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Rules of the House

1381493854

Edited 1403053079
PJB
Pro
Alright, still working on this at the moment but to start with... Character Creation Ability Score Generation: Login to the campaign in Roll20, Roll 4d6 add best 3 results together. Do this 14 times and pick your 7 best rolls. (Can use 4d6d1 in the roll chat to do so!) NEW OPTION! Roll 4d6 rerolling 1's and add the best 3. Do this 7 times and distribute among abilities (can use 4d6r1d1 for this) Reason for 7 keepers and not 6 - your character has Comeliness (See Below). Starting Level: 1st Level (Even an adjusted race needs to start at 1st level to begin with) Races & Classes: 0 level adjustment races and all Classes published in official 3.5 books and Settings without exception (see Races ) Adjusted Races and Classes not in core books: inquire the DM please Regional Bonus Feat: In an effort to keep PCs as one of the standard races (Human, Elf, Dwarf, Halfling, Half Orc, Half Elf and Gnome) gain a free extra bonus Regional Feat based on the player region/background you take to be selected at character creation (see the Regions, Cultures & Races of The Realms section of the forum) Social Class, Money, Items, Equipment & Background: In addition to standard starting wealth, after character generation you will meet with the DM in Roll20 to randomly find out your character's social class and any inherited items you may receive to help develop your character's background. Of course any extras you would get from some of the regional feats that are available should also be added to your character. Comeliness: Since 1st ed. my campaigns have always maintained Charisma should not count for beauty. Hitler was not a handsome man but he was charismatic. A model can be stunningly beautiful and be treated as a bimbo. Egor, an introverted hunchback, would neither be charismatic nor beautiful. We do understand, though, that charisma does influence comeliness. The charisma chart shows how charm affects comeliness. For more information continue to the next thread for details. House Rules for combat Initiative: A few rulings on this one now; Turn by Turn Initiative Rolling is in effect Multiple Attacks: The 1st attacks will all take place at the same time followed by 2nd, 3rd, then 4th. The way 3E did their initiative system I find hard to approve as someone getting all 4 attacks off before another can react is a bit harsh. Note: natural (claw/claw/bite), two weapon, or multi-weapon attacks are considered simultaneous with the melee attack they in so again 1st full set of all attacks with all arms/claws/bites followed by 2nd, 3rd, 4th etc... Criticals: On a NATURAL 20 ONLY roll a d100 on the DM's Critical Hit Table - OR Elect to take another attack with the selected weapon (change of target is acceptable) - OR If the weapon/feat allows for a multiplier on LESS THAN A 20 WITH A CONFIRMED CRITICAL then roll to confirm as per standard 3.5 rules Critical Miss: Rolling a 1 results in needing to make a Dexterity check (DC12 with another 1 always resulting in a failure) to recover and avoid the critical effects. If the Dex check is failed roll d100 and consult the Critical Fumble Tables below then another d100 for the effect. Instant Kill variant: Not used, though compound criticals continue indefinitely. Massive Damage Rule: This will not be used. "Old Magic" is considered separately from the 3.5 Rules and defaults to the descriptions used in the specific item, spell or ability used in AD&D or D&D (Basic through Immortal Sets). These items, spells and abilities can be gained only through finding them through adventuring in a converted module from those versions (using old modules updated to 3.5 stats) or through the specific rules for research used previously in the campaign to create "Old Magic" using "Old Magic" spells to craft new "Old Magic" items. For example a wand of lightning bolts found in an updated AD&D would use that items specific damage and effects (1d6 points of damage per level of the spellcaster, max per level of 10d6, to each creature within its area of effect. A successful saving throw vs. spell (Compare Reflex or Will saves to Spell, as per the Conversion Book, so in this case would allow a Reflex Save) reduces this damage to half. Area of effect is chosen by the spellcaster: either a forked bolt 10 feet wide and 40 feet long or a single bolt 5 feet wide and 80 feet long. If a bolt cannot reach its full length, because of an unyielding barrier, such as a stone wall, the lightning bolt rebounds from the barrier toward its caster, ending only when it reaches its full length.) All newly crafted items or those found in adventures and modules already in 3.5 will remain as per 3.5 Rules. So a wand of lightning would not rebound or ricochet as it is a line effect spell and would follow the entry on p. 248 of the 3.5 PHB and no longer rebound. Character Advancement Experience: See Adventuring Companies for XP granted. It will be updated by your DM between sessions (usually after the last session played). Bonus XP: Awarded based on things like a cleric casting spells to further their ethos, a wizards researching a new kind of spell, rogues stealing something of value, completing a story arc, having a clever idea - perhaps one that saves the party, role-playing your character well, encouraging others to participate, or a noble fighter who refuses a substantial reward because it would not be in character will all receive Bonus XP. Note: Awards will only be given for the significant use of an ability or spell. "Significant use" is defined by a combination of several different factors; - First, there must be an obvious reason to use the ability. A thief who simply climbs every wall he sees, hoping to gain the experience award, does not meet this standard. - Second, there must be significant danger. No character should get experience for using his powers on a helpless victim. A fighter does not gain experience for clubbing a shackled orc. A mage does not gain experience for casting a house-cleaning cantrip. A thief does gain experience for opening the lock on a merchant's counting house, since it might be trapped or magical alarms might be triggered. - Third, experience points should not be awarded when a player is being abusive to others in the group or attempting to use his abilities at the expense of others. Player characters should cooperate to succeed. - OOC XP Bonus: Anything that may add to the further development of character or the campaign will also net bonus xp. Awarded at 5% of level begining at 1st these can range from creating an interesting backstory and continuing to make accounts of the adventures of the character in written form (story, poem, song etc..) to the addition of descriptions and stating out of a place or organisation (mapping a town complete with major locations of interest history, npcs etc...). These awards can be modified as to the length and complexity of the submission (and must meet with DM approval) as decided by the player and DM but are based off the 5% increase per level system (Lvl1=50xp, Lvl2=150xp, lvl3=300xp, lvl4=500xp, Lvl5=750xp, Lvl7=1050xp, Lvl8=1400xp, Lvl9=1800xp, Lvl10=2250xp, Lvl11=2750xp etc...) Leveling: Done by the book as per DMG 197-198. Once you are able to level up you must spend the appropriate time and money in suitable training to gain that level. Your XP may continue to grow before this occurs but until you do the required training your character does not advance a level. If you continue to adventure and do not train to increase your level you will only receive the maximum XP total for the next level. Any and all XP beyond this will be lost and once you train you will need to find a way to gather another point of experience before continuing your training for the next higher level. The only exception to this is your Hit Points which you may roll for in Roll20 (OR take the average) and add to your maximum (not current) Hit Point total (plus any skill ranks in existing skills but no new skills without existing ranks, class abilities or feats). All other aspects take effect once training is completed. It takes 1 week per 2 lvls and 1000gp/week if studying under a teacher. If self taught the amount of time it takes to Level is doubled. So for a 1st level fighter gaining 2nd level he is considered 1st level for training and so would take 3.5 days and 500gp to train under a mentor (a fighter of at least 2nd level). If training by himself it will take him 7 days and 1000gp (to account for supplies and the necessary manuals used or research done etc.). Alternatively there is a house rule for training beyond the 8 hours a day standard in the DMG under the post Training Variant: Training (see below). - Note on gaining levels without gold and time expenditure: By using the encounter based experience awards, sometimes a character does something so heroic compared to their peers that they should be awarded above and beyond just the standard xp given. In these rare occasions the player can elect to have the character experience a "Moment of Epiphany" by expending double the required xp to level in order to instantly gain another level. This allows for a reward when a character caps out (if using the variant XP system in Unearthed Arcana) as well as a default award for those characters that take on and defeat encounters so far above their station that the 3.5 encounter based xp awards rules do not include xp awards for the effort but leave it up to the DM to decide. For example a 1st level character that helps a group of 8th level characters defeat a ECL 13 encounter would instantly gain a level as he/she/it gains fundamental shifts of insight through the encounter that allows them to bring their current training into even sharper focus. That same 1st level character can also individually take on a CR 7 encounter and since it provides 3600xp (more than double the required xp to gain a level and actually capping out at 2999xp) can opt instead to instantly gain 2nd level. In either case when this occurs the character begins at the minimum for the next level, in the 1st level characters situation above he/she/it would mark 1000xp on their character sheet - the remaining xp going towards empowering the instant leveling of the "Moment of Epiphany". Skills: Like leveling the rule for skills training in the DMG are used, but modified slightly for ease of play, requiring that only initial ranks not chosen at 1st level be trained in (the 1st rank only). Once you have received formal training in the 1st rank of any skill the character is assumed to have the knowledge to develop these skills on their own (New Trained skills beyond 1st level: 1 week + 50 gp, double if it's a cross class skill) Feats: feats are considered to have developed on their own and require no additional training other than that of Training for your Level. Prestige Classes: All official ones are available but must be announced at least 1 level prior to gaining the new class. This allows your DM opportunity to add the required elements behind your character's impetus with the new class and it's effect in the campaign world. 4x training time (2 weeks for 1st level or 4 weeks self taught) and 1000gp/week for the necessary supplies and resources. Test-Based Prerequisites: Another reason for the announcement of taking prestige classes are due to the specific prerequisites of the class you want your character to gain: skill ranks, specific feats, and other game statistics. But the master of the assassins’ guild doesn’t really know whether you have 4 ranks in the Disguise skill. He’d be at least as impressed with your ability to disguise yourself if you had a sky-high Charisma, Skill Focus (Disguise) and 5 ranks in Bluff, a hat of disguise, or the supernatural ability to change shape (possessed by the doppelganger and the rakshasa, among others). Similarly, no one in the game world can tell whether a potential dwarven defender has the Toughness feat or not. Prerequisites that rely on game statistics rather than visible “realities” of the game world can break the verisimilitude of the world in your imagination. So to set up these tests (if any are required depending on the PrC chosen) a little work on the DM's part and role playing time on the player's part is required. Multi-classing: As Prestige Classes but if taken after 1st (announced at creation) then training time is a fast track version at 2x training time (1 week for 1st level or 2 weeks self taught) and 1000gp/week for the necessary supplies and resources. Spellcasters: Gaining spells is only automatic for Cleric-like classes as their gods do most of the work for them in that department. Wizard-like casters require a mentor or guide to gain additional spells per level automatically (from what their mentor has available) otherwise they need to find their spells on their own. Also those who wish to multi-class into a Wizard-like class after 1st level do not start off with a spellbook or prayerbook or guide to whatever teachings they follow and must find/purchase/craft their own if self taught (otherwise initial spells depend on what their trainer has available). Wizard-like classes must also have encountered or have knowledge of the particular spell they wish to research and emulate in order to be able to choose it to cast it (never heard of the spell, no knowledge exists to attempt to cast it.) This doesn't need to be the Wizard class alone but any spellcaster of like ability require character knowledge of a particular spell to be able to attempt to learn it. Psionic-like Powers are developed by the individual and judged under the same rule as Cleric-like classes for this purpose only. If you are in doubt about what catagory of spellcaster (or any like ability such as Trunames or Invocations etc..) simply ask the DM Of course a duplicate of any spell can be made through standard spell creation rules (even if they already exist but not available to the character). Spells: All official spells are available, though some are more common and rare than others. Any non official spell must go through the spell creation process due to it not being available to the caster any other way.
