1. Notes

House Rules

After playing TTRPGs for many years now, we have just a few house rules for Pathfinder 2E that we will abide by throughout thes adventure. If you would like to discuss adding, removing, or amending any of these rules, please bring it up with the group so we can discuss.

  1. Hero Points: Your heroic deeds earn you Hero Points, which grant you good fortune or let you recover from the brink of death. Unlike most aspects of your character which persist over the long term, Hero Points last for only a single session. All players start every session with three (3) Hero Points and can gain more throughout the session performing heroic deeds—something selfless, daring, unique, or beyond normal expectations. You can spend your Hero Points in one of two ways. Neither of these is an action, and you can spend Hero Points even if you aren't able to act. You can spend a Hero Point on behalf of your familiar or animal companion.
    • Spend 1 Hero Point to reroll a check. Take the higher of the two rolls. This is a fortune effect (which means you can't use more than 1 Hero Point on a check).
    • Spend all your Hero Points (minimum 1) to avoid death. You can do this when your dying condition would increase. You lose the dying condition entirely and stabilize with 0 Hit Points. You don't gain the wounded condition or increase its value from losing the dying condition in this way, but if you already had that condition, you don't lose it or decrease its value.
  2. Recall Knowledge: Each time a character succeeds on a Recall Knowledge check, including the flavor information the character is also allowed one stat related specific information of their choice (which save of the monster is the lowest, what is their AC, etc.) and on a critical success they get two pieces of information.
  3. Permanent Scars: Each time a character gains a level of Dying they gain a permanent scar. This has no impact on mechanics and is strictly for "set dressing."
  4. The Final Word: When a character reaches dying four (4) they are offered an opportunity to speak their last words, or a final small action (like spitting in the face of their enemy).


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