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    Ogre in the Playground
     
    Seharvepernfan's Avatar

    Join Date
    Mar 2011
    Location
    Cydonia

    Default My houserules (all forty-billion of them)


    The spellcaster classes, and the rules for magic are here.
    (The genius work of playgrounder Ernir)


    General Rules

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    -no multiclassing penalties
    -elite array for stats (15, 14, 13, 12, 10, 8)
    -skills are as PF, except the skills are not grouped together (hide and move silently are still separated, etc.) -this means most skill-rank prerequisites are three lower
    -unless otherwise specified, use what the 3.5 books say
    Races

    - d12’s for initiative
    - hit ac for half damage
    - 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)
    -Combat maneuvers (bull rush, grapple, trip, etc.) against flat footed opponents gain +2
    -Strewn bodies are usually considered rubble, 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 - from UA.
    -Poisons (poison isn't evil)
    -I use the Silver Standard for my games (introducing copper bits and taking away platinum coins)
    -Sometimes certain actions don't require the whole action, for instance: bending down to pick up an item - this might cost two squares of movement instead of an entire move action.

    Spoiler: Powerful Build
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    Grants a +2 size bonus/penalty, at all times. May use hand-and-a-half weapons and greatbows without special training, and may use large-sized hand-and-a-half weapons in two hands.




    Damage Steps and Wounds
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    The 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. They also take a penalty to their speed (4/5 speed means every 5th square moved into costs an additional square of movement to move into). 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 and a penalty to his speed.

    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
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    Armor
    -robes of armor, bracers of protection (instead of bracers of armor and rings of protection)
    -robes of armor max out at +5, not +8
    -tower shields allow the use of a light weapon at no penalty
    -sundered or otherwise damaged items have a “broken” status and can be repaired via the craft skill or certain spells
    -each +1 enhancement bonus on a magic weapon defeats 5 points of DR/magic (so +3 = DR 15/magic)
    -partially-charged wands are priced as if they had 5 more charges
    -Vorpal

    Weapon Changes:
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    -mighty composite bow strength limits (short +2, long +4, great +6)
    -spiked chains and double weapons don't exist, with the exception of the quarterstaff and meteor hammer
    -when TWFing with a quarterstaff, both ends gain the full benefit of the weapon (MW, enhanced, etc) despite only being paid for once
    -falchions, heavy flails, and mauls 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, like rapiers, are finessable, but only in your main hand


    New Melee Weapons:
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    Maul
    Exotic One-Handed, 1d10, x3, 7 lb, B, 32sp
    -Can be used two-handed as a martial weapon

    Meteor Hammer
    Exotic Two-Handed, 1d8, x2, 10 lb, B/P, 25sp
    -Has two modes, which can be switched to as a free action at the beginning of your turn. Doing so does not provoke an AoO. One mode is a standard double weapon, the other is a two-handed reach weapon. Both allow trip attempts and grant a +2 bonus to disarm attempts.

    Mallet
    Martial Light, 1d6, x3, 3 lb, B, 8sp

    Cutlass
    Martial One-Handed, 1d6, 19-20/x2, 3 lb, S, 15sp
    -Grants a +2 circumstance bonus on any check to resist being disarmed of this weapon
    -finessable, but only in your main hand

    Saber
    Martial One-Handed, 1d6, 19-20/x2, 4 lb, S/P, 20sp
    -Grants a +1 circumstance bonus to attack rolls when you use the saber while mounted

    Pickaxe/Hammerpick/Axehammer
    Martial One-Handed, 1d4/1d6, x3/x4, 5 lb, any two, 10sp
    -At the start of each round, decide which side of the weapon to use on all attacks until your next turn

    Great Hammer
    Martial Two-Handed, 1d12, x3, 11 lb, B, 35sp


    New Ranged Weapons:
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    Chakram
    Exotic Light, 1d4, x3, 30ft, 2 lb, S, 15sp

    Calculus, Gnome
    Exotic Light, 50ft, 2 lb, 5sp
    -Can fire alchemical flasks and inhaled poisons at no penalty, using the Calculus's range

