Wednesday, February 8, 2017


NEW HOUSERULES SHEET - Eastwylde 2/8/2017
Leveling up requires at least one week of rest and training even if you have enough XP to level.  It is possible to level up multiple times over one of these rest periods if you have done enough/earned enough XP. 
------What Counts as Resting?

No fighting, no hard travel, no sticking your nose into dangerous places (e.g anything we'd consider "adventuring.") Bar brawls and love-related imbroglios don't violate a rest period. Shopping, exploring a town/city, doing non-dangerous work (such as crafting an object or making a profession check) are all allowed.

It is possible to sustain an injury via a critical hit or a called shot which exceeds a certain damage threshold.   These can include broken limbs, punctured lungs, maiming or disfigurement, etc.  The conditions of such injuries (reduced to half speed by an injured leg for example) can only be removed through a period of natural recovery (how much depending on the injury), even if magical healing restores hitpoints back to full.  Lost body parts do not come back through rest, obviously.
---How Much Damage?
If a called shot removes at least 1/3 of a character's HP (doing 20 damage to a 60 HP character, for example) it will inflict an injury.   Undirected critical hits have a 50% chance of inflicting some injury. 

A night's rest heals Your Level + Your Con Mod of HP.   Subtract this number from the damage that dealt you your injury to find out how long your injury will take to heal.  For example, say you were hit on a called shot: leg by an ogre's club for 20 damage, more than 1/3 of your HP.  You are level 3 and have a +2 Con modifier. You will have a bum leg for 15 days (20 - 5) and must avoid worsening the injury in that time. 

---That Sounds Harsh, Fam
If you get really fucked up in a fight consider it an opportunity to chill out in town and make connections, win friends and influence people, craft that MW sword you've been wanting, etc.  Not all of it has to be roleplayed through.  I'm trying to slow the pace of the campaign down a little so not so much happens over so few days. 

If a player character goes longer than ten days without washing or bathing while engaging in heavy activity (fighting, hiking, etc.)  during that period, they gain one of the following conditions (1d4):

1.  Flea Infested - You suffer a -2 penalty to concentration and endurance checks, as well as skill checks requiring time or patience (such as craft or disable device).  Each night you spend in camp with others they must roll over 20% or acquire fleas from you.  
2. Bronchial Congestion - Some bug is taking up residence in the inflamed mucus of your nose/throat/lungs.  -2 Con penalty
3. Clothes/Armor Rotting -  Fungus or bugs have taken up residence in your armor's padding or in your clothes.   1d4 damage to armor/outfit, will continue taking damage every two days until treated. 
4.  Untreated sores - your armor has creased your hide so heavily you now take a -2 Dex penalty and can only move as fast as a double move. 

For every additional 10 days without hygiene, roll 1d3, then 1d2, then award yourself all four conditions and a special trophy from Papa Nurgle for being the grossest MFer ever.

How Do I Avoid This Embarrassing State?

Buy some soap and clean yourself at least once every 10 days.  It's seriously in the basic equipment list.  One cake of tallow soap (1 lb.) lasts for 100 uses.   Alternatively, visit a public bath.  Some inns will have baths as well.   A quick clean usually costs 5 sp to 1 gp.   Some cultures have alternate methods of cleaning themselves like mud baths or smoke baths. 

If I Failed to Avoid This Embarrassing State, How Can I Get it Removed?

In case of rotting armor/clothes, visit an armorer or tailor to have it repaired.   In case of the other three conditions, a visit to a doctor (or someone with training in the Heal skill) is in order.  Many stores sell itching-powder and lozenges. 

Should I use the public fountain in Stormcrown as a bath ever again?
If you want Swordwyte to robo-pulp your skull, sure.  


If you travel through dense forest or brush in the Summer, you will quite likely be attacked by insects.  Mosquitoes, ticks, gnats, horseflies, noseeums, whatever.  Bugbites are usually no more than a trivial annoyance but enough can be debilitating.  For every eight hours spent traveling in the forest, roll a Fort save (DC 10).  For every additional eight hours spent traveling in the forest, roll the save with the DC increased by one (DC 11 after two days' journey, DC 12 after three, etc.)  Spending at least one night's rest out of the woods resets the DC back to 10.  If you fail this Fortitude save you are covered in bugbites and become fatigued (-2 Str/Dex) until you spend a day outside of the forest (but performing strenuous activity does not cause you to become exhausted).  "Outside the forest" can mean in the upper hills, or under the ground in a dungeon as well. 

Vermin means mice, voles, even rats or weasels.  If gear--especially food--is left unguarded or unprotected in the forest it is an invitation for these critters to invade.  If anything made of leather, paper, untreated cloth or anything else that would be edible is left on the open ground in the forest there is a 20% chance of it taking damage from vermin, or being befouled/spoiled in the case of food and drink. 

A pint of lamp oil burns for six hours, and most lamps hold one pint. Torches are soaked in enough oil to burn for one hour.  The average candle lasts one hour, but of course candles come in all shapes and sizes. 

