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Seharvepernfan
2012-11-26, 05:24 PM
I'm about to start DMing for my old IRL group + a few new people, and I laid out these house rules. I thought some of you would be interested in seeing them.

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(Races are down at the bottom – choose from: human, half-elf, elf, dwarf, gnome, half-orc)
I want everyone to play a spellcasting class – most of your characters' levels should be in bard/cleric (or variants)/paladin/ranger/sorcerer/wizard – one or two levels in barbarian/fighter/monk/rogue is acceptable (especially rogue), but not recommended.
The spellcaster classes, and the rules for magic are here (http://www3.hi.is/~eth31/ConversionProject/VancianToPsionicsBeta109.pdf).
If you have any questions about anything, post them on the pathfinder group wall.

General Rules

-You have 10 seconds once your turn starts to decide what to do (this does not include rolling or moving your miniature). After 10 seconds your character delays. If you dont speak up at the end of a characters turn, you continue to delay until its your turn again. Your initiative count becomes the turn on which you act, as per delay action.
-Other players may not speak after your turn starts and before you decide what to do.
- I allow certain variants, non-core material, pathfinder material, even homebrew, just ask.
-no multiclassing penalties
-elite array for stats (15, 14, 13, 12, 10, 8)
-feats are gained at all odd-numbered levels
-skills are as PF, except the skills are not grouped together (hide and move silently are still separated, etc.)
-unless otherwise specified, use what the 3.5 books say

- d12’s for initiative
- hit ac for half damage
- Massive Damage (con score + 2xHD) (DC 15 +1 per 4 points over threshold)
- small sized characters gain a +2 bonus to hide and move silently instead of a +4 bonus to hide
- fractional Bab and saves
-when multiclassing or taking a prestige class and you go from a poor save progression to a good one, the bonus starts at +1, not +2
- if you roll 2 20s in a row, roll again, if this third attack roll hits, the blow is treated as a coup de grace (variant auto kill rule)
-Powerful build grants a +2 size bonus to str & intimidate checks, and a -2 to hide.
-Combat maneuvers (bull rush, grapple, trip, etc.) against flat footed opponents gain +2
-Strewn bodies are usually considered difficult terrain or obstacles
-Charisma is divorced from physical beauty, and romantic/sexual attraction is an abstract thing not determined through rolls – your character looks how you want them to look.
-You can take up to two flaws at first level

Damage Steps and WoundsThe more a character is injured, the harder it gets for him to fight on. There are three different damage steps which brings penalties to all throws, checks, and attack rolls based upon the relation of total hitpoints to suffered damage. This represents pain, shock, and inhibitory structural damage.

75-100% HP, no penalty (hurt)
50-75% HP, -1, 4/5 speed (injured)
25-50% HP, -2, ¾ speed (wounded)
0-25% HP, -3, 2/3 speed (mauled)

Example: A knight with 40 total hitpoints takes a heavy hit by an ogre’s club, dealing him 11 points of damage. His hipoints sink under the ¾ margin, and he suffers a –1 penalty to his rolls.

Whenever a creature suffers more than 50% of its total max hit points through a single hit, it must make a Fortitude save against DC = 10 + 1 per 4 points of damage. If the Save fails, the creature is nauseated from the pain until healing magic or first aid can be applied. If the save succeeds, the victim of the attack is sickened from the pain for 1d4 rounds.

Any wound from a slashing or piercing attack that is left untreated and uncleaned for more than 24 hours infects the wounded character with darkrot (gangrene).
DC 12, incubation 1 day, 1d6 Dex, a failed save requires the character to make a second save or lose a limb (1d4 to determine which).

Item Changes
-robes of armor, bracers of protection (instead of bracers of armor and rings of protection)
-chitin armor (only plate, as mithril, except -2 AC and half cost of non-mithril armor)
-not always available
-breastplate +6 AC, +2 max dex (heavy armors: +1 AC, +100gp cost, banded mail +150gp instead)
-tower shields allow the use of a light piercing (stabbing) weapon at no penalty
-mighty composite bow strength limits (short +2, long +4, great +6)
-spiked chains and double weapons don't exist (just use oversized twf [a feat])
-falchions and heavy flails are now considered hand-and-a-half weapons
-quarterstaffs are finessable if used with twf or with just one side (forfeiting two handed benefits)
-scimitars are finessable like rapiers
-mallets (light hammers) are the bludgeoning equivalent to the shortsword
-mauls are the bludgeoning equivalent to the bastard sword
-mattocks (great hammers) are the bludgeoning equivalent to the greataxe
-finessable weapons made of mithril grant +1 bonus to attacks – stacks with enhancement
-mithril longswords are finessable, even two handed, but don't grant the +1 bonus
-mithril counts as silver for purposes of bypassing damage reduction
-sundered or otherwise damaged items have a “broken” status and can be repaired
-each +1 enhancement bonus on a magic weapon defeats 5 points of DR/magic (so +3 = DR 15/magic)
-greater alchemical item exist; these are typically combinations of lesser versions (so a flash pellet/thunderstone combination item)
-alchemical sling bullets exist (and are common among gnomes)


