Tuesday 26 November 2013

Nonlethal Damage and Wound Points

I've decided to update my tangled mess of house-rules with some more, recent, changes.

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Nonlethal Damage and Wound Points

[Reminder: A character can elect to deal only nonlethal damage with a normally lethal weapon by taking a -4 penalty on their Attack Roll]

A character receiving nonlethal damage loses Vitality points as normal. The character can lose no more than a single Wound Point to the blow however. If they lose any Wound Points to nonlethal damage they must make a DC5+[Damage Received] Fort save or fall unconscious for d4 minutes (d4*10 rounds). This occurs in place of checks for Stunning. Nonlethal attacks reducing a creature to 0 Wounds may still cause a creature to begin dying.

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NPCs and the Stun Threshold

Instead of rolling Fort saves everytime an NPC loses Wound Point they have a Stun Threshold equal to their Fort save modifier + 5. This is compared to the damage received. If the damage is greater than their Stun Threshold they are treated as though they failed their save vs Stunning and are stunned until the end of their next turn. This is identical to taking 10 on the Fort save, except reducing the amount of dice rolled.

Bludgeoning damage treats the threshold as 2 lower.

PCs should roll Fort saves as normal.

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Duration Concentration 

Spells ordinarily (ie in the book) listed as having one of the following durations:
 * 1 round/level
 * 1 minute/level
 * 1 hour/level
May be extended by the spell's caster concentrating as a Standard Action that does not provoke an attack of oppportunity. Anything that could break your concentration when casting a spell can also break your concentration while you're maintaining one, and you cannot cast another spell while concentrating. The normal duration of the spell does not begin until your concentration is released or interrupted. Once a character has stopped concentrating (willingly or otherwise) they cannot recommence concentrating.

Properly, the new duration becomes Concentration + [old duration].

This has the effect of making certain rnd/level spells, like Summon Monster, actually useful at first level.

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Edit (26th Nov 2013 @ 1855): Sleep no longer allows the depletion of Wound Points.

Edit (26th Nov 2013 @ 1907): Changed the damage of sleep to d6+1.

Edit (26th Nov 2013 @ 1943): Got rid of sleep change.

Saturday 20 July 2013

Gunpowder and Alchemy

Given my inclusion of firearms I felt I should add Gunpowder to the Craft, Alchemy list...

Gunpowder Cartridge (x10)
Value 1gp; Alchemy Craft DC 5; Weight 1lb

Can be loaded into a firearm along with cast lead bullets (whose value is considered negligible). Unlike other kinds of ammunition cartridges are never re-useable on a miss, magic ammunition is likewise always destroyed and as such comparatively rare.

When ignited outside of a weapon, deliberately or accidentally, each stack of 10 or pound deals 1d6 fire damage to any creature holding or wearing it. The ammunition is ruined.

3lb or more be packed into an explosive charge as a DC10 Craft Engineering check. Failure indicates a failure to detonate while a successful explosion is a 5ft radius blast dealing 3 damage. A single item or creature at the focal point receives 18 damage (reflex half). Each time the amount of explosive is doubled the blast radius increases by 5ft, the blast damage increases by 1 and the damage at the focal point increases by 6. Any affected creature receives a reflex save to halve the damage at a DC equal to the engineer's skill check result when setting the explosive.

Examples
An Arquebusier carrying 20 cartridges for his weapon is targeted by someone speaking Ignan. They receive a Will save against the Ignan effect, if they fail they take 2d6 fire damage from the fireball.

An engineer sets 50lb of Gunpowder as a booby trap. Setting the trap requires a DC10 Craft check. Any creature within 25ft radius of the powder will take 7 damage (reflex for half) except for whichever creature sets off the trap, which instead takes 30 damage (reflex for half).

If the engineer instead used 100lb of powder the blast would be 30ft, blast damage 8 and focal damage of 36.

Thursday 18 July 2013

Houserules revision, damage types

Previous houserules on giving special properties to the different damage types didn't work how I wanted; tended to be too much of a pain to remember; plus I was not happy with how slashing worked at all. I've meditated and decided on some slightly simpler ones...


Damage TypeSpecial Effect
SlashingOn a confirmed critical receives a +2 bonus to damage.
PiercingCannot be reduced below 1 by Armour Resistance. Does not cause stunning on Wound Point loss.
Bludgeoning+2 to Fort save DCs to resist stunning on Wound Point loss.

Saturday 6 July 2013

Belphagor's Quest: The Night of the Donkey

With exams and games being on hold it's been a while since I was able to post.

Characters:
Hadrian, Human Cleric 1/Fighter 1
Ar, Human Rogue 2
Eleanor, ElvenWizard 2

After Ar's sister, the Lady Omniscience, accidentally released a cthonic vampire from his tomb trying to sacrifice Ar to obtain immortality the party also noticed the Rhimefire zombies marching from the snow towards civilisation.

Travelling ahead of the horde the first settlement they came to was the Keep of Icehammer, a small Dwarven outpost well beyond normal caravans and dug into the bed of a frozen lake. At this point, the game took a turn for the Oglaf...