1381514769

Edited 1402977095
PJB
Pro
Comeliness: Comeliness reflects physical attractiveness, social grace, and personal beauty of the character. It is used to determine initial reactions to the character, and characters with a high comeliness may affect the wills and actions of others. While charisma deals specifically with leadership and interactions between characters, comeliness deals with attractiveness and first impressions. Comeliness is not charisma. Charisma, however, can affect comeliness. After the first six attributes of a character are determined, his or her looks must be determined. Is the character ugly, homely, plain, or pretty? This characteristic is determined by the comeliness roll. As charisma is raised or lowered, whether by disease, disfigurement, aging, or artifacts, comeliness should be similarly affected on a point-for-point basis (a loss of one point of charisma equals one point of comeliness equally lost). In addition to the adjustment to comeliness based on charisma score, characters of certain races must take an additional adjustment to their comeliness scores. The racial adjustment is the same as the charisma modifier but only applies when the reaction of characters of like ideals of beauty are concerned. When it comes to other races, in similar fashion to the way that racial adjustments for charisma apply only to those of other races, the penalties and bonuses are: +2 if the viewing race finds the viewed race attractive 0 if it is a member of the same race or races that do not view each other as attractive or repulsive -2 if race viewing race finds the viewed race repulsive Comeliness will have the following effects on creatures of human sort. (This category includes, but is not necessarily limited to, humans, demi-humans, humanoids, giant-class, and bipedal creatures of human-like form and motivation. In addition once the minimum requirements are met the affected creature still gets a will save to avoid the affects.) -16 or lower: Those viewing a character with comeliness this low are repulsed and horrified, so as to turn away or attempt to destroy the creature so offensive to the sight. If the individual with low comeliness is powerful, the reaction will tend toward escape, or reinforcement of previously determined awe (horror) reaction. If both viewer and creature are of evil alignment, the effect is that of a positive comeliness of the same total. -15 to -9: Disgust, evidenced by a tendency to look away, revile the individual, and act hostile in general. Under no circumstances will this character be accepted by the viewers unless all are of evil alignment, so that the negative comeliness can be regarded as positive. -8 to 0: Aversion and a desire to be away from so ugly a creature will be evidenced by all viewers. If given an excuse, those near the individual will be hostile and openly aggressive; otherwise they will merely tend toward rejection. + 1 to + 6: As such an individual is simply ugly, the reaction evidenced will tend toward unease and a desire to get away from such brutishness as quickly as possible. If given the opportunity, the character’s charisma can offset ugliness, but this requires a fair amount of conversation and interaction to take place. + 7 to + 9: The homeliness of the individual will be such that initial contact will be of a negative sort. This negative feeling will not be strongly evidenced. High charisma will quickly overcome it if any conversation and interpersonal interaction transpires. + 10 to + 13: Plain to average comeliness; no effect on the viewer. + 14 to + 17: Interest in viewing the individual is evidenced by those in contact, as he or she is good-looking. The reaction adjustment is increased by a percentage equal to the comeliness score of the character. Individuals of the opposite sex will seek out such characters, and they will be affected as if under a fascinate spell unless wisdom of such individuals exceeds 50% of the character’s comeliness total. + 18 to + 21: The beauty of the character will cause heads to turn and hearts to race. Reaction for initial contact is at a percent equal to 150% of comeliness score. Individuals of the opposite sex will be affected as if under a fascinate spell unless their wisdom exceeds twothirds of the character’s comeliness total. Individuals of the same sex will do likewise unless wisdom totals at least 50% of the other character’s comeliness score. Rejection of harsh nature can cause the individual rejected to have a reaction as if the character had a negative comeliness of half the actual (positive) score. + 22 to + 25: The stunning beauty and gorgeous looks of a character with so high a comeliness will be similar to that of those of lesser beauty (18-21), but individuals will actually flock around the character, follow him or her, and generally behave so foolishly or in some manner so as to attract the attention of the character. The reaction adjustment is double the score of comeliness: Ie., 22 comeliness equals + 44%. Fascinate-like power will affect all those with wisdom of less than two-thirds the comeliness score of the character. If an individual of the opposite sex is actually consciously sought by a character with comeliness of 22-25, that individual will be effectively fascinated unless his or her wisdom is 18 or higher. Rejection is as above. + 26 to + 30: Unearthly beauty of this sort can be possessed only by creatures from other planes - demi-gods and demi-goddesses and deities of unusual sort. Reaction adjustment is double comeliness score. Fascinate-like power is effective on all except those with wisdom equal to at least 75% of comeliness, except that 19 or higher wisdom always allows a saving throw versus the power. An individual of the opposite sex who is consciously sought by the possessor of such unearthly beauty and comeliness will always be under the “spell” of the individual with such beauty unless he or she has wisdom of 20 or more. The fascinate-like power of high comeliness is similar to the suggestion spell but is non magical in nature. Those subject to this power will be captivated by the user, and treat him or her as a trusted friend, mentor, and companion. A will save negates the effect but since the comeliness is not magical in nature, then dispel magic, antimagic spells, and similar spells will not affect the fascination effect. Fascinated creatures will follow the orders of characters with high comeliness, provided they fail their Will save. Requests that are not in the best interest of the creature allow another Will save, while those that are hazardous can gain up to + 4 or higher on the die roll. If the save succeeds, the fascinate-effect is broken. If a once-fascinated creature has been badly treated and breaks free of this enrapture, the creature will react as if the character’s comeliness was a negative amount. If the creature has been well treated, it may still be friendly to the character even after the fascination has worn off. The effect of one’s comeliness upon others is temporary; once a character is known to other characters or creatures, its effect is negated, and charisma is used to determine reactions and followers. In this way characters of high comeliness and low charisma may attract interest, but not long-term followers and allies (beauty being only skin deep). The effects of the fascinate power do not affect the abilities of the individual with respect to fighting, casting of spells, etc., and in no way reduces the subject character to a zombie-like state or a puppet for the high-comeliness character. Actions performed by a character while fascinated may affect alignment (though they would have a good addition to the comeliness will save check, say + 2 or + 4). Magic can mildly and temporarily affect the comeliness of a creature. Illusion-based spells such as change self and alter self will raise or lower comeliness by a maximum of 1 point, no matter what the final form is. Illusions of characters or creatures with high comeliness are effective only for a single round, as the nature of the fascinate is such that the character affected concentrates more fully on the illusion, weakening its effectiveness. Polymorphed figures raise or lower comeliness by 2 points from the original, due to subtle social clues that are not visual but still perceived, while shapechange confers full comeliness effects of the final form.
1384389187

Edited 1384389842
PJB
Pro
Ambidexteity / Multidexterity is Back!!! The OFFICIAL 3.0 ruleset had the two weapon penalty set at -4 and ambidexterity/multidexterity puts that at zero in the updated 3.5 the normal penalties are higher at -6 primary / -10 off hand(s) so with ambidex and multidex included (because they were taken away). I don't like that as the feat seems legit it just needs to be made workable in the 3.5 system to make it not an ovewhelming Epic level like feat so as a comparable middle ground I think we should have ambidexterity / multidexterity reduce the penalty by half. I see this as decent enough to want to take the feat for but not so overpowering that you boost up better than what it would take others three feats to accomplish. The reason it is not zero (0) is simple... as even though you can use both (or all) hands equally well the fact that the fighting style requires much more concentration than a single focus on a single blade so you weild two weapons or multi weapons better than someone who has a favored hand but it is not a +10 bonus with a single feat! So the table with ambidex/multidex reads: Circumstances Primary Hand Off Hand Normal penalties -3 -5 Off-hand weapon is light -2 -4 Multi/Two-Weapon Fighting feat -2 -2 Off-hand weapon is light and -1 -1 Multi/Two-Weapon Fighting feat
I still personally think, that if you have Ambi/Multi Dexterity *AND* Two/Multi weapon fighting, the penalties should be zero. But, I suppose this works too. Good thing for me, Minerva's weapons are enchanced enough to negate the Hit Side of things. :D
1384572349

Edited 1386264072
PJB
Pro
Ahh but to follow the half penalty rule when you select Improved Two/Multi and Greater Two/Multi then your penalties are just halved (rounded up) so -3 and -5 respectively ;) And someone could always create the Epic Feats: Perfect Ambidexterity / Multidexterity to shift it by another half (rounded down) so you can get.... Circumstances Primary Hand Off Hand Normal penalties -2 -3 Off-hand weapon is light -1 -2 Multi/Two-Weapon Fighting feat -1 -1 Off-hand weapon is light and Multi/Two-Weapon Fighting feat 0 0 Improved Two/Multi -1 Greater Two/Multi -2 Of course some evil DM would have to make that available and then it would all seem legit right? 3.5 is based on an exponential mathematical system afterall! Much better than getting just a +4 that the 3.0 original Ambi/Multidex Feat provided and makes it playable. In all honesty if I was at WOTC I think this would have been the better alternative than the "just get rid of it" idea, it has been around since the early days in 1st ed. as well so strips away some of the classic what makes d & d Dungeons & Dragons not just a rehash of the crappy D20 ruleset. IMHO.
So... Ambi-Dex and Multi-Weapon... Will be reduced to -1/-1? You haven't listed the adjustment for Ambidex/Multi dex... Is Ambidex just out o of the game then?