    Greatbow
    Exotic, 1d10, x3, 120ft, 6 lb, P, 150sp

    Composite Greatbow
    Exotic, 1d10, x3, 130ft, 6 lb, P, 200sp
    (Can have a Str rating up to +6)

    Blowgun
    Simple Projectile Weapon, one-handed, 1 damage, x2, 10ft, 1 lb, P, 1sp
    (you do not gain your Str mod to damage with this weapon)
    Blowgun needles (20), 1sp

    Long Blowgun
    Simple Projectile Weapon, two-handed, 1 damage, x2, 20ft, 2lbs, P, 2sp
    (you do not gain your Str mod to damage with this weapon)
    Blowgun needles (20), 1sp

    One-handed Repeating Crossbow
    Exotic Ranged, 1d6, 19-20/x2, 55ft, 4 lb, P, 175sp
    (needs a second hand to be reloaded after every shot, but you can wear a light shield in your off-hand while doing so at no penalty - fires at the same rate as a bow)
    Bolts (5), 1sp


    New Ammunition:
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    Dragonsbreath Arrow (20), 1d6, 50sp (deals 1 fire damage, sets on fire)
    Serpentstongue Arrow (20), 1d8, 3sp (can cut rope or straps)
    Swiftwing Arrow (20), 1d6, 20sp (half range-increment penalty)
    Alchemists Arrow (1), 25sp (deals 1d6 fire damage, sets on fire)
    Blunt Arrow (20), 1d6 subdual, x2, 50ft, 1sp
    Flight Arrow (1), x2, +25ft, 8sp
    Signal Arrow (1), -2 attack, x2, 5cp (DC 20 nature to determine)
    Thunderstone Arrow (1), deals no damage, 10sp (must hit target or specifc square to be effective)

    Acid Bullet (1), -2 attack, +1d4, 10sp
    Alchemists Bullet (1), -2 attack, +1d4, 20sp (sets on fire)
    Priests Bullet (1), -2 attack, +1d4, 25sp


    Alchemical Items:
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    Acid Flask
    Alchemists Fire
    Antitoxin
    Holy Water
    Alchemists Frost, 1d8, 25sp (otherwise identical to an acid flask)
    Alchemists Spark, 1d8, 25sp (otherwise identical to an acid flask)
    Smokestick
    Noxious Smokestick, 80sp, 1/2 lb (DC 15 vs. nausea for 1 round within smoke area)
    Sunrod
    Tanglefoot Flask (is now in a small glass jar)
    Thunderstone
    Tindertwig
    Flashpellet, 50sp (range 5ft, 5ft radius burst, DC 15 vs blinded 1 round and dazzled 2nd round, dazzled if successful)
    Flashbang, 100sp (combines the effects of the flashpellet and thunderstone, range increment 10ft)
    Bomb, 150sp
    Smokebomb, 70sp
    Alchmical Sleep Gas, 30sp (direct hit, DC 15 vs. sleep 1 min, 2nd save vs. sleep 1d4 min, affects all tiny or smaller within square, otherwise treated as
    poison)
    Scentbreaker, 5sp (direct hit, DC 18 vs. lose scent for 1 min, 2nd save vs. lose scent for 1 hour - splash/sniff DC 15, affects all tiny or smaller within square, lasts 1 hour if scattered in 5ft square)
    Smokepowder, 250sp for 15lb (used as an explosive - damage/effect is undetermined - work in progress)
    Blackwater, 1lb, 100sp (10ft. cube, DC 10 +1 per round or begin drowning)

    Wand Gems: 1000sp or 5000sp gem added to a wand to provide a +1 or +2 DC or CL increase to certain effects (from Magic of Faerun).

    Fairy Dust: (1 ounce), 100sp (+1 DC illusion spell when used - must be held in hand)

    Special Materials List:
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    Adamantine: as DMG. Craft DC's are raised by 10, and a special heat-source is required (typically lava or a fire-elemental-bound forge).

    Antinium: prices yet to be determined. Craft DC's are the same, but must be created without the aid of magic implements.

    Chitin: a non-metal organic material made from monstrous vermin and monsters, used in plate-armors and shields:
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    Armor made of chitin is identical to mythral, except is non-metal and has an armor class bonus two points lower (it costs half as much as mythral, due to the low availability of chitin and those who know how to work it). Craft DC's are raised by 5.