The dwarves, eager that their adventuring guests tell stories of generosity and improve the prestigue of the clan, held a feast in their honour. The elf Eleanor thought this a trap of some kind and insisted on staying in the stables, eating his own travel rations (for fear of poison) and talking to a donkey - in the hopes of learning the nature of the dwarven duplicity.

The dwarves would have been slighted, but they expected nothing less of an elf and just nodded amongst themselves about the alien ways of elves and why their kind has never been particularly liked. They brought out a meal to the elf, which was ignored.

After the cleric made the ladies faint with their 'gun show'; the dwarves asked them to share the stories of their travel. The party warned the dwarves of the approaching zombie horde only to be surprised by the eagerness of the dwarves to have their mettle tested by a real siege. The dwarves asked that the adventurers go east to a human settlement that traded with them - to ensure they survived they apocalypse.

Meanwhile, Ar decided to 'upgrade' their thieves tools... by breaking into the Toolsmith's workshop during the start of the feast. The irony was lost on no-one. They returned later, and joining in the festivities. By the time the burglary was discovered everyone was fairly drunk and the only one who had not attended the feast, an elf no less, was the obvious fit for the crime!

The elf claimed the donkey as an alibi, informing the incredulous dwarves that they had spent the entire evening talking. The donkey had no words to defend the elf. The dwarves had the elf taken away to the prisons as a suspect - delivering a speech about how the elf sullied the human's honour with his fae ways. As he was taken away the elf asked the donkey what he thought of this injustice; the donkey grunted 'sucks to be you' in its beast-tongue.

The party... including the real thief... was hired, to find the tools and discover evidence as to who took them. After some brainstorming to possible thieves that totally weren't the party the Cleric had to explain that ghosts were in fact real.

Some time later the dwarves were paying the Cleric to perform a fake exorcism. Despite being a 'dark' cleric they awed the locals with a display of hedge magic and pyrotechnics - igniting a pentagram of 100 candles with only a word. Demanding the spirit leave this place in the name of Janus, the two-faced master of portals.

The dwarves agreed 'what a brilliant night'.

Friday 12 April 2013

Shadowrun, StrikeTeam: The Pittsburg Incident

Thanks to AnnoDomini for this writeup.

*** REPORT ***

Subject: Incident UCAS-40 W, March 22nd 2073
Author: Lt. Christian Zimmer
Access: Confidential

Involved:
- Lt. Christian Zimmer
- Sgt. Placido Bajusz
- Sgt. Garlak Mintor
- "Miroslav"
- Unknown male, "hill billy"
- Astral entity, "free spirit"

Following the completion of the Operation, we have evaded capture and used the rented vehicle to drive to Pittsburg. Shortly after crossing the border to Pennsylvania, our car broke down in a farmland. Cursory examination of the engine revealed it having had a mechanical failure - repairable, but requiring tools which were not available to us. 
During our escape, we had disposed of our mobile phones. Therefore, Miroslav astrally projected and alerted the rental company to send assistance. During his projection, Miroslav sustained wounds. Upon re-entry into his body, he reported that he had succeeded in alerting the company of our circumstances, but that he was assaulted by a 'free spirit' en-route. Myself and Sergeant Garlak helped tend to Miroslav, and he made a full recovery.
We proceeded to wait for the help the company sent. Approximately 30 minutes later, we have been assaulted with an arrow from the roadside cornfield. The only casualty on our side was a radio. Sergeant Garlak returned fire, killing the archer. 
I instructed him to confirm whom he had shot. Upon entering the cornfield, we lost visual with him, and he with us, but continued to have radio contact. Miroslav suggested to hold position while he dealt with the free spirit. I complied with the suggestion, and instructed Sergeant Garlak to do the same.
Miroslav forced the spirit to manifest, whereupon me and Sergeant Placido have opened fire with small arms. The spirit was discorporated, and driven back by Miroslav. At that moment, we have regained visual with Sergeant Garlak.
On my orders, Sergeant Garlak resumed his task. He identified the casualty as a 'hill billy' and brought back an 'amulet' (crude crucifix). Miroslav has identified it as a magic item of unknown purpose.
Sergeant Placido cleaned up the site of evidence. Fifteen minutes after the firefight, the assistance the rental company sent showed up. The driver was confused about not spotting us before, but Miroslav explained it vaguely as the fault of a free spirit. Miroslav has implied that the spirit may yet return.
Afterwards, we proceeded to have the car fixed enough so that we could reach an airport and returned to Seattle.

Signed,
Christian Zimmer

Some people just want to watch the whole world dehydrate, or how I learned to stop worrying and love Orisons.


From a conversation with a friend...
Lorgath: My cleric can solve that food problem just as easily. With his retarded produce 2 gallons of water 4+ times a day Orision.
Lorgath: or whatever you call it
Lorgath: Sorry, I meant the water problem
Lorgath: I do hate that sort of spell
Lorgath: it renders any culture in the desert meaningless.

Create Water has a long list of sheenanigans steming from the sudden creation of 16 pounds of fluid mass so it probably won't be missed. So for those who want their desert civilisations to resemble Arrakis, instead of Dubai...

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This spell are designed to be instead of Create Water.
Manna
School Transmutation
Level Cleric 0, Druid 0
Casting Time 1 standard action
Components V
Range Personal
Effect Self
Duration 24 hours
Saving Throw Will (harmless)
Spell Resistance Yes
As Share Manna below.


