Wicker

Wicker

Tuesday, November 25, 2014

Initial House Rules

These were the house rules established at the beginning of the game.

Resurrection
The character brought back by a Raise Dead, Resurrection, or any clerical magic requiring any part of a body permanently lose 1 point Con (cumulative),  and incurs a permanent cumulative -2 on all social skills (Bluff, Diplomacy, Gather Information, Sense Motive, but no penalty for Intimidate). Firstborn cannot be resurrected or raised.

New Characters
Should the player decide to not have his character raised and instead opt for a new one, the new character begins at 3 levels less than the lowest level party member, minimum level 1 (after the party has achieved level 1).

Reincarnation
The reincarnated character has a 10% chance to return as an awakened animal. The character incurs a -1 permanent Cha loss and must re-roll Str, Dex, and Con, in order (3d6+1 each) to reflect their new body. Any race can be reincarnated, but if a Firstborn comes back as a human they still cannot be resurrected.

Vorpal
The Vorpal ability will now be called “Beheading”. Vorpal now means a confirmed critical on a natural 20 ONLY, and will allow for specific weapon qualities to work. The only DMG weapon quality that has been changed is the newly named Beheading, which now only beheads on a Vorpal strike.

Deciphering Spells
 You can copy any arcane writing into a spell book, but can only memorize it once it has been deciphered – by rolling a Spellcraft check DC 10 + three times the level of spell. If you fail you cannot try again for that specific spell until you either find a different copy of the spell or you have gained at least ½ a rank in Spellcraft. 10 ranks in Knowledge Arcana provides a +2 synergy bonus to this check. Once a spell has been deciphered it can be memorized by the character provided he can cast spells of that level, and the caster can use the scribe scroll feat to create scrolls of the spell. Deciphering takes 1 hour per spell level, but can be hurried to 1 minute per spell level with a -5 penalty on the decipher check. Found scrolls can be cast with a successful read magic spell (must be cast only once per scroll per caster) provided the caster is of sufficient level, but this does not equate deciphering; the spell must still be copied into the spell book and deciphered as detailed above. Spell book pages may not be torn out for scroll use in this game. Rogues can read scrolls without a read magic spell with a successful Decipher Script check DC 14+spell level.

Deciphering Prayers
Deciphering prayers works as above except it is a Knowledge Religion check instead of a Spellcraft check; and Spellcraft provides the synergy bonus instead of Knowledge Arcana. Furthermore if the spell is a domain spell the cleric gains a +5 bonus to the decipher check. Paladins and rangers, because their prayers are so specific to their beliefs and abilities, follow the same process but gain a +10 bonus to the decipher check.

Learning Found Spontaneous Spells
Spontaneous casters upon finding a description or indication of a new spell, may make a check of caster level + Cha modifier against a DC of 10 + twice spell level. If they succeed, then at next leveling up they can substitute the learned spell for any spell they already know permanently OR choose it as the newly learned spell. This replaces the book rules for spell substitution.

Diagonal Movement
We will not use the every other 5 foot square is double rule. Jake finds it confusing.

Death, Dying, and Negative Hit Points
Death now occurs at negative [your Con score] instead of -10. If you take damage that would send you to exactly [negative your Con score] or over you are dead but can be revived for one round by normal means. Any surplus damage is not recorded past [negative your Con score]. If a single source would place you at or over [double negative your Con score] you are instantaneously dead.

Charm Person
Can now be used in combat more effectively and can target a hostile creature al-la-video games, but the duration is now 2 rounds/level. Outside of combat the spell functions normally.

D20 Rolls
A roll of 1 is always -10 to the roll instead of an automatic miss, and a 20 is always +10. This applies on all d20 rolls except damage.

Bennies
Nope.

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