Tag: game

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  • Game

    !http://cdn.obsidianportal.com/assets/113332/Game.jpg(Game)!

    House Rules

    !http://cdn.obsidianportal.com/assets/115209/HouseRules.jpg(House rules)!

    Reference Rulebooks

    !http://cdn.obsidianportal.com/assets/115210/Books.jpg(Books)!

    General Gaming Information

    !http://cdn.obsidianportal.com/assets/115207/General.jpg(General)!

    Upkeep

    h2. UPKEEP Instead of worrying about meal prices, lodging, replacing torn clothing, and other miscellaneous costs as well as to represent the kinds of costs that turn up in daily life that aren't reflected on the equipment tables, you pay a …

  • Heirloom Item

    h2. Heirloom Item You may begin play with one item of exceptional value. It may even be magical, but the character may not yet know of its properties. In order to begin play with an heirloom item, you must create a brief story explaining how …

  • Hero Points

    Hero Points are no longer being used, please see [[Hero Tokens | Hero Tokens]]. [[General Gaming Information | >>General Gaming Information]]

    Heroic Gaming Style

    h2.

    Heroic Gaming Style

    You are heroes. The more heroic you play, the more heroic the game is. Offer quarter. Let the henchmen live. Return the sword you recently disarmed. It may not be the ‘smartest’ thing to …

  • Awarding Hero Points

    Each character begins play with 1 hero point, regardless of her level. In addition, whenever a character gains a level, she earns an additional hero point. Aside from these basic rules, awarding additional hero points is up to the GM. The following …

  • Using Hero Points

    Hero points can be spent at any time and do not require an action to use (although the actions they modify consume part of your character’s turn as normal). You cannot spend more than 1 hero point during a single round of combat. Whenever a hero point is …

  • Additional Hero Point Rules

    Since hero points themselves are an optional rules system, other mechanics that go along with hero points have been included here to avoid confusion in the rest of the book. The following feats, spells, and magic items all have to do with hero points in …

  • Serious Wounds

    If a critical confirmation is a natural 20, the character suffers a Serious Wound. The attacker should immediately check for an [[Instant Kill]]. If the blow is not an instant kill, roll on the Serious Wounds chart. The serious wounds are not in and of …

  • Carrying Capacity

    The general rules for "Carrying Capacity":http://paizo.com/pathfinderRPG/prd/additionalRules.html#_carrying-capacity will be used. Carrying Capacity may be found on page 169 of Pathfinder _CRB_. Additionally, if you wish, you may keep any reasonable …

  • Aid Another

    h4. *AID ANOTHER* [[_PCR_ 86] This rule is often overlooked during play. There are many ways one character may help another. The character with the highest score (or level if appropriate) makes the roll, and all characters assisting make the …

  • Backgrounds

    Backgrounds were designed to help players and Game Masters flesh out the backgrounds of 1st level fantasy characters, providing them with a skill set that will follow them throughout their entire adventuring career. Backgrounds use occupations to …

  • Replacing Characters and Players

    If a player decides to replace their character, regardless of the reason for replacement, the new character will begin two levels lower than the character being replaced. If a player joins the party after the initial start of the campaign, that …

  • Buying and Selling Loot

    Characters will gain loot as they adventure. They may sell their goods at whatever price the market will bear. Not all items may be sold in all markets for the below listed guidelines. h4. Selling Items A settlement's Purchase Limit is the …

  • Chases

    Chase rules, as well as Vehicle Combat rules will be used, taken loosely from the _Game Mastery Guide_ and Bad Axe Games _Grim Tales_ rules. More details may follow here. [[House Rules | >>House Rules]] !(media-item-align-center){width:300px;}// …

  • Experience Points

    h4. *FASTER OR SLOWER EXPERIENCE* Experience awards may be adjusted for any reason. The DM has a point system for role-playing, learning, and problem solving portions of adventure. The DM has the only say in this area, although he may ask for …

  • Critical Hits and Misses

    The Dungeon Master uses customized Critical Hit and Fumble tables. Neither fumbles nor critical hits will automatically result in [[Instant Kill| instant kills]], but merely add flavor to combat. h3. Critical Hits *Critical Hits*: When you make …

  • Instant Kill

    If a critical confirmation is a natural 20, roll again. If it comes up a natural 20 again, it’s an instant kill. The final confirmation must be witnessed to be effective. [[House Rules | >>House Rules]] "{color:blue;font-size:12pt;}Link to SK …

  • Losing Limbs

    When a critical hit is confirmed, the wounded character may opt to lose a body part of their choice before any critical results are determined. They may also choose to lose a limb on any [[Instant Kill | Instant Kill]] results. If they so choose, the …

  • Prosthetics

    Characters who [[Losing Limbs | lose body parts]] and live to tell about it often have some kind of replacement part attached in place of their missing limb. Artificers have come up with some very clever prosthetics, from simple leather caps over the …

  • Mounts and Other Animals

    Characters will, at times, have animals and mounts traveling with them if they so desire. This includes any animal or creature that is not a familiar, animal companion, or similar. These animals will gain ‘animal levels’ using the Pathfinder …

  • Spell Miscasts

    When a concentration check is failed while casting or maintaining a spell, there is a slight chance that the spell will be miscast instead of being lost. The caster of the interrupted spell must make a Will Saving Throw with a DC of 20. The DM has a …

  • Striking the Cover

    If you miss because of the cover, you strike the cover instead. If the cover is a creature, the attack result must still hit their AC. If the covering creature is missed only by its Dex modifier plus any dodge modifiers, then the original target was …

  • Summoning Individual Monsters

    Summon monster spells call forth the same, named creature each time it is summoned. Such creatures retain their knowledge and if able to communicate, will do so if commanded. Also, these creatures remember how they have been treated, no matter how …

  • Summon Monster Variants

    [[Summoning Individual Monsters | Individual]] Summon Monster Lists variant will be used in the campaign. When the caster first gains access to a summon spell, she chooses one monster from that list. This chosen monster is the only monster she can …

  • Weapon Equivalencies

    One man’s longsword is another halfling’s greatsword. [[House Rules | >>House Rules]] "{color:blue;font-size:12pt;}Link to SK House Rules":http://www.obsidianportal.com/campaign/shimmering-kingdoms/wikis/house-rules

    Critical Success or Failure

    h3. Critical Success When a natural 20 is rolled on a d20, it may become a critical success. First, the resulting skill check gains a +10 to the result no matter if it is a critical success or not. Next, roll the check again with all the original …

  • Spontaneous Healing Orisons

    Ordinarily... bq). A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell *that is not an orison* or domain spell in …

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