    Darkwood: as DMG. Craft DC's are raised by 3.

    Dragonhide: as DMG, except as follows:
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    A suit of hide armor can be made from the corpse of a dragon the same size as the wearer. A suit of scalemail (+5 armor bonus) or a breastplate can be made from a dragon one size larger than the wearer. A suit of platemail or full-plate from one two sizes larger. A suit of dwarven-plate from one three sizes larger. Regardless, the armor costs twice as much as normal MW armor of that type. If the dragon whose hide was harvested had an elemental breath weapon, the wearer gains resistance to that element; 1 for light armor, 2 for medium armor, 3 for heavy. If energy resistance is applied to that armor, it is 10% cheaper. Other resistances cost 10% more than usual if applied to that same suit of dragonhide.

    Craft DC's are raised by 3.

    Cold Iron: as DMG. Craft DC's are raised by 2.

    Glassteel:
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    Plate-armor and the metal sections of weapons can be made of glassteel. Treat as both mythral and adamantine, when beneficial (glassteel does not overcome DR/silver, however). Is considered neither glass nor metal; it is not vulnerable to shattering or rust, and is not affected by the Heat Metal spell. Medium armors cost +16,000sp, heavy armors cost +25,000sp, weapons cost +1,500sp per pound (but weigh half as much).

    Craft DC's are raised by 20, and the crafter must be channeling an outsider who is willing to aid in the crafting process.

    Mythral: as DMG, except as follows:
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    Refer to the armors page for mythral armor.

    Any weapon with a metal section can be made of mythral; if reduced weight is the goal, simply have the wood sections be made of darkwood. The cost of such a weapon should be based on the ratio of wood to metal, and the costs of darkwood and mythral.

    Mythral counts as silver for purposes of bypassing damage reduction

    Craft DC's are raised by 5.

    Silver, Alchemical: as DMG. Crafting DC's are raised by 3, and the process requires a DC 25 Craft (Alchemy) check.

    Spellsteel: as magic PDF. Crafting DC's are raised by 3.

    Wildwood: as RotW, except acp and spell-failure are the same as regular MW armors. Crafting DC's are raised by 3.

    Other materials exist, but are either quite rare, or subpar to the ones listed.


    FEAT CHANGES:
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    Power attack, combat expertise, mounted combat, parry, riposte, weapon finesse, two weapon fighting/improved/greater/superior, and over-sized twf are now combat options with prerequisites, not 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 or weapon 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). You can never cast two spells at once.
    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.

    -Point Blank Shot, Precise Shot, & Far Shot
    -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.
    -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)
    -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). You can choose to let enemies avoid you.
    -Power attack now allows light weapons to use it, and one-handed weapons gain the same benefit as two-handed weapons
    -Quickened spells are cast as swift actions, not free actions (RAW, just clarifying).
    -Dual skill feats (like alertness or stealthy) are considered an option for Skill Focus (except at +2/+2 instead of +3)
    -Skill focus grants +3 bonus and treats any roll of 6 or less as a 7.
    -Lightning Reflexes (+3 reflex saves and may roll twice for initiative, taking whichever result you want)
    -Iron Will (+3 will saves and is never dazed or shaken)
    -Great Fortitude (+3 fort saves and the benefits of endurance feat, is never sickened)
    -Dash, and Fleet of Foot are now the same feat: Fleet (run does not exist)

    Armor Proficiency and Weapon Proficiency feats are a bit different:
    If you take Armor Proficiency as a feat and later gain those proficiencies through a class, you gain a bonus fighter feat.
    Simple Weapons Proficiency grants you proficiency with all simple weapons.
    Martial Weapons Proficiency grants you proficiency with all martial weapons, but you cannot take it unless you are proficient with all simple weapons.
    Weapon Focus/Specialization/Mastery/Grandmastery


    Skill Changes
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    Class and cross-class skills bought on a one-for-one basis, and class skills gain a one-time +3 bonus. Unlike PF, skills are not clumped together (hide and move silently are still separate skills, etc).

    -Bonus skill points from an intelligence increase are retroactive.

