Wicker
Showing posts with label Mechanics. Show all posts
Showing posts with label Mechanics. Show all posts
Friday, January 30, 2015
XP Correction
At Session 19 on 1/18/2015 we discovered that there were XP discrepancies between my records and what each player had recorded. Deciding to be magnanimous, I chose to adjust my records upward. Each player received 200 XP (in my records) on 1/24/2015 (Session 20) to reflect this.
Tuesday, November 25, 2014
Custom Character Creation
Rolling Method
We will try something different this time. You will
roll 5D6+4 and total the results for a number 9-34. You will do this twice and
pick the higher number. Each stat has a base score of 8. You will then divide
your generated number up among the stats, adding to the "8"s (or
subtracting). No stat may be higher than an 18 (before racial adjust.). Lowest
possible set is 10, 10, 10, 9, 9, 9 if all ones are rolled. Highest possible
set is 14, 14, 14, 14, 13, 13 (or 18, 18, 16, 10, 10, 10) if all sixes are
rolled. The statistical average set is 12, 12, 11, 11, 11, 11 on an even spread
or 18, 10, 10, 10, 10, 10 with a high score and no negative modifiers.
Race
All the standard player character races are available. Humans do not get the bonus feat and skill
points until they reach 1st level.
Age
You will begin the game between the ages of 16 and
20 or the equivalent thereof if demi human.
Hit Points
Your character starts with 4 hit points, modified
by Con. Negative Con modifiers will not
apply at this time.
Base Attack and
Saves
Your starting base attack and base saves are +0.
Proficiencies
You may choose 3 simple weapons to be proficient
in. Additionally, most of the villagers have family weapons or shields that
have been passed down and taught to their descendents. You may choose one of
the following to be proficient in:
Small and Large
Shields Halberd Battleaxe
Ranseur Guisarme Kukri
Heavy Pick Light
Pick Glaive Handaxe Greatclub Short
sword
Languages
You character knows Valecommon. If your character has a high enough
intelligence to grant bonus languages, you must choose from the following list:
Gnome, Elven, Dwarven, Feyspeak, Sylvan
Feats
Your character begins with no feats.
Starting
Gold/Equipment
Will be irrelevant, but 5 + 1d10 gold cause why
not?
Skills
You start with 2 ranks in any 3 of the following
skills (you must take at least 1 craft, profession, or knowledge skill
reflecting your background, or perhaps survival if a woodsman of some sort):
Appraise Move
Silently
Balance Perform
(appropriate to area - no harpsichord, etc...)
Bluff Profession
(appropriate to background)
Climb Ride
Craft (appropriate to background) Search
Diplomacy Sense
Motive
Handle Animal Sleight
of Hand
Hide Spot
Intimidate Survival
(if appropriate to community role)
Jump Swim
Knowledge (appropriate to background) Use
Rope
Listen
Second Level Advancement Handout
You are free
to choose any class in the book from here on out. There will be no penalties or
restrictions on multiclassing; all may multiclass freely including Paladins and
Monks. Alignment restrictions remain. You may change your alignment before
picking your second level class if you wish. This will reflect a mental change
in response to your studies.
You level up
normally from first to second level with the following exceptions:
*You receive
4 ability points to assign where you choose. No more than 2 in one ability.
*You receive
the STARTING skill points (as per 1st level) for the class you
choose as 2nd level
*If you
deferred your human bonus feat you must select it now
Homebrewed First Level
When the Player Characters have hit the appropriate story development, they will advance to first level. This will be announced by the DM.
The PCs have collected experience points while zero level.
Before becoming 1st level, the characters must trade in all
collected XP thus far, resetting their total to zero, and thus allowing
advancement to occur per book from here on out. Collected XP may be turned in
for:
50 XP – 1 Skill Point: this
must be in a skill they have used during game play or that they reasonably
could have learned. No retconning of downtime will be allowed to justify this
(i.e. “Oh my character has been studying how to pick locks around the camp fire
each night;” such a thing must have been identified during game play and before
leveling up). These purchases cannot elevate a skill above maximum ranks (4/2).
250 XP – 1 Feat: all
prerequisites for the feat must be met first, and only one feat may be
purchased. The feat must make sense with gameplay or character background.
Subject to DM approval.
50 XP – 1 Hit Point: for
every 50 XP spent this way the character permanently gains 1 hit point.
100 XP – 1 Ability Point:
only one point per stat (cannot raise CHA by 2 for example; but CHA +1 and WIS
+1 is cool).
Any unspent XP is lost. Anything purchased this way must be
noted on character sheet to help reconstruct advancement if necessary.
Conversion to First Level
*the PC selects his class from the following:
Fighter
Sorcerer
(may not summon familiar until 2nd level)
*the Character becomes level one
*the Character gains one ability point (in addition to any
purchase with XP above)
*the Character gains additional hit points as follows:
Fighter 7
Sorcerer 1
*base Attack Bonus and base Saving Throws become as per first
level for your new class
*the Character gains all special abilities of the new class
as per first level
*Class and cross class skills are assigned as per class
*the Character does not gain starting skill points as normal
for a first level character of that class, but gets the skill points they would
receive in that class on level 2+. Thus you will get 2+ Intelligence Modifier
(plus an additional 1 if you are human). You may spend them only on skills that
they have used or have been demonstrated for them or in front of them. All skill points must be spent, none may be
saved for later.
*the Character must choose feats that learning can be
justified by gameplay. Humans have the option of taking the bonus human
starting feat at 2nd level instead of now.
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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