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PhaedrusXY

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Rules and game world information
« on: November 17, 2009, 01:16:54 AM »
Most of the house rules are RIGHT HERE for now. I might copy some or all of it over here later.

Changelog:
[spoiler]11/18/09 Reformatted the House Rules to be easier to read, and fixed links to Diplomacy and a couple of other things.

11/19/09 Modified the feats a bit, deleting a few obsolete prereqs and feats. The main change was bundling the Quick Draw feat into the Combat Looting feat.

11/20/09 Added information on partial saves, and magic item scaling and levels. Also made minor changes to the fighter, increasing his skill points, adding a few class skills, and increasing his uses of the Combat Experience feature. Also changed the specific ranges for the Wild Magic effect, but not the statistics.

1/6/10 Changed the way scrolls work, and added restrictions on magic item crafting.

1/20/10 Toned down my fighter a bit, after reading feedback on the Tome fighter. He can no longer take tome Combat feats as bonus feats before 12th level. Still debating this with myself.

1/21/10 Copied the Time Sphere here, and finalized its abilities.[/spoiler]

"Wild" magic rules: 1-25 fails entirely, 26-75 means it works normally, 76-95 doubles in strength, and 96-100 something weird happens.


For saving throws:
Levels with a "good" save add +0.5 for every level, with a +2 for the first time you add a class with that good save (but not if you add a level of another class with that good save). For the levels with "bad" saves, you add +1/3.

For BAB: Just take the fractions for each level and add them up. So a wizard gets +0.5 BAB per level, a cleric gets +0.75, and a fighter gets +1, etc.

You always round these down, but you have to keep track of the fraction left over for when you next level up.


Magic items that just provide a bonus scale with your levels according to the chart found here. They "cost" the amount of whatever the least magic item of that type costs (So "magic armor" costs 1000 gp, plus the mundane item's cost). Items that provide a bonus to an ability score start at +2 (and 4000 gp), but do scale through odd numbers as you level (so at level 9 they'd give you a +3). Items that provide a competence bonus to a skill start at +5 (and 2500 gp) and provide a bonus equal to your character level (or 5, whichever his higher).


Time Sphere
[spoiler]Time
Special: Three times per day, you can activate any power from this Sphere as a swift or immediate action, regardless of its normal casting time. Also, you can terminate any effect you create from your Sphere prematurely as a Free action. Abilities based on psionic powers are fully augmented up to the maximum effect possible for your manifester level (your character level), as normal for psi-like abilities.

Character level/Power
1st Deja Vu (not mind affecting), Quintessence (Track uses separately)
3rd Haste
5th Slow
7th Time Hop
9th Anticipatory Strike (CPsi, similar to Greater Celerity)
11th Temporal Acceleration
13th Mass Time Hop
15th Temporal Stasis
17th Time Regression (CPsi, allows you to rewind time for a round)
19th Mass Hold Monster (not Mind Affecting)
[/spoiler]

Just so I don't have to look this up again...

Natural Empath [Skill][spoiler]

You read people like books. (This is a Skill feat that scales with your ranks in Sense Motive.)

Benefits: You gain a +3 bonus to Sense Motive checks.

4: You can quickly size up potential opponents. If you succeed on a Sense Motive check as a free action, opposed by their Bluff, you can tell if they're an even match (their CR equals your character level), an easy challenge (their CR is 1-3 less than your level), irrelevant (their CR is 4 or more less than your level), stronger (their CR is 1-3 higher than your level), or overwhelmingly powerful (their CR is 4 or more higher than your level). You can use this ability once on a particular creature every 24 hours.

9: If you succeed on a Sense Motive check, opposed by Bluff, you know your opponent's alignment. If you beat their Bluff by 20 or more, you can read their surface thoughts, as if during the third round of detect thoughts.

14: You have an uncanny intuition for when people are interested in you. Any time someone uses a remote spell or effect, like scrying, to examine you, you know you're under observation and if you make a Sense Motive check that beats their Bluff check, you know some details about them: if you've met them before, you recognize them, but if not, you get a basic idea of their reasons for their interest in you. Similarly, if you use Sense Motive on someone influenced by an enchantment effect, you can find out who created the effect with a Sense Motive check opposed by the controller's Bluff, getting the same information.

