Showing posts with label House Rules. Show all posts
Showing posts with label House Rules. Show all posts

Sunday, 15 November 2015

FATE Core Magic v2

Extra: Magic

Permissions: One aspect reflecting the cost involved in studying magic, either through an established college, guild or independent study as a hedge mage.

Costs: Skill ranks in the Lore skill, the stunt 'Wizard' and either Refresh or Mental Stress.

People with the stunt Wizard are able to use their knowledge of arcane lore to perform supernatural effects. They add the following actions to the Lore skill. Each use of these actions costs Refresh or Mental Stress.

Overcome: Use Lore to prepare and perform a magical ritual successfully.

Create Advantage: Use Lore to alter the environment with magic, or play impediments on a target. Characters can defend against this with Will.

Attack: Use Lore to directly harm someone with magic, conjuring elements, mental assault or hurling objects. Targets can defend against this with Athletics or Will depending on the nature of the attack, or Lore if the target also has magical training.

Defend: Use Lore to defend against hostile magics or other supernatural effects.

New Stunts

Subtle and Quick to Anger: You can intimidate a target through your arcane prowess, allowing the use of Lore in place of Provoke when taking the Overcome action.
Spell Kata: Name an element or other catagory of effects: for example Fire, or Illusion. You no longer need to spend Refresh or Mental Stress when using Lore to create supernatural effects of that particular type.

Extra: Faith

Permissions: One aspect reflecting a personal relationship with a particular diety, typically through a church or cult.

Costs: The stunt 'Cleric', skill ranks in Will, Refresh.

People with the stunt Cleric are able to use their knowledge of their faith, as well as their conviction, to create supernatural effects through their devotion.

This grants them the ability to tag the Aspects of their diety, but also allows those aspects to be tagged against them.

Additionally, the Cleric adds one of the following actions to the Will skill, depending on their dieties alignment. Neutral dieties can choose one of either.

Overcome (turn/good or neutral): Turn undead creatures, as well as Outsiders of an alignment opposed to your diety, forcing them to keep their distance from you as long as you strongly present a holy symbol towards them. Against PCs or important NPCs you'll need to win a contest. They oppose with Will.

Overcome (command/evil or neutral): Control undead creatures, forcing them to obey your orders. Turn Outsiders of an alignment opposed to your diety, forcing them to keep their distance from you as long as you strongly present a holy symbol towards them. Against PCs or important NPCs, or undead under their control, you'll need to win a contest. They oppose with Will.

New Stunts

Domain Magic: Create supernatural effects within your dieties Domain using the Lore skill using the actions from the Magic extra. This does not require Refresh or Mental Stress, however you are limited to only creating effects related to your diety's aspects. For example, only a priest of the god of necromancy can raise the dead, while a worshipper of the forge-master diety could shatter metal weapons.

Example Character 1

High-Concept: Mage Priest
Race: Human
Trouble: Tempted by Power
Aspects: Priest of Nethys, ... (Nethys: All-seeing, Magic Above Morality, Shattered-Mind)
Skills: Lore +4, Will +3, Investigate +3, Empathy +2, Rapport +2, Resources +2, Shoot +1, Notice +1, Deceive +1, Athletics +1
Stunts: Cleric (command), Wizard, Subtle and Quick to Anger, I've Read about That!
Refresh: 2
Stress: Physical 2, Mental 4, Wealth 3

Example Character 2

High-Concept: Paladin
Race: Dwarf
Trouble: Short-beard
Aspects: Warrior of Torag, ... (Torag: Forge-Master, Consumate Planner, Forgiveness is Folly)
Skills: Fight +4, Physique +3, Will +3, Provoke +2, Athletics +2, Notice +2, Contacts +1, Resources +1, Lore +1, Crafts +1
Stunts: Cleric (turn), Domain Magic, Tough As Nails, Indomitable
Refresh: 2
Stress: Physical 4, Mental 4, Wealth 3

----------

EDIT(15/11/2015@16:18): Added example character.


