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House Rules

1. Existing conventions for using the “Athletics” skill set for skills like “Riding and Climbing” are in place. Using “Knowledge Religion/Arcana/Nature” to identify spells in place of “Spell Craft” are in place.

2. Selling items start at 50% book value. If the player has the skill “Appraise” they can roll against the merchant’s skill to see if they can increase the value. A lost roll is no change in value unless there is a critical failure roll of a “1”. That will lower book value by 10%. A successful beating of the merchant’s roll will add 10% value to the sale for each point. IE: Beating the merchant by 5 = full value for the sold item. The book value may not exceed 100% unless the player rolls a natural 20 on the die.

3. A character may spend an action point to avoid an instant death crit. This does not apply to death by massive damage, only a crit that automatically kills the character. A character that spends an action point will automatically stabilize at negative 1d6 hp.

4. Existing rules for banking action points stand with regard to a skill bonus or a stat bonus. Action points can also be banked to buy boons. (List to follow) This applies to land and titles. Note that land and titles can also be bought for money. Action points are cheaper, however.

5. Arademus works on a silver standard. Gold is unusual in coin form and Platinum is usually in some sort of item not in coin form… Platinum (rare value by weight), Gold = Platinum in the standard Pathfinder game, Silver = Gold, Copper = Silver and Tin takes the place of Copper at the bottom of the rung.

6. There is no salary system. Adventurers adventure to make their cash. Players can make cash through investment type situations but it is not a steady stream. Most likely there will be a yearly addition to cash.

7. We are using slow advancement.

8. Characters begin play with 2 traits. They may not exchange them for a feat. Characters might gain a trait every now and then based upon game play. Example – A character that is particularly pious might gain a religious trait after a couple levels of advancement. Players will have input on the trait ie; “what fits for the character”. but the GM will be the final arbiter on a gained trait. It will be a bonus in any event.

9. The GM will occasionally ask the player to make a will power roll to decide certain minor details, particularly if the player is conflicted. This is a nudge from the GM towards what the character “wants” to do. For instance; a character has had a particular item, (magical or not) for a really long time. He is conflicted as to whether or not to sell the family heirloom or that gold goblet he got when he slew the nasty whatever. A failed roll will mean the character wants to keep the item even if he needs the cash. Real people are often sentimental and sometimes characters will be also. It doesn’t mean that you will give up on the new +5 Vorpal blade you just found in favor of wielding your dad’s old masterwork blade. It means you will keep the old blade over the fire place. This will be for plot effect.

10. Weapons and Armor in Arademus are made of iron. Steel weapons are rare. So regular iron = standard weapon. Master work Iron Weapons are +1 to hit. Standard Steel weapons are equal to master work iron ie; +1 to hit. Master Work Steel weapons are a non-magical +1 to hit and damage. Somewhere out in the world people are still using bronze…

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