    -DIPLOMACY is now Persuasion.
    -Intimidate
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    Check: You can use Intimidate to force an opponent to act friendly toward you for 1d6 × 10 minutes with a successful check. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If successful, the target gives you the information you desire, takes actions that do not endanger it, or otherwise offers limited assistance. After the Intimidate expires, the target treats you as unfriendly and may report you to local authorities. If you fail this check by 5 or more, the target attempts to deceive you or otherwise hinder your activities.

    Demoralize: You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent in this way if they are within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.

    Action: Using Intimidate to change an opponent's attitude requires 1 minute of conversation. Demoralizing an opponent is a standard action.

    Try Again: You can attempt to Intimidate an opponent again, but each additional check increases the DC by +5. This increase resets after 1 hour has passed.

    -Knowledge (The Planes) is now (Planar) – no real difference.
    -Knowledge (Nobility & Royalty) is now (Rulers) and gives information about the rulers of any given place (past or present), including their rise to power, methods, tendencies, allies, foes, secrets, forces, and psychology. 5 ranks in (Rulers) gives a +2 synergy bonus to Sense Motive.
    -Jump:
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    On a Running Jump, you move 5ft. +1ft./1 point above 10.
    On a Standing Jump, you move 3ft. +1ft./2 points above 10.
    You do not fall prone at the end of a jump if you have no ranks.

    -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 quickened the DC is raised by 10.


    Class Changes
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    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 as if they had exotic weapon proficiency with each one (bastard sword, falchion, etc.).
    A 6th level fighter with at least three levels in another class may take a feat that instantly grants another three levels worth of class abilities in the other class. The name of this feat varies between classes chosen.
    Fighters gain 4 skill points each level.

    Ranger (if non magic PDF)
    -loses combat styles
    -gains fighter bonus feats at 2nd level and every four levels thereafter
    -can take weapon mastery & grandmastery, but the minimum level is increased by 2
    -gains bravery every four levels
    -animal companion is level -3
    -favored enemy is gained at 1st, 5th, 9th, 13th, & 17th, and each of the ranger's favored enemies increases by +2 with each selection (so one at +2 at first level, two at +4 at 5th level, and so on)

    Spoiler: Only If using magic PDF
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    Abjurers and Conjurers have their skill lists swapped.

    Druid
    -6 skill points per level
    -listen and spot are added to skill list
    -knowledge dungeoneering and geography are added to skill list
    -gain nature sense at 1st level and resist nature's lure at 4th

    Rogues get rogue talents as per PF *OR* assassin spells at ranger/paladin progression (from here


    monk revamp (unsure)
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    In addition to or replacing what they already have:
    -ki is magic
    -full Bab
    -may become magically focused, despite having no spell points
    -may flurry with gauntlets/magical "hand wraps" exist
    -speed bonuses are halved (+5ft. at third, etc.), but are not considered enhancement bonuses
    -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.
    -Abundant Step is used by expending magical focus (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 (also uses magical focus).
    -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).



    Spell Changes:
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    Mage's Disjunction merely suppresses affected magic items for a number of rounds equal to the number of spell points spent on the spell.


    NEW FEATS:
    Spoiler: **sidelined for now**
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    Spoiler
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    Parry
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    Pre: Bab +1
    Benefit: Whenever you are targeted by anything that requires an attack roll that isn't a touch (melee or ranged) attack, you can expend an attack of opportunity to try to parry the attack. This functions as an opposed attack roll. You must declare that you are parrying before you know the result of their attack roll. If your attack roll is higher than theirs, you negate their attack. You cannot make more parries in any one round than you have attacks in a full attack action. Your first parry in a round uses your full attack bonus, the second uses your first iterative attack bonus, and so on. Unless you can make more than one AoO in a given round, you may only parry one attack. Each parry requires an AoO.

    If you are fighting with two weapons, you may parry with one or both, at your discretion. Regardless, you can only make as many parry attempts with either weapon as you have attacks with either weapon. For instance, if you have two attacks with your main-hand weapon and one attack with your off-hand weapon, you can only make one parry with your off-hand weapon, two with your main-hand weapon, or three if you parry one attack with your off-hand weapon and another two with your main-hand weapon.

