homebrew:lost_expedition:houserules
Differences
This shows you the differences between two versions of the page.
Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
homebrew:lost_expedition:houserules [2022/12/13 06:03] – [Other House Rules] fred | homebrew:lost_expedition:houserules [2023/06/15 01:44] (current) – [Homebrew Feats] fred | ||
---|---|---|---|
Line 5: | Line 5: | ||
A dwarf from the Mror Holds can select this as their Heritage. These dwarves are touched from birth with the corruption of the Daelkyr, giving them some sort of cosmetic mutation, and a personal symbiont. | A dwarf from the Mror Holds can select this as their Heritage. These dwarves are touched from birth with the corruption of the Daelkyr, giving them some sort of cosmetic mutation, and a personal symbiont. | ||
- | Choose one cantrip from the Arcane or Occult spell lists to learn. You may cast this spell as an arcane or occult (respectively) cantrip as an innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. Additionally, | + | Choose one cantrip from the Arcane or Occult spell lists to learn. You may cast this spell as an arcane or occult (respectively) cantrip as an innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up. Additionally, |
**Ruinbound Crafting (Ancestry feat 1):** | **Ruinbound Crafting (Ancestry feat 1):** | ||
You can spend downtime growing the symbiont, crafting it into a more powerful symbiont that grants more abilities (but sometimes might have drawbacks). You may use the Occult skill to craft your symbiont, and are considered to have the Specialty Crafting and Magical Crafting feats, but only for symbionts. | You can spend downtime growing the symbiont, crafting it into a more powerful symbiont that grants more abilities (but sometimes might have drawbacks). You may use the Occult skill to craft your symbiont, and are considered to have the Specialty Crafting and Magical Crafting feats, but only for symbionts. | ||
+ | |||
+ | ===== Automatic Bonus Progression ===== | ||
+ | Like D&D 4e, there is an expectation of PCs having magical items as they level up, and the math reflects this requirement. While I will be doling out magic items, Automatic Bonus Progression makes it a bit easier on me by automatically giving you some of the basic bonuses the items normally grant: bonuses to attacks, AC, saves, skills, bonus damage dice, etc. Instead of it being item-specific, | ||
+ | |||
+ | I AM STILL CONSIDERING WHETHER OR NOT TO USE THIS RULE; IT MIGHT BE MORE INTERESTING TO HAVE NORMAL ITEMS, AS IT IS EASIER TO DO IT IN PF2E THAN 4E. I'M STILL WEIGHING THE PROS AND CONS ON THIS ONE. | ||
+ | |||
+ | [[https:// | ||
===== Free Archetype===== | ===== Free Archetype===== | ||
- | At every even level, characters get can select an additional class feat that can only be spent on dedications and archetype feats. You must qualify for these feats, but there is no requirement to take 3 feats before beginning another archetype (you can mix& | + | At every even level, characters get can select an additional class feat that can only be spent on dedications and archetype feats. You must qualify for these feats, but there is no requirement to take 3 feats before beginning another archetype (you can mix& |
**At game start, these Free Archetypes will represent your out-of-combat utility to the party; what they were hired to do *besides* kill aberrations. Thus, the list is focused on things like crafting, healing, knowledge, exploration, | **At game start, these Free Archetypes will represent your out-of-combat utility to the party; what they were hired to do *besides* kill aberrations. Thus, the list is focused on things like crafting, healing, knowledge, exploration, | ||
Line 19: | Line 26: | ||
Initial Archetype list: | Initial Archetype list: | ||
- | * **[[https:// | ||
* **[[https:// | * **[[https:// | ||
* **[[https:// | * **[[https:// | ||
Line 37: | Line 43: | ||
* **[[https:// | * **[[https:// | ||
* **Dragonmarked Scion (Warding): | * **Dragonmarked Scion (Warding): | ||
- | * **Potion Seller:** An alchemist-like archetype that lets you craft potions (rather than only elixers). This archetype is found [[https:// | + | * **Potion Seller:** An alchemist-like archetype that lets you craft potions (rather than only elixers). This archetype is found [[https:// |
===== Hero Points ===== | ===== Hero Points ===== | ||
- | Hero Points are described [[https:// | + | Hero Points are described [[https:// |
+ | |||
+ | If you roll below a 10 on a Hero point roll, you instead roll a 10 on the die. | ||
Also, characters can spend a single hero point to do either of the following things, in addition to their normal uses. | Also, characters can spend a single hero point to do either of the following things, in addition to their normal uses. | ||
