Post by Dirtypanda69 on May 17, 2014 15:32:34 GMT
Skill progression
Skills increase in rank as they are used rather than spending skill points at level up. For example, if a character spends enough time in a library studying various books on history, this will cause his Knowledge (History) skill to increase in rank. The GM is responsible for determinimg when skills rank up and notifying the player when a skill has improved. Skills cannot increase beyond the number of skill points given at level up, and cannot exceed maximum rank for a character's current level as per the pathfinder core rules. Players should keep the number of skill points accumulated listed on their character sheets and subtract a point whenever a skill increases in rank. Skills cannot increase through passive use, the player must be conciously making the decision to use that skill.
Players are encouraged to list skills in this format on their character sheet if not filling out a standard D20 sheet.
Core skills and Speechcraft skills can be used untrained, all other skills require at least 1 rank to be used.
Core skills
Perception / wis
Sense Motive / wis
Heal / wis
Climb / str*
Acrobatics / dex*
Swim / str*
Stealth / dex*
Disguise / cha
Escape Artist / dex*
Survival / wis
Perform / cha
Speechcraft Skills
Bluff / cha
Diplomacy / cha
Intimidate / Cha
Trained skills
List of any other skills with ranks in them.
Trained skill caps: Total skill check bonuses have a cap of +7 + character level, This rule has been implemented for balance reasons due to characters having skill bonuses as high as +17 at first level (example: a 2nd level Paladin with a diplomacy check of +10 would be capped at +9, after reaching third level it would then increase to +10.)
Multiclass rules
Characters cannot take more than two classes and one prestige class.
When taking a second class, it is considered a Support class and any levels exceeding half of the level of the starting class require twice the amount of experience points to attain and the excess experience is then discarded at level up. This is to reflect the reality that one cannot so easily change what they are already trained in, Should a support class exceed the starting class in level, it is then considered the starting class and the other becomes the support class.
Prestige classes are considered an upgrade from the starting class and have no restrictions to leveling up past a certain point.
Wizard modified rules
Wizards cannot take a familliar with the arcane bond ability, as familliars in Auldrun are exclusive to the Witch class. Instead they are allowed the option of a Focus. Similar to a bonded object, a focus allows the wizard to cast a spell with a +3 bonus to her Save DC, this can be used a number of times per day equal to 1 + The wizards intelligence modifier (minimum of once per day) and requires an additional 2 hours of rest each day along with the 8 hours required to prepare spells. A focus charged with spells can be recharged at special shops that sell alchemical reagents and rare magic items, though these places are few and far between. The focus must be equipped to cast spells, if lost the wizard must spend one week aquiring a new focus. Focuses that can be taken are a Wand with 5 charges of any 1st level spell, a Masterwork Quarterstaff with an attack range of 25 feet that deals Force damage, Masterwork Whip with a +2 magical bonus to combat manouver checks, a Spellbook that grants two 1st level bonus spells, or a Marble Orb with 10 charges of any 1st level divination spell (weapon proficiency feats or other prerequisites are not required for these items). The focus is taken at no cost at character cteation. Alternatively The Player and gm may work together to come up with a focus to meet the personal preference of the player.
Skills increase in rank as they are used rather than spending skill points at level up. For example, if a character spends enough time in a library studying various books on history, this will cause his Knowledge (History) skill to increase in rank. The GM is responsible for determinimg when skills rank up and notifying the player when a skill has improved. Skills cannot increase beyond the number of skill points given at level up, and cannot exceed maximum rank for a character's current level as per the pathfinder core rules. Players should keep the number of skill points accumulated listed on their character sheets and subtract a point whenever a skill increases in rank. Skills cannot increase through passive use, the player must be conciously making the decision to use that skill.
Players are encouraged to list skills in this format on their character sheet if not filling out a standard D20 sheet.
Core skills and Speechcraft skills can be used untrained, all other skills require at least 1 rank to be used.
Core skills
Perception / wis
Sense Motive / wis
Heal / wis
Climb / str*
Acrobatics / dex*
Swim / str*
Stealth / dex*
Disguise / cha
Escape Artist / dex*
Survival / wis
Perform / cha
Speechcraft Skills
Bluff / cha
Diplomacy / cha
Intimidate / Cha
Trained skills
List of any other skills with ranks in them.
Trained skill caps: Total skill check bonuses have a cap of +7 + character level, This rule has been implemented for balance reasons due to characters having skill bonuses as high as +17 at first level (example: a 2nd level Paladin with a diplomacy check of +10 would be capped at +9, after reaching third level it would then increase to +10.)
Multiclass rules
Characters cannot take more than two classes and one prestige class.
When taking a second class, it is considered a Support class and any levels exceeding half of the level of the starting class require twice the amount of experience points to attain and the excess experience is then discarded at level up. This is to reflect the reality that one cannot so easily change what they are already trained in, Should a support class exceed the starting class in level, it is then considered the starting class and the other becomes the support class.
Prestige classes are considered an upgrade from the starting class and have no restrictions to leveling up past a certain point.
Wizard modified rules
Wizards cannot take a familliar with the arcane bond ability, as familliars in Auldrun are exclusive to the Witch class. Instead they are allowed the option of a Focus. Similar to a bonded object, a focus allows the wizard to cast a spell with a +3 bonus to her Save DC, this can be used a number of times per day equal to 1 + The wizards intelligence modifier (minimum of once per day) and requires an additional 2 hours of rest each day along with the 8 hours required to prepare spells. A focus charged with spells can be recharged at special shops that sell alchemical reagents and rare magic items, though these places are few and far between. The focus must be equipped to cast spells, if lost the wizard must spend one week aquiring a new focus. Focuses that can be taken are a Wand with 5 charges of any 1st level spell, a Masterwork Quarterstaff with an attack range of 25 feet that deals Force damage, Masterwork Whip with a +2 magical bonus to combat manouver checks, a Spellbook that grants two 1st level bonus spells, or a Marble Orb with 10 charges of any 1st level divination spell (weapon proficiency feats or other prerequisites are not required for these items). The focus is taken at no cost at character cteation. Alternatively The Player and gm may work together to come up with a focus to meet the personal preference of the player.