FEATS: Alchemy/Apothecary Alchemist's Mercy 1GP DC 10 Dragon Magazine 280 pg 51 A fine powder that, when mixed with juice or water and consumed, eliminates the effects of a hangover. Armor Insulation 50GP DC 25 2lb flask Frostburn pg 78 Thick red syrup that is applied to the inside of armor, provides +5 circumstance bonus to fortitude checks to resist cold weather for 24 hours after application. Armor Soft 50GP DC 25 Dragon Magazine 280 pg 51Mildly corrosive red oil that softens metal armor and reduces their armor check penalty by 1 for the next hour. Each use of Armor soft on any given suit causes a 5% cumulative chance or permanent amor failure. Armor soft doesn't work on nonmetal armors but the corrosive effects still apply. Brittle Bone 30GP DC 20 8oz Libris Mortis pg 73 Bullet, Priest's 20GP DC 15 Glassblowing 10oz Libris Mortis pg 73Glass orb that contains holy water that can be launched from a sling. Does 1d4 damage to those suseptable to holy water damage. Burn Salve 15 GP DC 10 Dragon Magazine 301 pg 53If applied within 2 rounds of burn injury, it will heal 1d6 points of fire based damage. Cooling Gel 100GP DC 20 Dragon Magazine 280 pg 51A cold blue gel that provides a +1 resistance bonus to flame or heat attacks for a half hour or heals 1d6 points of burn damage if applied within an hour. Courier's Ink 20GP DC 20 Dragon Magazine 280 pg 51Invisible ink that turns red when soaked with revealing solution. Since Courier's Ink is invisible until revealed scribing the precise symbols needed for spells is impossible. Devil's Soap 25GP DC 20 Dragon Magazine 301 pg 58Foul smelling black paste that grants fire resistance 2 for an hour. Disapearing Ink 5GP DC 15 Tome and Blood pg 72After a set period of time, usually an hour, the writing vanishes. Applying heat to the paper makes the ink reappear A spot or search chek DC20 reveals traces of faded writing Dragon's Brew 50GP DC 25 Dragon Magazine 301 pg 58A thick liquid that grants increased stamina and dulls pain. Imbibier is granted +1 alchemical bonus to all Fortitude saves for an hour Elf Hazel 5GP DC 10 Dragon Magazine 301 pg 53A weeks worth of applications of this clear liquid remove any previously healed scars Embalming Fire 20GP DC 20 8oz Libris Mortis pg 73Used to treat zombie bodies. If the zombie takes even a single point of damage, it's bodie bursts into blue flame for a minute. The fire doesn't harm the zombie but allows it to do an additional 1d6 fire damage to it's slam attacks. One vial is enough to treat a medium sized zombie. Firebane 50GP DC 25 Dragon Magazine 280 pg 51This thick grease provides Fire Resistance 10 against one fire based attack. Firebane is potent for half an hour and can be washed off with water. If Firebane is left on for more than an hour it causes 1 point of subdual damage per minute. Fire Beatle Paste 50GP DC 25 Dragon Magazine 280 pg 51Thick reddish paste distilled from fire beatle glands burns fiercely when ignited. One container yields a half inch line one yard long when spread that burns for 1d4 rounds doing 3d6 damage per round that halves hardness before applying damage. A container can be ignited and use as a torch, and will not splatter or stick if thrown. FireStone 50GP DC 25 Dragon Magazine 280 pg 51Small orange greandelike weapon that bursts into flame, upon striking a hard object, dealing 1d6 fire damage within the 5ft square it lands in. Fires lit by a firestone burn normally. Flashpellet 50GP DC25 Tome and Blood pg 72Bead sized grenade like weapon explodes on impact. All sighted creatures within 10ft must REF SAV DC15 or be dazzled for 1 minute. Dazzled creatures suffer -1 on attack rolls. Flash Powder 20GP DC 20 Dragon Magazine 280 pg 51Silky grey mildly exposive powder that burns to quickly to cause damage but brilliantly enough to provide enough of a distraction to allow someone who was under observation a hide check and to cause a -5 penalty to spot checks to anyone who looked directly at the flash for 5 rounds. Free Foot 25GP DC 25 Dragon Magazine 280 pg 51This oil makes up to a 5ft square area exceptionally slippery. Any creature crossing the affected are must make a DC 15 reflex save or fall down. A successfull save is required to regain their footinf and another successfull save is required to leave the area. Large and multilegged creatures only suffer the effect if all of their feet are in affected areas. If Free Foot and Tanglewire are used together the victum must pass both saves to leave the area or will be subject to both effects on the following round Freeze Powder 100GP DC 25 1lb vial Frostburn pg 78Salt looking substance will freeze up to a cubic foot of liquid or a 10ft square of wet surface. Ingesting Freeze Powder causes 2d6 cold damage DC15 Fortitude save for half damage. Frost Lotion 15 GP DC 10 Dragon Magazine 301 pg 54This lotion can heal 1d6 points of cold damage if applied within 2 rounds of the injury. Frostbite Salve 50GP DC 20 1lb jar Frostburn pg 78Pale yellow cream suppresses 2 points of ability damage caused by frostbite for up to an hour after application. Gash Glue 40GP DC 20 Dragon Magazine 301 pg 54Thick gray glue that when applied can stabilize a dying creature. Globe of Trap Springing 30GP DC 20 4lbs Dungeons by AEG pg ?6 inch diameter, 4lb ball of black springy material used to test for pressure plates. Range increment of 15ft, causes no damage but hits with force equal to 50+ throwers strength in pounds, and then bounces back half the distance it was thrown. A man sized object or 5 square floor section usually is AC 10. It takes week and 10GP of materials to make such a globe. Glowpowder 50GP DC 20 Tome and Blood pg 72 Fine Luminescent powder that clings and glows for minute once released. It is not bright enough to provide usefull illumination. It comes in tube that allows it to be blown out into a 10' cone, a standard action that provokes an attack of oppurtunity. Alternatively it can be caredully sprinkled to cover up to 125 square feet, 5 square feet per round. Provides a +2 circumstance bonus to search checks in affected area an reduces the concealement bonus of invisible creatures down to a 20% miss chance. Goblin Ink 20GP DC 10 Dragon Magazine 301 pg 53waterproof ink that can not be distorted by water after it dries Ghostoil 50GP DC25 1lb Libris Mortis pg 73Wepons treated with Ghostoil ignore the miss percentage associated with incorporeal undead for the duration Healing Salve 50GP DC 25 Tome and Blood pg 72As a full round action, one rubs this stinky green paste into a wound and it heals 1d8 points of damage per dose. If you have 5 or more ranks in profession herbalist you receive a +2 synergy bous to craft it. Holdfast 50GP DC 25 Dragon Magazine 280 pg 51A small pouch of tanglefoot solution attached to a rope, quiter and smaller than a grappling hook. Range increments of 10ft and holds up to 200lb of weight for 1d4+3 rounds. Any miss has a 50% chance of breaking the pouch. Creatures hit can break the hold with a DC 27 strength check or sever the rope. Ice Chalk 15GP DC 20 Frostburn pg 78Waxy sticks, in various colors, that write on Ice like chalk marks slate. Ice Crystal 5GP DC 15 Dragon Magazine 280 pg 51Small rock crystal that becomes as cold as ice when immersed in water. Reverts to normal temperature upon removal from water. Icewalker Oil 75GP DC 35 Dragon Magazine 301 pg 53Icy blue liquid that when applied to feet allows the user to traverse ice and snow as if under the effects of the spider climb spell. Insect Repellent 5GP DC 15 Dragon Magazine 280 pg 51Strong smelling liquid keeps tiny or smaller insects at bay for 4 hours. Larger or magically compelled insects must make a DC 12 will save to approach. The benefit is lost if the protected charecter attacks the insect. Instant Glue 120GP DC 25 2lbs Dungeons by AEG pg ?A small jar containing 8 doses of a thick white paste that dries 6 seconds asfter it is exposed to air. Each dose can cover one square foot and requires a DC 15 strength check to seperate bonded items. If an object already has a DC higher than 15 the glue incurs a -2 circumstance penalty to any attpempts. In an emergency Instant Glue can be used to stabilize the dying but inflicts 1d4 damage. It requires a DC 20 heal check to remove Intant Glue from skin or the patient suffers 1d4 damage in the proccess. If the jar is ever left open longer than what is needed to apply it 1d6 doses will harden and become useless Instant Rope 75GP DC 25 Alchemy DC 15 Craft:Leatherworking Dungeons by AEG pg ?A large waterskin bladder filled with a pudding like blue substance that hardens into a high quality rope one minute after being exposed to air, and then disintergrates into a fine powder 2 hours later. Instant rope has 8hps per strand and a burst point of DC 25 and incurs a -2 penalty to rope use checks. Each pouch holds enough material to make 300ft of rope and if it takes 4 or more points of damage the remaining material hardens and become useless. Journeyman Serum 5GP DC 5 Dragon Magazine 301 pg 53provides a +2 alchemical bonus to resist taking subdual damage ehile making a forced march. Lantern Stars 5GP DC 10 Dragon Magazine 301 pg 53Fist sized glass globe that gives off light equal to a torch for 4 hours, without heat or smoke. Liquid Ice 30GP DC 25 Dragon Magazine 280 pg 51Viscous liquid that freezes upon exposure to air. One vial can freeze the surface of 10ft by 10ft area of water or extinguish a like sized area of fire. Used as a grenade like weapon causes 1d6 cold damage on a direct hit and 1 point of splash damage. Liquid Night 150GP DC25 8oz Libris Mortis pg 73Protects sunlight sensitive undead from the harmfull effects of sunlight. Melt Powder 25GP DC 20 1lb vial Frostburn pg 78Melts up to 1 cubic foot of ice, or 1 inch deep 10 ft square area. Hazardous to Cold Subtype creatures, causing 2d6 acid damage if ingested, DC fortitude save for half damage, bitter tasting to everyone else. Memorybind 300GP DC 30 Dragon Magazine 301 pg 58Thin red liquid that if drank while preparing spells for the day allows imbiber to prepare an additional 1st level spell. Memorybind disrupts the natural flow of magic however and reduces the DC of all spells cast that day by 2. Mindfire 200GP DC 30 Dragon Magazine 301 pg 55Mindfire is combined with ingested poisons to add a powerfull mind clouding effect. If the victum fails either save they suffer a -2 on all will saves and must make concentration checks at DC 15+spell level to cast any spells for the next hour. Night Eyes 25GP DC 25 Dragon Magazine 280 pg 51Thick greasy substance that take a full round to apply and grants low light vision. The low