Wednesday, 30 September 2015

Fantasy FATE, Pathfinder dieties conversion

Pathfinder Dieties


Abadar
High-Concept: The Light of Civilisation
Aspect: Wealth and Merchants
Trouble: 'The law must be even-handed'
Alignment: Lawful Neutral

Asmodeus
High-Concept: Prince of Darkness
Aspect: Fire And Damnation
Trouble: 'A contract is a contract'
Alignment: Lawful Evil

Calistria
High-Concept: Beautiful Seductress
Aspect: Trickster
Trouble: Spiteful Vengeance
Alignment: Chaotic Neutral

Cayden Cailean
High-Concept: Lucky Drunk
Aspect: Carefree Adventurer
Trouble: Unassuming
Alignment: Chaotic Good

Desna
High-Concept: Explorer
Aspect: Freedom to Roam
Trouble: Vagabond Priests
Alignment: Chaotic Good

Erastil
High-Concept: Hunter
Aspect: Farming
Trouble: 'Keep the old ways'
Alignment: Lawful Good

Gorum
High-Concept: Battle
Aspect: 'He is present in all forged weapons'
Trouble: 'Conflict for conflict's sake'
Alignment: Chaotic Neutral

Gozreh
High-Concept: Nature in all its forms
Aspect: 'Ocean's fury and the wind's wrath'
Trouble: Fickle Favour
Alignment: True Neutral

Iomedae
High-Concept: Holy Knight
Aspect: 'Truth, Valor and Justice'
Trouble: Always Be Honorable
Alignment: Lawful Good

Irori
High-Concept: Ascetic Perfection
Aspect: Self-improvement
Trouble: Indifferent to material struggle
Alignment: Lawful Neutral

Lamashtu
High-Concept: Mother of Monsters
Aspect: Demon Queen
Trouble: Hates all other gods
Alignment: Chaotic Evil

Nethys
High-Concept: All-Seeing
Aspect: Magic Above Morality
Trouble: Shattered Mind
Alignment: True Neutral

Norgorber
High-Concept: Patron of Assassins
Aspect: Keeper of Secrets
Trouble: 'Wheels within wheels' (Double-Triple-Quadruple Cross)
Alignment: Neutral Evil

Pharasma
High-Concept: Shepherd of Departed Souls
Aspect: Abhors Undead
Trouble: Cold and Uncaring
Alignment: True Neutral

Rovagug
High-Concept: The Destroyer
Aspect: Ancient Beyond Knowledge
Trouble: Enemy of the Gods
Alignment: Chaotic Evil

Sarenrae
High-Concept: Healing Light
Aspect: Raging Flames of the Sun
Trouble: 'Kill only the remorseless'
Alignment: Neutral Good

Shelyn
High-Concept: Love
Aspect: Beauty, Art and Music
Trouble: Pacifist
Alignment: Neutral Good

Torag
High-Concept: Forge Master
Aspect: Consumate Planner
Trouble: Forgiveness is Folly
Alignment: Lawful Good

Urgathoa
High-Concept: Disease
Aspect: Patron of Necromancers
Trouble: Gluttony, Vice and Excess
Alignment: Neutral Evil

Zon-Kuthon
High-Concept: God of Pain
Aspect: Envy and Loss
Trouble: Gruesome Self-mortification
Alignment: Lawful Evil

---

EDIT(02/10/2015@00:47): Added ceremony and votive uses of Prayer to the overcome action for that skill.

EDIT(15/11/2015@15:20): Removed rules for Prayer extra.

Monday, 28 September 2015

Fantasy FATE, Generic and Custom Fantasy Races

Character's may optionally choose to belong to a fantasy race. Normally, each such race is described by two aspects: High-concept (or 'hat') and Trouble. The High-concept and Trouble functions identically to that of a character.

