PathSix Games
Ancient tome of rules and magic

House Rules

Reign of Winter Campaign

The sacred laws that govern our epic adventures, refined through three decades of friendship and storytelling

Campaign Guidelines

These house rules have been carefully crafted to enhance our storytelling experience and maintain balance throughout our Reign of Winter campaign. They represent years of refinement and group consensus.

1Third Party Products

No third party products are permitted in this campaign.

2Character Creation

Point Build System

  • 25 points to distribute as desired, then apply racial bonuses
  • Initial stats (before racial traits) must be between 10 and 17

3Allowed Races

  • Core races only
  • No Featured Races
  • No Uncommon or Custom races

4Gestalt Characters

We will be playing Gestalt characters for enhanced power and versatility.

Banned Classes

Summoner
Undead Lord
Medium
Mesmerist
Occultist
Psychic
Spiritualist
Antipaladin
Ninja
Samurai
Assassin
Any Prestige Class that advances two other classes (Ex: Mystic Theurge)

Special Allowances

  • Gunslinger is allowed (Emerging guns)
  • Use Unchained variants when available

5Alignment

Any non-evil alignment is allowed.

6Equipment

  • All characters can have "mundane" equipment of their choosing
  • No special materials or properties
  • Characters still get starting gold on top of mundane equipment
  • Ignore encumbrance - assumed you can drop gear at battle start
  • Unlimited "normal" ammunition except in special circumstances
  • No technology

7Character Advancement

  • Use "Milestone Levelling"
  • All party members will be at the same level

8Hit Points

Use Maximum Hit Points for all characters.

9Spells and Magic

  • Use spell memorization per rulebooks
  • No spell components required (players encouraged to buy Spell Component Pouch or Eschew Material Components feat)
  • Spell Concentration is not used
  • Use our custom spell templates instead of grid spell areas

10Combat Rules

General

Bleed is not used

Critical Hits

A roll of 20 is always a critical, unless a 20 is the only way you could hit the opponent. In this case, the Natural 20 is still a hit, but must be confirmed to be a critical.

Surprise Round

  • If surprised (unaware): flat-footed until your turn, no action in surprise round
  • If not surprised: may take a Move or Standard action
  • Still flat-footed vs. undetected opponents (Stealth/Invisible)

Precision Damage

  • If any attack qualifies for precision damage during a round, all attacks vs. same opponent qualify
  • Cannot use precision damage against opponents with concealment
  • Sniping: Can grant precision damage to unseen targets; may make stealth check after attack if unmoved

Movement

Diagonal movement is 5' per square - no square counts double

11Skill and Ability Checks

A roll of 20 is always a success, a roll of 1 is always a failure.

12Poison

  • Characters use the Unchained Poison rules (See Appendix)
  • Encounters use the rules as written

13Saving Throws

  • A natural 20 is always a success
  • A natural 1 is always a failure
  • Items do not need to make a check on a natural roll of 1

14Spell DCs

Spell DC is based on the highest-level spell the caster can cast, not the spell's actual level.

15Magic Items and Carried Items

Cannot be damaged or broken unless specifically targeted (unless their description says otherwise).

16Feats

Allowed

  • May use the Elephant in the Room "Weapon groups"
  • "Bladed Brush" does work with Spell Combat and Spell Strike

Banned Feats

Leadership

17Traits

  • Must take at least 1 Campaign trait
  • May take a second trait at no cost
  • May take a third trait, but will also take a drawback of GM's choice

18Fear Effects

Modified fear stages:

Shaken

-2 penalty on Attack Rolls, Saving Throws, Skill Checks, Ability Checks

Frightened

-4 penalty on Attack Rolls, Saving Throws, Skill Checks, Ability Checks. Cannot take full round actions

Panicked

-6 penalty on Attack Rolls, Saving Throws, Skill Checks, Ability Checks. Can only take 1 action per turn

19Sickened and Nauseated

Modified sickness stages:

Sickened

-2 penalty on all Attack Rolls, Weapon Damage Rolls, Saving Throws, Skill Checks, and Ability Checks

Nauseated

-4 penalty on all Attack Rolls, Weapon Damage Rolls, Saving Throws, Skill Checks, and Ability Checks. Can only take one action per turn. Cannot cast spells with verbal components

Rules Established

These house rules have been refined through decades of friendship and storytelling. They serve to enhance our shared narrative and ensure balanced, enjoyable gameplay for all.