light vision lasts 10 minutes. The eyes become unnaturally sensitive to light for the duration of the effect, and bright sources of bright light (daylight spell eyc..) cause a -1 penalty to attack rolls. Night Venom 500GP DC 35 Dragon Magazine 301 pg 55when night venom is added ro a poison it grants an additional sleep effect to the poison. If victum fails the poison's initial save they must make an additional save at the same DC or fall into a fitfull slumber untill the poisons secondary effect sets in. The victum can be awakend by normal means. Oakdeath 100GP DC 25 Dragon Magazine 301 pg 55Viscous brown liquid that when added to poison increses the poisons DC by 2 for a hour. Oakdeath is as illegal to use as poison. Phantom Ink 10GP DC 20 Tome and Blood pg 72Similar to dissappearing ink but can only be read under a certain type of light. Firelight Phantom Ink is revealed by candles, torches, and other flames. Magical Light Phantom Ink is revealed by dancing lights, continual flames . Moonlight Phantom Ink is revealed by Moonlight Starlight Phantom Ink is revealed by Starlight and is usually only visible to those with Darkvision Polar Skin 25GP DC 25 1lb flask Frostburn pg 78Dull white cream, takes a minute to apply and lasts up to an hour, protects the wearer by absorbing up to 5 points of cold damage. These effects do not stack with and are superseeded by any form of magical protection. Powdered Water 5SP DC 10 Dragon Magazine 280 pg 51Sparkling white powder in watertight container. Mix one ounce of powder with a single drop of water and a round later it expands into a gallon of drinkable water. PureBalm 75 GP DC 35 Dragon Magazine 301 pg 53Clear syrupy substance that when applied between the initial and secondary effects of a contact or injury poison turns black and absorbs some of the poison giving a +8 alchemical bonus to resist the poison's secondary effect. Razor Ice Powder 50GP DC 25 1lb vial Frostburn pg 78Granular white powder that transforms up to a 5 ft square patch of icy surface into razorice (see page 16 of Frostburn). If sprinkled on any natural weapon possesed by a cold subtype creature it provides a +1 enhancement bonus to slashing damage for an hour. Red Rager 50GP DC 25 Dragon Magazine 280 pg 51 Scenses 50GP DC 25 Dragon Magazine 301 pg 53A foul tasting tea that sharpen hearing and sight, providing a +1 alchemical bonus to spot and listen checks for an hour. ScentBreaker 20GP DC 15 Tome and Blood pg 72Alchemical compound to confuse creatures with the scent ability. Small grenade like pouch can be thrown in 10ft range increments or scattered over a 5ft area. Affected creatures make a fortitude save, DC 18 for a direct hit, DC 15 otherwise, or lose scent abilty for 1 minute. After the minute affected creatures must make a second save or lose thier scent ability for an hour. If you have 5 or more ranks in herbalist proffession you recevie a +2 synergy bouns to craft it. ShineWater 10GP DC 5 Dragon Magazine 301 pg 53An overnight rust remover and polishing solution. One dose of shine water if enough to treat one medium sized weapon or simarly sized object. SlimeBane 15GP DC 25 Dragon Magazine 280 pg 52Grenade like weapon that does 1d6 acid damge to ooze type creatures. Slippery Oil 50GP DC 25 Dragon Magazine 280 pg 52 Sneezing Powder 60GP DC 25 Dragon Magazine 280 pg 52 Softshoe Powder 25GP DC 25 Dragon Magazine 280 pg 52 Soupstone 300GP DC 15 Dragon Magazine 280 pg 52 Stonecloth 100GP per sq ft Alchemy DC 25 Craft Weaving DC 15 Dragon Magazine 280 pg 52 Suregrip 20GP DC 20 Tome and Blood pg 72A gooey substance that provied a +2 circumstance bonus to grip for 10 minutes. Applied to hands grants bonus to climbing, holding, and grappling. Applied to Rope, grants bonus to Use Rope when binding or tying knots. Applied to Feet, grants bouns to Balance checks. Tangle Wire 25GP DC 25 Dragon Magazine 280 pg 53 Titan Gum 25GP DC 15 Dragon Magazine 301 pg 53Particularly strong and fast setting glue. Hardens to full strength in a single round and an support up to 500 lbs before breaking. Require DC 20 Strengh check to seperate glued items. Traveller's Solace 50GP DC 25 Dragon Magazine 280 pg 52 Truth Wine 75GP DC 30 Dragon Magazine 280 pg 52 Vapors of Sleep 50GP DC 25 Dragon Magazine 280 pg 52 Vine Oil 50GP DC 15 Dragon Magazine 301 pg 53This fishy smelling oil when spread over the body numbs the body to pain for an hour. This allows the user to fight below 0 hit points all the way until they reach -5 hit points. Vine oil however robs the user of the ability to stabilize below 0 hit points naturally on their own. Whale Grease 75GP DC 25 2lb flask Frostburn pg 78Pungent smelling clear grease take s a minute to apply but completely protects you from hypothermia for an hour. The strong odor however allows ceratures that track by sent to track you at twice the normal distance. Whale grease is not water soluable but is removed easily with alchohol. White Sanguine 100GP DC 20 Dragon Magazine 301 pg 55A milky white viscous substance to combine with injury poisons to prevent clotting. If the victum fails the posion's initial save their wounds will bleed for one minute, inflicting 1 point of damage per round in blood loss. A DC 15 heal check or any cure spell will stop the bleeding. Wittlewort Brew 30GP DC 15 Dragon Magazine 301 pg 53 Grants the creature an immediate saving throw to resist the effects of enchantment spells or effects they are under. If the enchantment did not allow and initial saving throw, wittlewort will have no effect.
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Critical Hits & Fumbles A "natural 20" is always a hit, but it is not always a critical hit. A critical hit is only scored when a natural 20 is rolled it would have normally hit the opponent in question. A "natural 1" is always a miss, but not always a fumble. A fumble occurs when a PC rolls a natural 1 and would normally miss an opponent. When calculating critical damage effects for double or triple damage you do not multiple bonuses supplied by magical weapon or high quality weapon "pluses". Thus you would calculate damage done as such: (Weapon Damage + STR Modifier + Specialization or other proficiency modifier) (Critical multiplier) + Weapon Plus = Damage If a critical hit or fumble is called for then two d% are rolled, the first to determine what tables to consult and the second to indicate the exact type and effect of the result (sometimes based on weapon damage type). Further saves and dice may be required based on the specific result as required to determine the final result. D% Table 01-25 Critical Hits & Misses Tables A 26-75 Critical Hits & Misses Tables B 76-100 Tables D-1 or D-2 Critical Hits & Misses Tables A: Blunt Weapons: d% Result 01-31 32-64 65-66 67-68 69-70 71-72 73-74 75-76 77-78 79-80 81-82 83-84 85-86 87-88 89-90 91-92 93-94 95 96 97 98 99 100 Double (x2) Damage Triple (x3) Damage Shield Destroyed (No effect if no shield) Shield Destroyed (Roll again if no shield) Shield Arm struck; useless for 1-6 rds. Shield Arm struck; broken; lose shield Weapon arm struck; -2 to hit until healed Weapon arm struck; -4 to hit until healed Weapon arm broken; no attacks until fully healed Hand struck; DEX reduced by 1-3 until healed Hand struck; DEX reduced by 1-3 permanently Chest Struck; stunned for 1-6 rds. Chest Struck; lungs punctured by ribs; no movement until healed Chest Struck; heart punctured by ribs; immediate death Leg Struck; Fall to ground Leg Struck; movement halved until healed Leg Struck; broken; no movement until healed Head struck; lose 1-3 INT (no effect if helmed) Head struck; lose 1-3 INT Head struck; lose 2-8 INT; INT no lower then 3 (no effect if helmed) Head struck; lose 2-8 INT; INT no lower then 3 Skull crushed; dead (No effect if helmed) Skull crushed; dead Slashing Weapons : d% Result 01-31 32-62 63 64 65 66 67 68-69 70 71-72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 00 Double (x2) Damage Triple (x3) Damage Shield Destroyed (No effect if no shield) Shield Destroyed (Roll again if no shield) Helm Removed (If no helm loose ear, stunned for 1-6 rds.) Helm Removed (loose ear, stunned for 1-6 rds.) Voice Box Punctured, no talking (no effect if helmed) Ear Removed (No effect if helmed) Ear Removed (Also helm removed if helmed) Eye Removed (No effect if helmed) Eye Removed Knee Split; movement halved Knee Split; no movement Fingers Removed; dexterity reduced by 1-3 Leg removed at ankle Leg removed at knee Leg removed at hip Shield arm removed at wrist (No effect if shield) Shield arm removed at elbow (No effect if shield) Shield arm removed at shoulder (No effect if shield) Shield arm removed at wrist Shield arm removed at elbow Shield arm removed at shoulder Weapon arm removed at wrist Weapon arm removed at elbow Weapon arm removed at shoulder Abdominal injuries; carrying capacity halved Chest injuries; carrying capacity halved Abdominal injuries; death in 1-6 days unless healed Chest injuries; death in 1-4 days unless healed Abdominal injuries; death in 2-12 turns unless healed Chest injuries; death in 2-8 turns unless healed Abdominal injuries; immediate death Chest injuries; immediate death Throat cut; immediate death unless helmed Throat cut; immediate Decapitated; immediate death (No effect if helmed) Decapitated; immediate death Missile & Piercing Weapons d% Result 01-34 35-70 71-72 73-74 75-76 77-78 79-80 81-82 83-84 85-86 87-88 89-90 91-92 93 94 95 96 97 98 99 100 Double (x2) Damage Triple (x3) Damage Shield Arm struck; useless (No effect if shielded) Shield Arm struck; useless. Weapon arm struck; -2 to hit for 1-4 rds. Weapon arm struck; -4 to hit for 1-4 hours Weapon arm struck; no attacks until fully healed Abdominal injuries; death in 1-6 days unless healed Chest injuries; death in 1-4 days unless healed Abdominal injuries; death in 2-12 turns unless healed 80 Hit self; double damage Chest injuries; death in 2-8 turns unless healed Abdominal injuries; immediate death Chest injuries; immediate death Eye Removed (No effect if helmed) Eye Removed Voice Box Punctured, no talking (no effect if helmed) Voice Box Punctured, no talking Struck in head; lose 1-3 INT (No effect if helmed) Struck in head; lose 1-4 INT Struck in head; immediate death (No effect if helmed) Struck in head; immediate death Fumble Effects: d% Result 01-19 20-33 34-39 40-44 45-49 50-54 55-59 60-61 62-63 64-65 66-69 70-74 75-77 78-79 80 81-83 84-85 8687-8889-90 91-92 93-95 96-97 98 99 100 Slip; roll DEX or less or fall and stunned for 1-4 rds Stumble; roll DEX or less or fall and stunned for 1-6 rds Trip and fall; stunned for 1-6 rds. Off balance; roll