Husregler

Fra Inner Sea
Revisjon per 8. mar. 2013 kl. 13:10 av Erlend S. Nicolaysen (diskusjon | bidrag) (Ny side: = 1 General Rules = == 1.1 Hit Points == At first level all characters start with hit points equal to their Constitution Score with a small bonus according to their class. See table 1....)

(diff) ← Eldre revisjon | Nåværende revisjon (diff) | Nyere revisjon → (diff)
Gå til: navigasjon, søk

1 General Rules

1.1 Hit Points

At first level all characters start with hit points equal to their Constitution Score with a small bonus according to their class. See table 1. For example Anthoriell, the elven rogue (hit dice d8), with 11 Con will have starting hit points of 11 + 1 = 12. At second level characters again add their whole Constitution score and a small bonus according to class. For each level after the second all characters add only hit points according to his class. There is no hit points gained from constitution score at higher levels. For example Anthoriell will add 6 hit points in second level and each additional level he he advances as rogue. If Anthoriell multi-class for one level as ranger (d10) he will add 7 hit points instead for that level.

Hit points per level (and monster Hit Dice)
Level / Hit Dice d12 d10 d8 d6
1-2 Con score + 3 Con score + 2 Con score + 1 Con score
3-20 8 7 6 5
20 and above 7 6 5 4

1.2 Wounded condition

The threshold for being considered wounded is one fourth of a creature's total maximum hit points, rounded down. The wound threshold is always minimum 4 no matter total hit points. Temporary hit points never counts towards the wound threshold. If a creatures current hit points is at or bellow the wounded threshold it is considered wounded. When wounded you can not use power surges for restoring hit points, temporary ability damage, spell slots or powers in magic items. Also you don't necessary get your power surges renewed when having a full rest being wounded. Undead and constructs are never afflicted by the wounded condition. Pathfinder House Rules Rev 2.3 Page 3 of 23

1.3 Power Surges

Power surges resembles some initiate magic power in every creature. Independent of his other abilities. Some situations require power surges, but most important power surges may be used for different bonuses:

  • Restoring hit points
  • Restore temporary ability damage
  • Restore spell slots
  • Restore powers in magic items
  • Roll two dices, take the better result

Power surges also affects:

  • Making magical items and researching spells
  • Number of legendary magical item bonuses the creature can use

1.3.1 Number of power surges

All creatures have set a number of power surges each day. The number of power surges depend on the creatures role, class, level and ability scores:

  1. . Normal monsters:
    1. ) No power surges
  2. . Elite / boss monsters without class levels:
    1. ) One power surge
    2. ) Add one power surge per fifth Hit Dice
  3. . Characters with only NPC classes:
    1. ) One power surge
  4. . Characters / monsters with a PC class:
    1. ) One power surge
    2. ) Add a number of power surges equal to either the Wisdom modifier or the Charisma modifier (negative modifiers do not apply)
    3. ) Monks adds one additional power surge at monk level 5, 10 and 15.

1.3.2 Using power surges

  • Restoring hit points: When having a short rest the character may use a power surge to restore 2 hit points per character level. If the character is wounded he may not use power surges for restoring hit points.
  • Restoring temporary ability damage: When having a short rest the character may use a power surge to restore 1 temporary ability damage from one affected ability score. If the character is wounded he may not use power surges for restoring temporary ability damage.
  • Restore spell slot: When having a short rest a character may use surges to restore spells and spell slots. The character must spend power surges equal to half the spell level he restores. This cost is rounded up. For example a restoring a 1st-level spell cost one power surge, restoring a 5th-level spell costs three power surges. If the character is wounded he may not Pathfinder House Rules Rev 2.3 Page 4 of 23 use power surges for restoring spell slots.
  • Restore daily powers in magic items: Using a standard action a character may channel some of his initiate magical power to a magic item restoring that items powers. This is only valid for time based powers. Charges cannot be restored. Each surge restore one use of a daily power. Weekly powers needs 4 power surges at once to be restored. Monthly and yearly powers cannot be restored.
  • Roll two dices: A character may use one power surge to roll two dices and choose the better result. This may not be used combined with any other powers giving similar effects. The character must choose to use the power surge before making the roll.

Required use of power surges:

  • When making magical items and researching spells a character must use all of their daily power surges. If they don't have all of their daily surges available they are not able to craft items of research spells that day. A minimum of having two daily power surges are required.
  • Attune to magic items. A character must spend 1 hour and all of their total daily power surges to attune to a magic item that require attuning.

1.4 Extended rest and natural healing

All creatures have their personal number of power surges each day, except having possible less when being wounded or not getting enough rest. A normal night sleep (8 hours rest) recovers all power surges and 1 hit point per character level. When a wounded creature rests it must roll a Constitution check after each night's sleep:

  • If the result is 4 or worse the character gets Fatigued until healed. He restores no power surges. If he gets this result two nights in a row without any healing in between, he gets Exhausted until healed, and is in danger of dying from fever and disease.
  • If the result is between 5 and 9 there is no effect. He restores no hit points and only one power surge that day.
  • If the result is between 10 and 19 the character is healed for 1 hit point per character level. He restores one power surge that day.
  • If the result is 20 or better the character is healed for 1 hit point per character level, and he restores all power surges.

Another person may use the heal skill on the wounded character to obtain the same results. Only one person can utilize healing on a wounded character during each rest. The wounded character still gets to make a fortitude save himself in addition to the healing skill. Use the better of the two results. Using the healing skill on yourself incurs a -5 penalty.

1.5 Profession (Merchant) skill

Profession merchant can be used when haggling prices whenever to but or sell items. Usually it's the buyer who initiate the haggle after the seller has set a price. Then both the buyer and the seller rolls a skill check. If the buyer wins the opposed roll he obtains a 5% discount from the seller. If the success is by 5 or more he gets 10% discount, success by 10 gives 15% discount and so on. The buyer may use diplomacy instead of profession (merchant) skill but then suffers a -5 penalty. Likewise the seller may use sense motive instead, but then also suffers a -5 penalty.


This should not set aside any roleplaying of haggling, or any other special circumstances. Such that the seller has much of the item in stock, or really needs money, or hast just made a good sell and don't need another, or that this item is near impossible to get in this area. The starting price often vary within 10% of the listed market price, depending on the circumstances. In some situations the starting price may be as much as 30% lower or higher than the listed market price. And if the item is unknown or forbidden in the area the price may be triple the listed price.


Note that this skill cannot be used to convince people to sell items they don't want to part with. For such rolls use diplomacy or bluff. Merchant skill is only for settling prices or other conditions.