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<blockquote data-quote="Arkhandus" data-source="post: 3208868" data-attributes="member: 13966"><p><strong>Basic Aurelian Houserules</strong></p><p></p><p>This post will contain some of my miscellaneous houserules regarding campaigns in Aurelia. This will also include a few bits of general info on the setting and its cosmology. For now only a few completed houserule bits will be posted, but I'll try updating this at some point with the rest when they're finished. For instance, my training rules for character advancement (including limits on how many levels can be gained each month or year) are not quite finished, so they'll be added to this post at a later date. My basic description of the Aurelian cosmology will be added soon.</p><p></p><p><span style="font-size: 12px"><span style="color: Green"><u><em><strong>Basic Aurelian Houserules</strong></em></u></span></span></p><p></p><p><span style="color: Red"><strong>Favored Classes:</strong></span> For every 10 levels a character gains in his or her favored classes, in total, that character gains a bonus feat of his or her choice. This must be a feat the character meets the prerequisites for, if any.</p><p></p><p>If a character's race has a specific favored class, and the character begins with that class at the 1st character level, he or she gains 2 extra skill points from that class level. These extra points are not multiplied at 1st-level, nor are they modified by Intelligence. If he or she starts out as an apprentice-level multiclass character, these extra skill points do not apply if the favored class is not his or her main class at apprentice-level.</p><p></p><p>When determining whether or not a character will suffer an Experience Point penalty for multi-classing, ignore any levels gained in that character's favored class (or classes). Likewise, ignore levels in those favored classes when determining how much of an Experience Point penalty is incurred by multi-classing.</p><p></p><p></p><p><span style="color: Red"><strong>Sleep:</strong></span> A sleeping character can make Listen checks to notice noises nearby, but is considered to have rolled a 5 on the check, plus any modifiers they may have. The character cannot apply any modifiers to this check that require choice or activation of an ability, with the exception of luck modifiers that do not require conscious knowledge of the circumstances (the Luck domain power may be applied if it is possessed, for example), since he or she is not conscious while sleeping.</p><p></p><p>If the character succeeds at such a Listen check, they hear the noise and are awakened if it sounds like danger or trouble. It takes the character a full round to awaken, and after that, the character can only take a partial action on the next round. In addition, they suffer a -2 penalty to attack rolls, skill checks, Reflex saves, and Will saves for those two rounds.</p><p></p><p>All living creatures require sleep, except for those whose descriptions note otherwise (such as inanimate plants, and stationary plant creatures like violet fungi and shrieker fungi). Humans and other Medium-sized creatures require eight hours of sleep each day in order to function normally, and begin to suffer penalties if they remain awake for more than 16 hours in a day. After 16 hours without sleep, the creature suffers a -2 penalty on all checks, saving throws, and attack rolls, as well as a -2 penalty to Armor Class (this AC penalty only applies when they would be allowed a Dexterity bonus to AC, since it is a result of their dulled reflexes and weary muscles while tired).</p><p></p><p>These penalties are doubled every additional hour, until the creature receives at least 2 uninterrupted hours of sleep (remember that two doublings in the d20 System is a tripling, three doublings is a quadrupling, and so on and so forth). A Constitution check may be attempted at the start of each such hour (including the first), against DC 10, to prevent the penalties from increasing for that hour (so that hour effectively does not count for purposes of gaining or increasing the penalty). The Endurance feat applies to this Constitution check, if the creature has that feat.</p><p></p><p>Every 2 uninterrupted hours of sleep will reduce this penalty by 2 points, until the penalty is gone, but this does not interrupt the accumulation of further penalties for sleep deprivation, unless the creature has received at least 8 uninterrupted hours of sleep. At that point, the creature has slept enough to be fully rested, and the 16-hour timer resets. Natural healing of hit points and ability damage does not occur each day until the character is fully rested, though subdual damage heals normally (Fast Healing and Regeneration are also unhindered).</p><p></p><p>Elves and certain other creatures require less sleep than normal or no sleep (elves in particular require only a short meditative trance, to avoid sleep deprivation penalties). Assume all other living creatures to require 8 hours of sleep unless noted otherwise in their descriptions. Nonliving creatures, such as constructs or undead, have no need for sleep and suffer no penalties for avoiding it (in fact, they cannot sleep at all).</p><p></p><p>As long as a creature is not fully rested, that creature becomes fatigued after 20 hours without sleep, and exhausted after 24 hours without sleep. Fatigue and exhaustion from sleep deprivation do not cease until the character receives at least 4 hours of uninterrupted sleep (or two separate periods of 2 hours uninterrupted sleep), at which point the exhaustion ends. Another 8 hours without sleep makes the exhaustion return. The fatigue does not end until the character is fully rested.