Share Manna
School Transmutation
Level Cleric 1, Druid 1, Paladin 1
Casting Time 1 standard action
Components V
Range Touch
Effect One creature touched
Duration 24 hours
Saving Throw Will (harmless)
Spell Resistance Yes
The affected creature  is sustained and nourished on magic alone. They do not require either food, or drink, for the duration of the spell but may voluntarily partake in them as normal. Extended periods of fasting will result in the character's appearance changing but magic prevents them from becoming fatigued or dying from starvation or dehydration.

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Edit: Increased level to 1st, created a personal-only version for 0th level.

Friday 5 April 2013

Shadowrun, StrikeTeam: Operation Hazzard Heist, Finale

The intrusion went like clockwork. Placido and Garlak waiting in reception, ready to create a distraction that was never needed while Miroslav and Wires used fake keycards to enter from the side.

They had already identified their mark - the site's head of IT - and moved under cover of Miroslav's invisibility spell to his office on the first floor.

Miroslav showed his worth by Fast Talking and casting Manipulation spells: getting him to interrogate the system for them. But when it came to trying to snatch a copy of the data from him things went awry.

Wires discretely drew his Narcojet pistol, but a single dose wasn't enough to knock him out. Thinking quickly Wires threw a rabbit punch that knocked the mark unconscious.

Using Invisibility they were able to sneak the body from the building to delay its discovery. They decided against killing him, instead leaving him tied up in a motel room to be found the next day - by which point they hoped to be long gone.

With their faces known the airport in FDC would be a mistake. Nixing the idea of driving to Seattle they decided a road-trip to Pennsylvania, and an airport there, would take them far enough away...

Wednesday 3 April 2013

Ranger Favoured Enemies

Based on Erik Mesoy's thoughts on Ranger Favoured Enemy:

Rangers select from the following list of Type and Subtype when selecting Favoured Enemies:

  • Aberration
  • Animal
  • Construct
  • NEW Reptillian - includes both Humanoid (reptilian) and Dragons.
  • Fey
  • NEW Humanoid, Civilised - includes Humans, Elves, Dwarves, Halflings, Gnomes and other 'civilised' races.
  • NEW Humanoid, Uncivilised - includes Giants, Goblinoids, Gnolls, Orcs and other 'uncivilised' races.
  • Humanoid (aquatic)
  • Magical Beasts
  • Monstrous Humanoid
  • Ooze
  • Outsider, Aligned - includes Angels, Archons, Demons and Devils.
  • NEW Outsider, elemental - includes fire, earth, air and water subtypes.
  • Plant
  • Undead
  • Vermin



Iconic Marksman

So someone suggested building a Marksman using my featchain at some iconic levels.
Source indeterminate


Iconic Marksman, Level 1

Human Fighter 1
Attributes
Str 9, Dex 18, Con 13, Int 14, Wis 12, Cha 11
BAB+1, CMB+0, CMD 14
Initiative +4; Perception +2
Defense
Wound Points 13, Vitality 11
Armour Resistance nil.
Armour Class 20 - Touch 20, Flatfooted 10 (Dex +4, Class Defence +6)
Fort +3, Refl +4, Will +1
Offense
Arquebus /w Taking Aim & Deadly Aim, +6 - Damage 1d10+3 piercing + 1d6 precision, Crit 19-20.
Other
Skills: Intimidate 1 (+4), Craft alchemy 1 (+6), Perception 1 (+2), Survival 1 (+5)
Feats: Marksman, Master Marksman, Deadly Aim
Class Features: Fighter Proficiencies
Gear: Arquebus, 50 shot and powder, Bayonet, 1x Potion of Cure Light Wounds, 43 gold pieces

Iconic Marksman, Level 6

Human Fighter 6
Attributes
Str 9 Dex 21 Con 13 Int 14 Wis 12 Cha 11
BAB+6/+1, CMB+5, CMD 20
Init +5; Perception +7
Defense
Wound Points 13, Vitality 43 (avg)
Armour Resistance nil.
Armour Class 24 - Touch 24, Flatfooted 11 (Dex +5, Class Defence +8, Deflection +1)
Fort +6, Refl +7, Will +3 (+5 vs Fear)
Offense
+1 Arquebus /w Deadly Aim & Marksman +14 - Damage 2d10+7 piercing + 2d6 precision, Crit 17-20.
Other
Skills: Intimidate 6 (+9), Craft alchemy 6 (+11), Perception 6 (+7), Survival 6 (+10).
Feats: Marksman, Master Marksman, Deadly Aim, Point Blank Shot, Crack Shot, Point Blank Shot, Precise Shot, Sniper.
Class Features: Fighter Proficiencies, Bravery +2, Weapon Training (Firearms) +1, Armour Training +1.
Gear: +1 Arquebus, 50 shot and powder, 2x Masterwork Dragon, Masterwork Bayonet, Gloves of Dexterity +2, Ring of Protection +1, Handy Haversack, 3x Potion of Cure Moderate Wounds, 437 gold pieces

