Viser opslag med etiketten House Rules. Vis alle opslag
Viser opslag med etiketten House Rules. Vis alle opslag

onsdag den 3. april 2013

Dragon armor

In order to enchant 1 suit of dragon armor, you need:

- Enchant an Item spell
- A flame that has burned for 1 year.
- 200 lbs of wood from an oak that has been struck by lightning twice.
- 1 gallon of blood from a greater demon or devil
- 5 gallons of water from the Faerie Realm
- Enchant an Armor spell (researchable, 4th level spell)
- Permanency spell

- Place the armor on a 1000 year old altar
- Cast enchant an item
- Set the armor on fire (with the flame and the wood)
- Douse the flames with the water and the blood
- Cast enchant an item on the armor
- Cats enchant an armor and enchant it depending on level (+1 at 12th, +2 at 14, +3 at 16, +4 at 18th, +5 at 20th)
- Cast Permanency on the armor

Rod of Lordly Might


Rod of Lordly Might
This metal rod resembles a mace with a flanged head at one end and six brass buttons in a row along the haft.
The rod of lordly might is a +2 mace
Additionally, you can use the following properties.
Paralyzing Strike (1/day): Save or be paralyzed (melee reach)
Invoke Fear (1/day): Save or fear in 5' radius (must be able to see rod)
Drain Life (1/day): Make a melee attack with the rod against a creature within your reach. If the attack hits, it deals 3d6 extra damage, and you regain 3d6 hit points.

Buttons: Once per round on your turn, you can press one of the rod’s six buttons (no action). The button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.

1. +1 flame tongue longsword (+2 vs regenerating, +3 vs cold-using, +4 vs undead)
2. 
+4 battleaxe
3. 
+3 spear
4. Climbing pole. A spike at the bottom anchors the pole in surfaces as hard as granite, while the other end sprouts three sharp grappling hooks. The rod stretches to a maximum length of 50 feet, stopping at whatever length you choose. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, in a staggered progression, forming a ladder. The rod is firmly held in position by the spike and hooks, and it can bear up to 4,000 pounds.
5. Battering ram, which can be used to break down doors, barricades, and other unattended objects. The force exerted by the rod is equivalent to Strength 30.
6. The rod indicates magnetic north and gives you knowledge of your approximate depth beneath the surface or your height above it.

Dispel Magic

The following changes to Dispel Magic have been agreed upon.

You choose to target one target or an area.
If you choose one target, you get to roll against all spells in place on that target.
If you choose an area, you get to roll against the highest spell in place on each target.

torsdag den 13. december 2012

Dying - Houserule

A character does not die at -10 hit points. Instead he dies at -10-level. Ie a 5th level character dies at -15 hit points. This is to offset that damage goes up, but the death-buffer (0 to -10) never changes, thus ensuring a much, much greater lethality at higher levels.

fredag den 26. oktober 2012

Energy drain and aging

ENERGY DRAIN: Lose average HP (2/3/4/5) and 1 spell of highest spell level and take a -1 penalty to hit and saves. If drained to level 0, in coma until save vs death magic is made. Save after first night of rest, then after a week, then after a month, then after a another month, and so on, and so on. Energy Drain can also be removed by Restoration or by a ritual. The ritual however can easily kill the person that you try to cure.

Every time a energy draining creature hits you, it gains +1 to hit, +1 damage, +5 hit points per level drained.

AGING: Age until next category. If you die of old age, you are in a coma. Save vs death magic after a night's rest, after a week, a month and then after another month, etc, etc. Just like energy drain, there is a dangerous ritual that can revert the effects.

Standard age -> middle age (-1 str/con) -> old age (-2 str/dex, -1 con) -> venerable (-1 str/dex/con) -> coma

 

torsdag den 18. oktober 2012

Rod, staff and wands

Wands usually comes with 7 charges. Whenever a wand reaches 0 charges, roll 1d20. On a critical failure (a 1) the wand crumbles to dust/doesnt work anymore. Otherwise, each day at dawn, a wand recharges 1d6+1 charges.

Wand of Fire: As DMG, except:
Burning Hands, 1 charge
Pyrotechnics, 1 charge
Fireball, 3 charges
Wall of Fire, 5 charges

Wand of Lightning: As DMG, except
Shock, 1 charge
Lightning Bolt, 3 charges

onsdag den 17. oktober 2012

More on House rules

We decided last night:

  • Sleep needed in order to recover spells need not to be consecutive. Meaning, you can sleep for 4 hours, take a 2 hour guard duty, then sleep for another 4 hours and then memorize.
  • We will be implementing the new skills system, I suggested in an earlier post. So please try to update your character. It's very easy.
  • Regarding energy drain and similar attacks, I have gotten some feedback, and I know now how I will run it. How will be a surprise. ;)
  • When a character dies, his player can meta-choose an item that he takes with him to the grave for sure. The group then picks one item they can keep. The rest of the characters items poofs (are buried, never to be retrieved). A character's spellbook counts for an item.
  • I thought about levitating, and it's kinda lame. From now on, you can levitate at the rate of 20' (4 squares) as a move action (and still attack/cast spells etc). If you do nothing but levitate, you can move 40' (8 squares) up or down.
  • From now on, you can only use your dark elf specialities once per day per ability. So at first level, you can cast darkness 1/d, Faerie Fire 1/d and dancing lights 1/d.