19: You know what people are going to do before they do. Any time someone you're aware of attacks you, make a Sense Motive check opposed by their Bluff: if you succeed, you get a free surprise round.[/spoiler]

Warmage spell list (modifed by Koumei, and then me):

[spoiler]
Cantrips: Dancing Lights, Darkness, Detect Magic, Detect Poison, Disrupt Undead, Ghost Sound, Light, Magic Missile, Mending, Message, Purify Food and Drink, Rouse, Stand

Level 1: Alarm, Detect Scrying, Detect Secret Doors, Disguise Self, Endure Elements, Entangle, Firespray, Grease, Mass Rouse, Mass Stand, Mount, Obscuring Mist, Shocking Grasp, Silent Image, Ventriloquism, Lesser Orb of X (X=Fire, Force, etc)

Level 2: Arcane Lock, Continual Flame, Fireball, Jet of Steam, Gust of Wind, Incendiary Slime, Locate Object, Mass Enlarge Person, Mass Reduce Person, Misdirection, Protection From Arrows, Pyrotechnics, Resist Energy, Scare, Scorching Ray, See Invisibility, Whispering Wind

Level 3: Caustic Mire, Caustic Smoke, Deep Slumber, Dispel Magic, Flame Arrow, Fly, Horrid Sickness, Invisibility Sphere, Lightning Bolt, Major Image, Mass Resist Energy, Mordenkainen's Faithful Hound, Nondetection, Protection From Energy, Rage, Sleet Storm, Stinking Cloud, Wall of Fire, Water Breathing, Wind Wall, Orb of X

Level 4: Confusion, Dimension Door, Dimensional Anchor, Evard's Black Tentacles, Fear, Fire Shield, Fire Trap, Hallucinatory Terrain, Ice Storm, Move Earth, Scrying, Shout, Solid Fog, Stone Shape, Wall of Fire, Wall of Ice

Level 5: Cloudkill, Cone of Cold, Deltane's Fiery Tentacles, Fire and Brimstone, Fire Seeds, Greater Dispel, Dismissal, Fabricate, Lightning Leap, Mass (Bull's Strength, Cat's Grace, Bear's Endurance), Mind Fog, Mirage Arcana, Nightmare Terrain, Prying Eyes, Seeming, Sending, Tactical Teleportation, Telepathic Bond, Transmute Mud to Rock, Transmute Rock to Mud, Wall of Force, Wall of Stone, Waves of Fatigue

Level 6: Acid Fog, Chain Lightning, Contingency, Guards and Wards, Mass Fly, Mass Suggestion, Storm of Fire and Ice, Sunburst, True Seeing, Veil, Wall of Iron, Wall of Thorns

Level 7: Banishment, Control Weather, Deadly Lahar, Earthquake, Forcecage, Greater Teleport, Incendiary Cloud, Mass Hold Person, Mass Invisibility, Mordenkainen's Sword, Phase Door, Planeshift, Prismatic Spray, Reverse Gravity, Waves of Exhaustion, Whirlwind

Level 8: Deadly Sunstroke, Dimensional Lock, Greater Prying Eyes, Greater Shout, Horrid Wilting, Mass Charm Monster, Mass Polymorph, Prismatic Wall, Storm of Vengeance

Level 9: Astral Projection, Elemental Swarm, Etherealness, Firestorm, Foresight, Mass Hold Monster, Meteor Swarm, Prismatic Deluge, Prismatic Sphere, Timestop, Towering Thunderhead, Wail of the Banshee
[/spoiler]

Altered Spells:
[spoiler]
Chain Lightning: this acts as a Lightning Bolt (and may be bounced, as below), except that every time a target takes damage from it (whether they make the save or not), another smaller bolt shoots out to another target of your choice within 50 feet. This requires a Ranged Touch Attack, and if the target is struck, they take half the original damage. If a bolt bounces over someone multiple times, multiple secondary bolts are launched. An individual can be hit by the primary bolt and one or more secondary bolts (though not secondary bolts that are caused by them getting struck) in the same casting.

