Author Topic: Houserules: Main  (Read 2910 times)

Offline ariasderros

  • Honorary Mod
  • *****
  • Posts: 2507
  • PM me what you're giving Kudos for please.
    • View Profile
Houserules: Main
« on: October 17, 2012, 10:52:44 AM »
Run it by Me
Everything.
PrC's, Spells, Feats, non-core skills (Iaijutsu Focus, Lucid Dreaming, et alli), variants, homebrew, to name a few.
Basically, don't assume that it doesn't exist unless you ask, and keep in mind that it might not exist until you ask. Don't bemoan finding someone with bloodlines because you didn't know you could, unless you asked.
Rules are subject to my interpretation. So it is in your best interest to run things past me that you are trying to build around, as they might not work in my opinion (DWK, many SCM tricks, et alli). And when I'm DM, my opinion is what matters.


Basic Variant Rules
  • Automatic Failures and Successes: a 1 is a -10, and a 20 is a 30. From the DMG p25.
  • No multi-class penalties. Any class that prevents multi-classing does not do so.
  • Fractional BAB and saves.
  • 2 Flaws.
  • 2 Traits.
  • Action Points come from Feats and classes.
  • Striking cover: DMG p24.
  • Damage to specific areas: DMG p27, I don't consider this a variant, as this is how to kill a hydra, but this "variant" does clarify how to deal with it on other things.
  • Skills with different abilities: DMG p33.
  • LA buyoff

Alignment is stupid
Get rid of or ignore alignment completely. No detects or anything. Protection from (Alignment) is one spell, called "Protection", similarly for "Magic Circle". The level 7 "word" spells are removed.
Other changes as necessary.

Melee gets nice things
All iterative attacks suffer a max of a -5 penalty for being iterative. Iterative attacks are still gained as an extra attack per +5 BAB after the first, as normal. So a L20 fighter has his BAB routine as +20/+15/+15/+15.

Skillmonkeys get nice things
Cross-class skills only cost 1 point per rank, not 1 point per half rank, though the usual caps still apply. (i.e. Everyone gets Able Learner for free.)

Magic Items and Experience
Magic Items that emulate spells with XP costs can only use functions of that spell up to how much XP was invested in the item (per charge).
So, as an example, a Ring of Three Wishes can't be used to make other items, since each charge only has 5k XP.
On a related note, Artificers can use their craft reserve for the XP cost of making the item, but not additional XP that is required to be invested into the item for the spells XP cost.

SLA's and Experience Cost
If a spell like ability emulates a spell that normally has an XP cost that is variable, it can only emulate effects that cost the bare minimum XP for that spell. This also goes for (Su) abilities that emulate spells.
E.G. #1: Nobel Djinn and Effreet have Wish as an SLA (as if you didn't know), but they can't emulate any use of that that would take more than the lowest cost of 5,000XP. Including and up to any item creation.
E.G. #2: Mirror Mephits have Simulacrum as an SLA. This is useless. Simulacrum has an XP cost based on HD, and thus the minimum would be that of the lowest HD possible. Bat has 1/10 HD. This is useless.
« Last Edit: October 17, 2012, 01:46:19 PM by ariasderros »
My new Sig
Hi, Welcome