torsdag den 11. oktober 2012

Darkness and other dark elf powers

Seems to me that the whole dark elf campaign was a good idea. So far, it's been fun. I do however think that all those innate powers are way too much. Now, I am all for preserving the dark elf feel, but maybe we can tone it down a little. Combats tend to be long and boring if all main enemies are blinded, all the time.

So instead, I suggest we should change to a more sane setup.

1st level: Cast darkness, faerie fire and dancing lights all 1/day

5th level: Levitate, know alignment and detect magic, all 1/day

6th level, IF INT 16 or higher, then use inate spell and cast normal spell (or two innate abilities at the same time)

7th level, clerics, priests and wizards gain clairvoyance, detect lie, know aligment and dispel magic, all 1/day.

onsdag den 10. oktober 2012

Proficiencies -> Skills

So, speaking of skills, here is my suggestion to change them.

You roll d20 + stat - 10 vs target numbers. So for example, if you have an 16 int, you roll d20 + 6 int bonus vs a target number when you attempt to appraise something.

If the skill is a general skill or a class skill, you get a +2 bonus to your rolls for that skill.

Cross-class skills still cost one extra slot.

You still get the same amount of skills as you get NWP's. Except as follows:

Rogues get Sleight of Hand, Open Locks, Remove Traps, Stealth, Listen, Climb and Decipher Script for free. Rogues also get a +4 bonus to those skills instead of the normal +2 bonus.

Bards get Climb, Listen, Sleight of Hands, Decipher Script for free

Rangers get Stealth and Tracking for free. Rangers also get a +4 bonus to Track.

Below is the list. I tried to keep almost all the old options, even the infinitely stupid ones that we never use, just in case. The blue ones are old ones that changed a bit, due to the nature of switch from proficiencies to skills. The red ones are new ones, sorta. While I was at it, I added the thief skills, since the percentile skills are silly and suck. Should make the thief better.

Otherwise, the skill do pretty much what the proficiencies used to do. Except that the target numbers are less arbitrary and random. Instead the target numbers are as follows:

Basic: DC 5
Average: DC 10
Superior: DC 15
Exceptional: DC 20
Legendary: DC 25

Hitting exceptional or Legendary DC's when less is required usually has it's benefits :)

GENERAL
Agriculture (int)
Animal Handling (wis)
Artistic Ability (wis)
Blacksmithing (str)
Brewing (int)
Carpentry (str)
Cobbling (dex)
Cooking (int)
Dancing (dex)
Direction Sense (wis)
Etiquette (cha)
Firebuilding (wis)
Fishing (wis)
Heraldry (int)
Languages, Modern (int)
Leatherworking (int)
Lore, Local (int) - Knowledge of the inner workings of a town, a city
Mining (wis)
Pottery (dex)
Riding, Airborne (wis)
Riding, Landbased (wis)
Rope Use (dex)
Seamanship (dex)
Seamstress/Tailor (dex)
Singing (cha)
Stonemasonry (str)
Swimming (str) - Penalty to check depending on armor**
Weather Sense (wis)
Weaving (int)

PRIEST
Ancient History (int)
Astrology (int)
Dark Arts (int) - Knowledge of demonology, exorcisms and dark magic in general
Diplomacy (cha) - Replaces Etiquette. Also covers knowing what to say.
Engineering (int)
Healing (wis)
Herbalism (int)
Languages, Ancient (int)
Local History (cha)
Musical Instrument (dex)
Reading/writing (int)
Religion (wis)
Spellcraft (int)

ROGUE
Ancient History (int)
Appraising (int)
Blind-fighting (N/A)
Climbing (str) - Climb stuff. +4 bonus if rogue. Penalty to check depending on armor*
Diplomacy (cha) - Replaces Etiquette. Also covers knowing what to say.
Decipher Script (int) - Discern context of languages that he doesn't speak/read. +4 bonus if rogue
Disguise (cha)
Find Traps (int) - Spotting traps. +4 bonus if rogue
Forgery (dex)
Gaming (cha)
Gathering Information (cha) - Uncovering unknown information and/or secrets.
Geography (int) - Intimate knowledge of an area's geography.
Gem Cutting (dex)
Juggling (dex)
Jumping (str)
Listen (wis) - Hearing stuff. +4 bonus if rogue
Local History (cha)
Musical Instrument (cha)
Open Locks (dex) - Opening locked locks. +4 bonus if rogue
Reading Lips (int)
Remove Traps (int) - Disabling a trap. +4 bonus if rogue. Penalty to check****
Set Snares (dex)
Sleight of Hand (dex) - Picking pockets and the like. +4 bonus if rogue. Penalty on check****
Stealth (dex) - Ability to move silently while hiding. +4 bonus if rogue. Penalty on check*****
Tightrope Walking (dex)
Tumbling (dex)
Ventriloquism (int)