Cone of Cold: this works like normal, except the entire area of effect is coated in ice (functioning like a Grease spell that is automatically Dispelled, square-by-square, by Fire effects) and anyone who fails the save takes 1d6 Dexterity damage.

Firestorm: this spell functions as normal, except that it lasts for as long as the Warmage concentrates. The area of effect cannot be moved, however.

Flame Arrow: when cast, all arrows fired from within 50' of the caster during the next round deal an additional amount of Fire Damage equal to 2d6 plus her Caster Level.

Lightning Bolt: when cast by a Warmage, Lightning Bolts may bounce off surfaces, either at a 90 degree angle or 180 degrees straight back at the caster, caster's choice.

Mass ___: the spell works just as normal, except it affects one subject per caster level.

Mass Polymorph: this works only on willing targets, affecting two subjects per caster level. The subjects are transformed into Trolls, effectively replacing their character sheets with the MM entry. They can think like themselves, retaining their alignments and memories, but don't actually retain their skills, feats, ability scores (even mental ones) or anything else. You don't get troll wizards and troll knights and troll thief-acrobats, you get trolls.

These trolls may, however, utter "Hurr hurr, I'm a (their original class)" as a free action. Troll wizards can be said to cast sleep (range: touch, material focus: a club, somatic component: make an attack roll) and Knock (range: touch, material focus: a club, somatic component: make a break check), likewise Troll Rogues can be said to be able to pick locks (with a club) and disable devices (with a club).

Meteor Swarm: this causes four meteors to rain down from the sky, all at different points. Make a ranged touch attack against four different targets (including sections of ground). The targets, if hit, take 10d6 Bludgeoning Damage. Then, all within a 20' radius of each meteor takes 1d6 Fire damage per caster level (if multiple blasts hit the same person, they are damaged multiple times) with a Ref save for half (each time, if struck multiple times). If the targets of the meteors were hit by the attacks, they automatically fail the save.

The area then becomes difficult ground, with the 5' square points of impact becoming deep craters (10' deep pits).
[/spoiler]
« Last Edit: May 07, 2010, 06:40:02 PM by PhaedrusXY »
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

PhaedrusXY

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Re: Rules and game world information
« Reply #1 on: November 17, 2009, 01:17:34 AM »
Ok... I was just looking over the table on magic item levels in the MiC on page 225... and I'm realizing that it isn't actually all that great for what I'm trying to use it for. It's really for equipping NPCs. They list a +5 vorpal sword as being a 25th level item. WTF? And a +2 stat boosting item is listed as 8th level, and so technically a bit out of your guys' reach, which is not something I want.

So... I'm going to revise this a bit. Sorry for changing things on you, but since you're getting better swag, I doubt you're going to complain much. ;) We'll still use the chart, but for PCs we're going to do a little calculation to determine what item levels are appropriate. We're going to divide your level by 2, round down, and add that to the item level that is appropriate to you on the chart. So for you guys, that would be 7/2 + 7, or 10th level items.

We'll say that you can have only one item of each level above your actual character level (so one 10th, one 9th, and one 8th), but basically as many as you want of lower level items. So in simple terms, if you want to upgrade or swap out three of your items for one 10th, one 9th, and one 8th level item, you can.

(Added 12/9/09) We'll say that you can add non-magical things to your equipment without increasing the effective item level. So you can have mithril or adamantine armor for free, basically. You can also add mundane items to your magic ones for free, like adding the function of a masterwork tool to a magic cloak. I think some of you have already been doing this, anyway.


Here are some charts if you'd rather just look at them instead of doing the calculation yourself.

