Tag: houserules

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  • Transport & Arbitrage

    Characters that travel from one place to another and have room to transport goods can invest their money to turn a profit most of the time. This is done with a straight 1d20 roll when buying, and one when selling (the roll isn't tied to a skill, it's …

  • Booster Credits

    As detailed in the character creation page, new PCs begin at level 1 and work their way up from there. While GMs will always ensure that players have *something useful and fun to do (Rule Zero!)*, one way to round out starting characters' options a bit …

  • HP on Level-Ups

    Whenever you level up normally, you can roll the Hit Die for whatever class you're levelling into, and add your CON modifier (but if your CON is negative, you're guaranteed to still get 1 HP minimum). Our house rule: If you roll below half on your Hit …

  • Coordinated Tactics with Followers

    Normally, this Talent grants your followers the Coordinated Attack Feat, but does nothing to address the action economy of followers. For example: Without this talent, I could give up my Standard action to let one of my followers perform Aid Another …

  • Un-learned Languages

    The game lets characters learn a wide variety of languages, and sometimes many at the same time. As written, though, no amount of language learning will help you speak a language you haven't chosen for your INT bonus, or with a feat like _*Linguist*_. …

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