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Old 01-26-2009, 12:52 PM
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Character Creation and House Rules

You will be rolling 4d6 seven times. You will take the best three rolls from each set and taking the best six sets.
Use this Code - <dice>7x 4d6kh3</dice>
If your rolls is less than a 48 point buy you can elect to have a 48 point buy instead..
Wait until you are accepted and roll in your private thread.

Accepted books:
CORE, PHB II, SRD
All Eberron Books.
The Completes.

Starting Level 1

HP: Max first and the better of your HD roll or average each level

The following Three feats will be given at no Charge

Level 1: Least Aberrant Dragonmark - Renaming "Aberrant Dragonmark" as Least. See [TT=ECS}Eberron Campaign Setting Book[/tt] page 47
Lesser Aberrant Dragonmark, achieved on getting 9 Ranks in any 2 Skills. See Dragonmarked page 141
Greater Aberrant Dragonmark, achieved on getting 12 Ranks in any 2 Skills. See Dragonmarked page 140
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Last edited by Embrodak; 05-23-2011 at 11:22 AM.
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Old 01-26-2009, 12:54 PM
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Perception Skill (Wis)

There is no Spot or Listen Skills. Instead they are replaced with a Perception Skill that does both. Any Class that has Listen or Spot as a Class Skill gets to add Perception to their list. Any race class that gets bonuses to Spot or listen instead get them to perception (Note if they get a Bonus to Spot & LIsten the effects do not stack, take the greater of the two)

(For those who have played with Me before I called this Notice in the past. It is a skill I stole from Mutants and Masterminds. I noted in 4e they are calling it Perception.)
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Old 01-26-2009, 12:55 PM
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Intimidation Skill (Str or Cha)

I always thought it was stupid for a street tough to have difficulties Intimidating foes just because he had negatives to a Charisma Check, so Intimidation can be used with STR or CHA.
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Old 01-26-2009, 01:00 PM
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Action Points

LevelAction Points
15
2-36
4-57
6-78
8-99
10-1110
12-1311
14-1512
16-1713
18-1914
2015
They can be used for:
* Can be used to supplement a d20 roll prior to the DM revealing a Success/Failure.
* Only one can be used per round
* Can be used to stabilize your dying character automatically.
* Can be used to change Artificers Infusions to full round actions.

Modifications to standard rule:
Roll Xd6 and take the one highest roll. Apply the result to the modified d20 Roll. More D6's a higher Level, but

Character LevelD6's
1-72
8-143
15-204


Special Rule - The Embrodak Rule.

By using 2 action points you may roll a replacement d20 roll.

Example.
Attacking "Monster A" your hero rolls a 10, modified to a 16. You think the AC of "Monster A" is about an 18 so you think you'll miss. You elect to use an action point. and make a post prior to the DM. You roll 2d6, and roll a 1 and a 4. Selecting the greater of the two you add 4 to your modified roll of 16, now totaling a 20. A good chance you'll hit assuming you were correct on "Monster A" having an 18 AC.

Embrodak Rule Example.
After killing "Monster A" with your prior attack you turn your attention to "Monster B" the next round. Rolling a 3 to hit (modified to 9) and assuming the same AC 18, you know you will not hit even if you rolled a 6 on one of the AP rolls. Gambling you elect to use the Embrodak AP rule. Rolling the die you now roll a 13, modified to an 19 and if your assumption on AC 18 is correct you should hit.

At the end of this combat you have used 3 Action Points and have 3 of X action points available to use before your next level.

They are a use it or lose it. So you don't want them sitting around and be wasted.... But you don't want to use them too soon.


Gamemaster FiatPlayers will gain additional Action Points when the Gamemaster "bends" the rules of the game in favor of the bad guys. The GM essentially gets to "cheat" on behalf of the villain(s), but the heroes get action points when this happens.

Example: The GM may spring an "inescapable" trap on the heroes, allowing the villain to place them into a fiendish deathtrap and tell them her master plan before leaving them to their fate. The GM declares Gamemaster Fiat to make the trap truly inescapable; the heroes all automatically fail their saving throws against it. However, they each get an action point.

Some uses for GM Fiat include:
  • Allowing a villain to escape an encounter automatically. Circumstances conspire to allow the villain to get away scot-free: debris blocks pursuit, the villain goes missing in an explosion or falls to a mysterious "death," and so forth.
  • Have a PC fail a saving throw against a particular hazard, such as a poison gas, to help further the plot.
  • Have the PCs automatically surprised by an opponent at the start of an encounter.
  • Cause some additional problem for the PCs without having given them opportunity to have done anything about it.
  • A good rule of thumb with Gamemaster Fiat is any time the GM effectively grants an NPC the benefits of an action point or the equivalent, the affected PC or PCs get a action point in exchange. This is important, since (with a few rare exceptions) only the PCs have and earn action points. NPCs make use of GM Fiat as the Gamemaster sees fit.
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Old 05-05-2011, 01:03 PM
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Feat Progression

I am increasing the time you get feats. First Level and every even level.

LevelFeat
11st
22nd
3-
43rd
5-
64th
7-
85th
9-
106th
11-
127th
13-
148th
15-
169th
17-
1810th
19-
2011th
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Old 05-05-2011, 01:06 PM
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Acrobatics (Dex)

Balance, Jump, and Tumble have been combined into a single skill.
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Old 05-05-2011, 01:06 PM
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Stealth (Dex)
Hide and Move Silently have been combined into a single skill.
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Old 12-14-2011, 12:34 AM
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They call me... 007!


 
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Death and DyingIn the description below, M equals the Constitution modifier, if greater than 0. Otherwise, it is 0. C equals the Constitution score.

A character can act normally with at least 1 hit point.
Between 0 and -M, the character is disabled.
From -M to -C the character is dying.
Below -C, the character is dead.

When a character is Disabled, they are not quite unconscious, but almost. They may take one standard action or one move action per turn, but any strenuous activity (spellcasting, combat, etc.) causes them to lose one hit point. A disabled character makes all attack, damage, saving throws and skill checks at a -2 penalty. When a character is dying, they immediately fall unconscious. Each round, they must make a stabilization check. This is a percentile (d100) roll. If the roll is equal to or less than his Constitution, the character becomes stable. If not, they lose 1 hit point. If they reach a number lower than -C, they die. A conscious character may stabilize a dying character with a Heal check with a DC equal to (10 - the dying character's hit points). For instance, the DC for a character with -8 hit points is an 18. Even 1 hit point of magical healing will stabilize a dying character.
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Old 04-02-2012, 08:07 AM
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a false dichotomy
 
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Greater Disarm (General)Prerequisites
Improved Disarm.

Benefit
If you disarm an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the disarm attempt.

Normal
Without this feat, you may attempt to disarm your opponent as a melee attack that uses a standard action.

A fighter may select Greater Disarm as one of their fighter bonus feats.

Last edited by Naturax; 04-02-2012 at 08:07 AM.
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