Original chart, as in MiC:
Item Level Market Price  Range (gp)   
1/2      1 - 50      
1st      51-150      
2nd      151-400      
3rd      401-800      
4th      801-1,300   
5th      1,301-1,800   
6th      1,801-2,300   
7th      2,301-3,000   
8th      3,001-4,000   
9th      4,001-5,000   
10th      5,001-6,500   
11th      6,501-8,000   
12th      8,001-10,000   
13th      10,001-13,000   
14th      13,001-18,000   
15th      18,001-25,000   
16th      25,001-35,000   
17th      35,001-48,000   
18th      48,001-64,000   
19th      64,001-80,000   
20th      80,001-100,000   
21th      100,001-120,000
22th      120,001-140,000
23th      140,001-160,000
24th      160,001-180,000
25th      180,001-200,000
26th      200,001-220,000
27th      220,001-240,000
28th      240,001-260,000
29th      260,001-280,000
30th      280,001-300,000

New chart

Your level    Items you should have
1st&2nd     I doubt I'll ever run a game at these levels...
3      One each from 3rd to 4th on the chart above
4      One each from 4th to 5th on the chart above
5      One each from 5th to 6th on the chart above
6      One each from 6th to 9th on the chart above
7      One each from 8th to 10th on the chart above
8      One each from 9th to 12th on the chart above
9      One each from 10th to 13th on the chart above
10      One each from 11th to 15th on the chart above
11      One each from 12th to 16th on the chart above
12      One each from 13th to 18th on the chart above
13      One each from 14th to 19th on the chart above
14      One each from 15th to 21st on the chart above
15      One each from 16th to 22nd on the chart above
16      One each from 17th to 24th on the chart above
17      One each from 18th to 25th on the chart above
18      One each from 19th to 27th on the chart above
19      One each from 20th to 28th on the chart above
20      One each from 21st to 30th on the chart above


You can still only have 8 items "attuned" at once, regardless of how many you have.
« Last Edit: August 25, 2010, 01:06:32 PM by PhaedrusXY »
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

PhaedrusXY

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Re: Rules and game world information
« Reply #2 on: December 02, 2009, 06:44:17 PM »
The current year is 1377 Dale Reckoning (DR). You can find a ridiculously detailed chronology of the realms here. I'll try to stick to that mostly.

I don't know how long ago the Temple of the Nine from the Tome of Battle were supposed to have fallen. I'll estimate that it was like 800 years ago, and that those of you who were petrified have been so since a bit after that (~5 years). So... you've been petrified for like 800 years. Myth Drannor was still in the height of its power when you disappeared from the world (it fell in 714, so like 650 years ago). I don't know where we should put the temple in the FR worldmap. I'll say probably somewhere in the Unapproachable East or Kara Tur.

Marlowe is freakin' old just because he was serving a deity, and she made him not age while he worked for her. Part of the reason he's so pissed is because now he'll get old and die like every other mortal. Although, odds are he wouldn't live long enough to die of old age anyway, given how things are looking in the world.

The rest of you are weird creatures that don't age like everyone else for the most part, and/or you've been statues for hundreds of years. All of you were born before the fall of Myth Drannor, at least. You can be as old as you like, though, and I encourage you to be really old and decide what you were doing during important times in history.

I said something about Ris-Janna knowing Sejanus before he became an Elan, but you can just drop that if you want. I said that before I decided to just have him petrified along with her. He could have had a whole other history as a human archmage or something before becoming an Elan, though. AFAIK, it basically rewrites your entire "stat block", but you keep some of the memories of your former life.
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

PhaedrusXY

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Re: Rules and game world information
« Reply #3 on: December 07, 2009, 01:36:46 AM »
You are in what is now modern Thesk. When those of you who were petrified came here, Thesk didn't exist, but the Golden Way trade route did. There was an earlier city here, which is now the ruins you're currently in. The gorgons had a thieves/assassin's guild in it, that was mostly hidden in underground caverns with an inn on the surface acting as a front. It wasn't all that uncommon for women of some groups to wear veils, and so that is how the medusas made their way on the surface without drawing suspicion.

The predecessor of the current Teflemmar Shadowlords guild was also here, and the gorgon guild was seen as an intruding rival by them. They didn't know the nature of the gorgons when they sent you in to infiltrate it, though... We'll say that the "monestary" that you all belonged to was also the guildhouse of the Shadowlords, and that they were originally led by a group of ronin, monks, and ninja from Kara-Tur that set up business here along the trade route. Many of them were students of the sublime way as well.

