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#1
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The Perimeter - Game Rules
Guidelines for Die Rolls
Guidelines for Combat In order to keep combat from dragging on, I am using the following system:
Experience Points and Gaining Levels
Dying Here's how we'll handle deaths:
Last edited by Birched; 07-18-2006 at 12:24 PM. |
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#2
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Survival Skill: Long-term Foraging
__________________DC 10: Move up to one-half your overland speed while hunting and foraging (no food or water supplies needed). You can provide food and water for one other person for every 2 points by which your check result exceeds 10. The above is the SRD rule for survival. Over the long-term, I am not going to have you move at half speed for the entire trip if you have a modifier of +2 or higher. What I'll do is take 10 for you, then see how many people you can feed through a check. If you have a +0 modifier, you can feed only yourself, and must move only at half speed to forage while you travel. If you have a higher modifier, it will cut down the amount of time you spend moving more slowly. For example, if you have a modifier of +8 and you are feeding one person, you will be able to feed 5 people for each day equivalent spent foraging, and on average will be able to move at full speed for the other four days. So your movement rate will be 90% of max if you are feeding only yourself (1/2 for one day equivalent, and full for 4 day equivalents). If you have a lower modifier, you will need to eat 1 day's rations for each 5 days of travel for every increment of -2 (i.e. -1 or -2 eats 1 day's rations, -3 or -4 eats 2 days' rations, etc.) Note that this skill does not include trapping for food overnight. That would be a separate skill, such as profession(trapper), although some luck with a few different skill checks might land you dinner with craft(trapmaker). Last edited by Birched; 07-08-2005 at 11:51 PM. |
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#3
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Prestige Class - Ranged Skirmisher
Note: This class came out of a discussion with a player who decided thereafter not to use it. Any one who wanted to use it would have to have another discussion about it with me about its current appropriateness.
__________________Requires:
BAB: level x 3/4 (rogue progression) Good save: Ref Poor saves: Fort, Will Class skills and skill points per level: same as scout 1 - Flawless stride 2 - Ranged skirmish (+1d6) 3 - Point Blank Shot (+10') 4 - Ranged skirmish (+1 AC) 5 - Fast movement +5, bonus feat: manyshot 6 - Ranged skirmish (+2d6) 7 - Point Blank Shot (+10') 8 - Ranged skirmish (+2 AC) 9 - Fast movement +5, bonus feat: improved precise shot 10 - Ranged skirmish (+3d6) Ranged skirmish: stacks with general skirmish modifiers from other classes, but applies only to ranged weapons; similarly, AC modifiers apply only against ranged attackers Fast movement: stacks with previous fast movement (e.g. barbarian, skirmisher) Point Blank Shot: increases the effective range of point blank shot, including skirmishing attacks (and sneak attacks if the character has that skill) Bonus feats: other archery related feats may be substituted if the character already has the feat listed (DM discretion) |
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#4
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Ammunition: Loss and Breakage
Players are expected to keep track of their own ammunition.
__________________If a PC takes time to look after a fight, then he or she can recover ammunition as per the standard rule: [A piece of ammunition] that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost. If a PC does not or cannot search after a fight, it's all lost. Drop fractions, as usual (no half arrows .)
Last edited by Birched; 11-18-2005 at 11:40 AM. |
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#5
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Accelerated item creation
Magic Item Creation
__________________When crafting magic items or transcribing spells, make an appropriate craft check (untrained is allowed) to reduce the crafting time. You may take 10 on this check. DC 20 -- 4 hours; DC 25 -- 2 hours; DC 30 -- 1 hour potions -- craft(alchemy) scrolls -- spellcraft (other skills to be determined as the need arises) Mundane Item Creation For every 5 points by which you exceed the craft DC you halve the crafting time. Last edited by Birched; 04-13-2007 at 11:24 PM. |
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#6
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Spell Research
I'm borrowing/adapting a spell research rule from another game I'm in (but I'm not going to be quite as generous.) Thanks to AbuDhabi (this is mostly stolen directly from his great 'Commoner's Quest' game.)