    For each size category difference between the weapon used for parrying and the weapon being parried, you suffer a -2 penalty to your parry roll (shields are considered one size larger or smaller for this purpose, if beneficial). In regards to projectile weapons, use the size of the ammunition. In regards to natural weapons, a secondary natural weapon is considered one-handed for a creature of that size, and a primary natural weapon is considered two-handed for a creature of that size. If your opponent is using power attack, you take a penalty to your parry roll equal to the bonus damage the opponent receives from power attack (if you are parrying with a shield or two handed weapon, this penalty is halved, round down, minimum 1).

    If you are two weapon fighting with a shield via improved shield bash and you use your shield to make a parry, you gain its armor class shield bonus (but not its armor class enhancement bonus, if any) to your attack roll (in addition to any MW or enhancement bonus to attack rolls from the weapon aspect of the shield), and you lower the two weapon fighting penalty of the shield by two. You cannot use a currently animated animating shield to parry.

    If you are using combat expertise and/or fighting defensively, you gain the bonus to armor class to your parry roll (but the attack penalty to any ripostes you make). You can parry while taking a total defense action, and you gain the AC bonus to your parry rolls, but you cannot make any ripostes or attacks while doing so.

    You can only make one parry attempt for each enemy attack roll. You have to be aware of an attack to parry it. You can parry flat-footed if you have combat reflexes, as long as you are aware of the attack.

    For every parry attempt you make with a given weapon, you suffer a cumulative -2 penalty to all attacks made with that weapon (but not further parries) until the end your next turn.


    Improved Parry
    Pre: Parry
    Benefit: The weapon you parry with is treated as being a size category larger or smaller if this is beneficial to you for parrying.

    Riposte
    Pre: Parry, Combat Reflexes
    Benefit: Whenever you parry an attack, you can expend another AoO and attack your attacker at the same attack bonus as the parry roll. If you are parrying while two weapon fighting, you riposte with whichever weapon you didn’t parry with and use the attacking weapons attack bonus. You cannot make a riposte on your turn.


    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.

    Dreadful Carnage
    Pre: Str 15, bab +6
    Benefit: Whenever you reduce an enemy to 0 or fewer hit points, you can make an Intimidate check to demoralize all enemies within 30 feet as a free action. Enemies that cannot see both you and the enemy you reduced to 0 or fewer hit points are unaffected.

    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: 12 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: 15 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: 6 ranks of Survival, Track

    Trackless Step
    Pre: Woodland Stride

    Woodland Stride
    Pre: 1 rank of Survival

    Perfect Stride
    Pre: Woodland Stride

    Trapfinding
    Pre: None

    These are not the only other feats allowed, but are merely showcase pieces. Ask if there is one you want.


    non player races
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    Gnolls
    +4 Str, +2 Con, -2 Int, -2 Cha
    large
    secondary bite attack (1d6 + 1/2 str)
    +2 nat armor
    40ft. speed
    low light vision
    +2 spot, listen, survival

    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, expends magical focus
    Brain Extract
    Telepathy (100ft.)
    Spell Resistance 11+HD

    Werewolves (natural)
    Humanoid/Animal Form
    +2 str, +2 dex, +2 con, +2 wis
    +1 natural armor
    +5ft speed
    scent, lowlight vision, wolf empathy (+4)
    +2 listen/spot/move silently/intimidate
    +4 survival when tracking by scent
    DR 5/silver
    Iron Will, Run
    +4 on saves against disease
    (Stats are the same in humanoid and animal form, except the animal form has a speed of 50ft., is quadruped, cannot speak, has a bite attack, has a nat armor bonus of +2, gains a +4 bonus on fort saves and con checks vs. starvation/thirst/non-magical cold, and cannot use items)

    Hybrid Form (these bonuses overlap with human/animal form bonuses)
    +4 str, +4 dex, +4 con, +4 wis
    +3 natural armor
    +10ft speed
    scent, lowlight vision, wolf empathy
    +4 listen/spot/intimidate
    DR 10/silver
    Improved Grab (with Bite/can make two claw attacks in addition to bite when grappling, at no penalty), Rend, Powerful Build, 2 claw attacks on charge
    Iron Will, Run, Improved Claws, Powerful Charge (2d6), Dreadful Carnage, Multiattack
    Immune to fatigue, though any effect that would render it exhausted instead renders it fatigued.

