Pokazywanie postów oznaczonych etykietą home rule. Pokaż wszystkie posty
Pokazywanie postów oznaczonych etykietą home rule. Pokaż wszystkie posty

niedziela, 30 października 2011

sobota, 5 marca 2011

Mechanika płodności

Hej!

Tak, wreszcie nastał czas na tę notkę. Przejdźmy wiec do rzeczy.

Zapłodnienie

To, czy kobieta zajdzie w ciążę, jest rozwiązywane jest testem Kondycji. Podczas każdego cyklu owulacyjnego i w miarę regularnego współżycia kobieta powinna wykonać test Kondycji, DC 15 (stosowanie wiedzy o ludzkiej płodności czy innego NPR-u dodaje +2). Udany oznacza zajście w ciążę. DC jest dosyć wysokie, ale pamiętajmy, że zajście w ciążę nie jest takie super proste. Poza tym, trzy na cztery zarodki ulegają naturalnemu poronieniu.

Poród

Aby urodzić żywe dziecko i samemu przeżyć, kobieta musi wykonać dwa (lub trzy, w przypadku ciąży mnogiej)  udane pod rząd testy Kondycji o DC 10, wykonywane z częstotliwością jeden na godzinę. Obecność akuszerki (lub innej podobnej osoby) i udany test Heal DC 10 oznacza bonus +2 do rzutów na Kondycję podczas porodu. Za każdy test nieudany o 5 lub więcej dalsze rzuty zostają obarczone karnym modyfikatorem -2. Test nieudany o 10 lub więcej oznacza śmierć matki i/lub dziecka (do decyzji MG). Naturalna 1 oznacza zwykłą porażkę, naturalna 20 zwykły sukces.


BLESSING OF LIFE
School abjuration; Level cleric 1, druid 1, paladin 1, ranger 1
Casting Time 10 minutes
Components V, S
Range touch
Target creature touched
Duration 1 hour/level
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

This spell relieves labour pain and helps in childbirth. The spell grants the subject a +2 luck bonus to Constitution checks to succesfully give birth, with an additional +1 to the bonus for every six levels you have (maximum +5 luck bonus at 18th level).

piątek, 25 lutego 2011

Silver Pyromancer

SILVER PYROMANCER

Associated School: Evocation
Replacement Powers: The following school powers replace the intense spell, force missile and elemental wall powers of the evocation school..

Sacred Flame (Su): When you cast a spell that deals fire damage, half of the damage results from this sacred energy, while the rest is normal fire damage. At 20th level, you can choose to make fire spells deal no fire damage at all, instead dealing full normal damage derived from sacred power. You can choose not to use this ability—for example, if your spell targets a creature that is vulnerable to fire (such as a creature with the cold subtype).

Holy Light (Su): Starting at 1st level, you can unleash a flashing ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two wizard levels you possess. In addition, the ray causes undead to be blinded for 1 round. Undead with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Smiting Spell (Su): At 8th level, as a swift action, you can use sacred power to imbue a spell with a holy might, gaining a +4 bonus on caster level checks to bypass the spell resisitance of evil creatures with that spell, and the spell’s damage is increased by 50% against evil creatures (as if you had applied the Empower Spell feat to it). In addition, evil creatures take a –2 penalty on their saving throws against a smiting spell. If you also apply the Empower Spell feat to your smiting spell, it deals double damage (+50% twice) to evil creatures. This ability have no effect on a nonevil creatures. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.

sobota, 5 lutego 2011

Zasady tworzenia sił zbrojnych

Cześć!

To takie ogólne założenia co do tworzenia sił zbrojnych. Każde państwo ma stale siły zbrojne, bez dodatkowego kosztu, w liczebności 3 % ludności. Zbudowanie zamku i garnizonu zwiększa te procenty o +1 % (bonus dolicza się tylko raz, niezależnie od liczby posiadanych garnizonów i zamków). Siły te są rozłożone miedzy Generala (armia), Marshala (strażnicy dróg) i Wardena (gwardia miejska). 1/10 tych żołnierzy ma heroic class 2, pozostałe 9/10 ma NPC class 2.

Na każdy 1000 ludności do armii przybywa jeden bohater heroic class 4.