Iconic Marksman, Level 12

Human Fighter 12
Attributes
Str 9 Dex 24 Con 14 Int 14 Wis 12 Cha 11
BAB+12/+7/+2, CMB +11, CMD 29
Init +7; Perception +13
Defense
Wound Points 14, Vitality 92 (avg)
Armour Resistance 4, Spell Resistance 13
Armour Class 27 - Touch 20, Flatfooted 24 (Dex +7, Class Defence +10, Armour Class +9, Natural +3, Deflection +2, Dodge +1)
Fort +10, Refl +9, Will +5 (+9 vs Fear)
Offense
+1 Flaming Arquebus of Shocking Burst /w Deadly Aim & Marksman, +21 - Damage 3d10+12 plus 3d6 precision plus 1d6 fire plus 1d6 electric (plus 1d10 on a crit), Crit 17-20.
Other
Skills: Intimidate 12 (+15), Craft alchemy 12 (+17), Perception 12 (+13), Survival 12 (+16)
Feats: Marksman, Master Marksman, Deadly Aim, Point Blank Shot, Crack Shot, Point Blank Shot, Precise Shot, Sniper, Focused Shot, Weapon Focus (Arquebus), Far Shot, Dodge, Weapon Specialisation (Arquebus).
Class Features: Fighter Proficiencies, Bravery +4, Weapon Training (Firearms) +2, Weapon Training (Spear) +1, Armour Training +3.
Gear: +3 Breastplate of Spell Resistance, +1 Flaming Arquebus of Shocking Burst, 50 shot and powder, 2x Masterwork Dragon, Masterwork Bayonet, Gloves of Dexterity +4, Amulet of Natural Armour +3, Ring of Protection +2, 998 gold pieces.

Tuesday 2 April 2013

Firearms Marksmen


My current rules for Gunpowder Firearms disqualify them from the normal means for a fighter to progress damage - subsequent attacks. In lieu of that I propose a feat chain with Gunpowder weapons in mind.

These are designed to be used with the Vital Strike feat chain, adding precision damage and to hit bonuses to make up for the reduced average damage.

Combined with the Vital Strike family this allows a suitable Fighter with all the feats and a +1 Flaming Frost Shocking Burst Arquebus a single attack at AB +24 (before Dex modifier and Weapon Focus) dealing 4d10+4 base damage, +3d6 affix damage and +4d6 precision damage (4d10+7d6+4 total or 50.5). Against AC40 (and reloading every other round instead of using sheenanigans) that translates to a total DPS of 5.05. Against AC20 (again, reloading every other round instead of sheenanigans) that translates to a total DPS of 25.25.

Compare this to the +1 Flaming Frost Shocking Burst Composite Longbow with +3 pull performing iterative attacks that's 4 attacks at +20/+15/+10/+5 each dealing d8+3 base damage and another 3d6 affix damage (d8+3d6+3, 2d8+6d6+6, 3d8+9d6+9, 4d8+12d6+12, or 18/36/54/72 average depending on the target's AC). Against AC40 (full attack every round) that comes to 3.6 DPS. Against AC20 (again, attacking every round) that comes to 45.


From this comparison it's clear that the arquebus, even reloading every other round - which can be avoided by using Quick Draw and a handy haversack full of arquebuses) offers better DPS against bigger enemies and are more likely to penetrate any Damage Reduction but it is not too disproportionate an advantage as the Arquebus build represents a greater Feat investment at these higher levels.

(No longer relevant due to changes to the feats)

From DeviantArt

Feats


Marksman [Combat Feat]
Prerequisites: Base Attack Bonus +1
As a Move Action you may take Aim, granting a +2 Attack Bonus on your next Standard Attack made with a firearm you are proficient with before the end of your turn.

Master Marksman [Combat Feat]
Prerequisites: Marksman
When taking Aim you deal an additional d6 of precision damage. Creatures immune to Sneak Attack (without distinct anatomy) are immune to precision damage. This precision damage increases to 2d6 at 5th level, 3d6 at 10th, 4d6 at 15th and finally 5d6 at 20th.

Crack Shot [Combat Feat]
 Prerequisites: Base Attack Bonus +6, Marksman
 When taking Aim the subsequent attack deals double base damage: roll the base damage twice and add it together before adding bonus damage from weapon properties, spells, precision damage and other damage sources. This feat does not stack with Vital Strike. If you have Base Attack Bonus +11 this feat improves to three times base damage; if you have Base Attack Bonus +16 this feat improves to four times base damage.

Sniper [Combat Feat]
Prerequisites: Base Attack Bonus +6, Marksman
When taking Aim this feat improves the bonus from +2 to +4. In addition taking aim temporarily grants the Keen property to the subsequent attack.

Ranger Combat Style, Firearms

If the Ranger selects the firearms style he can choose from the following list whenever he gains a combat style feat.
Deadly Aim, Precise Shot, Marksman, Master Marksman
  • At 6th level he adds Crack Shot and Improved Precise Shot to the list.
  • At 10th level he adds Pinpoint Targetting and Shot on the Run to the list.
As always, comments and fixes welcome.

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Edit (2nd April 2013 @ 2120 GMT): It's just been pointed out to me that I was unclear that the bow has a +3 pull, not a +3 enhancement bonus. I also realise that I forgot to include the +1 enhancement bonus on either weapon. I don't feel like running the numbers again right now so I'll just leave it. It's also been pointed out my assumptions are Bad and I should feel Bad.

