks of the trade to modify armor for the environment.

Foraging for Materials

Potion production in a normal campaign is as simple as purchasing the materials needed, spending the time, and making the Spellcraft roll as long as you have the proper feats and spells. However, you will have limited access to the comforts of civilized life in this campaign. Without stores to purchase materials from, this leaves it up to you to forage for those materials.

There will not be any specialized lists with specific ingredients for each item. The rules for foraging for materials will fall within those existing for the Survival skill. You may roll a Survival skill check at the end of any day spent moving at half the normal movement rate or less. If you do not wish to slow down travel for foraging then you will have to devote specific days to this task as they arise. The DC is equal to 15 plus the level of the spell being imbued into the item. Success will grant you materials equivalent to 10gp, plus an addtional 10gp equivalent for every point over the DC. If a special component is needed for the spell itself, that will have to be supplied independently from the materials for the item.

(EXAMPLE: You wish to brew some cure light wounds potions. You will need 1 day to brew each of these potions. The normal material cost for a potion is 25xSLxCL so this is 25 gold worth of materials. You do not have the means of purchasing the items so you go out foraging for them instead. You spend a day foraging and roll a total of 12 against the DC of 16. This was not sufficient so you spent the day and could not manage to find anything usable from your ingredient list. You spend another day foraging and roll an 18. This day was much more productive and you find materials equivalent to 30gp. You now have enough to start brewing one potion. This has taken 2 extra days of work but you have saved yourself from the need to purchase the materials.)

Scrolls, Arcane or Divine?

There will be no distinction between arcane or divine scrolls. Both are written in a magical language unique to the author, but if deciphered with a successful spellcraft check (DC 20 + spell level) they can be used by any caster that has the spell available to them (it is on their spell list). This is being changed due to the blurry lines between many classes that are arcane but utilize divine spells. This also prevents the GM from having to keep track of who the original author of the scroll was.

Purchasing Magic Items

This is a moderately low magic setting and many magic items are not regularly available. To represent this easily and fairly we will utilize the rules developed by the Pathfinder Society. You may always purchase the following items or equipment so long as you’re in a settlement with a population of at least 5,000.

  • All basic armor, gear, items, and weapons from Chapter 6 of the Core Rulebook, including Small and Large-sized items. This does not include equipment made from dragonhide, but it does include equipment made from the other special materials, such as alchemical silver and cold iron (see the Special Materials section on page 154 of the Core Rulebook). All mundane (completely nonmagical) weapons, armor, equipment, and alchemical gear found in any other source that is legal for play are considered always available.
  • +1 weapons (The item may not be in a store but you can find someone to enchant it for you.)
  • +1 armor (The item may not be in a store but you can find someone to enchant it for you.)
  • +1 shields (The item may not be in a store but you can find someone to enchant it for you.)
  • Potions and oils of 0- or 1st-level spells at caster level 1st
  • Scrolls of 0- or 1st-level spells at caster level 1st

Beyond the gear noted above, your character is restricted to extensive searching (50% chance/week if within settlement’s base item value), items found in his adventures, or by capitalizing on his heroic reputation and/or fame within his faction.

House Rules

Rappan Athuk Garrion