DEX or less or no action next round Lose grip on weapon; roll DEX or less or no action next round Lose grip on weapon; roll DEX or less or drop weapon Lose grip; Drop weapon Shield becomes tangled with opponent (no effect if no shield) Shield becomes tangled with opponent; no action for either next rnd Weapon tangled with opponent; no attack next rnd. Weapon knocked out of hand; d8 for direction d10 for dist. in feet Weapon breaks; 100% chance -20% for each + of weapon Hit self; half damage Hit self; normal damage Hit self; double damage Hit friend; half damage Hit friend; normal damage Hit friend; double damage Critical hit, self Critical hit, friend Helm slips; -4 to hit until fixed; DEX or less on d20 to fix Twist ankle; half move for 1 turn; DEX or less on d20 or fall Helm slips; no attacks until fixed; DEX or less on d20 to fix Distracted; opponent +3 to hit on next attack Roll twice ignoring rolls of 99 or 100 Roll three times ignoring rolls of 99 or 100 Critical Hits & Misses Tables B: Table-Edged Weapons 01-31 double damage 32-62 triple damage 63 shield destroyed (no effect if no shield) 64 shield destroyed (roll again if no shield) 65 helm removed (lose ear, stunned 1-6 rounds if no helm) 66 helm removed (lose ear, stunned 1-6 rounds) 67 voicebox punctured, no talking (no effect if helmed) 68-69 ear removed (no effect if helmed) 70 ear removed (helm removed if helmed) 71-72 eye removed (no effect if helmed) 73 eye removed 74 knee split; movement halved 75 knee split; no movement 76 fingers removed; dexterity reduced 1-5 pts. 77 leg removed at ankle 78 leg removed at knee 79 leg removed at hip 80 shield arm removed at wrist (no effect if shield) 81 shield arm removed at elbow (no effect if shield) 82 shield arm removed at elbow (no effect if shield) 83 shield arm removed at wrist 84 shield arm removed at elbow 85 shield arm removed at shoulder 86 weapon arm removed at wrist 87 weapon arm removed at elbow 88 weapon arm removed at shoulder 89 abdominal injuries; carrying capacity halved 90 chest injuries; carrying capacity halved 91 abdominal injuries; death in 1-6 days 92 chest injuries; death in 1-4 days 93 abdominal injuries; death in 2-12 turns 94 chest injuries; death in 2-8 turns 95 abdominal injuries; immediate death 96 chest injuries; immediate death 97 throat cut; immediate death (no effect if helmed) 98 throat cut; immediate death 99 decapitated; immediate death (no effect if helmed) 00 decapitated; immediate death Table—Blunt Weapons 01-31 double damage 32-64 triple damage 65-66 shield broken (no effect if no shield) 67-68 shield broken (roll again if no shield) 69-70 shield arm struck (no shield defense for 1-6 rounds) 71-72 shield arm broken; lose shield 73-74 weapon arm struck; hit probability -2 75-76 weapon arm struck; hit probability -4 77-78 weapon arm broken; no attacks 79-80 hand struck; dexterity down 1-5 points until healed 81-82 hand struck; dexterity down 1-5 points 83-84 chest struck; stunned 1-6 rounds 85-86 chest struck; ribs broken, lungs punctured; no movement 87-88 chest struck; ribs broken, heart punctured; death. 89-90 leg struck; fall to ground 91-92 leg struck; movement halved 93-94 leg broken; no movement 95 head struck; lose 1-6 pts intelligence (no effect if helmed) 96 head struck; lose 1-6 pts intelligence 97 head struck; lose 2-12 pts intelligence (no effect if helmed) 98 head struck; lose 2-12 pts intelligence 99 skull crushed; dead (no effect if helmed) 00 skull crushed; dead. Table—Missile and Thrusting Weapons 01-34 double damage 35-70 triple damage 71-72 shield arm struck (no effect if shield) 73-74 shield arm struck 75-76 weapon arm struck; hit probability -2 77-78 weapon arm struck; hit probability -4 79-80 weapon arm struck; no attacks 81-82 struck in abdomen; death in 1-6 days 83-84 struck in chest; death in 1-4 days 85-86 struck in abdomen; death in 2-12 turns 87-88 struck in chest; death in 2-8 turns 89-90 struck in abdomen; immediate death 91-92 struck in chest; immediate death 93 blinded in eye (no effect if helmed) 94 blinded in eye 95 larynx punctured (no effect if helmed) 96 larynx punctured 97 struck in head; lose 1-6 pts intelligence (no effect if helmed) 98 struck in head; lose 1-6 pts intelligence 99 struck in head; immediate death (no effect if helmed) 00 struck in head; immediate death Critical Hit Effects Table—Blunt Weapons 01-31 double damage 32-64 triple damage 65-66 shield broken (no effect if no shield) 67-68 shield broken (roll again if no shield) 69-70 shield arm struck (no shield defense for 1-6 rounds) 71-72 shield arm broken; lose shield 73-74 weapon arm struck; hit probability -2 75-76 weapon arm struck; hit probability -4 77-78 weapon arm broken; no attacks 79-80 hand struck; dexterity down 1-5 points until healed 81-82 hand struck; dexterity down 1-5 points 83-84 chest struck; stunned 1-6 rounds 85-86 chest struck; ribs broken, lungs punctured; no movement 87-88 chest struck; ribs broken, heart punctured; death. 89-90 leg struck; fall to ground 91-92 leg struck; movement halved 93-94 leg broken; no movement 95 head struck; lose 1-6 pts intelligence (no effect if helmed) 96 head struck; lose 1-6 pts intelligence 97 head struck; lose 2-12 pts intelligence (no effect if helmed) 98 head struck; lose 2-12 pts intelligence 99 skull crushed; dead (no effect if helmed) 00 skull crushed; dead. Fumble Effects Chart-All Weapons 01-19 slip; roll dexterity or less on d20 or fall and stunned for 1-4 rounds 20-33 stumble; roll dexterity or less on d20 or fall and stunned for 1-6 rounds 34-39 trip and fall; stunned for 1-6 rounds 40-44 off balance; roll dexterity or less on d20 or no action next round 45-49 lose grip on weapon; roll dexterity or less on d20 or no attack next round 50-54 lose grip; roll dexterity or less on d20 or drop weapon 55-59 lose grip; drop weapon 60-61 shield tangled with opponent (no effect if no shield) 62-63 shield tangled with opponent; neither attacks next round 64-65 weapon tangled with opponent; no attack next round 66-69 weapon knocked away-roll d8 for direction, d10 for distance in feet 70-74 weapon breaks (base 100% chance -20% for each “+” or ability of weapon 75-76 hit self; half damage 77-78 hit self; normal damage 79-80 hit self; double damage 81-82 hit friend; half damage 83-84 hit friend; normal damage 85-86 hit friend; double damage 87-88 critical hit, self 89-90 critical hit, friend 91-92 twist ankle; half speed for 1 turn, roll dexterity or less on d20 or fall 93-95 helm slips; roll dexterity or less to fix, hit probability -6 until fixed 96-97 helm slips; roll dexterity to fix, no attacks until fixed 98 distracted; opponent’s next attack at +3 99 roll twice, ignoring rolls of 99 or 00 00 roll three times, ignoring rolls of 99 or 00 Table C-1 & C-2: D % ROLL EFFECT 01-31 32-62 63-64 65-67 68-69 70 71-72 73 74 75 76 77 78 79 80 81 82 83-85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 Standard critical Critical multiplier+1 Apply critical damage to shield (roll again if no shield) Helm removed, ear injured (-2 Listen ld4 hours), stunned ld6 rounds Helm removed, ear injured (-4 Listen ld4 days), stunned ld6 rounds Voicebox punctured, no talking ld4 hours Eye injured,-2 Spot 1d4 hours Eye injured, - 4 Spot 1d4 days Knee gashed,-10 movement 1d4 hours Knee smashed,-20 movement ld4 hours Fingers injured, 1d4 Dex damage Ankle injury,-10 movement 1d4 hours, 1d4 Dex damage Knee injury,-20 movement 1d4 hours, 1d6 Dex damage Hip injury,-30 movement 1d4 hours, 2d4 Dex damage Secondary arm wrist injured,-2 on secondary attacks, no shield use 1d4 hours Secondary arm elbow injured, -4 on secondary attacks, no shield use 1d4 hours Secondary arm elbow injured,-6 on secondary attacks, no shield use 1d4 hours Secondary arm shoulder crushed, no secondary attacks, no shield use 1d4 hours Primary arm wrist injured,-2 on primary attacks 1d4 hours Primary arm elbow injured,-4 on primary attacks 1d4 hours Primary arm shoulder injured,-6 on primary attacks 1d4 hours Abdominal injuries, 1d4 Con damage Chest injuries, 1d6 Con damage Abdominal injuries, 2d4 Con damage Chest injuries, 2d6 Con damage Abdominal injuries, 1d6 Strength and Con damage Chest injuries, 2d4 Strength and Con damage Abdominal injuries, 2d6 Strength and Con damage Chest injuries, 3d6 Strength and Con damage Throat cut, DC 20 Fort save or die, 3d6 Con damage on successful save Throat cut, DC 25 Fort save or die, 3d6 Con damage on successful save Possible decapitation, DC 30 Fort save or die, 3d6 Con damage on successful save Possible decapitation, DC 35 Fort save or die, 3d6 Con damage on successful save D% ROLL EFFECT 01-19 20-33 34-39 40-44 45-49 50-54 55-59 60-61 62-63 64-65 66-69 70-74 75-76 77-78 79-80 81-82 83-84 85-86 87-88 89-90 91-98 99 100 DC 20 Dexterity check or fall prone DC 20 Dexterity Check or fall prone and stunned 1d4 rounds DC 20 Dexterity Check or fall prone and stunned 1d4 rounds DC 20 Dexterity Check or lose action next round as you regain your balance DC 20 Strength Check or drop weapon DC 20 Strength Check or accidentally fling weapon 2d6 feet away DC 20 Strength Check or accidentally fling weapon 3d6 feet away Shield tangled with opponent, DC 20 Dexterity Check or drop shield, reroll if no shield Shield tangled with opponent, DC 20 Dexterity Check or drop shield, reroll if no shield, -4 AC next round Weapon tangled with opponent, no standard action next round Weapon knocked away, lands 3d4 square away from you Weapon possibly breaks, roll damage as normal but apply to weapon Hit self for half damage Hit self for normal damage Hit self for critical hit damage Hit friend if in threatened area, otherwise self, half damage Hit friend if in threatened area, otherwise self, normal damage Hit friend if in threatened area, otherwise self, critical hit damage Critical hit self, critical damage and roll on Table D-1: Critical Hit Effects Critical friend if in threatened area, otherwise self, critical hit damage and roll on Table D-1: Critical Hit Effects Twist ankle; half speed for 10 minutes, DC 20 Dexterity check each round or fall prone Roll twice, ignoring rolls of 99 or 100 Roll three times, ignoring rolls of 99 or 100 General Rules: Unless otherwise noted, you do not gain the benefits of a standard critical hit in addition to the effects listed in the table. The effects of a critical hit remain until the listed duration elapses. Magical healing has no effect on them. Keep in mind that these rules are a variant meant to add a greater random element to the game. Regeneration of course will heal broken bones, reattach or grow lost appendages, replaced lost organs etc.
