Additional Rules

Additional rules supplement gameplay elements found in the Pathfinder Roleplaying Game.

Relationships

Unlike the relationship system in Ultimate Campaign that bottleneck on certain skills, often Diplomacy, Ultimate Relationships allows everyone to progress and reveal the NPC’s story at their own rate; it just might take some characters longer than others.

Relationship Ranks

Each character begins play at rank 0, ready to rank up to rank 1, with most NPCs. A PC can rise from ranks 1 through 10, learning more about that NPC’s personality, goals, troubles, and secrets. Rank 1 represents establishing a relationship, and Rank 4, Rank 7, and Rank 10 are significant ranks that each represent a major breakthrough. To advance to the next rank, a character must acquire enough camaraderie points to achieve the next rank and then succeed at ranking up.

Camaraderie Points

Camaraderie points are like experience points, representing when a relationship has reached the potential to "Rank up".

PCs can gain camaraderie points in several ways:

  • When a PC performs a significant action aligned with the NPC’s interest, that PC gains a number of camaraderie

points with that NPC (typically 1 or 2).

  • Second, whenever a PC levels up, the player can assign 2 camaraderie points to one NPC per point of Charisma bonus the PC possesses.
  • LAstly, once per milestone (see milestones below), each PC can attempt to gain favor with each NPC available by spending a bit of time with them, offering a gift, a story, a witticism, or anything else the player can think of.

In addition to the three standard ways of gaining Camaraderie Points, the GM should feel free to award or subtract camaraderie points whenever she feels it is appropriate based on a PC’s actions or decisions. For instance, a PC who raised undead would likely meet with disapproval from an NPC priest of Pharasma and lose camaraderie points. That same PC might gain camaraderie points with a cynical harpy NPC ally who was amused by the efficient use of the bodies.

If a PC ever gains more than enough camaraderie points to rank up, the extra camaraderie points never apply to future ranks. Instead, they grant a bonus equal to the number of points to all checks made while ranking up.

Rank Camraderie Points
0 0
1 2
2 5
3 9
4 12
5 16
6 22
7 28
8 32
9 39
10 40

Ranking Up Relationships

Once a PC is ready to Rank Up with an NPC, they can choose to engage in a rank-up conversation with that NPC once per
milestone. These conversations can be as short or long as the GM prefers, ranging from simply rolling some dice to lengthy conversations about the NPC’s ongoing story.

Each rank-up also requires a certain check to succeed at ranking up, possibly more than one. Significant breakthroughs often require three or more successes to complete. A PC may never Take 10 or Take 20 on the checks required to rank up, even if that PC has Skill Mastery or a similar ability, and a PC must make the checks without the assistance of others.

Success: If a PC succeeds at all of the required checks, the PC immediately gains a rank with that NPC, potentially gaining experience points or new abilities.

Failure: If a PC fails to Rank Up, they need not despair. The act of attempting to Rank Up provides a +2 bonus on all future attempts, as noted above) which increases by +2 for each failed attempt.

Rank Awards
1 135 xp
2 200 xp
3 800 xp
4 1,200 xp plus Skilled Bond
5 1,600 xp
6 4,800 xp
7 6,400 xp plus Bonus Trait
8 9,600 xp
9 12,800 xp
10 28,800 xp plus Teamwork Feat

Multiple Rank Up Checks

If a rank up requires multiple checks in a progression, and you fail a later check, you can start from the check you failed instead of the first check (unless stated otherwise specifically).

So for instance, if you needed a Sense Motive to figure out that something is bothering the NPC followed by a Diplomacy to get them to talk about it, and you make the Sense Motive and fail the Diplomacy, you can start with the Diplomacy next time.

Affinities

Some NPCs have particularly good or bad affinities with certain PCs. Affinities range from Great to Terrible (see Table 2).

Most NPCs have Average affinity for any given PC. However, if the PC has selected a campaign trait tied to an NPC. Otherwise, the GM can decide that the NPC and PC have a better than Average affinity, and if the NPC and PC are strongly at odds in ethos or worldview, the GM can decide that the NPC and PC have worse than Average affinity.

Because affinities only change the bonuses to Rank Up checks, the GM can fluidly change affinities if the PCs and NPCs evolve to be better or worse suited to each other.