Na początku rekruci startują z pustymi rękami, ew. kostur czy laga. Sprzęt dokupuje im się za BP. Przelicznik jest podany na jedną setkę ludzi:

Zestaw podstawowy
- leather armor, heavy wooden shield, shortspear
- 1 BP

Zestaw żołnierza
- hide armor, heavy wooden shield, longsword
- 2 BP

Zestaw łucznika
- composite longbow, leather armor, short sword
- 2 BP

Zestaw rangera
- chainshirt, composite longbow, greataxe
- 7 BP

Zestaw ciężkiej piechoty
- chainmail, heavy steel shield, longsword
- 9 BP

Zestaw gwardzisty
- chainmail, halberd
- 8 BP

Zestaw zwiadowcy
- leather armor, composite shortbow, light horse, shortspear
- 5 BP

Zestaw lekkiej jazdy
- studded leather, composite shortbow, light horse (combat trained), buckler, lance
- 9 BP

Zestaw ciężkiej jazdy
- banded mail, heavy steel shield, masterwork lance, warhammer, heavy horse (combat trained) with studded leather barding
- 42 BP

Zestaw prawdziwego rycerza
- full plate armor, heavy steel shield, heavy crossbow, masterwork lance, warhammer, heavy horse (combat trained) with chainshirt barding
- 122 BP

poniedziałek, 3 stycznia 2011

Enduring weapon

An enduring weapon negates [co myślicie o takiej opcji?] all penalties to attack rolls for wind and weather effects, like rain, snow, severe wind and so on. An enduring weapon must be a ranged weapon.

Moderate abjuration; CL 6th; Craft Magic Arms and Armor, endure elements; Price +1 bonus.

poniedziałek, 20 grudnia 2010

Broń strzelecka i inne

Jako, że uzbierało się trochę wątpliwości.

Najpierw nowe ceny:
- Shortbow - 10 gp
- Shortbow, composite - 20 gp
- Longbow - 15 gp
- Longbow, composite - 25 gp

Teraz shurikeny, jak działają:
- w ręku można ich trzymać pięć i tyle też  można puszczać bez konieczności dobierania (dobranie kolejnej piątki to move action, jak normalne draw a weapon) - każdy tak może robić, nie tylko mnich (choć nie każdy potrafi ich używać)
- łamią się jak strzały (czyli po trafieniu każdy zostaje zniszczony, po pudle 50 % szans na to, że ocaleje)
- kupuje się je piątkami, taka piątka (cenowo) to jeden masterwork

Wobec powyższych, postać Mikiego ma jeszcze jeden zestaw (5) masterwork i trzy zestawy (15) zwykłych

A na koniec, kusze:
- light crossbow light ma teraz 1d10 dmg, heavy crossbow 2d6 dmg

P.S. Zmieniłem trochę statsy bandytów. Przygotujcie się na nieco większe hp i AC.

Dragonmarki

Hej!

Wprowadziłem aktualizację normalnych dragonmarków. A oto i zasady dla aberrant dragonmarks:

ABERRANT DRAGONMARK, LEAST [GENERAL]
You have a least aberrant dragonmark.
Benefit: You gain a least dragonmark and can chose any first level spell as your spell-like ability, usable twice per day. Alternatively, you can choose any second level spell as your spell-like ability, usable once per day. 
You cannot chose spells with expensive material components.
A saving throw against your dragonmark spell-like ability has a DC of 10 + the level of the spell + your Cha modifier. 
Your caster level for your dragonmark spell-like abilities is equal to your level.


ABERRANT DRAGONMARK, LESSER  [GENERAL]
You have a lesser aberrant dragonmark.
Prerequisites: Least Aberrant Dragonmark, 3 ranks in any two skills.
Benefit: You gain a lesser dragonmark and can chose any third level spell as your spell-like ability, usable once per day. In addition, you can use your least dragonmark spell-like ability one additional time per day.
You cannot chose spells with expensive material components.
A saving throw against one of your dragonmark spelllike abilities has a DC of 10 + the level of the spell + your Cha modifier.
Your caster level for your dragonmark spell-like abilities is equal to your level.


ABERRANT DRAGONMARK, GREATER  [GENERAL]
You have a greater aberrant dragonmark.
Prerequisites: Least Aberrant Dragonmark, Lesser Aberrant Dragonmark, 7 ranks in any two skills.
Benefit: You gain a greater dragonmark and and can chose any fifth level spell as your spell-like ability, usable once per day. In addition, you can use your least and lesser dragonmark spell-like abilities one additional time per day.
You cannot chose spells with expensive material components.A saving throw against one of your dragonmark spelllike abilities has a DC of 10 + the level of the spell + your Cha modifier.
Your caster level for your dragonmark spell-like abilities is equal to your level


sobota, 11 grudnia 2010

Nowe rage powers

Hej!

Pewnie cześć z Was wie, że w Demon Wastes, oprócz wyznających demonów barbarzyńców z Carrior Tribes żyją także wyznawcy Płomienia, nazywający go Binding Flame. Celem owych dobrych barbarzyńców jest walka z demonami i powstrzymanie ich przed wtargnięciem naKhoirvaire. W APG pojawiła się seria totem powers. A jako, że żaden nie pasuje do Pętającego Płomienia, oto moja propozycja dla owych plemion:

Zwracam też uwagę, że przeciw supernatural abilities nie można używać Spell Resistance (As this is a supernatural ability, summoned creatures can't use their Spell Resistance to overcome this effect.).