Now the building is gone except for the foundation, along with most of the others in the town, and little is left but the caverns, which are open to the surface. Here is a map of Faerun. Just ignore the stuff drawn on it. I just found it via google. Those of you who were "stoned" for the last 800 years could have been members of the pre-Shadowlords guild, or contracted by them.

Myth Drannor is in Cormanthor forest, a bit to the west and on the other side of Impiltur from where you are. There are entrances to the underdark dotted across the land. You just have to find a hole that goes deep enough. The most infamous one is in Waterdeep, with the whole "city under a city" thing, way over on the western coast of the map (marked with a 4). The nearest major city is Teflamm, capitol of Thesk and home of the guild headquarters for the Teflemmar Shadowlords.

Here is a bigger map.
« Last Edit: December 07, 2009, 01:53:07 AM by PhaedrusXY »
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

PhaedrusXY

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Re: Rules and game world information
« Reply #4 on: June 10, 2010, 07:20:08 PM »
The Gates of Hell material can be found on the Dicefreaks message board here. If you want to read tons of fluff about Merorem, Dispater, or anyone else of importance in Hell, you can find it there.

The stats listed shouldn't ever come into play... but that's basically how I envision deities and cosmic beings to be statted, not the pathetic things like those listed in the offical books like the BoVD and D&DG.
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

PhaedrusXY

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Re: Rules and game world information
« Reply #5 on: August 03, 2010, 01:09:40 AM »
The Lochnar

Xuuvosic knows it is an artifact that is both powerful and incredibly ancient. His Mom told him it was "the afterbirth of creation", whatever the fuck that means. His Mom always tries to make things sound as confusing and obscure as possible, because she thinks it adds to her mysteriousness. Really it just fucking confuses people, as far as he sees. He really doesn't know much about it, except that it can be used to travel through time, and rewrite history. The problem with that (if you view it as such) is that no one would really remembes how the original history was after you did something like that, including the people who rewrote it, as far as he knows. So it would be nearly impossible to even know what the Lochnar has been used for, unless you'd went to great lengths to protect the information beforehand somehow. Luckily for him, he knows just how to seal things away from Time... when he wants to. (Quintessence)

Raoul didn't know what the thing was, but after hearing Xuuvosic talking about it, he was sure that must have been what General Chokes-On-Jello used to send him and the rest of his futuristic army back into the past to kick the crap out of a bunch of pansy elves and their tree-humping friends. He knows it is an orb about the size of a basketball that seems to vary in color from jet black to dull green. It was only used on him once, but it gave him a terrible fucking migraine, and left him feeling like he'd crawled out the ass of some giant, stinking, undead beast. It was not a pleasant feeling. Then there is that whole bit about randomly jumping in time since then... but he's not 100% sure the two things are related. Either way, he's had to relive the same damned 1000 years, or at least parts of it, since being thrown through time by the thing.

None of the rest of you had heard of it before meeting those two. Marlowe was a bit disappointed by what he saw when he found Xuuvosic, though. From what he'd read in the file on Xuuvosic, he'd expected some major badassed demon jumping around in time and assassinating people before they were born or something. He sometimes wonders if he got the file mixed up with some other Paradox Demon's...

Xuuvosic suspects that the file Marlowe read had been preserved in Quintessence, and related stories of things he did in a timeline that no longer exists now... and that he thought only he knew about.
« Last Edit: August 03, 2010, 01:12:06 AM by PhaedrusXY »
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]

PhaedrusXY

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Re: Rules and game world information
« Reply #6 on: August 14, 2011, 02:07:17 AM »
Info about the portal through time (known to Raoul) can be found here.

Info about General Chokes-on-dicks Fruuzberglag can be found here.
« Last Edit: August 23, 2011, 02:46:56 AM by PhaedrusXY »
[spoiler]
A couple of water benders, a dike, a flaming arrow, and a few barrels of blasting jelly?

Sounds like the makings of a gay porn film.
...thanks
[/spoiler]