Sunday, 29 March 2026

XP/Starting Level & House Rules

HEALING - house rules are underlined.

Treat Wounds is once per day per recipient (ie an overnight rest allows further recovery)

Continual Recovery Feat allows another Treat Wounds every 10 minutes, up to 3 times per day per recipient.

Battle Medicine Feat has its own 1/day limit. It is not Treat Wounds, and does not count as Treat Wounds.

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Buying & Selling


Selling

Magic Items and levelled mundane goods of up to the Settlement Level (and often higher) may typically be sold for half their Base Price.
Buying
Non-magical items, and a selection of available Common magic items up to the Settlement Level, may typically be bought for their Base Price.
Common Magic Items up to the Settlement Level may typically be commissioned for x2 their Base Price, for delivery in one day. If you are willing to wait 2 days per item level you can often get the magic item made at standard price - this typically requires a level-based Charisma skill check. Friends & allies will often make items without a check needed.

Example: Standard Healing Potion (Minor) Item level 1 Source GM Core pg. 259 Price 4 gp The potion restores 1d8 Hit Points. These are often available at standard price. If not, it can be commissioned in 1 day for 8gp, or it typically takes a Charisma skill DC 15 to get it made in 2 days for 4gp. 

Bartering Magic Items
It is sometimes possible to barter a magic item in one's possession for a particular Common magic item of equivalent or lesser value, with no money changing hands. The item requested must be available at the settlement. It normally takes a day to find a buyer and negotiate a barter. 
Make a Charisma (typically Diplomacy) skill check. If unsuccessful, the bartering character may try again next week (level 1-10 item) or next month (level 11-20 item). Repeated attempts to barter the same item impose a cumulative +5 DC on the barter skill check, even for acquiring different items.

Charisma (Diplomacy) Skill Check Result: Barter Result

Under 10: Item of up to 50% the bartered item's value

10-14: Item of up to 60% the bartered item's value

15-19: Item of up to 70% the bartered item's value

20-29: Item of up to 80% the bartered item's value

30-39: Item of up to 90% the bartered item's value

40+: Item of up to 100% the bartered item's value


A similar check may also be made to sell Uncommon or Rare items at above half price for cash.

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RITUALS - with adequate research into the ritual, the casting DC can typically be reduced to an at-level check for all participants, rather than a Very Hard (or worse) check. Alternately the primary check may remain Very Hard (or worse) but materials lost on a failed check may be reduced to 20% of the total.

NEW SPELL, NEW RITUAL & NEW ALCHEMICAL CONCOCTION RESEARCH

This is a form of Magical Crafting or Alchemical Crafting. A small tweak to an existing known spell raising it +1 Rank for a slightly increased effect, approximately +20% on one metric (eg a 'Greater' Teleport self +5 instead of self +4 or 120 miles instead of 100 miles, an 'Extended' Raise Dead 4 days instead of 3 days, or an Extended Fireball 600' instead of 500') typically costs the same as a Scroll of that level (so eg 600gp for Rank 6 to 7), whereas entirely new spells with major effects would be at least x10 the scroll cost. Likewise new & improved Alchemical concoctions would use Alchemical Crafting to create new formulas.

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LEVEL OF STARTING CHARACTER

 Highest PC Level:  Lowest/New PC Level  + XP needed to Level Up

1:       1        + 1000

2:       1        + 1000

3:       2        + 1000

4:       2        + 1000

5:       3        + 1000

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6-12:    +1    + 2000

13-20:  +1    +1000


Level  #Sessions Played (typical)

1           0

2           2

3           4

4           5

5           7

6           9

--------------

7          12

8          15

9          18

10        21

11        24

12        27

13        30

--------------

14       32

15       33

16       35

17       36

18       38

19      39

20      41

Typically, if a player plays every session their PC is likely to be +1 above the expected level, while a player who plays only occasionally will have a PC around -1 below expected level. Which hopefully evens out...

Party Level is calculated according to the average level of all PCs, rounding .5s up.

Level Difference from Highest PC  : XP Award Modifier

0:   x 1

1:   x 1.5

2:   x 2


Starting PCs at Higher Level

PCs may begin play with a number of Common permanent items as listed below, plus the amount of listed Currency, which may be used to buy Consumable items of a level up to the character's level-1. 

Alternately the character may start with the listed lump sum and use it to buy Common items of level up to the character's level-1. eg a level 18 starting PC may start with 45,000gp and use the money to purchase Common items up to level 17.


Legendary Advancement Beyond Level 20

Level 20 characters are already some of the most powerful entities in the Multiverse, able to contend with demon lords and the greatest of dragons. Some possibilities for continued advancement at level 20 are given below. Each advancement costs 1,000 XP. 

Gaining a new Trained skill.

Advancing a skill 1 training rank (Trained>Expert>Master etc).

Gaining a Feat.

Gaining a new Spell of any level.

Gaining Hit Points according to the character's base class hp:

Base Class Hit Points  Legendary HP Increase

6                                    +3

8                                    +4

10                                  +5

12                                  +6

The character remains at Level 20 for XP award purposes.

Adversary Level: XP Award (4 PCs)

15 or lower: 0

16: 10 eg Rune Giant

17: 15 eg Ancient Horned Dragon

18: 20 eg Kraken

19: 30 eg Ancient Empyreal Dragon, Runelord Krune

20: 40 eg Nessari Devil, Runelord Belimarius

21: 60 eg Grim Reaper, Tor Linnorm, Runelord Karzoug

22: 80 eg Runelord Alaznist, Thanatotic Titan

23: 120 eg Runelord Sorshen, Solar, Diabolic Archdragon

24: 160 eg Runelord Xanderghul, Fafnheir

25: 240   Demigod, major Duke of Hell or Demon Lord, eg Treerazer, Tarrasque, Oliphaunt of Jandelay, Cayden Cailean, Tar-Baphon

26: 320   Lesser God, Archdevil or Demon Prince, eg Lamashtu, Shelyn

27: 480   Intermediate God, eg Zon-Kuthon

28: 640   Greater God, eg Saranrae, Rovagug(?)

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