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=Feats= | =Feats= | ||
We use a couple of homebrew feats in order to make the game more fun. The following feats can (and should ) be added at lvl 1 for free: | |||
- Point-Blank Shot (Thrakdrak) - As Precise Shot is the feat every ranged character wants. | |||
- Power Attack (Thrakdrak) | |||
- Deadly Aim (Thrakdrak) | |||
- Combat Expertise (Thrakdrak) | |||
The following feats can be chosen in order to improve the combat maneuver system: | |||
- Combat Maneuvers (Deft) - Get the effects of Improved Trip, Feint, Steal, and Disarm | |||
- Combat Maneuvers (Powerful) - Get the effects of Improved Bull Rush, Overrun, and Sunder | |||
- Combat Maneuvers (Unarmed) - Get the effects of Improved Unarmed Strike & Improved Grapple | |||
- "Improved Two-Weapon Fighting (Thrakdrak)" combines both Improved and Greater Two-Weapon Fighting into one feat. You get the extra secondary attack from Greater TWF at BAB+11 without any further cost. | |||
* Retraining rules are allowed [[https://www.d20pfsrd.com/basics-ability-scores/more-character-options/retraining/|link]] | * Retraining rules are allowed [[https://www.d20pfsrd.com/basics-ability-scores/more-character-options/retraining/|link]] |
Revision as of 19:43, 19 March 2024
General
- Long rest heals for ((2+conmodifier)*character level)
- any check made with a d20 that rolls off of the table that wasn't caught by a party member is treated as a natural one.
- At Character Creation, determine if Intimidate is Strength based or Charisma based.
- Intelligent Undead are subject to Mind Affects.
- Take a break every Hour and a Half at the latest, it gives people time to stretch, piss, get a snack.
- Any character that says, "My past is too dark to explain" or any variation of such, is immediately beset by the Golden Hare, a bright yellow immortal bunny that follows them around.
- When playing if your in character fight becomes out of character, you go home.
- If you roll a Diplomacy check with a God and manage to get a total roll in the negatives, your character will be smote.
- All Non-Int classes are bumped to a base of 4+Int for skill points.
- I will allow almost anything, so long as you tell me what you plan to do, I will work with you to make the idea realized.
- mounts and familiars are not harmed unless you use them in combat.
- At character creation roll 1d20 if you have a charisma over 12 where the number will determine people you know personally. Upon meeting an NPC you can declare you know them, using one of the numbers, you are then in charge of making up this person and how you know them at the table
- For the first three sessions you are given free range to your character, in case something isn't working.
- If you have a problem with anything in the game or out of the game, talk to me. I will always go out of my way to help.
- Get a one use hero token for your Birthday.
- Not really a "rule" but general knowledge, roleplay xp > combat/quest xp.
- If you brag about something about your character be prepared to back it up. - Oh I'm so good my 10 con 12 AC wizard who doesn't use defensive spells never gets hit, we'll see
- If you're an ass at the table or hog the spotlight be prepared to hog all the enemy attention too.
- Circumstance bonuses for good roleplay are always a thing (and new players are likely to get them)
- If you roleplay some cha-skill really well, I'm not going to make you roll. If you are shy or need help to do this then we can roll and see what happens.
- The user is allowed to "take average" on healing from healing potions & healing spells.
- Leadership redefined - Paraphernalia #103 Re-envisioning Leadership, Born to Follow
- Reroll a 1's on HD rolls for HP. You get max at 1,5,10,15,20.
- Magic Item creation is never off limits. I follow raw on the custom creation. You just have to obey purchase limits if you expect a vendor to do it for you and wait for it to be complete at the standard rate of non-rushed 8 hours a day work.
- At level 1 you can go up to 2x negative of your hit points. TPKs at level 1 are pointless and a waste of time for everyone involved.
- Unchained classes
- Unchained skills for non-unchained classes
- We follow the rules about alignment
- Summoners or other classes that are "horde" classes. I have no problem with these arms race classes. I do require that if you use them you are required to use macros if digital or preroll your dice and set them out for the beginning of your turn. I also require you to have your critters stats all laid out so you can easily have them We will be here all day if you have to roll for each little critter you summon.
