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homebrew:lost_expedition:houserules [2022/12/13 06:04] – [Other House Rules] fredhomebrew:lost_expedition:houserules [2023/06/15 01:44] (current) – [Homebrew Feats] fred
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 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, You may only cast this cantrip while your symbiont is revealed and active, and there is some sort of sign that the symbiont is casting the cantrip itself, rather than you simply doing it. +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, You may only cast this cantrip while your symbiont is revealed and active, and there is some sort of sign that the symbiont is casting the cantrip itself, rather than you simply doing it. You have access to the [[https://2e.aonprd.com/Archetypes.aspx?ID=188|Living Vessel]] archetype (but only for aberrations), and may select Living Vessel Dedication as your 1st-level Ancestry feat.
  
 **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, you just get these bonuses as you level up, so it's easier to move between items and use different kinds of weapons. This does help martial characters a little more than spellcasters, but don't worry; I won't forget caster-specific items like wands, staves, and scrolls. ABP just smooths out a lot of the numbers everyone gets.
 +
 +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://2e.aonprd.com/Rules.aspx?ID=1357|Here]] is the information about Automatic Bonus Progression.
  
  
 ===== 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&match archetypes). Initially, you must select from a limited list, including several magical, multiclass, and professionbut any subsequent feats don't have this restriction; you can pick from any of them. If there's something not on this list that you want, I would be more likely to allow it as an initial archetype if it wasn't a direct combat archetype, and had some utility outside of battle. Uncommon and Rare archetypes are still very much subject to DM approval.+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&match archetypes). Initially, you must select from a limited list, including several magical and profession but any subsequent feats don't have this restriction; you can pick from any of them. If there's something not on this list that you want, I would be more likely to allow it as an initial archetype if it wasn't a direct combat archetype, and had some utility outside of battle. Uncommon and Rare archetypes are still very much subject to DM approval.
  
 **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, and defense. **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, and defense.
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 Initial Archetype list: Initial Archetype list:
-  * **[[https://2e.aonprd.com/Archetypes.aspx?Category=4|Any Multiclass Archetype:]]** These archetypes give you some abilities and feats from other base classes. These archetypes are initially off-limits, because the Free Archetype here is to describe your character's non-combat utility on the expedition. At later levels, you may choose multiclass archetypes to broaden your character's abilities. 
   * **[[https://2e.aonprd.com/Archetypes.aspx?ID=46|Archaeologist]]**: learns skills, cantrips, and abilities involved with searching through ancient ruins and avoiding any hazards contained therein.   * **[[https://2e.aonprd.com/Archetypes.aspx?ID=46|Archaeologist]]**: learns skills, cantrips, and abilities involved with searching through ancient ruins and avoiding any hazards contained therein.
   * **[[https://2e.aonprd.com/Archetypes.aspx?ID=49|Bastion]]**: Improved shield use to protect one's self and their allies. (Can learn the [[https://2e.aonprd.com/Feats.aspx?ID=2098|Second Shield]] feat from the Viking archetype as a feat from this archetype).   * **[[https://2e.aonprd.com/Archetypes.aspx?ID=49|Bastion]]**: Improved shield use to protect one's self and their allies. (Can learn the [[https://2e.aonprd.com/Feats.aspx?ID=2098|Second Shield]] feat from the Viking archetype as a feat from this archetype).
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   * **[[https://2e.aonprd.com/Archetypes.aspx?ID=79|Talisman Dabbler]]:** Can craft and affix talismans (single-use buff items) more easily. Gains talismans with their daily preparations, like alchemists.   * **[[https://2e.aonprd.com/Archetypes.aspx?ID=79|Talisman Dabbler]]:** Can craft and affix talismans (single-use buff items) more easily. Gains talismans with their daily preparations, like alchemists.
   * **Dragonmarked Scion (Warding):** Becomes much better at using their dragonmark. More and better dragonmark focus spells. This archetype is found in the [[https://scribe.pf2.tools/v/2qF7WjsY-pathfinders-guide-to-eberron|Pathfinder's Guide to Eberron]]   * **Dragonmarked Scion (Warding):** Becomes much better at using their dragonmark. More and better dragonmark focus spells. This archetype is found in the [[https://scribe.pf2.tools/v/2qF7WjsY-pathfinders-guide-to-eberron|Pathfinder's Guide to Eberron]]
-  * **Potion Seller:** An alchemist-like archetype that lets you craft potions (rather than only elixers). This archetype is found [[https://scribe.pf2.tools/v/Vl92W05z-potion-seller|here.]] The level 8 feat (Only for the Strongest) is available to any alchemist or anyone who has the alchemist archetype. When using the My Potions are Too Strong feat, you may only craft a higher-level version of a potion or elixer if that item's level is equal or lower to your level.+  * **Potion Seller:** An alchemist-like archetype that lets you craft potions (rather than only elixers). This archetype is found [[https://scribe.pf2.tools/v/Vl92W05z-potion-seller|here.]] The level 8 feat (Only for the Strongest) is available to any alchemist or anyone who have the alchemist or herbalist archetypes. When using the My Potions are Too Strong feat, you may only craft a higher-level version of a potion or elixer if that item's level is equal or lower to your level.
  