    Spoiler
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    Hyrbid form has the same limitations as a barbarian rage, except it lasts for 5 rounds + con mod (if the werewolf has barbarian rage, it automatically rages if it has any left). Shifting into hybrid form ruins any non-magical clothes or armor the werewolf was wearing (magical varieties fall to the ground at the werewolves' feet), and it cannot wield or use any item with it's hands. Once in hybrid form, the werewolf cannot voluntarily leave it, and must spend every turn moving toward and/or attacking any creature (that it can sense, and that is not a pack-mate) as much as it is able. It can extend it's hybrid form for one round by making a DC 15 will save, and again each round thereafter with the save increasing by one each round.

    A werewolf can enter hybrid form once each day as a move-action. If a werewolf is suffering subdual damage from starvation, it automatically assumes hybrid form upon sensing a creature that is not a pack-mate (then, after the duration, it reverts into wolf form and eats any creatures slain during hybrid form). During a full moon, a werewolf automatically assumes hybrid form upon sensing a creature (any non-canine creature of small size or larger) that is not a pack-mate, even if it is not suffering from subdual damage from starvation, can stay in hybrid form all night, and can enter and leave it as often as it likes (unless prey is present, in which case it must hunt).

    A werewolf can resist shifting into hybrid form by making a DC 15 will save (a free action), which it must make every round, and the DC increases by one each round
    (Finer details are up to the individual DM). A werewolf that has already entered hybrid form on a given day can try to enter it again, but must make a DC 15 will save (using a move action regardless). Each round thereafter, it must make another will save with the DC increasing by one each round.

    Werewolves require three times as much food as a normal creature of their race.

    Most werewolves are CE or CN, but can be of any alignment.

    Any humanoid creature (without an existing template) that has taken any damage from any of a werewolves' natural weapons will become a werewolf on the first night of the next full moon, unless they succeed with any of the precautions listed in the MM under "Curing Lycanthropy".

    A child born from a werewolf parent becomes a werewolf upon becoming an adolescent, unless a remove curse spell is cast upon them during a full moon. However, these "natural" werewolves must succeed on a DC 25 will save to break the curse.

    --------

    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.
    Last edited by Seharvepernfan; 2017-03-20 at 04:30 PM.
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    Default Re: My houserules (all forty-billion of them)

    *blinks* That's a wall of text... My first opinion is that you should make it multiple posts. Instead of having sections within the one post, give each section its own. Then make the first post just have links to each section. Trust me, it will make it much easier for people to review
    Avatar by Venetian Mask. It's of an NPC from a campaign I may yet run (possibly in PbP) who became a favorite of mine while planning.

    Quote Originally Posted by Razanir View Post
    Everyone knows frying pans are actually weapons that people repurpose for cooking
    I am a 10/14/11/15/12/14 LG Clr 2

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    Default Re: My houserules (all forty-billion of them)

    I spoilered each section. I should have thought of that myself.

    (is your avatar a hooters girl?)
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    Default Re: My houserules (all forty-billion of them)

    Elite array is harsh... especially for casters. It makes getting 9th level spells impossible until level 20 with out a tome.
    perhapce offer (16, 13, 12, 12, 10, 8) or (16, 14, 13, 10, 10, 8) as options?
    Avatar by Szilard, thank you sir for the fine work!

    my home brew. you should PEACH them...
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    Default Re: My houserules (all forty-billion of them)

    Quote Originally Posted by bobthe6th View Post
    It makes getting 9th level spells impossible until level 20 with out a tome.
    You mean 16th. You may be thinking of the average array.
    Last edited by Seharvepernfan; 2013-03-10 at 11:46 PM.
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    Default Re: My houserules (all forty-billion of them)

    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 or weapon 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). You can never cast two spells at once.
    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.
    So this lets me full attack with a longsword and a spell in the off-hand with a DC 13 Concentration check - or use a wand in the off-hand with no Concentration check? Pretty crazy. Gishes just got all kinds of better. And clerics no longer have to stop fighting to buff; they can full attack and Divine Favor/Power or Righteous Might in the same turn. My instincts say that this is massively broken. Am I misunderstanding it? Has your in-game experience suggested that this works out okay?