WARRIOR
Animal Lore (int)
Armorer (int)
Blind-fighting (N/A)
Bowyer/Fletcher (dex)
Charioteering (dex)
Endurance (con)
Gaming (cha)
Geography (int) - Intimate knowledge of an area's geography.
Hunting (wis)
Mountaineering (N/A) - Penalty to check depending on armor***
Navigation (int)
Running (con)
Set Snares (dex)
Survival (int)
Tracking (wis) - +4 if ranger
Weaponsmithing (int)

WIZARD
Ancient History (int)
Astrology (int)
Dark Arts (int) - Knowledge of demonology, exorcisms and dark magic in general
Engineering (int)
Gem Cutting (dex)
Geography (int) - Intimate knowledge of an area's geography.
Herbalism (int)
Languages, Ancient (int)
Navigation (int)
Reading/writing (int)
Religion (wis)
Spellcraft (int)


*: Penalty = Base AC of armor worn - 2. So chain mail (AC 5) gives a -3 penalty.
**: Penalty = Base AC of armor worn + 2. So chain mail (AC 5) gives a -7 penalty.
***: Penalty = Base AC of armor worn -3. So chain mail (AC 5) gives a -2 penalty.
****: Penalty = Base AC of armor worn -2. So chain mail (AC 5) gives a -3 penalty.
*****: Penalty = Base AC of armor worn -3. So chain mail (AC 5) gives a -2 penalty.











søndag den 7. oktober 2012

Energy Drain

Possible House rules

I would like to tweak Energy Drain attacks. They tend to ruin characters and campaigns and while fun for about 10 seconds, when players are scared, they only lead to less fun overall. Below are 11 suggestion as to how we can deal with that type of attack in our 2e campaigns. Look them over and we will talk about it on Tuesday.

 

  • Lost xp is regained at double the normal rate
  • Saving throw at the end of the day/week to avoid level loss
  • Levels return after a period of time (day/week)
  • Restoration is lower level spell with no drawbacks
  • Character doesn't actually lose level, gains "negative level" instead. Each negative level gives a -1 penalty to all die rolls.
  • Religious ritual to restore level with sacrifice of magic item.
  • Con loss instead of level loss (Permanent)
  • XP loss (X% of what needed for next level)
  • Lost level/con/xp or negative level restored when creature which did the draining is killed.
  • Replace energy drain with hit point damage that can only be cured by natural healing.
  • Energy drain affects HD first.
Not matter which we choose, I think I will give those undead that drain a little bonus. Perhaps in the form of +1 to hit and +2d6 temp hit points per drained level. You know, to balance things out ;) - But that's an altogether different matter.

Casting spells from scrolls

The following is not a house rule, but since we had trouble finding it the other day...

 

When casting a (higher level) spell from a scroll, the chance of failure is


(Minimum caster level needed to cast spell - character level) * 5%

So for example, if you are 5th level and try to cast a 7th level spell.

(15 (min. level needed to cast 7th level spells) - 5) *5% = 50% chance of failure

If a failure happens, consult overview below

Caster level difference = 1-3 -> 95% chance of total failure; 5% of reverse or harmful effect

Caster level difference = 4-6 -> 85% chance of total failure; 15% of reverse or harmful effect


Caster level difference = 7-9 -> 75% chance of total failure; 25% of reverse or harmful effect


Caster level difference = 10-12 -> 65% chance of total failure; 35% of reverse or harmful effect


Caster level difference = 13-15 -> 50% chance of total failure; 50% of reverse or harmful effect


Caster level difference = 16+ -> 30% chance of total failure; 70% of reverse or harmful effect

fredag den 27. juli 2012

Buying potions

Buying potions is possible, at times. In big cities, common potions are available to buy. But since potions are fairly expensive, no one makes them up front. So while a big temple might have 1 or 2 of a common sort, anything more and you need to wait for the potions to be made from scratch. If you
are looking for a rare potion, you need to ask around and see if anyone has the formula. If you are
looking for a rare and illegal potion, you need to visit the shadier side of town and see if someone is willing to share. Prices of rare and illegal potions may be higher than the price listed.

As dark elves, things a bit different. You may normally purchase common potions, as they are
available with your house. If you want anything other than common potions, your house may not have it, and getting it outside of the house means making a really good contact at another House or heading down to Scumtown, and try your luck there.