Edit (2nd April 2013 @ 2200 GMT): Changed Sniper to grant a Ranged Touch Attack. Increased the precision damage given by Master Marksman.

Edit (3rd April 2013 @ 0030 GMT): Changed Master Marksman to work from first level. Changed combat style to include vital strike. Changed Sniper back to its original iteration after realising that Pinpoint Targetting overlapped.

Edit (3rd April 2013 @ 2203 GMT): Added the Crack Shot feat as a cheap alternative to Vital Strike.

Monday 1 April 2013

Jotunn Halfgiants



The most commonly encountered of the Jotunn's descendents. The Half-Giants carve out a grim existance on the edges of Jotunheim - hunted by Dwarves and Humans but driven into their lands by fouler beasts.

Like all giants they have a taste for man-flesh, which combined with their skills as trappers presents a hazard adventurers would be wise to avoid.



Jotunn Halfgiant, CR3 (800XP)

4HD Large Humanoid (giant)
Init -1, Perception +0; Low-Light
DEFENCE
Wound Points 16, Vitality 32
Armour Resistance 1
AC15 - Touch 12, Flatfooted 15 (+3 Armour, +2 Natural, -1 Dex, -1 Size, +2 Shield)
Fort +7, Refl +0, Will +1
OFFENSE
Speed 40ft
MELEE Battleaxe +7 (2d6+5 Slashing, Crit 19-20)
RANGED Rock +1 (d8+7 Blunt, Crit 20)
Space 10ft, Reach 10ft.
Special: Rock Throwing (120ft)
STATISTICS
Str 21 Dex 9 Con 16 Int 9 Wis 10 Cha 8
BAB+3, CMB+9, CMD 18
Feats: Martial Weapon Proficiency (Greataxe), Skill Focus (Stealth)
Skills: Craft (Trap Making) +7, Survival +9, Stealth -1 (+1 in Snow)
Languages: Giant
Gear: Large Battleaxe (2d6), Large Studded Leather Armour (+3 AC, ACP-1), Large Heavy Wooden Shield (ACP-2)
Organization: Solitary, Pair, Band (3-9), Camp (3-9 + 25% non-combatants + Character)

Halfgiant Characters

  • LA+1, 4 Racial HD (Humanoid).
  • Size is Large (-1AB, -1AC, Space 10ft, Reach 10ft).
  • Ability modifiers Str+8, Dex-2, Con+4
  • Natural Armour +2.
  • +2 racial bonus to Survival and a +2 racial bonus to Stealth when in snowy terrain.
  • Low-Light Vision.
  • Move Speed 40ft.
  • Automatic languages: Giant; Bonus Languages: Common, Dwarven, Terran

Jotunn Halfgiant Huntmaster, CR4 (1,200XP)

5HD Large Humanoid (giant), Ranger 1
Init +0; Perception +9, Low-light.
DEFENCE
Wound Points 18, Vitality 43
Armour Resistance 0
AC15 - Touch 15, Flatfooted 11 (+4 Class Defence, +2 Natural, -1 Size)
Fort +10, Refl +3, Will +2
OFFENSE
Speed 40ft
MELEE Greataxe +10 (3d6+9 Slashing, Crit 19-20)
RANGED Rock +1 (d8+9 Blunt, Crit 20)
Special: Rock Throwing (120ft), Favoured Enemy (Humanoid) +2
STATISTICS
Str 23 Dex 11 Con 18 Int 10 Wis 12 Cha 8
BAB+4, CMB+11, CMD 21
Feats: Track, Wild Empathy, Skill Focus (Stealth), Weapon Focus (Greataxe)
Skills: Handle Animal +3, Intimidate +3, Know nature +4, Perception +9, Stealth +7 (+9 in Snow), Survival +11
Languages: Giant
Gear: Large Greataxe (3d6)

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Edit (2nd April 2013 @ 1600GMT): Increased Challenge Rating and Hitdice per a friend's suggestion. Replaced the basic Jotunn's Greataxe with a Battleaxe and Shield to keep damage manageable.

Belphegor's Quest, World Map, draft

So I had a go at trying to bash out a world map for Belphegor's Quest. It, perhaps, shows off just how bad I am at these things.



Probably needs better cropping to remove the sections with the least going on.

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Edit (4th April @ 0026): Fiddled with the map, made Visigotha larger, added label for Germania, removed colour from Jotenheim. Added island of Mallorca.

Sunday 31 March 2013

Dungeons and Dragons, and the 'Stealth Kill'.

I recently stumbled on a post on reddit where someone was complaining about how difficult (or indeed, impossible) it is, in 3.X, to stealth-kill a character. As written the only way to do this is with levels in the prestige class Assassin.

Once a couple of hit-dice are involved, even a Rogue will struggle to do enough damage (9th level Rogue does ~6d6 damage on a Sneak Attack vs the 9d10 and change hit-points of an equivalent level NPC Warrior)

This is a much smaller issue, under the Wound Point system I use, but given my love of games like Shadowrun - why shouldn't I consider this problem... So I propose the following.