If you regularly engage in strenuous activity (marching, climbing, fighting, etc.) then you need at least a pound of food and a pint of water a day, although your body would like more.  A gallon of other fluids (such as milk or beer) can substitute for water.  Less than that and you will slowly begin to suffer the effects of malnutrition: you can only go 1 day + a number of hours equal to your Constitution before you begin suffering dehydration (Fort DC 10 +1 per hour, each hour, taking 1d6 nonlethal every failed save until you collapse and start taking lethal damage).  After three days without food starving characters gain the exhausted condition (-6 Str/Dex, can't run).  After six days consuming nothing, characters will begin making Fort saves as above; it is possible to prolong the time one must begin making saves up to one month by such extreme measures as boiling and eating grass, wood pulp, shoe leather, etc.

Remember that for all intents and purposes what we are calling a "pint" is 16 oz, and in terms of dry weight a pint counts as a pound.  Two pints equals a quart and four quarts equals a gallon. 
 Some standard containers (e.g. what you get for the listed price in the PFCRB):
---A common stave/barrel holds 8 gallons, or 64 pints of liquid (a big tun such as used by merchants holds 75 gallons/600 pints).   
--A common bottle or tankard holds 16 oz.  A common mug/stein holds 8 oz. 
--A common copper cookpot weighs 5 lbs and holds approximately 1 gallon/8 pints (would feed four Med. humanoids for two meals). 
--A common chest (Med. sized) holds 4 cubic ft or 3 gallons (24 pints).

In the Kingdom of Pellegrine and its adjacent territories, the only currency (stamped coins) allowed to circulate come from royal-backed mints.  The gold coins are all stamped with the royal seal and known as Gold Crowns (of the King); silver coins bear an image of a dragon and are called Silver Drakes or if the image of a stag, Silver Stags.  Copper coins bear various seals but are usually just called pennies.   10 pennies = 1 Stag/Drake; 10 Stags/Drakes = 1 Crown.  All the coins are about the same weight: 50 weigh a pound.  Gold Crowns are about half an inch in diameter and 1/24 of an inch thick.  If you cut up a gold crown it retains its value, so if you don't have a silver handy you might give a tenth of a gold coin (as weighed out).  Note that none of the coins are actually purely what they say they are, so if you melted down a bunch of "silver" stags you'd just have a fused lump of tin and iron with a bit of silver patina. 

By Royal Fiat, the value of 20 golden crowns equals the value of one pound of pure silver.  A pound of silver is 16 ounces just like everything else, so now you know what the value of an ounce of honest to god silver is.  Beware pewter or tin objects that are merely silver-plated, you looters.

Note that the standard value for healthy animal flesh is given by the pound, e.g., judged by the living animal's weight.  For example, the value of a healthy pig in his breeding prime is 6 sp per pound, so say you had a 100 lb pig---that's 60 crowns/600 stags, or as valuable as 3 pounds of silver.  Note that a canny trader can often find something wrong with an animal such as long teeth or dim eyes in order to give you less than full value.  It's never a simple matter of weighing and swapping with animals.    

7. OTHER CHANGES (stuff about combat here)

-All ranged/thrown weapons are upgraded one die above their listed damage die.   This doesn't include melee/thrown weapons such as spears or daggers.
-Firearms are simple weapons.  If you can aim and shoot a crossbow, you can aim and shoot a caliver.  Note that proficiency doesn't mean you can reload the thing like a continental soldier, that'd be represented via the Rapid Reload feat.  
-Firearms' criticals reduced from x4 to x3.  Firearms only jam on a confirmed critical failure. 
-Unless a crossbow has a crank/winch you cannot reload it while mounted. 

-There is no offhand damage penalty for Two Weapon Fighting.  Seriously TWF is suboptimal enough it doesn't need to get shat on more.
-Combat Expertise is restored to its 3.5 glory---this means you can drop your attack and raise your AC as much as your BAB allows up to +/-5. 

-Darkvision is lame.  Hobgoblins, dwarves and other subterranean denizens instead see in total darkness via infravision (which means they can track in pitch dark based on residual heat-patterns such as footprints).   Orcs are night hunters and have Low-Light Vision.

Firearms no longer are Touch attacks.  Instead, within their range increment (20 ft for pistols, 40 ft for calivers/muskets) firearms target flat footed AC.  This means no dodge bonuses from fighting defensively ("huah!  I'll block your bullets with my trusty blade, HUAH!").  Cover still adds to AC and Uncanny Dodge means you can indeed dodge bullets.  

Draw A Bead - Full Round Action.  Any time you spend a round taking careful aim with any ranged weapon against a target not in cover and are within the weapon's range increment (80 ft for a crossbow, 100 ft for a longbow, etc.) you roll vs the target's Flat Footed AC.  You should be combining this with "called shot: head" basically every time. 

Called Shot: Head - If you are shot in the head, roll a Fort save DC 10 + damage dealt.  If you whiff the save you die instantly.   Wearing head protection grants a +4 bonus to this save, but costs you a Hero Point because Heroes Don't Wear Shit On Their Heads.