The Wonderful World of Heroes
1. Character Creation
a. Maximized Hit Dice
b. Average starting wealth.
c. 15 point buy.
d. Two Traits, and one Drawback if desired to get an extra Trait.
e. The Pathfinder System Reference document is the only/primary source of information.
f. Leveling will start quick, but will slow dramatically.
2. Combat Rules
a. Talking is a free action, but you cannot speak paragraphs of information back and forth in a single round. Keep it simple/short/realistic.
b. Initiative will be rolled once per major encounter in order to streamline things a bit. So in a dungeon, it would be rolled once at the start, possibly a few more times if there are particularly noteworthy foes a step above the regular trash, then once more at the end if there is a boss.
c. If you cannot complete your turn in a reasonable amount of time, you will be skipped [falling in initiative] until you are able to think of something.
a. For character retraining, the base cost of retraining will be 15 gp * character level * number of days.
b. A trainer is required for retraining of all character levels, skill points greater than rank 5, spells greater than ⅓ of the highest-level spell you can currently cast (rounded down), all feats that have a level requirement or prerequisites,
There are a few exceptions to this. A character can forgo the use of a trainer in these instances:
Retraining a spell up to the highest-level you cast can be researched independently, but the number of days require to train is multiplied by 5. After updating the base cost to reflect this, the overall cost of the retraining is additionally tripled.
a. Each character will have one single ‘get out of death free’ card that can be used in certain situations.
If a character would die due to combat damage, poison, falling off of a cliff, etc. due to unforeseen circumstances (including errors in judgement such as a new player truly believing due to lack of experience that the character at 5th level can defeat a balor, or unknowingly angering a stranger that turns out to be a grudge-holding high-level assassin), that character is instead put at -1 hp (unconscious and stable), possibly with other penalties depending on what the kill-shot would have been (poison – bedridden for a period of time, combat – roll on the Scars & Wounds Table, etc.).
This ‘get out of death free’ effect will NOT apply to intentional high-risk or suicidal actions such as pulling a Gandalf or an Android 16, or pretty much any line of reasoning that includes the thought “well, I can always just burn my free death thing here if I screw up”.
Rulings on Game Mechanics
1. Class Specific
a. Alchemists cannot store their Extracts prior to resting. Resting will end the effectiveness of all Extracts.
a. Synthesis Summoners are banned.
b. Eidolons require a ritual of ten minutes of concentration to bind with items so that they appear/disappear with it upon being summoned/dismissed. If the Summoner is killed, the items are lost until the Summoner is raised.
c. When an Eidolon is killed, it cannot be resummoned for a full 24 hours, and comes back at 50% max hp. When an Eidolon is banished or dismissed while under 50%, it slowly heals 1/48th of its max hp (rounded down) per hour until it reaches 50%, and can be resummoned at any time like normal even if below 50%
- The normal rules state that banished / dismissed come back at current hp with no healing, so for Eidolons under 50% max hp, it would be better to kill them instead of unsummoning them in a few circumstances, and that doesn’t make sense thematically or mechanically
2. Environmental and Elemental Effects
a. Immunity to Cold / Fire also effectively renders a person immune to weather effects as a Protection Level 4 equivalent
- in D&D, if resistance 5 counts as PL3, Immunity would be minimum 4, if not 5.
- Nothing within the D&D or Pathfinder core mechanics involving weather or elemental immunity / resistance have any contradictions with each other, so in this instance, a D&D source can be treated as an expansion on the core Pathfinder rules
- D&D 3.5 Rules Compendium pages 154 – 159