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    Default Re: My houserules (all forty-billion of them)

    Quote Originally Posted by bobthe6th View Post
    Elite array is harsh... especially for casters. It makes getting 9th level spells impossible until level 20 with out a tome.
    perhapce offer (16, 13, 12, 12, 10, 8) or (16, 14, 13, 10, 10, 8) as options?
    Just get a +int headband, or whatever is appropriate for your class.

    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).
    How often will this come up? If the answer is 'never', why make a rule about it?

    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 quickened the DC is raised by 10.
    Which DC do you mean? The 10+caster level which you roll d20+caster level against? The spellcraft DC?

    Parry seems really strong, especially with riposte. If everyone would take certain feats they might be too good.

    You made rogue special abilities in to feats. Do rogues get feats at those levels, special abilities as usual, or does something else happen?

    Gnomes are the only race that gets a bonus to a spellcasting stat.

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    Default Re: My houserules (all forty-billion of them)

    Quote Originally Posted by Seharvepernfan View Post
    You mean 16th. You may be thinking of the average array.
    Wow... and I felt so proud for being able to play black jack effectively... 16/4=4... brain why do you fail me!

    As to actual things... why the full monk revamp when you state openly that all the players will be casters? Hell, why even show the non legal races? It's not like the players could use them for anything but metagaming...
    Avatar by Szilard, thank you sir for the fine work!

    my home brew. you should PEACH them...
    Telekineticist
    Razor
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    mindbender

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    Quote Originally Posted by Seharvepernfan View Post
    (is your avatar a hooters girl?)
    I wouldn't know. I stole it from the adoption center. "Stole" because the person who posted it there was marked as banned. It's irrelevant, however, because shortly after this reply is posted, I shall finally remember to switch over to my new avvie based off Yori from Kim Possible for Freeform RP
    Avatar by Venetian Mask. It's of an NPC from a campaign I may yet run (possibly in PbP) who became a favorite of mine while planning.

    Quote Originally Posted by Razanir View Post
    Everyone knows frying pans are actually weapons that people repurpose for cooking
    I am a 10/14/11/15/12/14 LG Clr 2

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    Default Re: My houserules (all forty-billion of them)

    Quote Originally Posted by Vadskye View Post
    So this lets me full attack with a longsword and a spell in the off-hand with a DC 13 Concentration check - or use a wand in the off-hand with no Concentration check? Pretty crazy. Gishes just got all kinds of better. And clerics no longer have to stop fighting to buff; they can full attack and Divine Favor/Power or Righteous Might in the same turn. My instincts say that this is massively broken. Am I misunderstanding it? Has your in-game experience suggested that this works out okay?
    Yes, you can full attack with a longsword and a 1st level spell in the off-hand with a DC 13 Concentration check. The longsword takes the regular -2 to attack rolls, you cannot cast defensively, and if your spell is interupted, you automatically fail the casting. This actually brings up an issue: what "size" is the offhand spell? I'm going to say "light".

    Remember, you have to have 15 dexterity, and we're using the elite array, and only elves get a bonus to dexterity. It's not massively broken, and I'd argue that it's not broken at all, given how spellcasting got taken down a peg or two (sorta). Try checking out that magic PDF.

    Quote Originally Posted by Glimbur View Post
    1. Just get a +int headband, or whatever is appropriate for your class.

    2. How often will this come up? If the answer is 'never', why make a rule about it?

    3. Which DC do you mean? The 10+caster level which you roll d20+caster level against? The spellcraft DC?

    4. Parry seems really strong, especially with riposte. If everyone would take certain feats they might be too good.

    5. You made rogue special abilities in to feats. Do rogues get feats at those levels, special abilities as usual, or does something else happen?

    6. Gnomes are the only race that gets a bonus to a spellcasting stat.
    1. That is the expected way to get your required stats, if you would otherwise be short on them, in case it matters to anyone.

    2. Rarely. Possibly never. Because I think it's fairly realistic. It may not be the PC's themselves who fall prey to it, it might be someone they care about.