Offline ariasderros

  • Honorary Mod
  • *****
  • Posts: 2507
  • PM me what you're giving Kudos for please.
    • View Profile
Re: Houserules: Classes
« Reply #1 on: October 17, 2012, 10:54:13 AM »
Class Changes
ASF applies to Divine Spells and Powers as well as Arcane Spells.
  • Paladin
    Casting is based on Cha; Caster level equals class level, not 1/2; You may choose to follow either the basic Pally-code, or the Tyranny Pally-code, swapping out appropriate class features; Smite works on anything; Smite is usable per encounter; Smite works with Ranged attacks too; Ignore ASF in all armor and shields.
    Their Detect ability may be thier choice of Detecting: Attitude; Guilt; Violence. These are in Dragon 323. I can provide spell text upon request.
  • Ranger
    Animal Companion follows Druid progression, including being granted at level 1; Caster level equals class level, not 1/2; Ignore ASF in light armor and from a buckler or light shield.
  • Hexblade
    Gains good Fortitude; Curse usable per encounter; Curse is a swift action; ability to ignore ASF from light armor and shields; Caster level equals class level, not 1/2.
  • Warlock
    Eldritch Blast follows the same formula as Rogue's Sneak Attack (+1d6 every odd level). Also, you get 1 blast shape or eldritch essence every 3rd level (3,6,9,etc).  EB Does not provoke AoO's, nor does it allow SR.
  • Soulknife
    Gets full BAB; Psychic strike is a swift action, and progression is every 2 levels (not 4); Mind blade enhancement and the Enhancement bonus of the Mind Blade are totaled, so that you gain +1 at level 4, and an additional +1 per two levels thereafter; for Mind Blade enhancements, you may choose from any ability for weapons, not just those on the list.
  • Monk
    Use dman11235's fix.
  • Ninja
    Use AfterCrescent's fix.
  • Spellthief
    Caster level equals class level, not 1/2; can ignore ASF from light armor for stolen spells as well as those from items; can choose spells known from abjuration, divination, enchantment, illusion, and transmutation schools as normal, but from any arcane casting base class, subject to approval (this is meant to open up Bard, Beguiler, Duskblade, Hexblade, et alli); Detect magic is at-will when gained, as is Arcane Sight, once gained.
  • Wilder
    Gains an additional power known at every even level; Ignore ASF in light armor and shields.
  • Factotum
    Inspiration feats
  • Cleric
    Cloistered is the "default" version (mostly relevant for NPC's); Deity does not restrict Domains. Non-Cloistered Cleric can ignore ASF from light and medium armor and shields.
  • Swordsage
    Full BaB; Adaptive Style as a bonus at level 3; Ability to use Adaptive Style as a standard action at level 6

  • Other variants or fixes available upon request.
« Last Edit: March 16, 2013, 04:34:24 AM by ariasderros »
My new Sig
Hi, Welcome

Offline ariasderros

  • Honorary Mod
  • *****
  • Posts: 2507
  • PM me what you're giving Kudos for please.
    • View Profile
Re: Houserules: Skills
« Reply #2 on: October 17, 2012, 10:55:03 AM »
Skills get changed as follows:
  • Animal Affinity (Dex & Cha, respectively) -- Handle Animal, Ride
  • Arcana (Int) -- Knowledge (arcana), Spellcraft
  • Athletics (Str or Dex) -- Balance, Climb, Escape Artist, Jump, Swim, Tumble
  • Concentration (Wis) -- Concentration, Autohypnosis
  • Craft (Int or Wis) -- You do not need to specify sub-group. Poisons can only be crafted by a character that is trained in poison use. Also used as Appraise.
  • Engineering (Int) -- Disable Device, Knowledge (arch & eng), Search (for secret doors)
  • Fool Device (Int or Cha) -- Use Magic Device, Use Psionic Device.
  • Heal (Int or Wis)
  • Linguistics (Int) -- Decipher Script, Forgery
  • Natural Lore (Int or Wis) -- Knowledge (geography), Knowledge (nature), Survival
  • Perception (Wis) -- Listen, Sense Motive, Spot, Search (for traps and small objects)
  • Perform (Cha) -- You do not need to specify sub-group.
  • Persuasion (Cha) -- Bluff, Diplomacy (with fix), Disguise, Intimidate
  • Psi (Int) -- Knoweldge (Psionics), Psicraft
  • Profession (Int or Wis)
  • Scholarship (Int) -- All knowledge skills not included elsewhere, including Martial Lore
  • Stealth (Dex) -- Hide, Move Silently
  • Streetwise (Int or Cha) -- Gather Information, Knowledge (Local)
  • Thievery (Dex or Int) -- Open Lock, Sleight of Hand, Use Rope
If any of the assimilated skills are a class skill, then the new skill is a class skill.
Flaws, Traits, and certain other sources of bonuses or penalties that affect old skills affect the new ones when using them for that purpose. e.g. Hard of Hearing normally forces a penalty to Listen checks, here it applies a penalty to Perception checks using your hearing, and it  normally grants a bonus to Spot checks, here it applies a bonus to Perception checks using your eyes.

Profession is not Trained Only, but you take a -3 penalty attempting any profession check you are not trained in.
Fool Devise is Trained Only, as is any other skills not on this list (e.g. Iaijutsu Focus). Otherwise, no skill is Trained Only.

