Dani's Super Happy Pathfinder Fun Time
General House Rules
Average Party Level
Instead of keeping up with individual experience point values for the large number of players, I’ll be eschewing experience points entirely in favour of an Average Party Level. Every few sessions (2-3 on average), the Average Party Level will increase, at which point everyone levels up their characters.
Please plan your feats, skill ranks, spell selections, hit points, and other bonuses at least one or two levels in advance in case you miss a session or two. This will allow you to quickly apply the changes and jump in with a minimum of time spent on selecting your new abilities and making necessary changes.
Since we’re not using Maptools or a similar program and the game will be played out entirely via IRC, we’ll be using a simplified movement system.
Battlefields will be divided up into zones, with each zone defined by major features and environmental hazards, varying depending on the size of the battlefield (example: small 3, medium 5, large 8) and it will take a single move action to move between each area. If your speed is increased by a significant margin (20 or 30 feet, for example) then you can move across multiple zones with a single move.
Entering a given area assumes you’re moving into an enemy’s threatened area; if you want to bypass an enemy’s threatened area, you need to use a second move action. To move to flank a foe, you can make a 5-foot step.
A single zone is assumed to be approximately 20-30 feet in size. If you’re not sure if a spell, weapon, or effect will reach enemies in a given zone, use this as a handy guide:
- If a spell or effect’s range is Close (25 feet + 5 feet / 2 levels) or 20-40 feet, it can only affect targets in the same zone as you.
- If a spell or effect’s range is 45-60 feet, it can affect targets in adjacent zones.
- If a spell or effect’s range is higher than 60 or is Medium (100 feet + 10 feet / level) or Long (400 feet + 40 feet / level), it can probably reach targets anywhere on the battlefield.
EXAMPLE: A small battle taking place on a road would have the battlefield divided into three sections: A Ruined Wagon, a Jutting Boulder, and a Pit Trap. Moving from the Ruined Wagon to the Jutting Boulder requires a single move action, and moving from the Jutting Boulder to either the Ruined Wagon or the Pit Trap (since the boulder is in the middle zone) also requires a single move action. Moving from the Pit Trap to the Ruined Wagon requires two move actions, and if there were enemies at the Jutting Boulder, you would provoke an attack of opportunity from them.
Ability Score Increases
Every 4 levels (4, 8, 12, 16, and 20) characters can increase two separate ability scores by 1 point each. You may not increase one ability score by 2 points; you must increase two separate abilities.
To help compensate for streaks of bad luck and to add some dramatic heroism to the game, we will be using the Hero Point system as detailed in the Advanced Player’s Guide, detailed on this page with the following exception: If you roll a natural 1 on a d20 roll during an encounter, you gain 1 temporary hero point. As a temporary hero point, it does not count against your maximum of 3 hero points, but it goes away when the encounter ends.