Common potions that are always available in a big city
Name Price Time
Animal Control 400 gp 4 days
Climbing 400 gp 5 days
Healing 400 gp 2 days
Sweet Water 500 gp 2 days
Water Breathing 500 gp 4 days
Fire resistance 500 gp 3 days
Flying 700 gp 5 days
Extra-Healing 800 gp 4 days


Rare potions that are not always available
Name Price Time
Heroism 500 gp 3 days
Invulnerability 800 gp 4 days
Speed 1.000 gp 5 days
Super-heroism 1.000 gp 5 days
Vitality 1.000 gp 6 days
Giant Strength 1.400-2.000 gp 8 days
Elixir or Health 2.000 gp 10 days


Rare potions that are generally considered illegal to purchase in good/neutral aligned cities
Name Price Time
Levitation 500 gp 3 days
Dimunition 500 gp 3 days
Gaseous form 600 gp 3 days
Clairaudience 700 gp 3 days
Clairvoyance 700 gp 3 days
Invisibility 700 gp 3 days
Philter of Love 800 gp 2 days
Polymorph Self 800 gp 6 days
ESP 1000 gp 5 days
Human control 1.000 gp 5 days






Posted with Blogsy

Researching new spells

The rules below pertain only to wizards, specialist wizards, priests and clerics. Bards, rangers, paladins and other pseudo-casters do not have the discipline and knowledge to invent new spells.

First, one must find another spell. As a general rule, we should stick to not re-inventing everything, since the balancing of spells is very diffult. As such, if your caster wants a new spell, you should look at already published spells, such as those found in the Tome of Magic, Complete Wizards Handbook and the like. You pick a spell, and treat it as something your character has "invented" and then proceed to research it. If/when you succeed, you can add it to your spellbook/spell-list. In the case of clerics and priests, most spells from Tome of Magic are from spheres they can not cast. Thus, if you want the spell on your list, you need to be able to fit it to one of the spheres to which you have access.

All research must take place in a laboratory, where the researcher must spend 8 hours for it to count as a day. It is possible to interrupt research during the day, but nothing lower than 1/2-days will count towards the time needed to finish the spell. Spell research is lengthy and expensive.

Buying your own laboratory is expensive. A lab normally costs between 1000 og 10.000 gold pieces. The bigger and better the lab, the better chance of researching the spell. It is sometimes possible to rent a lab, but usually only if you have a very close connection to the person renting it out. Casters usually do not let anyone snoop around their precious labs. If at all possible such renting comes at a cost as well, never less than 1/10th of the value of the lab per week.

Then you need to research the spell. The normal price of spell research is 200-500 gp/spell-level/week. A spell takes a minimum of 1 week + 1 week/spell-level to research. So a 1st level spell takes a minimum of 2 weeks at 200-500 gp/week (400-1.000 gp) and a 3rd level spell takes a minimum of 4 weeks at 200-500 gp/week (800-2.000 gp) to research. The price of research is rolled random at the beginning of each week.

You must be able to pay the weekly rate at the start of a week for it to count. If you run out of money, it is possible to take up the research once you have gathered enough money to continue.

When the time is up (for example, the 2 weeks for a 1st level spell), the you and the DM rolls to see if the caster has made the new spell.

The roll is based on several things, such as the INT or WIS (depending on class) of the caster, his level, the level of the spell and of course the laboratory.

Chance to research a new spell in %: Lab modifier + INT + LVL - 2 x spell level

Lab modifiers: 
1.000 gp lab: 10%
2.000 gp lab: 15%
3.000 gp lab: 20%
4.000 gp lab: 25%
5.000 gp lab: 30%
6.000 gp lab: 35%
7.000 gp lab: 40%
8.000 gp lab: 45%
9.000 gp lab: 50%
10.000 gp lab: 55%

If you fail your roll, you need to research for another week, paying the additional cost, before you may attempt to complete your research.

onsdag den 25. juli 2012

Spell-casting and interruption

Houserule

During a round in which you cast a spell, you have no DEX modifier to your AC until after you have completed your spell.

If you are hit before we get to the start of your initiative, you do not lose the spell you were about to cast, you are simply interrupted. If you are hit during the casting phase, you lose your spell.

Example: Jack wants to cast Cure Light Wounds - casting time 5. He rolls a 4 for initiative. If Jack is hit from initiative 0 to initiative 3, he is interrupted. If he is hit from initiative 4 to initiative 9, he is interrupted AND loses the spell from memory.

Just like all other house-rules, we will evaluate it at some point and decide whether we keep it or not.

I am also thinking about some sort of mechanic so that casters do not lose all their spells (automatically) when they are knocked unconscious. Maybe a hard INT-check (half stat) to keep each spell? Dunno, think about it, and we will talk about it at the table. Although we need to make sure we are not only giving stuff to the casters. It just seems a bit counter-productive that every time a caster goes down, a party has two choices. Drag around some dead weight for the rest of the day, or take a looong rest. But maybe it's just part of the 2e experience?

søndag den 15. juli 2012

A Primer to 2nd edition combat

 The Combat Round
1) DM decides what the monsters will do

2) Players state what they will do

3) Initiative is rolled.

