||Jun 20 '12 6:37pm
- Book of Exalted Deeds and Book of Vile Darkness
The content of these books, have a mild,-case by case, pending approval parity on the evil-good alignment axis.
For example; Luminous Armor can easily be refluffed as Shadowy Armor; the Nemesis Feat has no good reason why evil rangers shouldn't be able to use it, and Evil Brand and Lich-loved can be refluffed for good.
- Starmantle Cloak
Does not stack with Evasion.
- Dust of Sneezing and Choking
Victims are allowed a DC 15 Reflex Save to hold their breath.
- Rough Vision Limits
- Mountains can be seen from great distances, 60 to 100 miles or more, yet virtually no detail can be seen.
- On level ground, the horizon is about 5 to 12 miles away, but a character usually cannot see a specific object that far away. The limit of vision for seeing and identifying man-sized objects is much less than this.
- Under optimum conditions, the maximum range at which a man-sized object can be seen is about 1,500 yards, or 4500 feet if it is moving. If the object doesn't move, it usually cannot be seen at this distance. Even if it is moving, all that can be seen is a moving object. The character cannot tell what it is or what it is doing.
- At 1,000 yards, or 3000 ft., both moving and stationary man-sized objects can be spotted. General size and shape can be determined, but exact identifications are impossible. It is not likely that creature type can be identified at this range, unless the creature has a very unique shape.
- At 500 yards, or 1500 ft., general identifications can be made. Size, shape, color, and creature type are all distinguishable. Individuals still cannot be identified, unless they are distinctively dressed or separated from the rest of the group. Livery and heraldic symbols or banners can be seen if large and bold. Most coats of arms cannot be distinguished at this distance. General actions can be ascertained with confidence.
- At 100 yards, or 300 ft. individuals can be identified (unless, of course, their features are concealed). Coats of arms are clear. Most actions are easily seen, although small events are unclear.
- At 10 yards, or 30 ft., all details but the smallest are clear. Emotions and actions are easily seen, including such small actions as pick-pocketing (if it is detectable).
- Miss Chances
If the attacker hits, the defender must make a miss chance percentile roll to avoid being struck.
If you roll a miss chance to save time, roll it from the point of view of the defender; the defender always takes the low number, the attacker always takes high.
On a 50% Miss Chance, a result of 1 to 50, or 1 on a d2, is for the defender.
- Horses and Steeds
- If you need a steed superior to the stock ones produced use the following rules.
- The Horse Book
- This book is great, except the Heavy Horse starts off with 5HD and not 3HD.
- Defense Bonuses...
- Look at the table on the right.
- Find your level.
- Find your column; A is for squishy arcane casters, B is for crunchy lesser-martial classes, C is for the smeary singer and anger-management sufferer, and D is for the bleeders.
- A class, like the Death Delver, that doesn't fit, uses its armor proficiency to determine which column it goes into.
- Once you know which column, find your character level, take that number, halve it, and apply it to your AC, across the board, and round down.
- Congratulations, you have Defense Bonus. And it stacks.
- A character has a 5% chance per the DC a Poison of exposing himself to a poison whenever he applies it to a weapon or otherwise readies it for use. Additionally, a character who rolls a natural 1 on an attack roll with a poisoned weapon must make a DC 15 Reflex save or accidentally poison himself with the weapon.
- Assassins add their class level to the DCs of the poisons they use
- Holy symbols are unlikely to work on them... Probably only divine casters who became undead, and then only by the symbol of their faith. I cite I Am Legend for this. The book.
- Undead and Constructs
- Time Stop
- Casting a Time Stop within a TIme Stop changes the dice of the second Time Stop spell to 2d4+2 and a warning. A third Time Stop results in a visit.
- Character Death
- Upon death, a character Raised or Resurrected loses a level
- A character who loses a level instantly loses one Hit Die. The character’s base attack bonus, base saving throw bonuses, and special class abilities are now reduced to the new, lower level. Likewise, the character loses any ability score gain, skill ranks, and any feat associated with the level (if applicable). If the exact ability score or skill ranks increased from a level now lost is unknown (or the player has forgotten), lose 1 point from the highest ability score or ranks from the highest-ranked skills. If a familiar or companion creature has abilities tied to a character who has lost a level, the creature’s abilities are adjusted to fit the character’s new level.
The victim’s experience point total is immediately set to the midpoint of the previous level.