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Critical vs. Animals D% RESULT 1-50 Table A 51-00 Table B Table A D% RESULT 01-29 30-58 59-60 61-62 63-64 65-66 67-68 69-70 71-72 73-74 75-76 77-78 79-80 81-82 83-84 85-86 87-90 91-94 95-98 99 100 Double (x2) Damage Triple (x3) Damage Limb removed at body; speed halved Limb removed at midpoint, speed halved Limb removed at midpoint, -2 to hit Limb removed at body; -4 to hit Limb removed at body; speed halved, -2 to hit Limb removed at midpoint, speed halved, -4 to hit Throat cut immediate death Decapitated; immediate death Abdominal injuries; immediate death Abdominal injuries; death in 2-12 turns unless healed Abdominal injuries; death in 1-6 days unless healed Chest injuries; immediate death Chest injuries; death in 2-8 turns unless healed Chest injuries; death in 1-4 days unless healed Snout struck; immediate retreat Snout struck; -2 to hit for 1-4 rds Snout struck; -4 to hit for 1-4 rds. Head struck; stunned for 1-6 rds Head struck; immediate death Table B Critical Hit Effects vs. Animals 01-29 double damage 30-58 triple damage 59-60 limb removed at body; speed halved 61-62 limb removed at midpoint; speed halved 63-64 limb removed at midpoint; hit probability -2 65-66 limb removed at body; hit probability -4 67-68 limb removed at midpoint; speed halved, hit prob. -2 69-70 limb removed at body; speed halved, hit probability -4 71-72 throat cut: immediate death 73-74 decapitated see result for 00 75-76 abdominal injuries; immediate death 77-78 abdominal injuries; death in 2-12 turns 79-80 abdominal injuries; death in 1-6 days 81-82 chest injuries; immediate death 83-84 chest injuries; death in 2-8 turns 85-86 chest injuries; death in 1-4 days 87-90 snout struck; immediate retreat 91-94 snout struck; hit probability -2 for 1-4 rounds 95-98 snout struck; hit probability -4 for 1-4 rounds 99 head struck; stunned for 1-6 rounds 00 head struck: immediate death
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War Machine Rules of Mass Combat The “War Machine” is a system of game rules designed to resolve large battles in the D&D game. The War Machine will work with any number of troops; it is recommended for any group with more than 10 combatants. To use the system, all you need is a pencil and paper, plus some knowledge of simple arithmetic. The DM will give more information as to the statistics of troops and leaders when a War Machine event occurs but the basic ideas of the system are; Assumptions Several things are assumed in the War Machine mass combat system: 1. All troops have a “level of quality’’ that can improve or drop with time and experience. 2. Many other factors such as terrain, weather, etc., besides quality of troops, influence the outcome of a large battle. 3. Luck, good or bad, can influence combat results, whether in a single combat or a clash of armies. 4. A character knows how to survive in the D&D world; the player does not need to know the tactics of war. How It Works Each body of troops (called a “force”) is given a rating for their quality. When combat occurs, this “Battle Rating” is modified for battle conditions (attack forms, defense forms, terrain, number of opponents, morale, etc.). Each player then rolls d% , and adds the modified Battle Rating of the troops. The high roll wins the battle. The entire system has four basic steps: 1. Calculate the BASIC FORCE RATING (BFR) of the troops. 2. Find the TROOP CLASS. 3. Calculate the BATTLE RATING (BR). 4. Determine and apply Steps 1,2, and 3 are handled when a force is hired and outfitted. Step 4 is used when a battle occurs. Throughout the system, the person or creature commanding a force is called the Leader. Others, called Officers, help the leader to control the force. The fighting persons in a force are called the Troops. In the calculations, round all fractions UP, unless instructed otherwise.
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Magic Items Magic in The Realms: Creating, purchasing, selling, crafting and consigning. Items found during adventures can be sold to merchants carrying such items up to the standard gold limit for the location size (town, city etc.) Available magical items in each location are generated by the DM for each such business along with the market value of the available items. If it is not on the list it is not there. The standard rate of exchange on magical items is 50% in a sale and 100% in a purchase. This can be adjusted in the following ways: The use of a feat, such as Mercantile Background. The use of a skill, such as Diplomacy (Haggling) to provides a better rate of exchange and discount at that location. Owners usually start as Indifferent, if Diplomacy check fails with no change in attitude will not sell or buy items for 24hrs. If check reduces attitude to Unfriendly items will be sold at +150% and will buy at only 10% of market price. If check reduces attitude to Hostile items will be sold at +200% and refuses to buy anything from the character or their associates. If the diplomacy check improves the owner to Friendly garner 10% (60% on sales 90% on purchases). If the improvement increases this to Helpful garner 15% if Friendly or +25% if Indifferent (75% on sales and purchases). If the improvement increases this to Fanatic garner full price (100% sale and 50% on purchases) Spellbooks can be sold for the going rate as determined above at a market value of 100gp PER PAGE (so a spellbook with a single 9th level spell in it has a standard market value of 450gp) "Old Magic" items are sold at the listed market value in the respected edition (so a Wand of Fireballs from 1st ed AD&D is worth 16000gp and uses a command word to activate.) Crafting items follows the most current 3.5 Rules. If all pre-required details of a magic item are known a character can start manufacture of the item, otherwise they will need to wait until another level is attained to retry the skill check or pay a hireling to do further research for them. Variant Note: Instead of using personal energy to empower a spell, item or object, Power Components can be used as outlined in Dragon Magazine #317 p.44-49 Character must have the appropriate skills, feats, equipment and manufacturing requirements to make a specific item. To discover if a character knows about the item the player is looking to craft may require multiple successful checks to find how to construct a specific item, this can be made directly with an appropriate Knowledge checks (Arcana, Religion, Psionics, The Planes, Nature etc.) based on the specific item looking to be made. The DC for these checks are: Basic Magical Items DC 15 (typically mundane enhanced items like weapons and armor) Intermediate Magical Items DC 20 (notably those simply storing spells, no descriptions. Modified by form; like potions & wands) Advanced Magical Items DC 25 (notably the basic skill and ability enhancing type such as found in cloaks, gloves, bracers) Minor & Medium Magical Items DC 30 (if not located in the above it can be assumed to be known here) Intelligent & Major Magical Items DC 30 (if not located in the above) Lesser Artifacts & Specific Magical Items DC 35 (such as Owlfeather Armor, Warlock's Scepter or Regalia of the Hero) Hireling (Sage) Sages of appropriate ability and some classes, like most Bards, can Research or provide the obscure knowledge needed to complete another pre-requisite in the item's creation if the character's knowledge checks fall short of discovering all that are required. Alternatively these hirelings can be paid to research the lore on a item that the PC wants but their character doesn't immediately possess from his checks (such as finding out what the character seeks is called a Metaline weapon if the character did not have the appropriate knowledge skills, or the last spell required to make a Metaline Claymore is fabricate when the character's Knowledge (Arcana) check failed to discover it). Hireling (magic item maker) Hiring out the services of a maker of magic items can be done to make specific items if the character does not have the appropriate item creation feat (like someone with Craft Magic Arms and Armor or Craft Dorje), though this is no guarantee of success unless the entire process is known and explained to the maker. If it is and the prerequisites are met by the maker only then can the appropriate time and resources be allocated to create the item without needing to do knowledge checks of his own (which he will charge a fee for as a sage if applicable). Diplomacy can be used to modify the attitude and pricing of such a hireling. In addition to the cost to create the item the maker will charge the appropriate level of fees to make profit (remember all start out as indifferent and charge double the price of manufacturing, unless he is fanatical) and any spell costs must also be factored into the cost of the item created unless the character has hired a spellcaster of their own. If the maker possesses these or can subcontract them then the amount is simply added to the time and cost (including markup) to bring in a spellcaster of appropriate ability. NOTE: As a players option, once a character has the basic knowledge of a magic item they may choose to pay double the Market Value cost when having a maker perform all of the knowledge, research, crafting, assembly and magic infusions for a specific item they seek. Time to delivery will vary depending on availability of the maker, the number of hirelings required and acquisition of the specific items required to make the item. Hireling (spellcasters) As per 3.5 rules and repeated here for clarity, the indicated amount listed on the Spellcasting and Services chart is how much it costs to get a spellcaster to cast a spell for you. This cost assumes that you can go to the spellcaster and have the spell cast at his or her convenience (generally at least 24 hours later so that the spellcaster has time to prepare the spell in question). If you want to bring the spellcaster somewhere to cast a spell you need to negotiate with him or her, and the default answer is no. The cost given is for a spell with no cost for a material component or focus component and no XP cost. If the spell includes a material component, add the cost of that component to the cost of the spell. If the spell has a focus component (other than a divine focus), add 1/10 the cost of that focus to the cost of the spell. If the spell has an XP cost, add 5 gp per XP lost. Furthermore, if a spell has dangerous consequences, the spellcaster will certainly require proof that you can and will pay for dealing with any such consequences (that is, assuming that the spellcaster even agrees to cast such a spell, which isn’t certain). In the case of spells that transport the caster and characters over a distance, you will likely have to pay for two castings of the spell, even if you aren’t returning with the caster. In addition, not every town or village has a spellcaster of sufficient level to cast any spell. In general, you must travel to a small town (or larger settlement) to be reasonably assured of finding a spellcaster capable of casting 1st-level spells, a large town for 2nd-level spells, a small city for 3rd- or 4th-level spells, a large city for 5th- or 6th-level spells, and a metropolis for 7th- or 8th-level spells. Even a metropolis is not guaranteed to have a local spellcaster able to cast 9th-level spells.