Use 1d10 - low is good (fast)
Add weapon speed or spell casting time
Add other modifiers:

Reaction adjustment (DEX)
Magic weapons (+1 weapon gives -1 initiative)

Hasted -2
On higher ground -1
Set to receive charge -2Slowed +2
Slippery footing +2
In deep water +4
Submerged +6
Hindered +3 (entangled, climbing, held)

Natural weapons (small and medium) +3
Innate spell +3
Misc magic +3
Potion +4
Ring +3
Rod +1
Staff +2
Wand +3
Scroll (spell casting time)
Waiting +1

4)Actions are resolved in order of initiative

Note:
Offhand attacks are made at the same time as the main hand attack.
Additional attacks due to level or specialization come when everyone else has had one attack turn.
Spells with casting time of 1 round take effect at the end of the round, when all over attacks and actions are done.

5) New round, start over at 1)

What can you do in a round?
Full attack (and move 1/2 movement rounded down)
Cast a spell (and move 1/2 movement rounded down)
Move full movement
Drink a potion (and move 1/2 movement rounded down)
Light a torch (and move 1/2 movement rounded down)
Use a magical item (and move 1/2 movement rounded down)
Bind a character's wounds (and move 1/2 movement rounded down)
Search a body (and move 1/2 movement rounded down)
Recover a dropped weapon (and move 1/2 movement rounded down)
Make a Missile attack (full rate of fire)
Make a missile attack (half rate of fire) (and move 1/2 movement rounded down)
Charge someone
Withdraw (move 1/3 movement rate) away from enemy, provoking no AO's
Flee (double move, provoking AO's)
Stand up and attack (or move half movement rate)

Stuff like switching weapons, shouting orders, dropping stuff does not cost anything.

Surprise
Roll 1d10 - low is bad. 1-2-3 = you are surprised.
Modify for DEX (reaction adjustement)

If you attack someone surprised, you gain +1 to hit
If you are surprised, you gain -2 to saves
If you are surprised you gain no DEX bonus to AC

Neither attackers nor defenders can use spells during a surprise round, but magic items is okay


THAC0
Roll 1d20 - high is good.

Modifiers +'s are good, but you subtract them from your base THAC0
Fx: Base THAC0 14 and +3 from STR 18.00 and +2 from magic weapon = THAC0 9, meaning +11 to hit.

For me, the easiest way to calculate which AC I hit is as such:

Roll a 15.
15+11 = 26
20-26 = -6
You hit AC -6

or

Roll a 4
4+11 = 15
20-15=5
You hit AC 5

You can also do the following:

Subtract the die roll from your THAC0 or THAC0 from your die roll - just make sure the biggest number is first. If roll is bigger THAC0 number, then you hit a negative AC. If THAC0 number is bigger than roll, then you hit a positive AC.

Roll a 15
15-9 = 6
Since 15 > 9, you hit AC -6

Roll a 4
9-4 = 5
Since 4 < 9, you hit AC 5


Misc. attack modifiers
Higher ground +1
Defender invisible -4
Defender off-balance +2
Defender sleeping or held Auto-crit (HOUSERULED)
Defender stunned or prone +4
Defender surprised +1
Missile fire long range -5
Missile fire short range -2
Rear attack +2

Cover
25% hidden -2 to hit
50% hidden -4 to hit
75% hidden -7 to hit
90% hidden -10 to hit

Concealment
25% hidden -1 to hit
50% hidden -2 to hit
75% hidden -3 to hit
90% hidden -4 to hit

Spellcasting
No DEX bonus to AC while casting spells
HOUSERULED: No need for to hit against willing target.
If hit by attack (attack does not have to deal damage) before spell is complete or if fail a save before spell is complete, the spell fizzles.

Saving throw
Roll 1d20, high is good.
High DEX gives bonus to BW and saves to avoid stuff, such as fireballs etc.
High WIS gives bonus against illusions, charms and other mental attacks.
Magical rings and cloaks of protection give bonuses against all saves
Magical armor gives bonuses against any kind physical effect.

Hope it helps remembering ;)

Edited the mistake regarding saves

The Priest


The specialty priest, or priest for short, is slightly different in my campaign. If you want to wield a mace and plate, you are a cleric. Priests are pure casters, even more devoted to the ideals of their god. They are more akin to the wizard, except they wield divine magic.

Crunch-wise, the priest is identical to the cleric. However, the priest can no wear any armor, he can only use simple weapons (dagger, staff, dart, sling) and instead, he casts spells as if he is one level higher with regards to duration and area of effect and such, all casting time below 1 round are shortened by 1, and he commands or turns undead as if he was 1 level higher.