"A character who wishes to sneak behind an unaware victim - with the intent of dropping them during the surprise round - makes a Stealth check against the victim's passive Perception DC. A success allows the skulker to score an automatic critical threat - an attack roll is still made to confirm it, noting that the victim is helpless. Failure indicates that the victim has become aware and turns to face their would be murderer - roll for initiative."

The Assassin, from the 3.5e DMG


This is similar to the mechanic for a Coup De Grace, however as written a coup de grace attack must be a full round action, while the surprise round lasts only long enough for a standard action at most.

Under my house rules, against plot-bearing NPCs this has the potential to be disruptive - as 20 damage is enough to deplete near-any humanoid's Wound Points. But frankly, if the Mundane Badass of the party sneaks up behind the Big Bad to drop him in one - and fail for no other reason than hitpoint inflation; when the Wizard has an inventory of Save Or Lose spells that would be little worse... They're going to feel cheated.

Under the RAW 3.X rules, the Rogue would still only be looking at (with +1 Flaming Shortsword) 8d6 against 9d10. The Warrior would survive more than half the time. As a Coup De Grace, 8d6 yields an average Fort vs Death DC of 38. A level 9 Warrior has a Base Fort of +6, we'll assume a Con of 16 for +9 total, a 90% chance of death - which compares too favourably against the Wizard's best DC of 15+Int - which is why I would not allow a full Coup De Grace.

This probably doesn't lie too far from what is desired of the system. The main issue does seem to be that Perception becomes an even bigger Godstat in Pathfinder. Request for comments guys!

Friday 29 March 2013

Shadowrun, StrikeTeam: Operation Hazzard Heist

We join in the middle of a campaign that has been running since the new year. The players are members of a LoneStar special detail designed to pro-actively deal with hardened criminals using the lawlessness of The Barrens to cover their activities and escape the law - i.e. Shadowrunners.

The group currently consists of:
Wires - Human, Skillwire user and team-leader.
Garlak - Ork, Former SWAT marksman.
Placido - Troll, and former Special Response Team grunt.
Miroslav - Human, Corporate Mage and Corporate Intelligence operative.

While visiting a seedy bathhouse in Touristville a British diplomat, and member of the Opposition Party was drugged and kidnapped by three men, who the team suspect to be members of a British special forces or paramilitary group, before ditching their cars in The Barrens.

The group's patron, Mr Johnson from the Corporate Arm of LoneStar, wanted the team to unmask the killers - so he can use the information to blackmail or trade stock with the UK government to secure security contracts - and thus improve his value to Corporate.

To this end he offered the team a 100 thousand nuyen 'gift' were they to take a paid vacation to the Federal District of Columbia and break in to the British Embassy - using their satellite link to access British government databases and search them for the assassins' biometrics taken from the vehicles they abandoned in Seattle.

Plan B was the first to be determined. Narcojet tranquiliser pistols and less-lethal Gel rounds were easy to secure but Neurostun Grenades were unavailable in this unfamiliar city. They also quickly ruled out E-Mags as they were too obvious when used and risked sparking an alarm needlessly.

The team hired a Decker, and native to FDC to hack in to the building's security from its exposed junction with the Local Telecomms Grid and snatch the embassy's security-card database. Using this fabricating any security card ex-recto would be trivial.

The next three days were spent studying the building and its workers. The grounds themselves were warded against magic crossing, yes, but the building itself - if a spell were cast from within the grounds - would appear to offer no resistance. The exterior doors were unguarded, protected only by maglocks - which they already knew they could circumvent. The plan, it seemed, would be simple...

Thursday 28 March 2013

Magical Languages (and Hedge Magic)... D&D Houserules


The languages of Outsiders, Elementals and other natural forces contain a portion of their magic. Anyone with the knowledge of that tongue may use that magic.

When using this system it is recommended that characters, in general, have fewer 'free' languages: a single bonus language for having an intelligence score above a certain threshold. To balance, all mundane languages also include basic knowledge of courtesy to grant a +2 bonus on Diplomacy checks with members of that culture.

Abyssal - (Blasphemy) Uttering Abyssal anywhere not inherently evil causes a palpable sense of dread: All non-evil creatures who hear the words, and those within 30ft (including deaf creatures) must make a Will save or be Shaken until the speaker's next turn. The DC is equal to 10 + Charisma Modifier. A creature that passes its save is immune to further use by the same speaker for 24 hours.

Aquan - (Knowledge) A character may take a minute to tell one liquid from another by listening to it carefully with a DC15 Wisdom check. This will allow them to detect water borne contagion or poison - although a Knowledge check is still required to identify which contagion or poison specifically. They may also coerce any open body of water (such as a puddle) in to displaying any scene reflected in its pool with a DC15 Charisma check.

Auran - (Buoyancy) The character may spend a Swift Action to add their Charisma modifier to Jump checks until the start of their next turn.

Celestial - (Blessing) As a Swift Action the Celestial may be used to rally the spirits of those who hear it, providing non-evil creatures a reflexive save against any ongoing Fear effects. Any Undead who hear it (and mindless or deaf undead within 30ft) must make a Will save vs DC10 plus Charisma Modifier or be Shaken until the end of the speaker's next turn. This is not a Mind Affecting effect and mindless undead fail automatically.

