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Truthseeker Wayfinder

DM Doomed Hero's page

1,407 posts. Alias of Doomed Hero.


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Persistant Conditions: No ambient light, Uneven Floor (group 2 only)

About DM Doomed Hero

NPCs of Note:

Bal, Dig-site foreman. Large, excitable 1/2 orc male. Talks with his arms. Smiles a lot.

Fala, Bal's Crew Chief. Wiry and thin. Wears man's clothes. No nonsense, very organized and competent. Has a sharp tongue when upset.

Jonas, resident Academic. It's hard to place his ancestry, but he isn't quite human. Surprisingly hardy for a bookish type. Has spent his time down in the deeps, but now concentrates mostly on the logistic side of things. Was one of the founding members of the Explorer's Society.

Noros, the Quartermaster. A dwarf with a head full of numbers and complaints. Runs things from inside a nice warm tent. With a hammock.

Currently In Stock:

All items of 5 gold or less are assumed to be in stock.

All specialty Items bought from the Quartermaster during a mission are increased in price by 10%.
The following is the list of specialty items the Quartermaster currently has available-

Antitoxins x5
Tanglefoot Bags x5
Sunrods x5
Alchemist Fire x3

Masterwork Chain Shirt x1
Masterwork Steel Shield x1
Masterwork Glaive x1

Potion of Cure Light Wounds x3
Potion of Delay Poison x1
Potion of Protection From Evil x1
Potion of Detect Secret Doors x1
Potion of Firebreathing x1

Scroll of Reduce Person
Scroll of Magic Circle Against Evil x1

General House Rules:

--Small Changes, because Martials deserve nice things--

All Maneuvers may be attempted without Provoking at +1 BaB. In addition, all Maneuvers can be used in place of an attack.

Reposition and Bull Rush are for shoving people off cliffs or into campfires. The caveat about not being able to move people into danger with these maneuvers is removed.

Any creature with an Intelligence of 3 or higher receives Power Attack and Combat Expertise as bonus feats at +1 BaB. Think of these as a Martial's "metamagic." They are combat stances, pure and simple. Anyone familiar with weapons knows how to do these. It doesn't take special training. However Power Attack has reduced effect (because more people will be able to take other damage-enhancing feats). Instead of -1/+2, Power Attack is a flat -1/+1. For 2-handed weapons, the 1.5 increase remains the same. Fractions round up.

Dervish Dance is Weapon Specific, but can be used with any Finesse-able weapon. Think of this like Weapon Focus. Pick a weapon when you chose the feat. You get Dex to damage with that weapon.

Proficiency with Exotic Weapons cost a Trait. Because none of them are worth a feat, but they are cool and I like to see them used more often.

Spears of all kinds may be used in one hand by a character proficient in Martial Weapons. Because history.

Characters have a number of Attacks of Opportunity each round equal to the number of attacks granted by their BaB. More skilled martial characters should be better at exploiting combat opportunities. Combat Reflexes adds AoOs equal to a character's Dex modifier to their number of AoOs a round.

Reach Weapons do not use the ranged weapon Cover rules. Attacking from behind other people is what polearms are designed to do. A martial shouldn't have to invest in archery feats (improved precise shot) in order to use a polearm the way they are designed to be used.

Reach Weapons use the 3.5 Diagonal exception. Normally, pole arms do not threaten on diagonals, unless you are a large creature. Ignoring this little artifact of the grid makes pole arms more functional.

Armor Spikes, Spiked Gauntlets, Bite attacks and other weapons that do not need to be employed in hands allow a character to threaten squares adjacent to them, even if they have attacked with a Reach weapon that round.

Light Weapons can be drawn as a Free action. Treat them as ammunition. If drawing an arrow is a non-action, so is drawing a knife. Pistols count as Light weapons for the purposes of drawing.

--A Big Change--

At +6 BaB, all characters may Reverse-Spring Attack. If you start a Full Attack, you may move up to your base movement speed during the attack sequence. This works similarly to taking a 5' adjust between attacks, but increases the distance a character is allowed to move . Total movement during an attack sequence cannot exceed a characters base movement speed. This movement must end with an attack against a valid target (the attack sequence must end with an attack, not with movement). (note: This is not move-attack-move. That's Spring Attack which is more tactically advantageous because of it's defensive/stealth/cover possibilities. This is attack-move-attack, which keeps Martial characters from declaring a full attack, killing the enemy on the second swing, and then effectively losing the rest of their potential for the round)

-- Fun Changes--

Spells don't Fizzle. Anyone that fails a concentration check doesn't simply lose the spell. Instead, the Scroll Mishaps rules will be consulted to see what happens to the magical energy when it is interrupted.

Size Matters: Creatures that are bigger than you might move you if they hit you. Slam or Bludgeoning attacks from a creature one size category larger than their target or any melee attack from a creature two or more size categories larger initiate a Bull Rush as a free action after a successful hit (regardless of damage dealt). This bull rush is not automatically directed by the attacker, and uses the Grenade scatter rules to determine which direction the target is moved. Any result that would indicate the target is moved toward the creature instead moves the target straight back away from them.

Drawing Objects From Pouches: Any adventurer worth his salt knows that sometimes it's handy to have things like caltrops, tanglefood bags or potions as accessible as possible. As such, bandoleers and pouches are made to store one object at the ready. These specially made pouches are treated exactly like (and cost the same as) Wrist Sheathes or Spring Loaded Wrist Sheathes. A typical belt can hold up to six of them. Custom harnesses can be made to accommodate up to twenty on various places on the body.

Readying Actions Outside Combat: I handle Readied Actions as part of the Surprise rules. Essentially, that's what the Surprise Round already is. If you aren't surprised, you get a standard action and aer able to act, pretty much as though you had an action readied.
Readying an action outside combat just lets you pre-set your surprise round action. Essentially, if you ready an action outside of combat, you can always act in the surprise round, but your action has already been chosen. No matter the situation, you pull the trigger (or whatever).
If you are Surprised, you are still Flat Footed as normal even after performing your readied action, but you still get to perform that action by reflex. Essentially, you've prepared to do something and trained for it so you get to do it before you brain has fully processed what's happening.

GM Tools:

Random Dungeon Generator

Random Treasure Generator

[dice=Nisfeollyn, Perception]1d20+3[/dice]
[dice=Cad, Perception]1d20+2[/dice]
[dice=Dvalin, Perception]1d20+10[/dice]
[dice=Bladud, Perception]1d20+8[/dice]

[dice=Nisfeollyn, initiative]1d20+2[/dice]
[dice=Cad, initiative]1d20+2[/dice]
[dice=Dvalin, initiative]1d20+1[/dice]
[dice=Bladud, initiative]1d20+3[/dice]

--------------------------------------

[dice=Torgan, perception]1d20+2[/dice]
[dice=Lyla, Perception]1d20+4[/dice]
[dice=Dorian, Perception]1d20[/dice]
[dice=Hal, Perception]1d20+8[/dice]

[dice=Torgan Initiative]1d20[/dice]
[dice=Lyla Initiative]1d20+2[/dice]
[dice=Dorian Initiative]1d20+4[/dice]
[dice=hal Initiative]1d20+3[/dice]


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