- Upon death, prepared spellcasters lose prepared spells as normal and as RAW, without losing spell points.
- Upon death, spontaneous spellcasters divide their remaining spell points at death by their highest spell-level, and roll 1d2 for each "packet" of spell points. A result of 1 means the spell points are lost.
- Freed from the Bonds of Cleave-age
- Cleave and Great Cleave are useless Feats; and I can only think of two times in Tomb of Horrors where they would have been useful and none in Return...
- Any Feat, Prestige Class, or virtually any requirement for those two feats are dismissed.
- In the event of some conflict, like a power that's literally an extension of the Cleave line, the Feats might be necessary.
- Standard Bearing
- A standard requires two hands, and a weapon or shield cannot be used, and the standard can be used as an improvised weapon.
- A standard mounted to an appropriate weapon makes that weapon into an improvised weapon as well.
- A standard mounted to a backpack frame denies the character their dexterity bonus to AC.
- A standard can be worn as a cloak, for a personal effect and no other effects.
- Spell Components
- Usually you don’t worry about components, but when you can’t use a component for some reason or when a material or focus component is expensive, then the components are important.
- A material component is one or more physical substances or objects that are annihilated by the spell energies in the casting process. Unless a cost is given for a material component, the cost is negligible.
- A focus component is a prop of some sort. Unlike a material component, a focus is not consumed when the spell is cast and can be reused. As with material components, the cost for a focus is negligible unless a price is given. Assume that focus components of negligible cost are in your spell component pouch.
- A divine focus component is an item of spiritual significance. The divine focus for a cleric or a paladin is a holy symbol appropriate to the character’s faith.
- Examples are the Instant Summons, Raise Dead, and the
Baleful Polymorph Turn to Frogspell.
- Training Weapon and Armor Proficiency
- You can become proficient with any weapon by training with it for (14 days divided by your BAB, +1 for martial weapons and +2 for exotic weapons, minimum 1 day) and make an Int check. The DC is 10 for Simple weapons, 15 for Martial weapons, 20 for Exotic weapons. You cannot take 10 on this check. If this check fails you can try again from the beginning, but if it fails by 5 or more you cannot reattempt to learn that weapon until your BAB permanently improves.
- There are two kinds of training practical and theoretical.
- In practical training, with a weapon, you must use the weapon, and defeat a CR appropriate opponent for each day they are required to train.
- In theoretical training, with a weapon, you must use the weapon, and defeat or achieve a draw with a CR-appropriate trainer proficient with the weapon at the end of the training.
- You can become proficient with any armor or shield by training with it for (14 days divided by your BAB, + the armor bonus of the armor, minimum 1 day) and making an Int check. The DC is 7 + the armor bonus of the armor. You cannot take 10 on this check. If this check fails you can try again from the beginning, but if it fails by 5 or more you cannot reattempt to learn that armor until your BAB permanently improves. If the armor has other negative effects such as arcane spell failure or violates Druidic oath you still suffer those drawbacks.
- There are two kinds of training practical and theoretical.
- In practical training, with armor or a shield, you must use the armor or shield, and successfully defend against and defeat a CR appropriate opponent for each day you are required to train.
- In theoretical training, with armor or a shield, you must use the armor or shield, and defeat or achieve a draw with a CR-appropriate trainer proficient with the weapon at the end of the training.
- Evoker Wizards, Warmages, and Sorcerers who have Evocation spells as at least a third of their total spells known do one additional damage per damage dice. Such characters can also ignore a number of points of energy resistance on their targets equal to their caster level. This must be applied or not applied to all targets within the spell area and can be chosen at the time of casting. If the target does not actually have any energy resistance, this has no effect. This ability requires no action beyond that required to cast the spell and can be used at will.
- Metamagic cost reducers cannot reduce the cost of any given metamagic below 1 or by more than 1. Thus Extend Spell cannot be reduced below a +1 spell level metamagic, Empower Spell cannot be reduced below a +1 spell metamagic, and Maximize cannot be reduced below a +2 spell metamagic. Metamagic rods and Sudden Metamagic feats still work normally. Divine Metamagic still works normally, but beware of Dispels!
- If you have spell resistance, and beneficial spells are cast on you, those spells are not hindered by your spell resistance. They should not be considered SR: No, however... While you are in no danger of having a Heal spell fizzle on you if you are a living creature with spell resistance, an undead with spell resistance would not be automatically affected by the same Heal spell as it is not beneficial to it. Such an undead could benefit from a Harm spell in exactly the same way though.