Optionally, a more involved race can receive an additional Aspect in exchange for an additional Trouble.
Elf

Example Races

Human
High-concept: Human
Trouble: Human

Elf
High-concept: Immortal
Aspect: Naturally Magic*
Trouble: Haughty
Trouble: Vulnerability to Alchemical Cold Iron

Half-Elf
High-concept: Natural diplomats
Trouble: Caught between two cultures

Dwarf
High-concept: Resistant to Magic
Trouble: Never Forgets a Grudge

Half-golem
Orc (and Half-Orc)
High-concept: Brutal Fighter
Trouble: Uncouth Thug

Half-Troll
High-concept: Regenerating
Aspect: Strong
Trouble: Huge
Trouble: Slow-witted

Goblin
High-concept: Cunning Survivor
Trouble: Small

Drow
High-concept: Scheming Poisoner
Aspect: Underground Adaptation
Trouble: Daylight Blindness
Trouble: Vulnerability to Alchemical Cold Iron

Half-Golem
High-concept: Mechanically augmented body
Awakened Construct
Trouble: Abominable

Awakened Construct
High-concept: Machine
Aspect: 'Harder, Better, Faster, Stronger'
Trouble: Built for one purpose
Trouble: Property of... ('If found please return to...')

Undine
High-concept: Amphibious
Trouble: Hydration Loss

Fiendish
High-concept: Devil/Demon-spawn
Aspect: Unholy Magic*
Trouble: Fiendish-appearance
Trouble: Vulnerability to the Sanctified

NB: * indicates this Aspect grants permission for the Wizardly Magic extra.
Fiendish

---

EDIT(29/09/2015@01:24): Added Fiendish. Clarified that certain aspects grant Permissions for the Wizardly Magic Extra.

EDIT(29/09/2015@01:58): Added 'mood-board' images for the more unusual races.

EDIT(29/09/2015@02:37): Gave Trolls a second Aspect and Trouble.

Tuesday, 13 January 2015

Drow Noir FATE, conversions and equipment...

As a test game for the FATE system I am reexamining my Drow Noir setting.

The setting seems solid-enuogh, however the FATE Core rules can be a little... contradictory on the matter of equipment so I'm going to try the following rules to convert over the magic and mundane items of Drow Noir.

Gear and Stuff

General Gear

As a rule, characters may have whatever unremarkable gear they want, marking it on their sheet. Such gear does not provide any distinguishable plus or minus, and characters are assumed to start with whatever gear is needed for the performance of the skills on their sheet automatically. However such gear can be lost or awarded freely by the GM.

At the GM's discretion, unwieldy items may be invoked against the character, with 1 free invocation per scene.

Weapons

Characters entering a conflict with bigger, or superior, weapons - as determined by GM fiat - will receive the Superior Weaponry scene aspect with one free invocation. They may spend Fate Points to invoke it multiple times.

Otherwise, mundane weaponry is treated as generic gear - with no discernible affect on the rules except to facilitate skill checks.

Heavy Armour

A character may start with Heavy Armour, such armour provides a 1-shift Armour bonus against physical attacks (reducing any such attack by 1, cancelling it out entirely at shift-0). However like any mundane gear the Heavy Armour aspect can be invoked against the character for free once per scene.

As Heavy Armour is mundane gear it can be given to a character during character creation at no cost.

Ordinarily, 'light' armour is indistinguishable from no-armour unless it is Exceptional Armour

Exceptional Weaponry

Characters may have the option to acquire Exeptional Weapons, which provide a shift-1 bonus on the character's attacks with them.

Exceptional Armour

Characters may have the option to acquire Exceptional Armour, which provides a 1-shift armour bonus without imposing the Heavy Armour aspect.

It is also possible to acquire Exceptional Heavy Armour, which provides a 2-shift armour bonus - making the character extremely tough. Such armour has all the penalties of Heavy Armour however.

Exceptional Tools

Characters may have the option to acquire Exceptional Tools, which provide a 1-shift bonus to any one skill when using it. For example Exceptional Lockpicks would augment a character's Burglary skill.