</p><p></p><p></p><p><span style="color: Red"><strong>Clobbered Status:</strong></span> Any time that a single blow deals damage to a creature equal to half or more of its current hit points, that creature is clobbered until the end of its next turn. As long as a creature is clobbered, it is limited to taking only a partial action on its turn, as well as a 5-foot-step if applicable. Extra actions from feats, spells, powers, items, or other effects cannot be used while the creature is clobbered, except for free actions. Nonliving creatures cannot become clobbered, nor may any other creatures who are not subject to critical hits.</p><p></p><p></p><p><span style="color: Red"><strong>Massive Damage:</strong></span> If any creature suffers damage from a single blow that equals or exceeds 50 points, that creature may perish immediately from the physical shock and grevious injury. The stricken creature must roll a Fortitude saving throw to resist this death by massive damage; this saving throw's Difficulty Class is 15, +1 for every 10 points of damage dealt beyond the creature's massive damage threshold. If the creature fails its saving throw against massive damage, that creature dies immediately, regardless of its current hit points (and regardless of any abilities or effects that may otherwise keep it alive at negative hit points).</p><p></p><p>Death by massive damage is not considered a death effect; it does not carry the Death descriptor, and is effectively similar to dying of hit point damage. The massive damage threshold of 50 points is adjusted by the creature's Constitution modifier; for instance, a creature with Constitution of 18 has a +4 Constitution modifier, and a massive damage threshold of 54 as a result. Only normal damage incurs the risk of death by massive damage; subdual damage and ability damage does not count towards massive damage (though Constitution damage can still lower the threshold). Nonliving creatures are not subject to death by massive damage, nor are any other creatures who are not subject to critical hits.</p><p></p><p></p><p><span style="color: Red"><strong>Magic & Psionic Item Creation:</strong></span> Magic and psionic items are relatively uncommon in Aurelia, and the secrets of creating them are only known by a lucky few. Thus, as an extra prerequisite to learning an Item Creation feat, even when gaining it as a bonus feat from a class, the character must spend an amount of gp on research equal to 100 times the required caster level for the feat. Thus, if an Item Creation feat has a prerequisite of caster level 5+, then it costs the character 500 gp in research expenses in order to learn that feat.</p><p></p><p>In addition, for each 100 gp they would have to spend on researching the proper techniques for the Item Creation feat, the character must spend 1 month performing research prior to gaining the feat. This time spent researching doesn’t need to be done all at once, and can be spread out among several periods of research. However, the character must spend at least 1 full week at a time researching in order for that time to count towards this required research, and while researching the character cannot perform any activities that they couldn’t perform when actually creating a magic or psionic item.</p><p></p><p>In addition, due to the relative rarity of magic and psionic items in Aurelia, compared to mundane items, they cost more to purchase and make, and thus the market price of any given magic item or psionic item is different from the original printed version of that item. The exact new prices of items are shown elsewhere, along with the new magic items available in Aurelia.</p><p></p><p><span style="color: Red"><strong>Returning From The Dead:</strong></span> In Aurelia, raising and resurrection aren’t simple and common. In order to get a person raised or resurrected, a powerful priest must be found who is willing to cast the spell, and such high-level priests are quite uncommon. In addition, a priest will usually only raise or resurrect someone of the same faith or an allied faith, though some priests will raise or resurrect someone of a faith neither allied nor opposed to their own.</p><p></p><p>Before performing a raise or resurrection, the priest will typically cast spells such as Detect Lies, Zone of Truth, Speak With Dead, or Commune to learn whether or not the deceased is worthy of a raise or resurrection, according to the priest’s personal and religious standards. Then, to perform the raise or resurrection, whoever requested the spell will have to pay for not only the raise or resurrection, but also any other spells the priest cast to determine if they should perform the ritual or not, as well as paying an extra cost for any experience the priest may have had to spend in casting the spells (generally 5-20 gold pieces for each experience point spent). Then, after returning the deceased character to life, the priest will typically give the character a quest, using the Geas/Quest spell, and will expect the character to perform some task as further payment for the gift of renewed life.</p><p></p><p>Alternatively, if the deceased character has an ally who can raise or resurrect them, they may not need to pay any costs, or they may have to perform different favors for the one who brought them back. A divine spellcaster may lose their divine gifts if they repeatedly return life to people or creatures whom the divine caster's patron deity or spirits dislike. Thus, most priests are reluctant to return life to any individual not devoted to the same faith or allied to it.</p><p></p><p></p><p><span style="color: Red"><strong>Training:</strong></span> Characters must train before learning new skills, gaining ranks in skills already known, gaining a level, gaining a level in a new class, learning new spells or increased spellcasting ability, learning new class abilities, or gaining new feats, among other things. Thus, characters must spend a certain amount of time and money training every so often.