Milestones

Each chapter of an Adventure Path has 5 milestones. Each milestone gives a chance to rank up if the PC is ready as well as a chance to mingle with the NPC and possibly gain camaraderie points.

To gain camaraderie points at a milestone, the PC should describe how they are interacting with the NPC, for instance a gift they are giving, a joke they are telling, or an activity they are performing. The GM decides how well the interaction
suits that particular NPC, from Terrible/Perfunctory (either something generic or unsuited for the NPC) to Perfect (something that is an amazing match for the NPC, like a star chart for an astrologer).

Remember that Perfunctory is the worst category of gift, so a PC who doesn’t stop to think about the NPCs or pay attention to what they like and instead buys the same gift for everyone will likely be working with a Perfunctory or Poor gift. Don’t be afraid to be harsh on your decision here, as it’s an important balancing factor for gifts and interactions.

Remember, a perfunctory gift belongs in the worst category, not the average category.

AFFINITY EFFECT
Terrible -5 to all checks to Rank Up
Bad -2 to all checks to Rank Up
Average No Effect
Good +2 to all checks to Rank Up
Great +5 to all checks to Rank Up

Repetition

If you feel that a PC is just doing the same thing over and over again, perhaps simply attempting to use their best skill
because it has the highest bonus, feel free to count the interaction or gift as one category worse after some amount of repetition, two categories worse after more repetition, and so on. If this brings the quality below Terrible/Perfunctory, levy a -5 penalty for each quality level below. If the PC comes up with a good rationale for using the same skill, then do not levy this penalty.

As an example of a good rationale, suppose one of the PCs wishes to become the personal painter to a powerful aristocrat, although he begins with no painting talent. He starts by giving the NPC a framed copy of the best painting he has ever made (DC 15), and then later, as he improves, he also gives her paintings of higher and high quality (perhaps DC 20, DC 30, and DC 40). Since each of these paintings represents a progression in the painter’s journey to becoming a master painter, you might decide as a GM that this would not count as repetitive.

The Rank Up Check

Once you have determined the quality of the gift or interaction given the NPC’s preferences and the other factors above, the PC should roll a check to determine how well the NPC receives this interaction or gift.

These checks are usually Diplomacy checks, but in some cases other skill checks would be appropriate. The DC of the check and its results are listed in Table 3. As with rank ups, whenever it is an advantage for the PC, allow them to roll a untrained ability check at the standard reduced DC (lower by an amount equal to the next rank).

Rank Up Checks and Quality of Interaction/Gifts
Quality DC Effect
Terrible/Perfunctory DC 25 + (2 ×target rank)
Poor DC 20 + (2 × target rank) Gain 1 CP or 2 CP if result exceeds DC by 10
Acceptable DC 15 + (2 × target rank) Gain 1 CP or 2 CP if result exceeds DC by 5
Good DC 10 + (2 × target rank) Gain 1 CP or 2 CP if result exceeds DC by 5
Perfect DC 5 + (2 × target rank) Gain 2 CP or 3 CP if result exceeds DC by 10

Short Rest

When a party is in the midst of an important challenge and cannot afford the time to properly rest and dress their wounds, it may become important to stop and regroup just long enough to keep on fighting. A short rest is differentiated from a full-night's sleep (also known as a long rest) by not replenishing as many resources and often only granting temporary relief. To take a short rest characters may stop to rest for 1 hour. A short rest is interrupted by any strenuous activity (such as fighting, traveling, or crafting). If a character is interrupted while taking a short rest the time spent resting is wasted and they must start over again to gain any benefit. A character may only take one short rest per day.

After a short rest, characters gain a number of temporary hit points equal to 25% of their maximum hit point toal (rounded down), plus 1 additional temporary hit point per point of base attack bonus the character possesses. These temporary hit points represent a second wind and cannot exceed a character's maximum hit points. Temporary hit points gained from a short rest are lost the next time the character would normally rest for 8 hours. Additionally, spellcasters regain a number of spell levels worth of expended spell slots (or spells per day for a spontaneous spellcaster) equal to their primary ability score modifier for their spellcasting class (Intelligence for Wizards, Charisma for sorcerers, etc). For example, a wizard with an Intelligence modifier of +4 may regain up to 4 levels worth of spells. This could be four 1st-level spells, two 2nd-level, one 4th, or whatever combination they prefer. Prepared spellcasters may choose different spells than the ones they originally prepared to fill these regained spell slots.