Draconic - (Arcane Tongue) Any Arcane spell with Verbal Components has its Spell Save DC increased by 1. The character may choose to add Verbal components to any spell that does not normally have them to benefit from this. This also provides the +2 bonus on social skills that a Mundane language would when dealing with Draconic creatures.

Ignan - (Pyrophilia) The character may create fire or light without tinder. They may use Light as an at-will Spell Like Ability (caster level 1) and can spend a Swift Action to ignite any flammable mixture (such as gunpowder) within 100ft by speaking Ignan, granting the object a Will save against DC10 + Charisma Modifier (noting that an unattended item will automatically fail).

Most alchemical preparations are sealed against the air and will not usually ignite when properly stored.

Infernal - (Pact) Any agreement, deal or contract made in Infernal, orally or written, will bind those who made it to the letter of the agreement per a Geas spell (no save is allowed). The caster level of the spell is the highest character level of those party to the agreement. An agreement is defined as one in which both parties enter into knowingly, i.e. they cannot be 'tricked' into agreeing unintentionally, but that agreement may be based on information that is out of date or wrong.

As an example, making an agreement to have someone brought back to life without realising that individual betrayed or planned to betray them.

By petition a deal may be brought for arbitration before a court of 12 sitting Fiendish judges elected by the machinations of infernal politics. As would be expected the court will swiftly hear the facts of the case before ruling in favour of hell's (and its denizens) interests - having little reason beyond procedure to care for mortal pleas - but under exceptional circumstances they may be persuaded by bribery or blackmail.

Sylvan - (Commune) A character may use their knowledge of Sylvan to converse with an animal. The ability to communicate with the animal is not automatic and requires a Handle Animal check against DC15 to understand the animal and make oneself understood. You may also use Handle Animal with a non-intelligent creature in the same way one would use Diplomacy with an intelligent creature.

Terran - (Till) As a Swift Action the character may cause earth and rock to twist and shape - for each point of Charisma Modifier (minimum 1) a single 5ft space within 100ft becomes Difficult Terrain until that character's next turn. When using this power the character also applies their Charisma Modifier as a bonus to CMB and CMD when making and resisting Trip attempts.

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Edit (30th March 2013): Changed Save DCs to be in-line for a Cantrip. DC10+Cha mod. Abyssal now affects non-evil only, Celestial grants reflexive saves to non-evil only.

Edit (30th March 2013 @ 1800GMT): Rewrote Auran to affect Jump rolls only, but no longer require a Charisma check. Rewrote Terran to provide a bonus to resist Trip manoeuvres and changed the duration to start of the character's next turn, not end of.

Edit (31st March 2013 @ 0330GMT): Rewrote Terran to provide Armour Resistance and remove the Attribute Check. Slightly concerned it might still be the no-brainer of the set to cause sheenanigans when interacting with Class Defence rules however.

Edit (31st March 2013 @ 0400GMT): Rewrote Terran again, changed the power dramatically.

Wednesday 27 March 2013

Full (D&D) Firearms Rules

In an earlier post I mentioned that Firearms deserved a post of their own...

Rather than go the normal route for firearms in D&D and try to make their damage more 'realistic' (ignoring how much/little damage an arming sword already does in the game) I concentrated on making them balanced relative to the weapons already in the game. They offer slightly improved raw damage over a Crossbow at the cost of DPS, but do not 'break' the game, or its feel, as their damage is still comparable to existing weapons. 

Unless otherwise noted, all the below are muzzle loaded firearms. A character who is proficient with it may reload a firearm with a paper cartridge using a full-round action. Rapid Reload may not be used with a firearm.

Simple One-Handed Ranged Weapons
Pistol, 100gp, 3lb
Damage: d4+1 piercing, Critical on 19-20, Range Increment 30ft

Dragon, 150gp, 3lb
Damage 2d4 piercing Reflex Half (see text*), Critical -, 15ft Cone
 * No roll is made to hit targets in its cone of effect; instead its victims receive a Reflex save for half damage against DC10 + Operator's attack bonus.

Simple Two-Handed Ranged Weapons
Arquebus, 150gp, 6lb
Damage d10+1 piercing, Critical on 19-20, Range Increment 120ft

Blunderbuss, 200gp, 6lb
Damage 2d6 piercing Reflex Half (see text*), Critical -, 30ft Cone
 * No roll is made to hit targets in its cone of effect; instead its victims receive a Reflex save for half damage against DC10 + Operator's attack bonus.

Ammunition & Accessories
Powder & Shot/Bullets (10) costs 1 gold and weighs 1lb.
Powder may also be burned or used as tinder. If somehow ignited every stack of 10 charges does d3 (reflex half) fire damage and a single charge does 1 fire damage.

Bayonet, 2 gold, 1lb
This weapon must be affixed to an Arquebus as a move-equivelant action (which may be combined with a move action). When it is in place the Arquebus cannot fire but uses the full stats for a Spear (including 'Defensive'). Removing the bayonet takes just as long as attaching it.

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Edit (28th March): Reduced reloading time down a full-round action. Expanded the entry for ammunition.