</p><p></p><p>The training rules are almost finished, and will be added once they are complete.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3208868, member: 13966"] [b]Basic Aurelian Houserules[/b] This post will contain some of my miscellaneous houserules regarding campaigns in Aurelia. This will also include a few bits of general info on the setting and its cosmology. For now only a few completed houserule bits will be posted, but I'll try updating this at some point with the rest when they're finished. For instance, my training rules for character advancement (including limits on how many levels can be gained each month or year) are not quite finished, so they'll be added to this post at a later date. My basic description of the Aurelian cosmology will be added soon. [SIZE=3][COLOR=Green][U][I][B]Basic Aurelian Houserules[/B][/I][/U][/COLOR][/SIZE] [COLOR=Red][B]Favored Classes:[/B][/COLOR] For every 10 levels a character gains in his or her favored classes, in total, that character gains a bonus feat of his or her choice. This must be a feat the character meets the prerequisites for, if any. If a character's race has a specific favored class, and the character begins with that class at the 1st character level, he or she gains 2 extra skill points from that class level. These extra points are not multiplied at 1st-level, nor are they modified by Intelligence. If he or she starts out as an apprentice-level multiclass character, these extra skill points do not apply if the favored class is not his or her main class at apprentice-level. When determining whether or not a character will suffer an Experience Point penalty for multi-classing, ignore any levels gained in that character's favored class (or classes). Likewise, ignore levels in those favored classes when determining how much of an Experience Point penalty is incurred by multi-classing. [COLOR=Red][B]Sleep:[/B][/COLOR] A sleeping character can make Listen checks to notice noises nearby, but is considered to have rolled a 5 on the check, plus any modifiers they may have. The character cannot apply any modifiers to this check that require choice or activation of an ability, with the exception of luck modifiers that do not require conscious knowledge of the circumstances (the Luck domain power may be applied if it is possessed, for example), since he or she is not conscious while sleeping. If the character succeeds at such a Listen check, they hear the noise and are awakened if it sounds like danger or trouble. It takes the character a full round to awaken, and after that, the character can only take a partial action on the next round. In addition, they suffer a -2 penalty to attack rolls, skill checks, Reflex saves, and Will saves for those two rounds. All living creatures require sleep, except for those whose descriptions note otherwise (such as inanimate plants, and stationary plant creatures like violet fungi and shrieker fungi). Humans and other Medium-sized creatures require eight hours of sleep each day in order to function normally, and begin to suffer penalties if they remain awake for more than 16 hours in a day. After 16 hours without sleep, the creature suffers a -2 penalty on all checks, saving throws, and attack rolls, as well as a -2 penalty to Armor Class (this AC penalty only applies when they would be allowed a Dexterity bonus to AC, since it is a result of their dulled reflexes and weary muscles while tired). These penalties are doubled every additional hour, until the creature receives at least 2 uninterrupted hours of sleep (remember that two doublings in the d20 System is a tripling, three doublings is a quadrupling, and so on and so forth). A Constitution check may be attempted at the start of each such hour (including the first), against DC 10, to prevent the penalties from increasing for that hour (so that hour effectively does not count for purposes of gaining or increasing the penalty). The Endurance feat applies to this Constitution check, if the creature has that feat. Every 2 uninterrupted hours of sleep will reduce this penalty by 2 points, until the penalty is gone, but this does not interrupt the accumulation of further penalties for sleep deprivation, unless the creature has received at least 8 uninterrupted hours of sleep. At that point, the creature has slept enough to be fully rested, and the 16-hour timer resets. Natural healing of hit points and ability damage does not occur each day until the character is fully rested, though subdual damage heals normally (Fast Healing and Regeneration are also unhindered). Elves and certain other creatures require less sleep than normal or no sleep (elves in particular require only a short meditative trance, to avoid sleep deprivation penalties). Assume all other living creatures to require 8 hours of sleep unless noted otherwise in their descriptions. Nonliving creatures, such as constructs or undead, have no need for sleep and suffer no penalties for avoiding it (in fact, they cannot sleep at all). As long as a creature is not fully rested, that creature becomes fatigued after 20 hours without sleep, and exhausted after 24 hours without sleep. Fatigue and exhaustion from sleep deprivation do not cease until the character receives at least 4 hours of uninterrupted sleep (or two separate periods of 2 hours uninterrupted sleep), at which point the exhaustion ends. Another 8 hours without sleep makes the exhaustion return. The fatigue does not end until the character is fully rested. [COLOR=Red][B]Clobbered Status:[/B][/COLOR] Any time that a single blow deals damage to a creature equal