FEAT CHANGES:

Power attack, combat expertise, deadly aim, parry, riposte, weapon finesse, and two weapon fighting/improved/greater/superior are now combat options with prerequisites, not feats. PBS is still a feat, but no longer a prerequisite for other archery feats
(this means if you have at least 13 str, you have power attack for free – 15 dex, you have TWF for free, and so on)

If you have at least 15 dex, you can cast a spell (or use a wand) in one hand and use your other hand for something else, as part of standard or full-round action. You can cast a spell with one hand and use a wand with the other, or use a wand in each hand, but the “off hand” wand uses two charges for each use (if you are combining a wand with something else, the wand is always considered off-hand – if you are using two wands, only one is considered off-hand). If you are casting a spell in this manner, you must pass a concentration check (DC = 10 + 3x spell level) – if you already have to make a concentration check to cast the spell (because of bad weather, taking damage during the casting, or whatever), you automatically fail.
-Combat casting grants its bonus to this.

-Deflect arrows simply gives you a +4 bonus to parry thrown or projectile weapons with a free hand
-Dodge grants a flat +1 dodge bonus to AC.
-Toughness is +2hp +1/level, can only be taken once.
-Danger Sense (Greater Initiative) allows you to roll twice for initiative and use the highest result (on every roll) – require improved initiative
-Diehard lowers your wounded thresholds to 50%, 25%, and 10%, it also lowers your death threshold to negative hit points equal to your con score, in addition to its usual benefits.
-Two weapon fighting allows you to attack with both weapons as part of a standard action.
(the 6th level ranger twf ability needs to be improved because of this – if you are playing one, let me know)
-You can cleave a shield wielder after sundering their shield.
-Improved Overrun can be used against more than one enemy, though each occupied square counts as two, and can be used as part of a charge (despite the bodies being difficult terrain).
-Quickened spells are cast as swift actions, not free actions (RAW, just clarifying).
-Dual skill feats (like alertness) increase the bonus by +1 at 5th level and every 5 levels thereafter.
-Skill Focus feat bonus increases by +1 at 4th and ever 4 levels thereafter.
-Save bonus feats (like Iron Will) increase the bonus by +1 at 6th level and every six levels thereafter.

Skill Changes
As Pathfinder, except skills are not clumped together (hide and move silently are still seperated, etc.)

-DIPLOMACY is now Persuasion. (http://www.giantitp.com/forums/showpost.php?p=9606632&postcount=2)
-Knowledge (The Planes) is now (Planar) – no real difference.
-Knowledge (Nobility & Royalty) is now (Rulers) and gives information about the rules of any given place, past or present, including their rise to power, methods, secrets, forces, and psychology. 5 ranks in (Rulers) gives a +2 synergy bonus to Sense Motive.
-5 ranks in Sense Motive grants a +2 bonus to bluff.
-Tumble Dcs are 10+bab+dex to move past, 20+bab+dex to move through
-DC for defensive casting is 10 + spell level x3
-The spellcraft DC for counterspelling is affected by distance from the caster and sound/light levels as listen/spot checks. If you cannot see or hear the spell being cast, the DC is raised by 5. If you can neither see nor hear the caster, then you cannot counterspell. Still spell and silent spell raise the DC by 5, if a spell is stilled and silenced, the DC is raised by 20. If a spell is quickened the DC is raised by 10.

Class Changes

Barbarian rage will save bonus applies to frightful presence and anti-intimidation rolls.

Improved evasion lets you roll twice for your reflex save and use the higher result, not auto half damage.

Fighters gain a +1 bonus on saves against fear (spells and frightful presence) at 2nd level, which increases by +1 every two levels, and weapon aptitude at 6th. Can use hand-and-a-half weapons without penalty (bastard sword, falchion, etc.).

