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Security and Investigations

Pathfinder

1e

Michelle, Robyn

2016

Security and Investigations

None would deny that opportunities for great adventure lie within the dank dungeons, winding caves, and sprawling wildlands of the world. However, the place where characters come back to sell their treasures, rest, and live their lives can hold excitement as well. Filled with people, businesses, intrigue, and secret locations, cities can provide adventure on every street corner.

Notes

HOUSE RULES

Fumble: Whenever an attacker rolls a natural 1 on the die, the attack misses and there is the threat of a fumble. The attacker must immediately make a confirmation roll, using their full base attack bonus (and accompanying modifiers). If the attack roll would miss the target, the attacker fumbles. The attacker will then roll a d10 which will determine the result of the fumble. An attacker can only fumble once per combat.


Death: When a character dies they roll for a chance of Divine Intervention from their Deity. A d100 will be rolled and if the result is 95 (90 for clerics) or above the character comes back to life with 0 HP. If they fail a cleric or paladin in the party can also attempt the same roll. There may be additional effects from coming back from the dead for the character as determined by the GM, especially if saved by a diety other than the characters.


Ammunition: You do not need to keep up with the number of arrows/bolts/bullets/darts used. It's assumed you’ll recover what you can after each battle and reuse them.


Rations: You don’t need to purchase or keep track of rations. It's assumed you have them and will resupply yourselves as you go along.


Character Build:

Ability Scores: Point Buy - 15

Sources Allowed: Core Rulebook

Adventures

Hangman's Noose (U2 Paizo) [Robyn] - Rise of the Goblin Guild (U2 Paizo) [Michelle] - Rise of the Goblin Guild (U2 Paizo) [Michelle] 

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