to half or more of its current hit points, that creature is clobbered until the end of its next turn. As long as a creature is clobbered, it is limited to taking only a partial action on its turn, as well as a 5-foot-step if applicable. Extra actions from feats, spells, powers, items, or other effects cannot be used while the creature is clobbered, except for free actions. Nonliving creatures cannot become clobbered, nor may any other creatures who are not subject to critical hits. [COLOR=Red][B]Massive Damage:[/B][/COLOR] If any creature suffers damage from a single blow that equals or exceeds 50 points, that creature may perish immediately from the physical shock and grevious injury. The stricken creature must roll a Fortitude saving throw to resist this death by massive damage; this saving throw's Difficulty Class is 15, +1 for every 10 points of damage dealt beyond the creature's massive damage threshold. If the creature fails its saving throw against massive damage, that creature dies immediately, regardless of its current hit points (and regardless of any abilities or effects that may otherwise keep it alive at negative hit points). Death by massive damage is not considered a death effect; it does not carry the Death descriptor, and is effectively similar to dying of hit point damage. The massive damage threshold of 50 points is adjusted by the creature's Constitution modifier; for instance, a creature with Constitution of 18 has a +4 Constitution modifier, and a massive damage threshold of 54 as a result. Only normal damage incurs the risk of death by massive damage; subdual damage and ability damage does not count towards massive damage (though Constitution damage can still lower the threshold). Nonliving creatures are not subject to death by massive damage, nor are any other creatures who are not subject to critical hits. [COLOR=Red][B]Magic & Psionic Item Creation:[/B][/COLOR] Magic and psionic items are relatively uncommon in Aurelia, and the secrets of creating them are only known by a lucky few. Thus, as an extra prerequisite to learning an Item Creation feat, even when gaining it as a bonus feat from a class, the character must spend an amount of gp on research equal to 100 times the required caster level for the feat. Thus, if an Item Creation feat has a prerequisite of caster level 5+, then it costs the character 500 gp in research expenses in order to learn that feat. In addition, for each 100 gp they would have to spend on researching the proper techniques for the Item Creation feat, the character must spend 1 month performing research prior to gaining the feat. This time spent researching doesn’t need to be done all at once, and can be spread out among several periods of research. However, the character must spend at least 1 full week at a time researching in order for that time to count towards this required research, and while researching the character cannot perform any activities that they couldn’t perform when actually creating a magic or psionic item. In addition, due to the relative rarity of magic and psionic items in Aurelia, compared to mundane items, they cost more to purchase and make, and thus the market price of any given magic item or psionic item is different from the original printed version of that item. The exact new prices of items are shown elsewhere, along with the new magic items available in Aurelia. [COLOR=Red][B]Returning From The Dead:[/B][/COLOR] In Aurelia, raising and resurrection aren’t simple and common. In order to get a person raised or resurrected, a powerful priest must be found who is willing to cast the spell, and such high-level priests are quite uncommon. In addition, a priest will usually only raise or resurrect someone of the same faith or an allied faith, though some priests will raise or resurrect someone of a faith neither allied nor opposed to their own. Before performing a raise or resurrection, the priest will typically cast spells such as Detect Lies, Zone of Truth, Speak With Dead, or Commune to learn whether or not the deceased is worthy of a raise or resurrection, according to the priest’s personal and religious standards. Then, to perform the raise or resurrection, whoever requested the spell will have to pay for not only the raise or resurrection, but also any other spells the priest cast to determine if they should perform the ritual or not, as well as paying an extra cost for any experience the priest may have had to spend in casting the spells (generally 5-20 gold pieces for each experience point spent). Then, after returning the deceased character to life, the priest will typically give the character a quest, using the Geas/Quest spell, and will expect the character to perform some task as further payment for the gift of renewed life. Alternatively, if the deceased character has an ally who can raise or resurrect them, they may not need to pay any costs, or they may have to perform different favors for the one who brought them back. A divine spellcaster may lose their divine gifts if they repeatedly return life to people or creatures whom the divine caster's patron deity or spirits dislike. Thus, most priests are reluctant to return life to any individual not devoted to the same faith or allied to it. [COLOR=Red][B]Training:[/B][/COLOR] Characters must train before learning new skills, gaining ranks in skills already known, gaining a level, gaining a level in a new class, learning new spells or increased spellcasting ability, learning new class abilities, or gaining new feats, among other things. Thus, characters must spend a certain amount of time and money training every so often. The training rules are almost finished, and will be added once they are complete. [/QUOTE]
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