Freehaven House Rules

(for the Freehaven Campaign)

First let me say (possibly repeat myself) that the Freehaven campaign is intended to take the "Eoia" setting and twist it away from a "standard fantasy setting" and "RAW PF2E" and into something more home brewed and closer to the original "Kaernest" setting that I was originally working on. As such, some ancestries and classes simply aren't available. Likewise, expect to see some new sub-classes that take a noticeable step away from what already exists, and into a direction focuses on flavor, and possibly out of "perfect balance".

## Dice Rolls

As a GM, I like to focus on the player characters. Along these lines, I handle some dice rolls a little differently.

### Initiative

I take 10 on NPC initiative rolls. This goes for the big bad guys as much as the fodder and friends. After all, I can always give a bad guy the “Improved Initiative” feat if I want to, and a high enough Dex to give him enough of a boost.

### Spell Attacks

This is a little more complex of a concept, but works on the same principle as attack rolls. The “Spell DC” concept says that the save DC of a spell is equal to 10, plus the caster’s casting attribute, plus the level of the spell, plus bonuses from Feats and such. Sometimes, instead of using this system, I’ll call for a “Spell Attack”. Instead of using a save DC, this is instead like rolling an attack where the bonuses to attack are the caster’s casting attribute, the level of the spell, and the same bonuses from Feats and other stuff. The defender takes a 10 on their save. This just simply takes the roll out of the GMs hands and gives it to the player. Spell Attacks can crit (and fumble).

### Active Defense

Much like Spell Attacks, Active Defense takes the roll from the GM and passes it to the player. Instead of the player effectively “taking 10” on their defense (standard rules), the GM takes 10 on their attack, and the player rolls to defend themselves. Active defenses can crit (handled as a fumble for the attacker), and fumble (handled as a crit for the attacker).

## ~~Karma~~ Hero Points

It’s tough being a good guy. However, the universe appreciates the help. When you do good things (including as a player), you are awarded “Hero Points”. Keep extra good notes for the party for the night, get a(n extra) Hero Point at the start of the next session. Save the small boy from the attacking dragon, get a hero point. Bring chips and soda for the group, get a Hero Point. Make a joke that has us all laughing for 5 minutes, get a hero point. Bribe the GM with $20, check your priorities. If someone does something you think deserves a hero point, bring it up. Don’t be afraid to sell yourself too.

Hero points allow you to reroll a d20 roll. You can only have up to 3 Hero Points at any given time, so use them.

## Character Advancement

Each session, players can apply a .33 advancement. This will allow them to either increase:

* Feats (Class, Skill, General, Ancestry, etc)
* HP, Skill Increases
* Class Abilities (Spells, specific class abilities)

Once they've advanced all three, they advance to the next level and begin buying for that level. This means every 3 sessions, a character will advance a level. This also means that characters technically start at 2nd level, but with no 2nd level advances. This also means that after 15 sessions, characters will be maxed for levels. There are some options (Feats) for characters with advances beyond 6th level.

#### Character Death

In the case of character death (something I don't expect to see a lot of, but possible), the new character will come in with a number of advances equal to their previous character -3.

Starting gear for the new character will be on a case-by-case basis.

## Mixing Potions

I plan to bring back a 2nd edition (and 1st edition) rule where drinking potions in quick succession can cause unexpected side effects. The basics of this are: if you drink a second potion while the effects of the first are still active, roll (d100) to find out what happens. If a potion is instant (Potion of Healing), then this isn't a problem. If a potion is permanent, then the duration is treated as one turn (10 rounds).