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homebrew:lost_expedition:houserules [2023/02/01 16:31] – [Free Archetype] fredhomebrew:lost_expedition:houserules [2023/06/15 01:44] (current) – [Homebrew Feats] fred
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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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 **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.1675269077.txt.gz · Last modified: 2023/02/01 16:31 by fred

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