Bravo (Fighter Variant)
-d8, not d10
-4 skill points per level (add balance and tumble to list)
-gain guerilla warrior & scout as bonus feats at first level, but the skill selection benefits only work with bravo class levels (replaces heavy armor, tower shield, and hand-and-a-half weapon proficiency)

monk revamp -ki is magic
-full Bab
-6 skill points
-speed bonuses are halved (+5ft. at third, etc.)
-starting at 3rd, a monk may move up to 10ft. with a 5ft. adjustment.
-starting with +1 at 4th, and increasing by one every 4 levels, a monks unarmed strikes are considered a +1 weapon when determining DR/magic, a monk also gains DR magic at the same rate (DR 3/magic at 12th, etc.). This replaces ki strike (magic).
-at 5th level, a monk may take a move action in place of a 5ft. adjustment.
-Wholeness of body is now fast healing 5, up to as many rounds as you have monk levels, can be used in one round increments at your discretion as a free action. At 14th, the fast healing becomes regeneration (as a troll, except with no exemption for fire/acid). Kicks in automatically if the monk is brought to -1 or fewer hit points, and the monk takes control of the effect upon becoming conscious (if the monk has die hard, its her choice). With regeneration, if the monk drops to -10 or less, the regeneration keeps healing 5 per round until it runs out or the monk is brought to 0 or more HP.
-at 10th, the monk may ignore 5 points less of one type of non-magic DR per hit than he does with magic, but may only ignore one type per round. Also, the monk gains DR/Chaotic to match his DR/magic. This replaces ki strike (lawful).
-at 10th, a monk may take a standard action as a swift or immediate action, in addition to his normal standard or full action. If an immediate action is used to draw and attack with a weapon, the monk must have quick draw.
-Abundant Step can be used 1/day/5 levels as a move or standard action (CL equal to her level).
-at 15th, a monk may take a full attack as a standard action.
-Quivering Palm doesn't exist.
-Empty Body can be entered as a standard or move action and left as a free action.
-Perfect Self now grants DR 10/Adamantine instead of magic, and the monk becomes a native outsider (not extraplanar).
The monk can choose to let spells affect her at her discretion with no action. Upon reaching 13th level, the monk may parry spells that require attack rolls with her unarmed strike (treat ranged touch spells as projectile ammunition regarding size).
A monks DR types stack (so a 20th level monk can ignore up to 20 points of damage from a non-adamantine, non-chaotic, non-magic weapon).

NEW FEATS:

Backstab
Pre: Combat Reflexes
Benefit: Whenever you and an ally are flanking an opponent and the opponent attacks your ally, it provokes an attack of opportunity from you.

Skilled
Pre: Can only be taken at 1st level.
Benefit: You gain a new class skill (you can select one you already have, however), and you gain a +2 bonus (on top of the class skill bonus) when using this skill. This skill is always considered a class skill for you.

Mobile Spellcasting [General]
Prerequisites
Dex 13+, Dodge, Mobility, ability to cast 2nd level spells
Benefit
When casting a spell, you can move both before and after the spellcasting, provided that your total distance moved is not greater than your speed.

Superior Two Weapon Fighting
Prerequisites
Bab +16, Dex 21+

Camouflage
Pre: 15 ranks of hide and survival

Crippling Strike
Pre: +5dx sneak attack

Evasion
Pre: base reflex save +3

Improved Evasion
Pre: evasion, base reflex save +6

Hide in Plain Sight
Pre: 18 ranks of hide and survival, Camouflage

Opportunist
Pre: Bab +7

Sneak Attack +1d6
Pre: Bab +1
Special: You can take this feat several times. For every sneak attack die you have, the Bab prerequisite to take the feat again raises by two.

Swift Tracker
Pre: 9 ranks of Survival, Track

Trackless Step
Pre: Woodland Stride

Woodland Stride
Pre: 1 rank of Survival

Trapfinding
Pre: None


Races

All racial +2 bonuses to saves and skills increase by +1 at 8th and 16th, all racial +1 bonuses increase by +1 at 10th.