Granted Powers for priests

House Rules and Optional Rules for 2e


Attacks of Opportunity
  • You can make one AO per creature, max 1+1/5 lvls (warriors 3+1/5) per round.
Training
  • When you level up, you automatically gain whatever you already have. If you wish to gain new abilities, such as new proficiencies, new spells, etc, you need to seek out an appropriate trainer - and pay the cost. 
Movement
  • Diagonal movement costs 50%
  • You can withdraw (and avoid AO's) from combat by doing nothing but moving during your turn and moving 1/3 of your movement.
Facing
  • There is facing. The facing of a creature can only be determined during it's turn
Initiative
  • We use the optional rule of individual initiative, including weapon speeds etc.
Hit Points
  • Whenever a character gains a level (up to level 9 or 10), he rolls as usual or gets half rounded down, whichever is greater. He then adds his CON modifier. Fx: A fighter rolls a 2, but since half rounded down is 5, he gets 5 hit points + CON modifier.
Healing
  • Magical Healing starts at 0 hit points
  • Natural Healing starts at current hit points (can be negative).
  • Natural healing is 1 die per odd level of class. 
    • A 1st level fighter heals 1d10  hit points per night's
    • A 5th level rogue heals 5d6 hit points. 
  • A successful herbalism check adds another 2 Hit Dice worth of healing.
  • If you are reduced to 0 hit points, you are unconscious
  • If you are reduced to negative hit points, you lose 1 hit point per round on your turn. If you reach -10 hit points, you are dead.
Proficiencies

  • If you want to take proficencies normally not available to your class, the NWP costs an additional slot.
  • You can use most NWP's even if you do not have it. But your stat is halved.
  • You get a number of bonus non-weapon proficiencies based on your intelligence (equal to number of languages). If you are a warrior (fighter, paladin, ranger), you may use those bonus proficiencies to acquire additional weapon proficiencies.
  • It is possible for fighters to gain weapon mastery (+3/+3) with a weapon. Doing so costs 3 weapon Proficiencies and can not be acquired at level 1
  • There are five weapon styles that can also be acquired by spending weapon proficencies.
    • Weapon and Shield Style: Gain ability to make shield-rush, shield-punch, block and trap without losing the bonus to the shield.
    • One-handed weapon style: +1 AC bonus when fighting with a one-handed weapon and no shield or offhand-weapon. Investing 2 WP's causes the bonus to rise to +2.
    • Two-handed weapon style: increase speed of weapon by 3. If using a one-handed weapon in two hands, you still get the increased speed of weapon, but also a +1 damage bonus.
    • Two-weapon style: Penalties go from -2/-4 to 0/-2. If an additional slot is used, you gain the ability to use two weapons of equal size. 
    • Missile or thrown Weapon Style:  Ability to move up to 1/2 movement and still have full rate of fire or make full movement and half rate of fire. They also gain a bonus of -1 AC against missile fire when attacking with a ranged weapon.

Racials
  • There are no racial minimums. 
  • There are no racial level limits
  • There are no racial limitations on class
  • To balance humans with the other races, they get a +10% xp bonus, +1 hp/level
Attacks
  • Critical hits = Max damage + normal damage, so if a character normal deals 1d8+6 damage, he deals 14+1d8 damage on a critical hit.
  • Firing into melee: Unless the target has cover, there are no penalties. If cover, then -2 to hit.
  • Called shots
Classes
  • Anyone can multi-class
  • There is no dualclassing
  • Both specialty priests and clerics use spontaneous casting 
  • It is possible to cast a known spell as ritual. The cost is 1 ritual stone per spell-level
  • Thieves get backstab bonus when attacking from the rear. 

Dark Elves in Era


Stats:
  • +1 int and +1 dex or +2 dex
  • +2 surprise
  • 120' infravision
  • 1/24 hours, all dark elves can cast dancing lights, faerie fire, and darkness (last 1 round + 1r/lvl). Dark elves can only use one power at the time. They can move the effect of power at MOV 16 without any significant effort.
  • +2 bonus to all magical attack saving throws—that is, both against spells that overcome their natural resistance, and against the effects of magical items wielded against them.
  • +5 bonus vs poison saving throws
The areas of effect of faerie fire and darkness increase by 10 square feet, or in a globe, 2' of additional radius per level of the creating dark elf, above (not including) 4th level. The number of light sources created by the dancing lights effect also increases by one for every two levels of the creator beyond 4th: that is, one additional at 6th, another at 8th, and so on. Range and control also increase by 10'/level beyond 4th.

A creating dark elf who has received even rudimentary training can always create an effect of lesser size, range, and efficacy than the maximum possible (e.g. a 5'-radius sphere of darkness around a foe's head, rather than a 20'-radius sphere cloaking the foe and four companions). The darkness cast by the natural power of dark elf is globe-shaped. Its “base” size (the maximum usable by dark elves of 4th level or less) is a sphere of 20' radius.