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Staffs as Familiars...Staffs of the Magi The wizards staff accompanies her everywhere from the darkest dungeon to the loftiest royal audience chamber. It is a symbol of power, station, and an advertisement of the vanity of spellcasters. History, myth, and tradition demand its use as it alludes to mystical principles beyond the ken of the layman. The image of a powerful magician, whether drawn from folklore, mythology, or contemporary literature, inevitably includes a staff. Although a satchel, spellbook, and pointy hat make frequent appearances, the staff serves as a constant companion to wielders of mystical might. Looking closer at the image, however, can add depth to spellcasting characters. For a complete description please refer to Dragon Magazine #338 p.55-61 and also Dungeon #127 p.100-101 Staffs of Power (Tables Below) for specific details when making your staff. The Imbued Staff Requirement: Any sorcerer or Wizard may opt to forego a normal familiar in order to imbue a traveling staff with a portion of their power. To do this they select a quarterstaff length item to resonate with their mystical signature and personality. It cannot have been previously enchanted, although subsequently can be if of masterwork quality costing at least 500gp and usually set with a gem to serve as a mounted finial. Ritual: A 24 hour imbuing ritual ties a portion of the spellcaster’s power into the staff that becomes magically linked to the creator and is treated as a magical item. Hit Points: The staff has 10 Hit Points and Hardness 5 (increasing as per the table below) Saving Throws: The staff saves as its creator even when unattended. Broken Staff: If the staff is ever broken its creator must attempt a DC15 Fortitude saving throw or lose 500xp per wizard or sorcerer level, success reduces this by half and the total can never reduce them to less than 0 XP in either case as a result of a broken staff. Replacing a Broken Staff: Can be done a year and a day after the original staff was broken but not before as the loss is too great. (Yes LOTR fans it is based on time according to the character and not the plane they are on so when Gandalf the Grey “Fell into Darkness” with the Balrog and defeated it in the Abyss he spent quite a long time there to become an even more powerful wizard and imbue a new staff so that when he returned, barely remembering his mission on middle earth, he came back as Gandalf the White with funky new powers and a nifty new imbued staff as it is based on the time the character ages – in his case several centuries, rather than as time flows on one plane or another.) Owner Death: The staff immediately loses all magical properties if the character who created it dies. Owner Resurrection: The staff immediately regains all magical powers when it is first touched by a character that died and has been returned to life. Imbued Staff Advancement Class Level Hardness Hit Points Special 1 st -2 nd 5 15 Cantrips, Deliver Touch Spells 3 rd – 4 th Enhanced Weapon +1 5 th – 6 th Remote Viewing 7 th – 8 th 10 20 --- 9 th – 10 th Vital Transfer 11 th – 12 th Enhanced Weapon +2 13 th – 14 th 15 25 Perfect Location 15 th – 16 th Mighty Weapon 17 th – 18 th Return 19 th – 20 th 20 30 Enhanced Weapon +3 Imbued Ability Descriptions Cantrips (Sp): Three times per day as a standard action the wielder of the staff can make it shed a flickering light as per the spell. Once activated, this light remains until the wielder dismisses it (a free action). In addition the staff can hold a single cantrip available to the wielder, decided upon when it is first imbued. Once per day, as a standard action, the wielder can cast this cantrip from the staff. The caster level for these effects is equal to that of the wielder. The save DC for any cantrip cast by the staff is 10. Deliver Touch Spells (Su): The wielder may deliver touch spells with the staff. When using the staff in this way, the wielder may attempts to deal the staff’s damage by hitting the target’s standard AC (as opposed to the target’s touch AC). A successful critical hit with the staff does not double the spell’s effect when delivered this way although the damage from the staff would still be in effect. Enhanced Weapon (Su): The staff gains the listed enchantment bonus to attack and damage when wielded by the one who imbued it. This applies to both ends of the staff. In the hands of any other it is merely an ordinary staff. Remote Viewing (Su): The staff’s master may concentrate and view the staff’s surroundings as though looking through the finial (if one is present when crafted). This effect is identical to that of clairvoyance except that it lasts for as long as the owner concentrates and has an infinite range so long as the staff is on the same plane. While in effect, the staff’s finial glows faintly, illuminating the area around the staff like a candle. If the staff does not have a finial it does not gain this ability. Vital Transfer (Su): The staff’s wielder may opt to forego their natural healing for an evening and mend the staff through mystical means. Each night’s rest thus spent returns a number of hit points to the staff equal to the wielder’s character level, up to the staff’s maximum hit points. The Heal skill does not increase this amount. Perfect Location (Su): By concentrating for a full round the wielder knows the direction and distance of the staff so long as it is on the same plane. Mighty Weapon (Su): The staff gains the bane, defending, flaming, frost, merciful, shock, or thundering special weapon ability. This ability applies to both ends of the staff. Once chosen, the bonus cannot be changed and does not function in the hands of anyone other than the staff’s imbuer. Return (Su): The master can summon the staff to their hand as a standard action, so long as it is on the same plane. When summoned in this way, the staff simply appears in the imbuer’s hand. Any effect targeting the staff or the wielder that prevents teleportation also blocks this ability. Invested Symbol of Power: Feats for Imbued Staffs Once the staff has been imbued with power it’s imbuer can further enhance it through feats. These feats each require further preparation and ornamentation of the staff, as such only available to masterwork staffs. These feats are classified as item creation feats. Enchant Staff (Item Creation): Your imbued staff develops a new power. Prerequisites: Caster level 5 th , ability to imbue a staff. Benefit: Choose a spell that you are able to cast that is no higher than one level below the highest level spell you can cast. Your imbued staff gains the ability to grant you this spell once per day as a spell-like ability. While grasping your imbued staff you may cast this spell as a standard action. The caster level and DC for this spell is calculated as if you had cast the spell yourself. Special: This feat may be taken multiple times. It’s effects do not stack. Each time you take this feat select a new spell to add to your imbued staff. If the staff is ever destroyed, the use of these abilities is lost until a new staff is imbued. The ritual for preparing the staff to receive this feat requires 24 hours and expends material valued at 100gp per level of the spell to be invested. This feat can only be used on a masterwork quality imbued staff. Imbued Defense (Item Creation): Your imbued staff protects its master, deflecting attacks targeting you. Prerequisites: Caster level 1 st , ability to imbue a staff. Benefit: While casting a spell on the defensive and in contact with your imbued staff, add your Wisdom modifier to your AC until your next action, this is in addition to your Dexterity modifier. Special: If your imbued staff is ever destroyed this benefit is lost until a new one is imbued. Preparing a staff to receive this feat requires 12 hours, a masterwork imbued staff and expends materials valued at 500gp. Imbued Strength (Item Creation): Your will can overcome the limitations of your physical abilities. Prerequisites: Caster level 3 rd , ability to imbue a staff. Benefit: When you successfully hit with your imbued staff, use your Wisdom modifier to determine your damage bonus rather than your Strength modifier. Special: If your imbued staff is ever destroyed this benefit is lost until a new one is imbued. Preparing a staff to receive this feat requires 12 hours, a masterwork imbued staff and expends materials valued at 500gp. Invest Spell (Item Creation): Your imbued staff is a repository of great power. Prerequisites: Caster level 9 th , ability to imbue a staff. Benefit: You permanently lose one of your arcane spell slots to invest an arcane spell of that level into your imbued staff. The spell invested must be one that you are able to cast and can be of a level no higher than 2 levels below the highest level spell you can cast. Once imbued in this way the spell chosen can be cast from the staff three times per day as a spell-like ability. Casting an invested spell in this way does not require any normal material components except for the initial casting to imbue the staff, but any XP cost or costly material components (above 1gp value) must still be paid. The wielder must be in direct physical contact with the imbued staff to cast an invested spell. This feat uses a spell slot equal to the level of the spell being invested, however, you may choose to modify the spell with any metamagic feat you know and adjust the spell’s level and slot accordingly. The caster level and DC for an invested spell is calculated as if the wielder had cast the spell. Special: This feat may be taken multiple times. It’s effects do not stack. Each time you take this feat select a new spell to add to your imbued staff. If the staff is ever destroyed, the use of these abilities is lost until a new staff is imbued. The ritual for preparing the staff to receive this feat requires 24 hours and expends material valued at 250gp per level of the spell to be invested. This feat can only be used on a masterwork quality imbued staff. Recharge Staff (Item Creation): You have the ability to transfer your arcane power into your imbued staff, recharging it. Prerequisites: Caster level 12 th , Craft Staff, ability to imbue a staff. Benefit: You may as a standard action expend any of your prepared spells or unused spell slots to add charges to your imbued staff. For every five spell levels expended in this way add one charge to your imbued staff. Cantrips cannot be expended in this way. Your imbued staff must be enchanted with spells that consume charges for this to take effect. Your staff cannot exceed 50 charges through this ability. Special: If the imbued staff is ever destroyed, the ability to use this feat is lost until a new staff is imbued. Enhancing an Imbued Staff A staff can be either a regular non masterwork staff when imbued (allowing a 1 st level character the option to start with one more quickly but with some serious drawbacks as far as limiting what abilities it gains and further enhancements can be used with it.) A masterwork staff receives the benefit of all abilities, feat enhancements, and the ability to craft additional properties as a normal magical staff. When crafting with an imbued staff, however, all costs associated with it’s creation are increased by 20%. This reflects the difficulty in overlaying the newer abilities with the existing powers. A staff created in this manner is created with 50 charges. It retains any imbued powers and its magical nature, even after the charges are expended. As with all things in the Realms it is also about the flavour so when a staff is imbued use the following tables to determine it’s characteristics. These five characteristics determine the primary materials used to fashion the staff, its overall shape, the texture of its exterior, decorations and embellishments as well as a unique feel or personality to the imbued staff. Thanks go out to the original content (slightly modified as presented here for use in The Realms) by Ben Vandgrift's Dragon #338 & Mark Hart in Dungeon #127 articles.