Binding Flame Totem (Su): When raging, the barbarian is surrounded by the aura of good, as the protection from evil spell.  A barbarian must have the lesser binding flame totem rage power to select this rage power. A barbarian must be at least 6th level to select this rage power.

Binding Flame Totem, Greater (Su):  As a swift action, when the barbarian succesfully hit the evil outsider, he can  dismiss him, as the dismissal spell (DC 10 + 1/2 the barbarian’s level + the barbarian’s Strength modifier).  This power can only be used once per rage. A barbarian must have the binding flame totem rage power to select this rage power. A barbarian must be at least 10th level to select this rage power.

Binding Flame Totem, Lesser (Su): When raging, any weapon the barbarian wields, as well as natural weapons, are treated as magic and good-aligned for the purpose of bypassing the Damage Reduction.

poniedziałek, 29 listopada 2010

Action points i awanse

Hej!

W celu bilansu, żeby ograniczyć nadwyżkę action points na wczesnych poziomach, wprowadzam oto tę tabelę:


Poziom
Action points
Liczba sesji do awansu na następny poziom
2
3
1
3
3
1
4
5
2
5
6
2
6
6
2
7
7
3
8
8
3
9
8
3
10
9
4
11
9
4
12
10
4

Czarodzieje i inni

Pierwsza zasada, dla czarujących którzy zapamiętują zaklęcia:

A spellcaster can cast a prepared spell spontaneously by sacrificing another prepared spell of equal level. She can't use this ability for the spells of the highest level she can cast.

Druga zasada, dla czarujących, którzy mają znane zaklęcia:

Once per day, during her 8-hours rest, a spellcaster can change one of her known spells to any spell from the her list of the appropriate level. This change lasts until the next rest. She can't use this ability for the spells of the highest level she can cast. She can't use this ability for creating magic items with the spell completion or spell activation.

niedziela, 28 listopada 2010

Dragon marks

Hej!

To nowa wersja dragonmarks:

LEAST DRAGONMARK [GENERAL]
You have a least dragonmark.
Prerequisite: Member of appropriate dragonmarked race and house.
Benefit: You gain a least dragonmark and the use of one spell-like ability associated with the least dragonmark of your house (see the next section of this chapter for information on dragonmarks).
A saving throw against your dragonmark spell-like ability has a DC of 10 + the level of the spell + your Cha modifier.
Your caster level for your dragonmark spell-like abilities is equal to your level.


LESSER DRAGONMARK [GENERAL]
You have a lesser dragonmark.
Prerequisites: Member of appropriate dragonmarked race and house, Least Dragonmark, 3 ranks in any two skills.
Benefit: You gain a lesser dragonmark and the use of one spell-like ability associated with the lesser dragonmark of your house (see the next section of this chapter for information on dragonmarks). In addition, you can use your least dragonmark spell-like ability one additional time per day.
A saving throw against one of your dragonmark spelllike abilities has a DC of 10 + the level of the spell + your Cha modifier.
Your caster level for your dragonmark spell-like abilities is equal to your level.


GREATER DRAGONMARK [GENERAL]
You have a greater dragonmark.
Prerequisites: Member of appropriate dragonmarked race and house, Least Dragonmark, Lesser Dragonmark, 7 ranks in any two skills.
Benefit: You gain a greater dragonmark and the use of one spell-like ability associated with the greater dragonmark of your house (see the next section of this chapter for information on dragonmarks). In addition, you can use your least and lesser dragonmark spell-like abilities one additional time per day.
A saving throw against one of your dragonmark spelllike abilities has a DC of 10 + the level of the spell + your Cha modifier.
Your caster level for your dragonmark spell-like abilities is equal to your level.


MARK OF DETECTION
Least Mark of Detection: detect magic 2/day or detect poison 2/day; +2 bonus on Perception checks.
Lesser Mark of Detection: detect scrying 1/day or see invisibility 1/day.
Greater Mark of Detection: true seeing 1/day.


MARK OF FINDING
Least Mark of Finding: identify 1/day, know direction 2/day, or locate object 1/day; +2 bonus on Perception checks.
Lesser Mark of Finding: helping hand 1/day or locate creature 1/day.
Greater Mark of Finding: find the path 1/day.


MARK OF HANDLING
Least Mark of Handling: calm animals 1/day, charm animal 1/day, or speak with animals 1/day; +2 bonus on Handle Animal checks.
Lesser Mark of Handling: dominate animal 1/day or greater magic fang 1/day.
Greater Mark of Handling: animal growth 1/day or summon nature’s ally V 1/day.