At 5th level, dark elves also get the powers of levitate, know alignment, and detect magic.

At 6th level, dark elves with 16 or more INT can wield a natural spell-like power and a spell simultaneously (e.g. casting a spell while levitating), or employ a maximum of two natural spell-like powers simultaneously (e.g. levitating while launching darkness to enshroud the head of an opponent).

At 7th level, dark elf priests and priestesses also gain the additional spell-like powers of clairvoyance, detect lie, suggestion, and dispel magic (in addition to their spells) through divine favor.

Dark elves of noble blood gain the ability to use all of their base and mature powers more than once a day. An additional daily use is granted at the end of each 100 years of life.

As you have no doubt noticed, I have removed the magic resistance that dark elves normally have in 2nd edition. First of all, it's just way too powerful, and makes balancing encounters even more impossible than before. Not that encounter-balance is something I will strive for, but it's nice to retain some measure of control. Instead, I have let you keep all the powers that dark elves normally have, even though the dark elves of Era live above ground. They also have no penalties in sunlight. In short, they are very powerful, compared to all the other races, but no magic resistance.

The poison resistance, which normally is attributed to the Lolth-worship and their affinity for spiders and spider poison, still makes sense, as the Asmodeus-worshipping dark elves in Era really like poisonous snakes :) 

What do they look like?
Dark elves vary a lot in shape, in features, and in hair color - just as greatly as humans do. The only exception to this rule, is that they all have jet-black skin, except for the extremely rare bone-white albinos. Almost all dark elves also have snow-white hair from birth, which turns yellowish (if female) or grayish (if male) and thins with age. Some rare dark elves have naturally silver or copper-hued hair. Most dark elves have red eyes. Others have green, brown, or black. Various shades of gray, even amber and rose-hued eyes are not unknown. Yellow eyes almost always means some kind of illness, disease, poisoning, or the presence of certain detrimental magics. Blue and purple eyes are the most unusual eye colors, and usually denote human or elven blood somewhere in the dark elf's ancestry. Such children are almost always sacrificed or discarded before their third year. Dark elf females tend to be just as big and strong as the males. Both sexes tend to be slim and graceful in build, features, and movements, just as other elves appear to humans.

The dark elf way of life
Noble Houses are led by a the senior male priest. In general, his rule is absolute, enforced by the priests beneath him (usually his sons and daughters). All male offspring in order of their age follow in rank, although they wield no authority until they are trained and of finished at the Temple. Below the priests come the officers of the House: the weapons master (leader of the fighters), (chief) House wizard, and the concubine of the high priest, followed by the female offspring of the high priest, who are ranked according to age.

Below them come the “war-leaders” of the House (veteran warriors, who lead House patrols, attack squads, and guards, under the command of the weapons master), and the House mages (under the command of the House wizard). Beneath these “blood” members and officials of the House rank its common warriors, its craftspeople, its servants, and its slaves. All ranks are decreed, and can be changed at the whim of the High Priest. His position changes at death—often a violent one, excecuted by his eldest son. It is a deadly thing to slay a high priest who holds Asmodeus' favor, so high priests do tend to reign for hundreds of years, kept alive by the magic of Asmodeus and the diligent service they perform to get and keep it.

The assassination of a high priest is often a punishment for losing Asmodeus' good will, and marks either a new direction for the House, or—if it is weak, and has strong rivals—the beginning of its extinction.

If one dark elf House of a city openly wars on another, and fails to eradicate it entirely in a single attack, the survivors of the ruined House can call down the city's justice on the attacking House. When this occurs, all Houses combine forces to wipe out the offending House. Houses who send assassins and saboteurs against each other for years will be forced into an open battle by the city's ruling council, with the same results as above.

This type of no-win scenario allows the internal strife of dark elves to be strictly controlled, so that dark elf communities are not torn apart by continual, bloody warfare. Most internal combat therefore takes the form of eternal manoeuvering for small advantages. Intrigue, poisoned knives in dark alleys, vicious trade rivalries, and dirty dealings are all a part of normal dark elf life.

fredag den 13. juli 2012

Generating characters

So, there are a number of ways to generate characters by rolling dice. It's been a very long time since we have done this last, so I figured it would be nice to see, what everyone think. The following polls are merely that, we can finalize the debate on Tuesday if need be. But it should provide us with a starting point. Hell maybe we can more or less agree on something, so that we can just get on with it.