    3. The spellcraft DC to identify the spell. I thought I specified, I will now if I didn't already. EDIT: I did specify: "The spellcraft DC..." Also, it's listed under "skill changes".

    4. The main limitation is your dexterity modifier. Both to have enough AoO's, and in the case of serious parry-ers, enough off-hand attacks. I forgot to mention, but with the right weapon or shield enhancements, you can eventually parry touch-attack spells (melee or ranged). I have several reasons for the addition of parry/riposte to my rules.
    The first was due to the fact that at higher levels, an opponents' first few attacks are almost garaunteed to hit AC, so with the parry system, you can parry those first few and let your AC handle the rest (that's the idea, anyway, it's obviously not garaunteed).
    The second was to make sword-n-board a respectable choice of combat style. The third was to give people the option to really block attacks (the absence of which being something that always bothered me about D&D), though for the majority of characters its only one or two per round. The fourth was to just give a more tactical and cinematic feel to melee combat, something that many people consider boring. The last is that I just really like it.

    5. Rogues get special abilities at their normal levels. I'm strongly considering giving rogues the PF rogue talents. It won't matter much, because barbarians/fighters/monks/rogues are going to be (mostly) npc-only classes. They exist, but they aren't "PC level".

    6. Yes, I am aware. They also got a penalty to a casting stat, are small, have a speed of 20ft., and lack any melee martial capability. I'm trying to encourage people to play gnomes (and half-elves, and half-orcs), while still keeping the more popular choices valid as well.

    Quote Originally Posted by bobthe6th View Post
    Wow... and I felt so proud for being able to play black jack effectively... 16/4=4... brain why do you fail me!

    As to actual things... why the full monk revamp when you state openly that all the players will be casters? Hell, why even show the non legal races? It's not like the players could use them for anything but metagaming...
    Hey, no shame. My brain does that stuff all the time.

    As for the monk, it was something I made a long time ago, and even though my players won't be playing them, they still exist in the game world as npcs. Same with the non-player races. There's nothing to stop them from looking in the MM is there? I feel it's best to let the players get a sense of how they compare.

    Quote Originally Posted by Elimu Marimech View Post
    I wouldn't know. I stole it from the adoption center. "Stole" because the person who posted it there was marked as banned. It's irrelevant, however, because shortly after this reply is posted, I shall finally remember to switch over to my new avvie based off Yori from Kim Possible for Freeform RP
    Had to ask.
    Last edited by Seharvepernfan; 2012-11-27 at 05:07 AM.
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    Default Re: My houserules (all forty-billion of them)

    Quote Originally Posted by Seharvepernfan View Post
    Yes, you can full attack with a longsword and a 1st level spell in the off-hand with a DC 13 Concentration check. The longsword takes the regular -2 to attack rolls, you cannot cast defensively, and if your spell is interupted, you automatically fail the casting. This actually brings up an issue: what "size" is the offhand spell? I'm going to say "light".

    Remember, you have to have 15 dexterity, and we're using the elite array, and only elves get a bonus to dexterity. It's not massively broken, and I'd argue that it's not broken at all, given how spellcasting got taken down a peg or two (sorta). Try checking out that magic PDF.
    I checked out the magic PDF, and you definitely seem to have addressed the most egregious offenses. I can believe that this could work fairly - or at least, the situations where it would cause problems are sufficiently esoteric that they shouldn't come up normally. Which is all we house rulers can really hope for, honestly.
    Last edited by Vadskye; 2012-11-27 at 12:00 PM.

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    Default Re: My houserules (all forty-billion of them)

    Quote Originally Posted by Vadskye View Post
    I checked out the magic PDF, and you definitely seem to have addressed the most egregious offenses. I can believe that this could work fairly - or at least, the situations where it would cause problems are sufficiently esoteric that they shouldn't come up normally. Which is all we house rulers can really hope for, honestly.
    Well, you are a gentleman and a scholar.

    I forgot to clarify that if you cast a spell while using your other hand for anything (not just weapons), you have to make the concentration check.

    Also, I didn't come up with the magic PDF, that was the work of Ernir. I need to say so somewhere in the first post.
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