In this game, the Arcana and Psi skills are cross-purpose (either can be used as either).

When dealing with Traps, ignore the DC20 stuff. You need not have the Trapfinding ability to find them, nor disable them. Please trade this ability for an ACF of your choosing.

Perception has a new use:
Quote
By moving at up to half your speed, you can search the area in front of you as you move. Effectively, you search the area in a cone in front of you to a range of 10ft + another 10ft per 5 ranks in Perception.

Heal gains two new uses, both of which are 10 minutes per check:
Quote
  • Heal can also be used to help heal a person. Once per person per hour, you can make a DC 20 heal check to restore a number of hit points equal to the person's HD. A person can only benefit from this once per hour, and it does not work on targets that do not have Constitution scores.
  • Heal can also be used to help restore more serious wounds. With a DC 25 heal check, the healer can restore one point of ability damage. A target can only benefit from this once per hour. If the healer can make a DC 45 check, then he can choose to heal all of the ability damage to a single score, or can heal one point of ability drain.
« Last Edit: March 15, 2013, 12:10:41 AM by ariasderros »
My new Sig
Hi, Welcome

Offline ariasderros

  • Honorary Mod
  • *****
  • Posts: 2507
  • PM me what you're giving Kudos for please.
    • View Profile
Re: Houserules: Feats
« Reply #3 on: October 17, 2012, 10:59:00 AM »
Feats
  • Toughness now grants the effect of Improved Toughness.  There is no Improved Toughness.
  • Weapon Focus grants the benefit of WS at 4HD, GWF at 8HD, and GWS at 12HD.  All three of those feats no longer exist.
  • Two Weapon Fighting grants you a number of offhand attacks equal to the number of main hand attacks you are entitled to, and does not impose additional to hit penalties for a one handed weapon in the off hand. It also grants the benefit of Two-Weapon Pounce and Two-Weapon Rend.  ITWF, GTWF, Two-Weapon Pounce, and Two-Weapon Rend therefore do not exist.
  • Two Weapon Defense provides a Competence bonus to AC equal to the number of mainhand attacks you can make derived from BAB (i.e., +2 at BAB +6, etc.).
  • Point Blank Shot grants +Dexmod to damage w/in 30 feet with ranged attacks, and you don't provoke AoOs for firing in melee.
  • Improved Feint lets you feint as a swift action.
  • All three of the feats that give +2 to a save still do, except that if your base save bonus of that type is at least +6 you also no longer auto fail saves of that type on a natural 1. You must still actually roll high enough to save normally.
  • The prereq for Steadfast Determination can be met by either Endurance or Great Fortitude.
  • Devotion feats grant an additional use for every 5HD.
  • Weapon Finesse now requires Dex 15+ instead of BAB +1, and grants Dex-to-damage as well (stacks with Shadow Blade where applicable).
  • Dodge and Mobility have been combined, and Dodge now grants you HD/3 (min 1) as a dodge bonus against all attacks. Mobility doesn't exist, and anything which had Mobility as a prereq no longer does.
  • Improved Unarmed Strike and its chain are updated to dman11235 here.
  • Extra Readied Manuever is now more widely applicable.
  • Dragon's Toughness has its Prerequisite lowered to "Base Fort save bonus +4", this feat is in MotW.
  • Improved Critical stacks with other critical treat range increases, though these other sources still do not stack with each other.
  • Monkeys Grip also negates the -2 penalty. Essentially, it becomes a source of Powerful Build.

There are other changes, just not one that come up regularly, or have a major impact on builds (IMO). In example, Midnight Augmentation not being limited by the powers level.

Thank's to SirPercival for much of that. Also, the other feats in those links are good to use too.