 ===== Hero Points ===== ===== Hero Points =====
-Hero Points are described [[https://2e.aonprd.com/Rules.aspx?ID=427|here]]. In addition to the normal circumstances, I will also give out hero points when a character does something in RP that is very in keeping with their background or personality (similar to BitD background XP).+Hero Points are described [[https://2e.aonprd.com/Rules.aspx?ID=427|here]]. In addition to the normal circumstances, I will also give out hero points when a character does something in RP that is very in keeping with their background or personality (similar to BitD background XP). You'll get Hero Points when you something creative, cool, or clever. 
 + 
 +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.
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   * **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:** If you have a Lore skill from an Ancestry feat, its proficiency is improved to expert at 3rd level, master at 7th level, and legendary at 15th level. This is similar to the Additional Lore skill feat.+  * **Lore Advancement:** If you have a Lore skill from an Ancestry feat or your Background, its proficiency is improved to expert at 3rd level, master at 7th level, and legendary at 15th level. This is similar to the Additional Lore skill feat.
   * **Rune of Sturdiness:** Instead of Sturdy Shields being their own magic item, you can purchase, craft, or find Runes of Sturdiness that add the same benefit to shields. These runes cost the same as the shield item does normally, and will add the difference in hardness, BT, and health between a standard steel shield and the sturdy shield to the enruned shield's statistics. This way, you can wield a special magical shield without it being extremely fragile.   * **Rune of Sturdiness:** Instead of Sturdy Shields being their own magic item, you can purchase, craft, or find Runes of Sturdiness that add the same benefit to shields. These runes cost the same as the shield item does normally, and will add the difference in hardness, BT, and health between a standard steel shield and the sturdy shield to the enruned shield's statistics. This way, you can wield a special magical shield without it being extremely fragile.
   * **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:** Attacks and spells that deal Alignment damage deal half damage to enemies of a neutral alignment relative to the damage. So a Neutral Evil target takes half of any Lawful or Chaotic damage they are dealt, but is immune to Evil damage. GM may exempt certain alignment damage where appropriate, such as passive ambient alignment damage meant specifically to prevent the opposite alignment from lingering in a particular area but not intended to ward off neutral creatures+  * **Alignment Damage:** Attacks and spells that deal Alignment damage deal half damage to enemies of a neutral alignment relative to the damage. So a Neutral Evil target takes half of any Lawful or Chaotic damage they are dealt, but is immune to Evil damage. GM may exempt certain alignment damage where appropriate, such as passive ambient alignment damage meant specifically to prevent the opposite alignment from lingering in a particular area but not intended to ward off neutral creatures
 +  * **Recall Knowledge:** Recall Knowledge grants creature type, general info, and one of either Attacks, Defenses, or Special Abilities. Critical Success gets two of those options.
 ===== Homebrew Content ===== ===== Homebrew Content =====
 ==== Homebrew Weapons ==== ==== Homebrew Weapons ====
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 //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's critical specialization or the Bow critical specialization. If you roll a Critical Failure, the crossbow bolt jams in the weapon, making the crossbow portion unusable until you take an Interaction to clear and reload the jam.+If you make a Critical Hit with a loaded Spikard, you may use either the weapon's critical specialization or the Bow critical specialization. If you roll a Critical Failure with a loaded Spikard, the crossbow bolt jams in the weapon, making the crossbow portion unusable until you take an Interaction to clear and reload the jam.
  
 {{ :homebrew:lost_expedition:dwarf_weapons.jpg?400 |}} {{ :homebrew:lost_expedition:dwarf_weapons.jpg?400 |}}
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 **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, relic, or artifact item. **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, relic, or artifact item.
 +
 +**Three-Point Landing (Reaction):**
 +Requirements: Catfall
 +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.
 +
 +//Success:// You land on your feet and gain Panache.
 +
 +//Failure:// You fall prone; your fall damage is still reduced by Catfall.
 +
 +//Critical Failure:// You fall prone, and your fall damage is not reduced by Catfall.
 +
homebrew/lost_expedition/houserules.1670911455.txt.gz · Last modified: 2022/12/13 06:04 by fred

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