Line 50: | Line 58: | ||
* **Dwarven Phalanx:** If three characters are adjacent to the same enemy, that enemy is flanked by those characters. If this gets too powerful, I might nerf it; there are some higher-level feats that grant similar benefits (but usually with only two characters). | * **Dwarven Phalanx:** If three characters are adjacent to the same enemy, that enemy is flanked by those characters. If this gets too powerful, I might nerf it; there are some higher-level feats that grant similar benefits (but usually with only two characters). | ||
* **Disarm:** The Disarm action is pretty underpowered. I'm making the Disarming Flair (swashbuckler feat) baseline, which improves the effect of a Success to last until the end of your next turn, instead of the end of your turn. An affected creature can use the Interact action on their turn to adjust their grip and remove the effect. | * **Disarm:** The Disarm action is pretty underpowered. I'm making the Disarming Flair (swashbuckler feat) baseline, which improves the effect of a Success to last until the end of your next turn, instead of the end of your turn. An affected creature can use the Interact action on their turn to adjust their grip and remove the effect. | ||
- | * **Lore Advancement: | + | * **Lore Advancement: |
* **Rune of Sturdiness: | * **Rune of Sturdiness: | ||
* **Dragging a Grappled creature:** If you have a creature grabbed, you may Shove them any direction you choose, and Stride after them like normal. If the target is still within reach after the movement, they are still grabbed. | * **Dragging a Grappled creature:** If you have a creature grabbed, you may Shove them any direction you choose, and Stride after them like normal. If the target is still within reach after the movement, they are still grabbed. | ||
- | * **Alignment Damage:** Alignment damage | + | * **Alignment Damage: |
+ | * **Recall Knowledge: | ||
===== Homebrew Content ===== | ===== Homebrew Content ===== | ||
==== Homebrew Weapons ==== | ==== Homebrew Weapons ==== | ||
Line 69: | Line 78: | ||
//Spikard trait:// This weapon is fitted with a crossbow mechanism fitted to an impact trigger. If this weapon is loaded with a crossbow bolt, deal one additional die of Piercing damage on a successful melee hit. This weapon gains Reload 1, but can be used without the extra damage if unloaded. | //Spikard trait:// This weapon is fitted with a crossbow mechanism fitted to an impact trigger. If this weapon is loaded with a crossbow bolt, deal one additional die of Piercing damage on a successful melee hit. This weapon gains Reload 1, but can be used without the extra damage if unloaded. | ||
- | Striking runes (but not property runes) on the weapon will also increase the crossbow damage dice. You These extra damage dice do not count towards your weapon damage dice for any effect that gives you a bonus based on how many weapon damage dice you have. | + | Striking runes (but not property runes) on the weapon will also increase the crossbow damage dice. |
- | If you make a Critical Hit with a loaded Spikard, you may use either the weapon' | + | If you make a Critical Hit with a loaded Spikard, you may use either the weapon' |
{{ : | {{ : | ||
Line 81: | Line 90: | ||
**Disenchant (Inventor 4):** You can spend 10 minutes disenchanting a magic item of a max level equal to your level +2. The item is completely destroyed, and you get Reagents of a value equal to half the item's price. These reagents can be used to craft any magical item, though you still need the physical item you're crafting in order to make it; these reagents cannot create a physical object, only enchant one. You cannot disenchant a cursed, intelligent, | **Disenchant (Inventor 4):** You can spend 10 minutes disenchanting a magic item of a max level equal to your level +2. The item is completely destroyed, and you get Reagents of a value equal to half the item's price. These reagents can be used to craft any magical item, though you still need the physical item you're crafting in order to make it; these reagents cannot create a physical object, only enchant one. You cannot disenchant a cursed, intelligent, | ||
+ | |||
+ | **Three-Point Landing (Reaction): | ||
+ | Requirements: | ||
+ | If you fall and would have your fall damage reduced by Catfall, you can attempt to land on your feet. | ||
+ | Roll an Acrobatics check (usually with a Hard DC based on your level) | ||
+ | |||
+ | //Critical success:// You land on your feet, gain Panache, and can immediately Step. | ||
+ | |||
+ | // | ||
+ | |||
+ | // | ||
+ | |||
+ | //Critical Failure:// You fall prone, and your fall damage is not reduced by Catfall. | ||
+ |
homebrew/lost_expedition/houserules.1670911380.txt.gz · Last modified: 2022/12/13 06:03 by fred