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homebrew:lost_expedition:houserules [2023/01/25 20:51] – [Free Archetype] fredhomebrew:lost_expedition:houserules [2023/06/15 01:44] (current) – [Homebrew Feats] fred
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 ===== 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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   * **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.
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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.1674679906.txt.gz · Last modified: 2023/01/25 20:51 by fred

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