Alternate rules: The no magic game.

Ever wanted to play Pathfinder with NO magic at all? I did (still do). Here are the house rules I implemented during my last campaign. Twas fun and I really like these house rules. All these rules were either made up by me, or by adapting existing house rules (all OGL content). Hope you enjoy these as much as I did!

The rules are in their 9th version. Might be updated later, specially if I run a new game with rules like these again.

  • Allowed classes: Alchemist, Barbarian, Cavalier, Fighter, Gunslinger, Monk (Martial Artist Archetype, UC p. 59), Ranger (Trapper Archetype, UM p. 65), Rogue and Samurai.
    • Class Archetypes; OK with GMs approval.
    • Alchemist: Gain the Infusion discovery at level 1 instead of Brew Potion.
    • Bonus to ability scores: Whenever an ability or effect would grant a bonus to an ability score, it instead grants half that bonus to all variables attached to that ability score, except for constitution*.
      • Example: Barbarians when raging gain a +2 to melee attacks and damage (+3 if using a weapon two-handed), and a +2 bonus to fort saves.
      • *Constitution: Any ability or effect that grants a bonus to constitution instead grants half that bonus to your Vigor per level and the full bonus to your wounds.
    • Gun Slinger: d8 HD and ¾ Base Attack Bonus.
  • Base Defense: Add you Base Attack Bonus to your Armor Class (AC). (Does not apply to Flat-Footed or Touch AC)
  • Touch AC: Shields also grant their bonus to touch AC.
  • Damage Reduction: Gain DR/- equal to half the AC bonus granted by your armor (rounded down). Increase by 1 at level 5, 10, 15 and 20.
    • Creature’s DR* equal to half their Natural Armor Bonus.
  • Disengaging: Disengaging is now a Standard action instead of a full-round action.
  • Masterworked arms and armor: Masterworked armor add a +1 bonus to attack and damage; mkw armor reduces armor check penalty by 2 and increases max dex bonus by 1
  • Health: Instead of the basic HP system this rule set uses a vigor and wound system.
  • Vigor: To calculate Vigor, add your HD from your class plus your Con SCORE. You add your Con modifier to your HD roll, up to a maximum allowed by the dice.
  • Wounds: Your wounds equal your Con score. When you take wound damage for the first time you become fatigued (until the wound damage is healed). Additional wound damage doesn’t worsen the fatigued condition.
    • Any time an attack deals wound damage you must succeed at a Fort save (DC 5 + number of wound points lost from the attack) or be staggered for one round.
    • At 0 wound points a character is knocked-out (a knocked-out character is helpless and can only regain consciousness if he regains all lost wounds). Wound points cannot drop below 0. Anytime a character with 0 wound points takes damage he must succeed at a Fort save (DC 5 + damage taken) or die.
  • Health recovery:
    • Items or infusions recover any lost wound points first, then vigor.
    • Lost Vigor recovers at 1 point per character level per hour, or all with a full night’s rest
    • Lost Wounds recover at 1 point per character level plus Con modifier with a full night’s rest.
  • Item creation feats: not allowed.
  • Magic items: Not buyable, and are practically non-existent.
  • Consuming Defensively: As a full round action you may use a consumable item defensively, gaining a +4 dodge bonus to AC against any attacks of opportunity provoked during your consumption.
  • Out of Turn Dodge: Anytime you’re about to be attacked you can forego your next turn to gain a +4 dodge bonus to AC until when it would be your turn again.

 

Creature Type Damage Reduction Type
Aberration Adamantine
Animal Piercing
Construct
Dragon Adamantine and magic
Fey Magic
Magical Beast Silver
Monstrous Humanoid Cold Iron
Ooze Mithral
Outsider Cold Iron and magic
Plant Slashing
Undead Silver and mithral
Vermin Bludgeoning

Save Progressions

Slow Progression:

  1. +1
  2. +1
  3. +2
  4. +2
  5. +3
  6. +3
  7. +4
  8. +4
  9. +5
  10. +5
  11. +6
  12. +6
  13. +7
  14. +7
  15. +8
  16. +8
  17. +9
  18. +9
  19. +10
  20. +10

Fast Progression:

  1. +2
  2. +3
  3. +3
  4. +4
  5. +5
  6. +6
  7. +6
  8. +7
  9. +8
  10. +9
  11. +9
  12. +10
  13. +11
  14. +12
  15. +12
  16. +13
  17. +14
  18. +15
  19. +15
  20. +16


Level Progression

  1. Feat
  2. +1 to one ability score
  3. Feat
  4. +1 to two ability scores
  5. Feat
  6. +1 to all ability scores
  7. Feat
  8. +1 to one ability score
  9. Feat
  10. +1 to two ability scores
  11. Feat
  12. +1 to all ability scores
  13. Feat
  14. +1 to one ability score
  15. Feat
  16. +1 to two ability scores
  17. Feat
  18. +1 to all ability scores
  19. Feat
  20. +1 to one ability score

Consumable Item Prices:

Item Effect Cost Craft
Recovery
Potion Recovers 1d8+5 HP 75 gp. 15
Hi-Potion Recovers 2d8+10 HP 200 gp. 20
Mega Potion Recovers 3d8+15 HP 450 gp. 25
X-Potion Recovers 4d8+20 HP 800 gp. 30
Elixir Recovers 1d4+1 Ability Damage 300 gp. 20
Megalixir Restores 1d4+1 Ability Drain 700 gp. 30
Phoenix Ashes Restores 1 negative level 2,000 gp. 40
Angel Blood Revives a dead character 5,000 gp. 45
Status Recovery
Cherub Powder Stabilizes 100 gp. 15
Gauze Cures Bleed 250 gp. 20
Antidote Cures Poison 250 gp. 20
Eye Drops Cures Blindness 250 gp. 20
Remedy Cures sickened and nauseated 400 gp. 25
Hartshorn Spirits Cures unconsciousness, stunning and paralysis 500 gp. 25
Tranquilizer Cures Rage, Fear and Confusion 600 gp. 25
Sacred Candle Cures Fester 600 gp. 25
Gold Needle Cures Petrify 600 gp. 25
Panacea Cures all status effects 1,500 gp. 35
Ability Boosters1
Bacchus’s Wine +1 attack & damage; +10 t. vigor -2 AC; 6 rounds 250 gp. 20
Hero Drink +2 to attack and damage; 6 rounds 300 gp. 25
Guardian Tonic +20 temporary vigor; 6 rounds 300 gp. 25
Angel Tears +2 Attack, Saves & Skills; 6 rounds 400 gp. 25
Swiftness Extract +1 attack, AC and one additional attack; 6 rounds 600 gp. 25
Godling Tears +2 Attack, Damage, Saves & Skills; 6 rounds 800 gp. 30
Protection
Lunar Curtain2 +2 Natural Armor Bonus & +1 DR; 6 rounds 500 gp. 25
Elemental Beads Protection from attuned energy 5; 6 rounds 700 gp. 25
Light Curtain2 +4 Shield Bonus; 6 rounds 800 gp. 30
Star Curtain2 Protection from all energies 10; 6 rounds 1,500 gp. 35
Miscellaneous  
Darwin’s Seed Endure Elements; 24 hours 100 gp. 15
Speed Essence +30ft to speed; 1 minute 200 gp. 15
Night Sight Cider Darkvision; 1 hour 200 gp. 15
Bottle of Air Water Breathing; 5 min 600 gp. 20

1Characters may only have one ability booster active at a time. 2Characters may only have one curtain effect active at a time.


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