Also, see below for changes to Ancestral Relic.
« Last Edit: October 17, 2012, 11:05:53 AM by ariasderros »
My new Sig
Hi, Welcome

Offline ariasderros

  • Honorary Mod
  • *****
  • Posts: 2507
  • PM me what you're giving Kudos for please.
    • View Profile
Re: Houserules: Magic and Other Gear
« Reply #4 on: October 17, 2012, 11:03:55 AM »
Non-Magic Gear
Due to the absence / weakness of magic from most peoples lives, weapons have been advanced somewhat.
  • Crossbows are more like modern ones (specifically compound crossbows), with an "easy-lever" pull to re-cock the bow (actually a pulley system), allowing the same benefit as the Rapid Reload feats.
  • Compound bows likewise more like modern versions, with the ability to change the pull-strength, allowing for the bows current strength bonus to damage to be changed as a one minute action.
  • Renaissance level weapons are available (DMG p144-145), and are considered Martial weapons, not Exotic.
  • The alchemical splash weapons (Acid, Fire, Frost, Spark) have been refined to deal 3d6 damage on hit, and 1d6 in the splash
  • Alchemical ammunition has been developed for bows, crossbows, and guns. A set of ammunition of this type has a base cost of 350 per set of 50. Alchemical ammunition always breaks upon use. This comes in four types: Acid, Fire, Frost, and Spark, adding +1d6 damage and changes all of the damage dealt to the appropriate type. due to the additional padding and care required for the use of such ammunition in guns, this increases the time to load one of these bullets to a full-round.

Magic Gear
Quote
  • Spending gold for enhancement bonuses sucks. So, let's not.  Instead, you can enchant a masterwork weapon, armor, or shield directly with properties, instead of needing a +1 enhancement bonus first.  Each property grants an enhancement bonus to the item equal to the plus of the property.  For example, a keen flaming longsword functions as +3 (+2 from keen and +1 from flaming), and a ghost ward shield has a +1 enhancement bonus.  The maximum total bonus on equipment is still +10, meaning you can get up to a +10 enhancement bonus.
Credit to SirPercival. Again, because this benefits the people who need it more than those that don't. Really helping even more against things that don't have gear at all, like most monsters.

The Ancestral Relic feat is heavily houseruled
  • The ritual to improve the item's cost is reduced to 10%.
  • The ritual takes one day in which you can do nothing else (you even fast for the ritual, you wake up early, you go to sleep late).
  • The cost limits are increased by 50% (2,025gp at level 3; 570,000gp at level 20)
  • No layering cost gets factored in.
  • No epic multiplier gets factored in.
  • An expensive ability can be "bought" incrementally. In example, a constant Freedom of Movement effect would normally cost 40,000gp, but could instead be bought as individual charges of 4,000gp each, until at the 10th became constant.

Magic Items
  • Magic Item creation feats do not work except Brew Potion and Scribe Scroll.
  • Psionic Item Creation feats do not work except Craft Cognizance Crystal, Imprint Stone, and Scribe Tatoo.
  • Brew Potion can be used to create certain items that are normally Wondrous: Elixirs, S. Glue, U. Solvent, and similar.
  • Charged magic items (staves and wands) can be "recharged" by powerful magic. (You can burn spell-slots into it to recharge it, but the spell slot you use must be at least two higher than the highest spell in the item). This is assuming you get your hands on such an item.
  • Some magic items are "static", and do not improve. Some are "dynamic" and improve as you level. If you wish to suggest / request your own design, then read below how they are developed.
  • There are "major schema" out there in the world. With one of these, the person can create the magic item detailed within, and is treated as having the feats required. Many are limited use, however. Some provide the necessary spellcasting for the item's creation. Some are very detailed, and can only be used for the creation of specific items, whereas others are as generic as a schema to create wands.

Dynamic Magic Item Development
  • Advances by a hidden GP value, the value being 1/2 the WBL given in the DMG.
  • No layering cost gets factored in.
  • No epic multiplier gets factored in.
  • Mundane cost is not factored in, only magic costs.
  • A "cheap" ability can be changed out for a more expensive one at level up, but the "cheap" ability must resurface again. In example, a longsword has Keen on it while the wielder is level 6, when the wielder achieves level 7 Keen gets replaced by Collision, but at some point, the sword will re-gain Keen.
  • An expensive ability can be "bought" incrementally. In example, a constant Freedom of Movement effect would normally cost 40,000gp, but could instead be bought as individual charges of 4,000gp each, until at the 10th became constant.


Examples of the items will be added later and be spoiler'd below here.
(click to show/hide)
« Last Edit: October 18, 2012, 02:54:50 AM by ariasderros »
My new Sig
Hi, Welcome