MARK OF HEALING
Least Mark of Healing: cure light wounds 1/day or lesser restoration 1/day; +2 bonus on Heal checks.
Lesser Mark of Healing: cure serious wounds 1/day, neutralize poison 1/day, remove disease 1/day, or restoration 1/day.
Greater Mark of Healing: heal 1/day.


MARK OF HOSPITALITY
Least Mark of Hospitality: purify food and drink 2/day, prestidigitation 2/day, or unseen servant 1/day; +2 bonus on Diplomacy checks.
Lesser Mark of Hospitality: create food and water 1/day or Leomund’s secure shelter 1/day.
Greater Mark of Hospitality: heroes’ feast 1/day or Mordenkainen’s magnifi cent mansion 1/day.


MARK OF MAKING
Least Mark of Making: make whole 1/day, mending 2/day, or repair light damage* 1/day; +2 bonus on Craft checks.
Lesser Mark of Making: minor creation 1/day or repair serious damage* 1/day.
Greater Mark of Making: fabricate 1/day or major creation 1/day.


MARK OF PASSAGE
Least Mark of Passage: expeditious retreat 1/day, mount 1/day, or dimension leap 1/day; +2 bonus on Survival checks.
A character with the dimension leap spell-like ability can teleport up to a total of 10 feet per character level per use. The character can leap a shorter distance than his maximum, as long as the distance is in 10-foot increments. Using dimension leap is a standard action.
Lesser Mark of Passage: dimension door 1/day or phantom steed 1/day.
Greater Mark of Passage: overland flight 1/day or teleport 1/day.


MARK OF SCRIBING
Least Mark of Scribing: arcane mark 2/day, comprehend languages 1/day, or whispering wind 1/day; +2 bonus on Linguistics checks.
Lesser Mark of Scribing: illusory script 1/day, secret page 1/day, or tongues 1/day.
Greater Mark of Scribing: sending 1/day (a description provided by a client makes you familiar with the recipient).


MARK OF SENTINEL
Least Mark of Sentinel: mage armor 1/day, protection from arrows 1/day, shield of faith 1/day, or shield other 1/day; +2 bonus on Sense Motive checks.
Lesser Mark of Sentinel: protection from energy 1/day or lesser globe of invulnerability
1/day.
Greater Mark of Sentinel: globe of invulnerability 1/day.


MARK OF SHADOW
Least Mark of Shadow: darkness 1/day, disguise self 1/day, or minor image 1/day; +2 bonus on Diplomacy checks.
Lesser Mark of Shadow: clairaudience/clairvoyance 1/day, shadow conjuration 1/day, or scrying 1/day.
Greater Mark of Shadow: mislead 1/day, prying eyes 1/day, or shadow walk 1/day.


MARK OF STORM
Least Mark of Storm: endure elements 1/day, fog cloud 1/day, or gust of wind 1/day; +2 bonus on Acrobatics checks.
Lesser Mark of Storm: sleet storm 1/day, wind’s favor 1/day, or wind wall 1/day.
With sleet storm, a character can create either warm rain or freezing sleet.
A character using wind’s favor can create a localized area of strong wind (approximately 30 mph) in an area 10 feet wide, 10 feet high, and 100 feet + 20 feet per caster level long. The wind blows for 1 hour per caster level or until the character dismisses it. By concentrating as a fullround action, the character can change the direction of the wind by 45 degrees.
Greater Mark of Storm: control winds 1/day or control weather 1/day.


MARK OF WARDING
Least Mark of Warding: alarm 1/day, arcane lock 1/day, firetrap 1/day, or misdirection 1/day; +2 bonus on Perception checks.
Lesser Mark of Warding: explosive runes 1/day, glyph of warding 1/day, or nondetection 1/day.
Greater Mark of Warding: Mordenkainen’s faithful hound 1/day, greater glyph of warding 1/day, or guards and wards 1/day.

sobota, 6 listopada 2010

Sorcererzy

Hej!

Pojawił się argument, że wizardzi z taką zasadą rzucania czarów sprawiają, iż sorcererzy są nieprzydatni. Aby to zrekompensować, taki house rule.

Sorcerer podczas 8-godzinnego odpoczynku, prócz regeneracji czarów, może zmienić jedno ze swoich zaklęć na inne, z wyjątkiem tych z Bloodline'a. Codziennie. Daje mu to potencjalnie dostęp do wszystkich czarów w podręczniku, choć "transformuje" się dużo wolniej niż wizard... no ale nie ma księgi, do której jest ograniczony! To się nazywa czysta magia.