House Rules

As with any customized role playing game, my Aurorea campaign world has a couple of house rules. Some of these rules are inherent in the race, god, and class entires themselves, but others are not covered in those locations. They will be covered here.

High Fantasy
The Aurorea game world uses the Point Buy ability score system using the "High Fantasy" level for 20 points.

Tough as Nails
Characters gain max hit point for their hit die, before modifiers, for each level that they gain.

Orckind? Goblinoid?
There are no Orcs, Bugbears, Kobolds, Ogres, Goblins, or Hobgoblins in the world of Aurorea. Their races were never created or evolved. Trolls still exist and are Fey in type.

Spell casters in Aurorea do not require materials to cast their spells, but create or air-trace their personal sigil when casting a spell. Similar to a magical signature, a sigil helps a caster focus his concentration to release magical energy. A Sorcerer's first level Eschew Materials bonus feat allows them to avoid this process. While their spells are not stilled, they do not show a sigil or "leave their signature on everything".

The Dreaded Twenty Questions
All new players must complete The Dreaded Twenty Questions, a tool used to flesh out their character. You can download this as a .doc word file in the attachments section at the bottom of this page.

Character Portraits
Players are highly encouraged to provide portraits for their characters. 200 experience points are provided for a head/shoulder and head picture, while 400 experience points are provided for a full body picture. Pictures can have originated elsewhere, but there must be a reasonable amount of effort spent customizing/ modifying the image.

The 4th Level Boost
Upon reaching 4th level, characters gain 2 attribute points to distribute rather than the 1 attribute point normally granted at this level. Each point must be spent in a separate attribute. This extra point only occurs at 4th level. Future ability score disbursements based on level follow standard Pathfinder RPG doctrine, providing only one attribute point to improve ability scores.
More Critical Hit Options
In the Aurorea game, we use a multiple path option for critical hits that provides additional choice to the player. I have detailed the process for Critical Threats and True Critical Threats below:
If the role is a Critical Threat (within critical threat range but not a natural 20 on the die):
The player may choose to deal maximum normal damage (as if their weapon damage die rolled it's maximum result), or roll to confirm the Critical Threat. If the new role would hit the target again, the attack results in the damage multiplier associated with normal critical hit information in the Pathfinder Roleplaying Game rulebook.
If the role is a True Critical Threat (a natural role of 20 on the die):
The player may choose to select either of the above options, or pull a card from the Critical Hit Deck. This deck provides random unique and interesting effects. Once the card is pulled, but before it is read, the player may choose to use the card or save it to negate a critical fumble in the future.
Daniel Shaw,
Feb 4, 2011, 4:48 PM