Magic Arms, Armour and Wonderous Items

If item of Weaponry or Armour is described as magic it will also count as Exceptional in addition to an Aspect used to describe its enchantment.

Consumable Magic Items

Consumable items are single-use, granting the effects of an aspect (usually with a free invocation) or a stunt for the duration of a scene. These represent the potions, poisons and grenade-like magical gadgets characters can acquire and use.

Acquiring Exceptional and Magic Items

When using the Wealth rules from page 285 characters may begin play with a number of  Exceptional or Magic items by pre-filling their Wealth Stress and Consequence boxes. Wealth Stress does not necessarily clear immediately after a combat: in this context the character's investments must have time to produce dividends - typically when a month's time passes.

Consumable Item (2 uses) - 1 shift
Exceptional Item - 1 shift
Lesser Magic Item (one Aspect) - 3 shift
Greater Magic Item (two Aspects) - 4 shift

During play these shift levels can also be used as rules of thumb for the difficulty of acquiring an item.

Example Items

Powered Armour (lesser magical armour - shift 3)
Functions as Exceptional Heavy Armour (2 shift armour bonus; Heavy Armour aspect) but can be tagged as an aspect to enhance the character's strength.

Cloak of Protection (lesser magical armour - shift 3)
Functions as Exceptional Armour (1 shift armour bonus) and can be tagged to enhance the character's physical defences.

Ring of the Darkhidden (lesser magic item - shift 3)
Makes the wearer invisible in darkness. Can be tagged to enhance the character's stealth.

Plate Armour (mundane armour - free)
Functions as Heavy Armour (1 shift armour bonus; Heavy Armour aspect).

Potion of Healing (consumable magic item - shift 1 for two)
Can be drunk to immediately recover 1 box of physical stress.

Potion of Rage (consumable magic item - shift 1 for two)
Can be drunk, awarding the character the Beserker Strength aspect with 1 free invocation, for the remainder of that scene. The character may spend boxes of physical stress as well as Fate Points to tag this aspect.

Necklace of Fireballs (consumable magic item - shift 1 for two uses)
When used provides the character with the use of a thrown magic weapon (counts as an Exceptional Weapon). The Fireballs can be tagged, like any other magic weapon and come with 1 free invocation.

Drow Poison (consumable magic item - shift 1 for two doses)
When used to coat a weapon or mundane ammunition it provides, for the remainder of the scene, a stunt that inflicts the Drowsiness boost on any enemy that takes damage from a physical attack with that weapon.

Bolts of Web (consumable magic item - shift 1 for two quivers)
When used, for the remainder of the scene successful attacks with that weapon automatically inflict the Entangled boost on any enemy that takes damage from them.

Psi

Some creatures in the underdark are natural psi users. While extremely rare it does happen that a Drow has a natural talent with Psi, although there are no institutions set up to train them in its use.

Permissions: A race aspect for a psychic race, or another aspect representing how they acquired those abilities or some hardship suffered as a consequence.
Costs: Skills (Psi), Stunts for additional abilities.

Attack: The psychic can mentally assault any creature, inflicting mental stress. This can be resisted with Will, Magic or Psi. You may read the mind of any creature Taken Out using this attack.

Defend: Defend against psychic or other supernatural attacks.

Psi Stunts

Telekinesis: Can manipulate objects at a distance using Psi to restrict any of your other skills. Additionally you may make physical attacks with Psi.
Levitation: Can use Psi to levitate yourself into the air, effectively flying.
Empathic: Can use Psi in place of Empathy to read a person's emotional state and defend against Deceive actions.

---

EDIT(29/09/2015@00:12): Changed rules for starting with magic items to use Wealth stress track.

EDIT(29/09/2015@01:27): Removed the ability to change Spells using an arcane library - now can only be done when stunts are normally changed.

EDIT(15/11/2015@15:21): Removed rules for Wizardly Magic.

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.

---

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)

---

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.

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!

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

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.