__________________To research a spell, you need both time and skill. Research points required to research a spell: Spell_Level * Spell_Level * 500 Spell's are researched by day. You make a Spellcraft check each day, with a DC of 20 + Spell_Level. You may take 10 on this check. Subtract (Your_Roll * DC_Of_Research) from the research points needed to research the spell. Repeat this until the number of Research points reaches 0 or less. You may only research spells of a level you are capable of casting. Upon completing research on a spell, a wizard needs to write it down in his spellbook. This follows the normal rules for writing a new spell into a spellbook. These rules pertain to spells on your spell list and also 'new' spells that are similar to spells on your list. In the interest of actually making progress in a pbp game, spell research is assumed to be going on continuously. Example: Aquilus has a spellcraft modifier of +11 (because he didn't forget the synergy bonus from knowledge(arcana)). For him to research a first level spell, he can take 10 each day for a result of 21, which matches the spell DC. For higher level spells, he'd have to actually roll each day (or we could work out a percentage loss scheme.) Each day, he completes 21 (his roll) * 21 (the DC) = 441 points of research on the spell towards the 500 points required to research the spell. He could therefore research a previously unknown first level spell in 2 days. For second level spells (cost = 2*2*500=2000), it would take him approximately 5 days. He cannot research third level spells or higher, as he has no knowledge of them yet. |
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#7
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Making Simple Traps
DC 20 Craft(trapmaking) check
__________________Time: 10 minutes Materials Required: trapmaking kit (100 gp, 5 uses) OR 1 hour gathering (DC 25 survival (outdoors) or search check with +2 synergy from 5 ranks in craft(trapmaking)) Failed Checks: Failure by up to 4 is just wasted time, failure by 5 or more results in the materials being wasted and the trap going off in the trap setter's face. You may make any 0 CR, 0 gp value trap you can come up with using the tables here: SRD All of these traps must be touch or location activated, no reset traps. 'Trip' or 'entangle' effect is equal to 1000 gp cost. Trap Examples: Tripwire - Search DC 15, Disable DC 15, +11 to hit, touch attack, trip (str 16) Arrow Trap / Spiked Branch Trap - Search DC 20, Disable DC 15, +14 to hit, d6+2 damage Snare - Search DC 20, Disable DC 15, +12 to hit, touch attack, if tied to a tree can prevent movement OR can be made to reduce movement rate to 1/2 (until destroyed, as rope hardness 0 hp 2 break DC 23) Advanced Trapsetting! For every +10 DC, you can add 1 to the CR of the Simple Trap you are allowed to make. All traps are subject to DM approval! More complex traps can be made as usual, using the normal craft rules and the accelerated crafting time house rule. Last edited by Birched; 10-30-2006 at 05:38 PM. |
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#8
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Warder Template
The oath:
__________________"I will strive to ensure that no entity enters the tower. If an entity enters the tower, I will work tirelessly to oppose it if it visits destruction on the land or on the civilized peoples." Adherence to the words and even to some extent the spirit of the oath is maintained by warnings (a 'twingy' feeling) followed by sickness and even death if a warder significantly contravenes the oath for an extended period of time. Warders of the Tower who have taken the oath on an oath orb can add the following abilities as they advance in level. All effects are supernatural and, unless otherwise indicated, operate at CL 15. The oath orbs are carefully kept by the warders (there are four of them in existence.) It is generally considered to be a good idea to keep a careful eye on new inductees to watch for signs that they have taken the oath in bad faith. 1 - +1 resistance bonus to all saves 4 - low-light vision (if character already has it, vision is boosted from 2x to 3x) 8 - 1/day shield other on another warder 12 - status spell effect for all other warders that you have ever touched (warders that achieve this level of power have an increased responsibility to look out for the others) 16 - 1/day word of recall back to your safehouse of residence 20 - 1/day teleport (no error) back to the original location of the word of recall ability Last edited by Birched; 03-18-2007 at 11:45 PM. |
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#9
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Identifying Magic Items Using Spellcraft
__________________We'll now use the Pathfinder rule for this. |
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#10
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Gods Amongst Us [Blane (Varil) and Marcus (Garat)]
__________________This functions as a template applied to certain PCs and NPCs in the game.
Items in the table stack (so at level 9, Blane has +10 speed) Aspect of the Wolf (Su): As a standard action, your head transforms into that of a wolf (or back from that state). You may speak as normal while your head is transformed, though speech is likely affected in non-game mechanics terms by the change (tone, enunciation, etc). While transformed, you gain the use of additional level-dependent abilities (e.g. scent, bite attack, trip). Divine Aura (Su): An aura surrounds these individuals that feels to clerics of Varil or Garat as if their god is present, and restores their ability to cast divine spells and use their channel power. Further, the cleric may cast any spell on his or her list spontaneously while within the radius (or prepare them for use anywhere later). There may be other effects unknown to you at this time. (For example, Blane was 'seen' with horns by Nia in her dreams, and attacked by a cleric of Varil who thought he was a 'demon' -- whether any of that has anything to do with the transformation here is unclear.) |
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#11
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Poisons
__________________In general, we will use the rules here: https://sites.google.com/site/pathfi...ictions/poison Exception: We will not use this rule: "If you are exposed to more of the same poison at any point while you are poisoned, you need to make a new initial save at +2 DC." Instead, all initial saves are made against the stated DC of the poison. Reasoning: The +2 to DC per dose (and related rules) is a rule made to simplify things by requiring only 1 save vs each type of poison, instead of having to track multiple doses. Because an initial contact is done on a per dose basis (you save vs. EACH poison attempt) and not vs. the aggregate, initial saves should be vs. the original DC. |
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