Tuesday 26 March 2013

Belphegor's Quest, Prologue

A couple of newbies to tabletop cornered me to GM for a couple of hours on the promise that, were this to become a full campaign, they would secure a third player for future sessions. The characters were premade by me (for expedience) and names have not been settled for the characters yet as it's been of little importance to the story so far...

The occultist human priest and the elven wayfaring mage reached the varangian settlement on the edge of frozen Jotenheim. The cleric was seeking a haugr deep in the tundra and for pay as guide the wizard had promised his good relations with the Jarl and the use of the settlement as a stop-over to replenish supplies and rest for the final leg of their long journey.

All in the village were dead, huddled deep within the meeting hall and watched by the corpses of their militia.

Following the tracks they came across a dark cave. The wizard crept in, slowly, finding goblins within. A plan was hatched to set a fire at the mouth of the cave and bring silent vengeance to the goblins for the sacking of the village.

Looking through the remains of the Goblin's hovel in search of the provisions they desperately needed they found no dead Goblins - they had passed through a fake wall in the cave into a man made passage.

Avoiding the goblin traps they passed through a rotten, abandoned, cellar and up stairs to a wooden door - separating them from the scared Goblin voices they hear waiting within.

First post.

During the period where we had no internet for a week I introduced some of my flatmates to tabletop Roleplaying Games and 'broke' a new generation of players by doing so with Old School (third edition) Shadowrun. :)

It's always fascinated me that making a newbies first taste of the game be Shadowrun alters their perceptions of RPGs so much - later, when running the first session of a Pathfinder/D&D campaign their initial plan, upon finding a goblin-infested cave, was to aspyxiate the goblins with a fire at the cave's mouth... Compare this to my normal game group who have been playing Dungeons and Dragons for years before I ever met them, and  near a decade since. It has taken years to get them to 'think' in the game space Shadowrun runs in: killing everyone stealthily.

Anyway, hopefully I'll be able to use this blog to host a couple of campaign diaries for my two games:
Shadowrun, StrikeTeam (Shadowrun, 3e)
Belphegor's Quest (Paizo Pathfinder with alternate damage/combat system*)

 * Belphegor's Quest uses the following houserules, listed here to provide context:

  • In addition to Armour Class, armour grants 'Armour Resistance' equal to 1/2 its AC bonus, rounded down (minimum 1). Armour Resistance reduces physical damage, as though it was Damage Reduction, except it stacks with Damage Reduction (but not itself).
  • Druids and Clerics each receive Light Armour Proficiency only.
  • When not wearing any Armour, characters gain a Class Defence Bonus per the rules from Unearthed Arcana or the SRD at http://www.d20srd.org/srd/variant/adventuring/defenseBonus.htm (noting that Rangers use column C; Druids and Clerics use column B).
  • Vitality and Wound Points rules are used, again per Unearthed Arcana.
  • When calculating saves, use the highest of two attributes (stolen from 4e). Fortitude uses the best of Strength or Constitution; Reflex uses Dexterity or Intelligence; Willpower uses Wisdom or Charisma.
  • The Cure and Inflict families of spells are added to the Sorcerer and Wizard spell lists, they use the same progression as a Druid (0/1/3/4/5/6/7/8/9)
  • Shortbows and Longbows count as Exotic Weapons (except for Elves) (no longer in force)
  • The setting has Flintlock firearms - an Arquebus does d10+1 piercing, a pistol does d4+1 piercing. A character with BAB+1 and Proficiency with Simple Weapons can reload a blackpowder weapon in 1 minute/10 rounds. This deserves a post all of its own.
  • Quarterstaffs and Polearms, when wielded in two-hands, are 'Defensive' weapons and grant a +1 Shield bonus to AC. (Stolen from Iron Heroes, I think).
  • <SNIP> http://takemynuyen.blogspot.co.uk/2013/07/houserules-revision-damage-types.html
  • Characters don't get Bonus Languages per the rules, any character with Intelligence score 11 or higher may choose a language from their Bonus languages list - otherwise additional languages must be bought with the Linguistics skill.
  • 'Magical' languages (Abyssal, Aquan, Auran, Celestial, Draconic, Ignan, Sylvan and Terran) grant 'hedge magic' abilities. This deserves a post in its own right. The mundane languages (Imperial, Dwarven, Elven...), and Draconic, grant a +2 bonus to Diplomacy checks when dealing with that culture.
  • The Diplomacy Skill change from Giant In The Playground: http://www.giantitp.com/articles/jFppYwv7OUkegKhONNF.html
  • Spell Resistance does not require an action to lower, the target can choose to apply or not apply it to any spell they wish even when unable to take actions.
Most of these house rules are based on those used in the 'Road to Ravensvale' forum game I ran a couple of years back; the special rules for losing Wound Points to the different types of damage is the main addition and I'd appreciate remarks or comments about it.

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Edit (30 March 2013): Removed the bit about Armour Resistance applying against Critical Hits.

Edit (4th April 2013): Added some stuff I didn't realise were House Rules or otherwise forgot.

Edit (18th July 2013): Removed rules for special effects from damage types. Revised version of such is here: http://takemynuyen.blogspot.co.uk/2013/07/houserules-revision-damage-types.html. Bows no longer considered Exotic weapons.