- The Celerity line of spells no longer exist. Except for the Time Dragon.
- The Bane weapon enchantment also bypasses all damage reduction by creatures of that type, even if you could not normally bypass that type of damage reduction with that type of attack and even if that type of damage reduction normally cannot be bypassed at all.
- There is no such thing as multiclass penalties. There never were, were there?
- Half elves gain bonus skill points as humans. This is in addition to all of their other features.
- Half orcs gain a bonus feat as humans. This is in addition to all of their other features.
- Tieflings have +2 Dexterity, +2 Intelligence, +2 Charisma. Their other stats are unchanged.
- If you have resistance to energy from a permanent, inherent source such as a racial bonus, that resistance applies against each attack made against you that it applies to and not merely as a per round thing. More like DR, less like temporary HP. In addition this stacks with any resistance you have from non permanent and/or inherent sources such as the Resist Energy spell, or a Ring of Greater Fire Resistance. Other sources of elemental resistances still do not stack.
- Extradimensional, interdimensional and non-dimensional spaces do not mix. Bags of Holdings, Handy Haversacks, Rope Tricks, etc... Don't mix them or else bad things will happen. Your characters effectively KNOW this. The same way you and I know that working with electricity while inebriated in a watery and gasoline-laden environment with combustible materials and decent oxygen-flow is something one should not do and CANNOT do safely.
- No Intelligence Checks for PCs.
- When using Search, Persuasion, Thievery(Disable Device), roleplaying provides a Circumstance (Bonus and Penalty). Specifically, when Disabling a trap, the PC must describe what they're doing, what they're looking for etc. This roleplaying is actually more important than the roll. If taking 20 on a Search Check is specified to only examine the floor, or makes no mention, In Character or Out of Character, at my discretion, they will atomatically fail the Check in relation to the ceiling. Same with a trapped door; check the knob and forget the frame, and it may cost you. Rather than solving problems through die rolls, the players have to figure out the meanings of subtle clues and think their way out of trouble. If players seem truly stuck on a challenge, and they've given it their best try but the game has ground to a halt, a skill check-to gain a hint may be made possibe
- Shout CAN penetrate a silence spell or effect, in fact Shout dispels and counters Silence. A successful save against Shout negates the deafness but does not halve the damage.
- ...Antimagic Field still has a range of 100 ft. + 10 ft/level...
...but the caster can choose between three areas; 1. the normal 10-ft.-radius emanation, centered the caster, 2. a 10 ft. radius emanation, centered on an object, and animated objects and constructs do not count, and 3. a 5ft/2 caster levels radius emanation. The anti-magic field cannot be cast on another creature, but on the area the creature inhabits; casting Area 1 functions normally, with the emanation moving with the caster, casting area 2 lets it work on inanimate objects as if they were the caster and 3 let's the caster place it at some distant point.
The area type must be decided before the casting of the spell. .
- A successful save against Greater Shout negates the stunning and halves the duration of deafness but not the damage dealt.
- Firestorm deals damage in d8s not d6s and deals half fire damage, half divine damage like Flame Strike.
- Earthquake's Concentration DC for spellcasters is 40, the bludgeoning damage to creatures caught in a cave-in or a landslide is 15d8 with no reflex save for half. A creature caught in a cave-in or landslide must pass a DC 15 reflex save or die. Creatures on open ground are automatically knocked prone with no save and must also pass DC 20 reflex saves to avoid falling into fissures. Structures are dealt 15d8+100 untyped damage and creatures inside are dealt 6d8 bludgeoning damage +9d8 additional bludgeoning damage if the entire structure collapses with no reflex save for half. Creatures in the area of a river, marsh or lake are treated as though they are pinned beneath rubble as they are sucked into the quicksand and mud. Creatures that are pinned beneath rubble automatically face lethal damage if they are unconscious.
- There will be no Deus Ex Machinas.
- Unearthed Arcana; this material and more is accepted!
- Environmental Racial Variants
- Elemental Racial Variants
- Racial Paragon Classes
- Variant Character Classes
- Specialist Wizard Variants
- Class Feature Variants
- Prestigious Character Classes
- Generic Classes
- Character Flaws; Maximum 2-must be roleplayable.
- Character Traits; Roleplay it or lose it.
- Weapon Group Feats
- Summon Monster Variants
- Some form of Taint
- Spelltouched Feats, but only acquired in game.