Anyway, before voting, here are a few stats:

3d6 once (Average 10,5 - 4,6% chance of a 15, 2,8% chance of a 16, 1,4% chance of a 17, 0,5% chance of a 18)
4d6, drop lowest (average 12,24 - 10,1% chance of a 15, 7,3% chance of a 16, 4,2% chance of a 17, 1,6% chance of a 18)
3d6, reroll a 1 (once) - (average 12 - 8% chance of a 15, 4,8% chance of a 16, 2,4% chance of a 17, 0,8% chance of a 18)
4d6, reroll a 1 (once), drop lowest (average 13,43 - 14,6% chance of a 15, 11,2% chance of a 16, 6,7% chance of a 17, 2,7% chance of a 18)
5d6, drop two lowest - (average 13,43 - 14,3% chance of a 15, 12% chance of a 16, 7,8% chance of a 17, 3,5% chance of a 18)

I guess it comes down to what you want - powerful characters that define and shape the world, or underdogs that might manage to defy expectations, but most likely will meet a brutal death at the hands of those better equipped by nature. Because make no mistake. While good stats won't save you from your mean DM, they will certainly help your characters survive, at least for a while ;)

Next, what is a hopeless character? Meaning, no matter which way we adopt, what constitutes a character so shitty, that you are allowed to reroll (for free)?

Last but not least, how many character do you roll from the get go?

fredag den 6. juli 2012

Cleric and Priest Portfolios, Spheres and Granted Powers

Bahamut (LG)
Portfolio: God of justice and honor. Creator of dragonborn.
Spheres: All, Astral, Combat, Creation, Divination, Elemental (minor), Guardian, Healing, Necromantic, Protection, Summoning, Sun
Granted Powers: Clerics of Bahamut can use the longsword
Note: Priests of Bahamut are paladins, and thus do not follow the same rules for priests as those of the other gods.
Pelor (NG)
Portfolio: God of healing, sun, prosperity, summer. Creator of humans.
Spheres: All, Astral, Charm, Combat, Creation, Divination, Elemental (minor), Guardian, Healing, Necromantic, Protection, Summoning (minor), Sun
Granted Powers: Clerics and priests of Pelor add an extra die whenever they cast a healing spell (Fx: Cure Light Wounds heals 2d8 hit points). Clerics and priests of Pelor turn undead as if they were 2 levels higher.
Note: Clerics and priests of Pelor are forbidden to initiate combat against any creature of the original races (humans, elves, dwarves, halflings, dark elves and dragonborn) that has not attacked them.
Corellon (CG)
Portfolio: God of knowledge, spring, autumn, nature. Creator of elves.
Spheres: All, Animal, Charm, Combat, Creation, Divination, Elemental, Guardian, Healing, Necromantic, Plant, Protection, Summoning, Sun, Weather
Granted Powers: Clerics and priests of Corellon receive Ancient History and Ancient Languages for free
Note: Priests of Corellon are druids, and thus do not follow the same rules for priests as those of the other gods. Also note that priests of Corellon are still required as druids to be TN.
Moradin (LN)
Portfolio: God of creation and civilization. Creator of dwarves.
Spheres: All, Astral, Charm, Combat, Creation, Divination, Elemental (minor), Guardian, Healing, Necromantic, Protection, Summoning, Sun
Granted Powers: Clerics and priests of Moradin can use any rod, staff and wand.
Raven Queen (N)
Portfolio: Godess of death, cold and winter. Creator of humans.
Spheres: All, Astral, Charm, Combat, Creation, Divination, Elemental (no fire related), Guardian, Healing, Necromantic, Protection, Summoning, Sun
Granted Powers: Clerics and priests of the Raven Queen can command undead as if they were 2 levels higher.
Mask (CN)
Portfolio: God of luck, thievery, exploration and adventurers. Creator of halflings.
Spheres: All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection, Summoning, Sun
Granted Powers: Clerics and priests of Mask can hide in shadows and move silently. They gain an additional 15% to distribute each level. No matter which armor they wear, they are never penalized more than as if they were wearing studded leather. Once per day, clerics and priests of Mask can cast the spell Feign Death.
Bane (LE)
Portfolio: God of War and Domination. Creator of humans.
Spheres: All, Astral, Charm, Combat, Creation, Divination, Elemental, Guardian, Healing, Necromantic, Protection, Summoning, Sun (minor)
Granted Powers: Once per day, a cleric or priest of Bane can use the wizard spell Cloak of Fear. Clerics and priests of Bane gain a +1 to hit and damage when using a flail (priests of Bane can use flail).
Asmodeus (NE)
Portfolio: God of Betrayal, Tyranny and Magic. Creator of dark elves.
Spheres: All, Astral, Charm, Combat, Creation, Divination, Guardian, Healing, Necromantic, Protection, Summoning, Sun (only reversible)
Granted Powers: Clerics and priests of Asmodeus can cast wizard spells from the illusion school. They get spellcraft for free, and can use arcane scrolls and items as if they were a wizard.
Tiamat (CE)
Portfolio: God of Destruction and Greed, creator of dragonborn.
Spheres: All, Astral, Charm, Combat, Creation (minor), Divination (minor), Elemental, Guardian, Healing, Necromantic, Protection, Summoning, Sun
Granted Powers: Clerics and priests of Tiamat can cast wizard spells from the evocation school (only fire, lightning, cold, electricity and acid spells)