House Rules

Gestalt Classes

All characters, at campaign start, will be allowed to make their characters under the Gestalt class rules. This will make them more powerful and set them apart from even the most potent of adventuring NPCs, except the story-driven Villains and the like.

Gestalt characters follow a relatively basic structure, as the following:

  • Each Character Chooses 2 Classes
    • A character must meet all Prerequisites of BOTH Classes
      • All rules on Class Interactions must still be followed
      • A player can pick Archetypes for the two Classes, but cannot double-up on one Class
    • Take the higher of the two Hit Die to determine Hit Points
    • Take the higher of the two Class Skill points to determine Skills
      • Receive Both Class’ Class Skills
    • Take the higher of the two Class’ Base Attack Bonuses, and Saves (for each column)
    • Receive the Class Features of Both Classes
      • When duplicated, as in the case of Sorcerer/Summoner, the character has two separate Spells per day columns and two separate Spell Lists

When a character levels, they level both Classes simultaneously. This continues as they level onward, with the following modifiers:

  • A character can only change 1 Gestalt Class at a time
    • A Level 1 Fighter/Wizard cannot, at Level 2, become a Rogue/Sorcerer; they may become a Rogue/Wizard, however.
  • A character can only level 1 Prestige Class at a time
    • They may maintain the Gestalted non-Prestige class alongside it.
Corruption

The Spreading Taint
Not yet 700 years after the fall of the divide between Nalusha and the Lethe, its corruption is a way of life for the people of the world. It is endemic to life now, and there is naught in the world that has not felt its touch. It is a truth of life now, as permanent and unchangeable as the laws that all life ends.

Corruption System

Purity

Light in the Darkness
Even in these dark times, Purity still exists, though in increasingly rarer forms. In the form of a living being, it is a delicate and frail thing that is a powerful weapon against the Lethe if protected, a valuable commodity if captured.

Purity System

Character Development

Encounters
Experience Points will be assigned out as outlined in the Pathfinder Core Book; as Monster listed and divided by the number of characters in the party.

Roleplaying Awards
At the end of every session, the group will hand out Roleplaying Awards to players who made the campaign more interesting, entertaining, or memorable by their actions. This can include a well-timed joke, or by playing their character specifically well and keeping the story moving forward with their gameplay.

Fate Chips
When a player gets their first Roleplay Award, they get 1 White Fate Chip. This has a few benefits that it can be traded in for, and allows the player to take a bit of ownership of the story. At 5 Roleplay Awards, the White Fate Chip becomes a Red Fate Chip, and gives them greater control and benefits when spent. When the player acheived 10 Roleplay Awards, the Fate Chip becomes a Blue Fate Chip, giving the best benefits. A player may only have one Fate Chip at a time, and when spent the tally begins from the start again at 1.

White Fate Chips

  • Gain Experience equal to Character Level x100 for each party member
  • Reduce Enemy group by 1 (except where the group’s size is dictated by event)
  • Heal a character whose HP is below 0 a number of points equal to their Level
  • Adjust any d20 roll by + or – 10

Red Fate Chips

  • Anything available to White Fate Chips
  • Gain Experience equal to Character Level x300 for each party member
  • Reduce Enemy group by 1d3 (except where the group’s size is dictated by event)
  • Negate damage from a single source to all targets
  • Make any one d20 roll automatically 1 or 20, retroactively (non-critical)

Blue Fate Chips

  • Anything available to White or Red Chips
  • Gain Experience equal to Character Level x500 for each party member
  • Reduce Enemy group to 1 (except where the group’s size is dictated by event)
  • Make any one d20 automatically a critical failure or success (auto confirmed on attack rolls)
  • Duplicate the effect of a spell of any level, cast at the Character’s Caster Level

House Rules

The Lethe's Kiss Darkmyth