- Stamina and Combat Tricks Optional Rules, Free for Fighters & Fighter Bonus Feats Only,
- Skill Unlocks - We use the Skill Unlocks rules set as outlined in Unchained. However you don't need the Signature Skill feat, act as if you had it for every skill.
- PC vs PC Bluff, If player characters try to lie to one another yet the players know the truth, the players must use Bluff/Diplomacy & Sense Motive. Otherwise no roll is made and it's reliant upon roleplaying.
- Sense Motive - You can always go with your natural hunches but if you roll sense motive to oppose a Bluff or to "Hunch" you must go by the result.
- Ability Score Point-Buy via a 20-point buy system.
- HD, Each time you level up, you may choose to roll for your hit-dice, or take the average. The decision to take the average must occur before the roll. If you roll a 1 you may re-roll, but at a step lower dice.
- Surprise Round - If you do an action that is completely unexpected you get the drop on your opponent and initiate a surprise round at the GM's discretion.
- Spells & abilities with an area of "radius [something], centered on you" count out from the edges of the creature.
- Spells & abilities with an area of "cone" follow the following chart:
- Magical healing works by accelerating the rate at which someone heals. The benefit to this is that it has almost a 0% infection rate and minimizes scarring. Healing naturally is prone to infection and will leave more pronounced scars.
- Raising creatures from the dead is difficult, and as such there are few people in the world able to do it. Raise Dead, Resurrection, and any other spells that raise characters from the dead must be run by the GM before selection. In addition, after being resurrected from death, the raised character suffers from resurrection sickness for one week.
'Resurrection Sickness': The creature is barley able to speak, perceive, or have coherent thought - steadily gaining back their senses and capabilities over a week. Breath of Life does not suffer from this.
- Price to Pay - Simply everyone needs to contribute in some way. Some examples of contribution that we have done in the past: driving, DMing, bringing drinks and snacks.
- Kneeling and sitting are not conditions or combat maneuvers and provide no benefits or bonuses.
Hero points
With this option, a character starts with 5 hero point at 1st level. [...] A player can spend a hero point whenever he or she makes an attack roll, an ability check, or a saving throw. The player can spend the hero point after the roll is made but before any of its results are applied. Spending the hero point allows the player to roll a d6 and add it to the d20, possibly turning a failure into a success. A player can spend only 1 hero point per roll.
Feats
We use a couple of homebrew feats in order to make the game more fun. The following feats can (and should ) be added at lvl 1 for free: - Point-Blank Shot (Thrakdrak) - As Precise Shot is the feat every ranged character wants. - Power Attack (Thrakdrak) - Deadly Aim (Thrakdrak) - Combat Expertise (Thrakdrak)
The following feats can be chosen in order to improve the combat maneuver system: - Combat Maneuvers (Deft) - Get the effects of Improved Trip, Feint, Steal, and Disarm - Combat Maneuvers (Powerful) - Get the effects of Improved Bull Rush, Overrun, and Sunder - Combat Maneuvers (Unarmed) - Get the effects of Improved Unarmed Strike & Improved Grapple
- "Improved Two-Weapon Fighting (Thrakdrak)" combines both Improved and Greater Two-Weapon Fighting into one feat. You get the extra secondary attack from Greater TWF at BAB+11 without any further cost.
- Retraining rules are allowed [[1]]
Combat
- Movement action is allowed to be split between before and after your normal action
- Players tieing with each others choose order between them per turn
- How do you want to do this? (Describe the final blow)
- The player adds an additional x1 to their critical multiplier every time they roll a natural 20 while trying to confirm the critical hit and rolls again. The player continues to do this until a natural 20 does not show up
- If you roll a natural 20, and fail to confirm the critical, you do max damage.
Spells
- Arcane & Divine casters are allowed to cast spells as a ritual. The action to cast a spell as a ritual has to be unlocked.
- Cure xx wounds && inflict xx wounds -spells have a range of close(25ft+5ft/2lvl.
Environment
https://paizo.com/threads/rzs2ti5x&page=1?1001-Inconsequential-Flora-Fauna