Humans: as PHB

Elves
+2 Dex, -2 Con
speed 35ft. with no heavier than light load
+2 vs. ench, immune to magic sleep
trance for 4 hours, -2 penalty to listen checks when trancing.
auto proficient with short bow, long bow, rapier, and longsword
+2 caster level to overcome spell resistance
+2 spellcraft
+2 craft (bowyer/fletcher)
low light vision
detect secret doors
+2 listen, search, and spot

Half-Elves
elven blood
+2 vs. magic sleep effects, otherwise +1 vs. enchantments
sleep for 6 hours, -5 listen penalty when sleeping.
lesser low light vision (1.5x)
+2 gather info and persuasion
+1 listen, spot, and search
Inspiration: Half-elves have action points (as per eberron book, pg. 45)

Dwarves
+2 Con, -2 Dex
base speed 20ft.
armored ease (also not slowed by wounds)
Darkvision 60ft.
stone cunning
weapon familiarity (maul is simple if two handed, martial if one – warhammers are simple)
stability
+2 vs. poison
+2 vs. magic
+1 attack vs. goblinoids
+2 damage vs. orcs
+4 dodge bonus to ac vs. giants
+2 appraise and craft with stone and metal

Gnomes
+2 Cha, -2 Wis
small
base speed 20ft.
lesser low light vision (x1.5)
treat light repeaters as simple weapons, heavy repeaters and calculi as martial
a gnome who merely passes within 5ft. of an illusion is entitled to a save to disbelieve the illusion as if studying it
+1 bonus to thrown attacks
+2 will saves vs. illusion
+1 dc to any illusion spells cast (or caster level, caster’s choice)
+2 craft alchemy
+1 to any two craft or knowledge skills (except alchemy)
+2 decipher script
+1 disable device and open lock

Half orcs
+2 Str, -2 Int
+3 when charging
+2 Intimidate
+2 survival
+2 saves vs. disease
One additional skill point per level.
auto proficient handaxe, throwing axe, battleaxe, war axe when two handed, greataxe, and javelins
dark vision 30ft.
orc blood

-non player races-

Hobgoblins
+2 Con, -2 Cha.
A hobgoblin’s base land speed is 30 feet.
+2 on all endurance checks (stacks with the endurance feat).
+2 to Concentration checks.
+2 to Grapple checks
+2 to all Art of War checks (Bull Rush, Disarm, Feint, Overrun, Parry, Sunder, & Trip)
+2 vs. all Art of War checks (Bull Rush, Disarm, Feint, Overrun, Parry, & Trip)
+2 to Knowledge (architecture & Engineering) & Proffession (Seige Engineer) checks
+3 bonus when aiding another in combat
Automatic Languages: Common, Goblin. Bonus Languages: Gnoll, Elven, Dwarven, Infernal, Giant, Orc.

Goblins
small
-2 cha
base speed 30ft.
darkvision 60ft. and lesser low light vision (1.5x)
+2 hide and move silently
+2 climb
immune to filth fever
if two or more goblins are attacking the same creature in melee, they gain a +1 attack bonus, and two goblins can fight in one five foot square without difficulty

kobolds
small
base speed 20ft.
-2 con, +2 cha
darkvision 60ft.
poison use
+1 nat armor
+2 craft (poison), +2 craft (traps)
+2 search

orcs
+2 str, -2 int, -2 wis
+3 when charging
proficient with axes and javelins
darkvision 60ft.
+1 str checks
+3 intimidate
+3 vs. disease (includes hardships)
light sensitivity (dazzled in bright light)

gnolls
+2 str, -2 int, -2 cha
+5ft. reach in one direction per round (not on AoOs)
35ft. speed
low light vision
treat greatbows as martial
+2 spot, listen, survival

Uruks (bugbear) - race of orc/ruukha hybrids
+2 str, +2 con, -2 int, -2 wis
+2 hide and move silently
+3 when charging
+1 art of war
+1 grapple
+2 vs. hardships
+2 Intimidate
auto proficient in morningstars
darkvision 30ft.
orc/goblin blood

Half-Ogre
Ability Score Adjustments: +4 Str, -2 Dex, +2 Con, -2 Int, -2 Cha
Powerful Build
Base Speed: 35 ft
Darkvision: 30 ft, lesser low light vision (1.5x)
Natural Armor bonus: +2
Giant blood: For all abilities and effects, a Half-Ogre is considered a Giant.
Automatic Languages: Giant and common.
Level Adjustment: +2

Half-Dragon
as MM, except
+4 Str, Powerful build
Breath weapons are all d8.

Mind Flayers
Medium Aberration
+4 Int, +2 Wis, +2 Cha, -2 Str, -2 Con
four tentacle attacks (1d3), improved grab with tentacles
Mind Blast - 60ft. cone (DC 10 + 1/2 HD + Cha Mod - Will Save) - 1d3+1 rounds of stun, every 1d4+1 rounds
Brain Extract
Telepathy (?ft.)
Spell Resistance 11+HD

Other races may or may not have changes, these are just some commonly encountered examples. In general, other humanoids (or humanoid shaped races – such as mind flayers) will not have racial HD, though most members of that race may usually have several levels in a given class.