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Note on Training: This is still a work in progress please be patient with it until it is play tested and finalized, thanks! The advancement of class abilities is the essence of training and the official 3.5 rules found in the DMG p198 follow several paths depending on what style of gaming the DM wishes to implement in his campaign. The basic form ignores most of the minutiae and assumes it occurs in the background with characters having free access to all the trainers and resources necessary whenever they need them to advance. This is great for a simplistic path, one where the focus is more in playing for short intervals and completing adventures, or fighting the monsters or advancement of the PCs through the levels. It is the easiest form but leaves much of the day to day details out of the game. Most RPG video games use this form. The next path is a more enhanced version where it takes into account the time using a random scale of days where characters are out of action as they advance in level. Using this model the character spends 1 day per level, or alternatively 1d4 days per level, where they do nothing but train. This is used to provide a sense of realism without needing to deal with resource management and is great for most games where the characters will be played through more than one adventure. The advanced path uses a specific formula to calculate the costs in time wealth and research to advance in level. It is the most detailed and includes the same level of complexity to the gaining of skill ranks and feats as it does the advancement of levels. Of these three The Realms, as it has always been about the details, uses a modified version of the advanced training rules as presented in the DMG. Specifically it follows the modified rules for the advancement of class abilities, skills and feats to give a sense of realism without becoming overly burdensome in the costs in wealth, time and research. It also takes advantage of a modified hour system rather than static days for advancement allowing characters to more quickly return to what awaits beyond the training halls and incorporates conditions such as specific feats and abilities to account for certain character builds. Since the original advancement rules were created with the specific races and classes of the PHB in mind the inclusion of monster characters and alternative classes do not necessarily follow in the milieu of this type of training and character advancement so it also includes a similar way in which racial levels can be advanced that takes into consideration the relatively slower progression path through the levels by giving an advantage in either the wealth, time or research required to improve racial class abilities level over level. Level Advancement for traditional classes and races: Leveling: Done by the book as per DMG 197-198. Once you are able to level up you must spend the appropriate time and money in suitable training to gain that level. Your XP may continue to grow before this occurs but until you do the required training your character does not advance a level. If you continue to adventure and do not train to increase your level you will only receive the maximum XP total for the next level. Any and all XP beyond this will be lost and once you train you will need to find a way to gather another point of experience before continuing your training for the next higher level. The only exception to this is your Hit Points which you may roll for in Roll20 (OR take the average) and add to your maximum (not current) Hit Point total (plus any skill ranks in existing skills but no new skills without existing ranks, class abilities or feats). All other aspects take effect once training is completed. It takes 1 week per 2 lvls and 1000gp/week if studying under a teacher. If self taught the amount of time it takes to Level is doubled. So for a 1st level fighter gaining 2nd level he is considered 1st level for training and so would take 3.5 days and 500gp to train under a mentor (a fighter of at least 2nd level). If training by himself it will take him 7 days and 1000gp (to account for supplies and the necessary manuals used or research done etc.). Endurance allows a character to train longer, harder, and faster than most. DC 10 - 8hrs training (x1) in favourable conditions - all characters get this DC 15 - 12hrs training (x1.5) in favourable conditions DC 20 - 16hrs training (x2) in favourable conditions DC 25 - 20hrs training (x2.5) in favourable conditions DC 30 - 24 hrs trainig (x3) in favourable conditions DC 40 - 24 hrs training (x4) in favourable conditions DC 70 – 24 hrs training (x5) in favourable conditions Favourable conditions exist if the character has a trainer, spends the required amount on training equipment and/or material to help advance in their specific class and they remain out of combat and have an undisturbed location to train in (such as in a settlement, school, home, guild etc…) Modifiers to the Constitution check are as follows…. If a character no longer needs to eat or breathe or sleep +5 on check, these stack. If the character need only sleep 4 hrs a day or less +5 on all but 24 hour training checks -5 if conditions are unfavourable (Unfavourable includes such things as spending up to half on equipment required to train OR actual environmental issues like high altitude or frigid cold/desert conditions when these are conditions not typical to the character or race.) Note: Endurance would allow a character to use the advanced time rules on training otherwise it would be as already stated in the core training rules of the DMG (and expanded on in the Level Advancement section.) Level Advancement for Monstrous and Racial Classes When it comes to racial classes there are the Paragons originated from Unearthed Arcana and Monstrous Characters introduced in Savage Species. Very little exists of the advancement of these types of PCs as the DMG is detailed only for the standard races and classes. What little direction exists leaves it up to DM discretion though it does separate these into how easy they are to incorporate into a setting as Easy (Few Strange Powers); like Orcs, Aasimars, Teiflings and Drows to Difficult (Strange Powers or Limitations); like Satyrs, Kuo-toa, Gargoyles and Trolls to Very Difficult (Unusual Size or Powers that Circumvent many challenges); like Giants, Yuan-ti, Mind Flayers and Vampires. The Unearthed Arcana Paragon Classes states “Racial paragons rarely undergo the rigorous training or study that members of other classes commonly undertake between levels. Their experience, wisdom, and heroic abilities simply manifest in the form of superior innate racial abilities. Despite this strong association with race, racial paragons need not have specific views or special dedication to their race’s beliefs or typical attitudes (although many do). In Savage Species when it comes to training feats the only hint at direction comes in the form of “The character may have discovered the talent independently, or may have learned it from a monstrous companion.” This leaves us with four directions for monstrous races; 1) They advance as a typical character (See Above) 2) They are fully innate in origin and advancement 3) They advance to some degree between typical characters and ones with innate abilities or 4) They are beyond the scope of the rules for training and must develop a unique form of advancement based on race, class. history and tradition. 2) Level Advancement for Racial Memory Classes and "Asthetics": These races and classes tend to not rely on formal training, teachings, lessons, or the gaining of knowledge and ability as we understand it. Research follows a 0% base wealth 0% time formula if required at all (see Moment of Epiphany for those that are in this category but do not fit into a time based learning curve) 3) Level Advancement for Racial Classes that are wild or free: With the focus on the natural evolution these classes sacrifice more time to naturally evolve their skills, talents and abilities but in turn spend little to no wealth to do so unless it is required for research that they must perform, though this is rare. In the case of these classes training times are 400% of normal and wealth expenses are reduced to nothing short of basic life, nourishment and sustenance. Research follows a base 25% wealth and 200% time formula if required at all. 4) Level Advancement for those that amass hoards ("Dragons") or have a focus ("Liches"): These classes tend to amass hoards of wealth or focus on the improvement of an item or ideal as such all the wealth that usually goes into paying for training instead goes towards the improvement of their focus. In the case of a dragon this could be it’s treasure hoard of gems and coins, a vault of magical weapons, or a massive library of ancient tomes. In the case of an ascetic it could be to spend such wealth to enrich the lives of others. In the case of a Lich it could be a more elaborate case to showcase it's phylactery. Either way the total amount of wealth required to advance is half that of traditional advancement and the time requirement is 150% of traditional advancement. This time is used to either count and sleep among it’s hoard, distribute goods to the poor and needy, or perhaps crafting the receptacle of a phylactery. Research requirements again follow this formula of 50% and 150% respectfully. This can be in the form of magic items which would be valued at market price for the purpose of wealth required to advance in level. Although initially this may appear to be a wealth advantage it is also an Achilles heel as; if these items are ever taken from the character’s focus (for example a really big gem from the dragon’s hoard, or the phylactery of a lich) that character cannot advance in level until the item is replaced or an item of like value is found or made to replace it (and no, once an item is placed in the hoard a character will not use it later for purchases unless it is replaced by something of equal value prior to removing it from the horde or focus).
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Additional Flaws All characters can select a maximum of 2 flaws at 1st level and be granted an extra feat per flaw chosen. All characters may also add 2 additional flaws in exchange for feats at every age category just like they can at 1st level. You may select any flaws which you meet the pre-requisite for that are listed in Unearthed Arcana. Additional flaws based off of class or race as outlined in the following Dragon Magazines may also be selected if your character has that class or race. Unlike the description in Dragon Magazine, only members of the class or race specified in the article may choose flaws from that article. The only exception to this are the Commoners Flaws (not included) as they are just plain silly. Class/Race Issue# (Page#); Acceptable Flaws ----------------------------------------------------------------------------- Barbarians 325(93) Blind Rage, Exhausting Rage, Gullible, Quick Burning Rage, Slow to Anger, Superstitious, Uncontrollable Rage Bards 324(98) Arcane Performer, Brash, Coward, Fool, Frivolous Performer, Loudmouth, Meticulous Performer, Trivial Performer Clerics 326(91) Aligned Devotion, Divine Gestures, Domain Devotion, Living Faith, Material Devotion, Ponderous Spellcaster, Weapon Bound Druids 324(93) Bestial Instinct, City Slicker, Claustrophobia, Cold Blooded, Forlorn of Men, Hot-Blooded, Love of Nature, Metal Intolerance, No Time for Book Learning Paladins 324(96) Chivalrous Courtesy, Code of Arms, Honorable Challenge, Honor of the Duel, Mounted Warrior, Pride of Arms, Solitary Paragon, Warrior of the Phalanx Rangers 329(95) Beastly, Foe Specialist, Hatred, Individualist, Terrain Specialist, Wild Sorcerers 327(93) Haunted, Loner, Magical Overload, Phantom Sparks, Restricted Sorcery Wizards 333(94) Arcane Fatigue, Arcane Parasites, Forlorn, Methodical Magical Methods, Short of Breath, Test Subject Nonhumans 328(40) Dwarves: Glory Hound, Grudge Keeper, Implacable, Stubby Fingers Elves: Elven Pride of Arms, Frail, Fussy, Slow Healing Gnomes: Arcane Conundrum, Curious, Magical Fascination, Short Attention Span Half-Elves: Free Spirited, Half Blood Outcast, Insomniac, Quarter Elf Half-Orcs: Beady Eyes, Bravado, Light Sensitivity, Short Temper Halflings: Cautious, Lightweight, Obese, Skulker
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"A home.” Feiya sighed. “Finally, someplace that’s truly ours.” “Bah!” Harsk spat, then went back to watching the distant artisans work on the new bridge. “You people get so worked up about your big fool houses. A soft bit o’ moss and a tree to keep off the rain is enough for anyone.” “Oh?” The witch arched an eyebrow. “And that heated bath you put in your quarters—whats about that?” “Medicinal,” Harsk grunted. “Keeps m’ joints loose and m’ beard supple.” Feiya laughed, then quickly sobered. “Seriously, Harsk—do you think we can defend it? The bandit lord...” Harsk fingered his axe. “Don’t rightly know. But I do know that if we fail, a whole lot of those people are going to die...” Domains and Kingdoms: I am including Pathfinder's Ultimate Campaign and Legendary Game's Ultimate Rulership as official House Rules. Although not able to cover 100% of these areas they do a great job of simplifying the system to include areas left out of the 3.5 core mechanics that were integral in other editions of the game. This is done for 2 reasons... It looks like it works well within the framework and is a balanced approach to handling things from character creation (Backstory/Underage Adventurers), development (Retraining/Crafting/Building) and advancement (Downtime Mechanic/Domain Development/Mass Combat). It saves me having to convert OD&D and AD&D material to manage these things; although some carryovers from these systems that fill any gaps will be used. If you do not have access to these source-books please discuss with the DM.