Sacred IRL Player Uberness


Homebrew and House Rules


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From here discussing Sacred Geometry...

DominusMegadeus wrote:
I think it's clear by this point that Pathfinder Campaign Setting: Occult Mysteries was intended for wizards who have the same Int score as their wizard IRL. At least Arithmancy doesn't requires potentially 20 dice rolls. You can calculate all spells ahead of time.

Me heartily support new trend.

Player want powerful PC? For game of pretending role in fantasy? Of course reward Player for his or her actual ability!

Other classes need this love. Me suggest more feats.

Barbarian - Player add +1 to die rolls when face flushed with anger. Add +2 if nose flared enough fit die inside.

Bard - +2 Diplomacy while Player speaks in iambic pentameter. +4 if speaks Shakespearean sonnet.

Cleric - See Arithmancy feat for define "digital root". When cast spell, as swift action for PC, Player has six seconds cite verses from real religious texts with digital root match spell name digital root. For each cited, up spell DC one.

Fighter - First combat round Player arm-wrestle other person in room. Win, get +1 damage. Subsequent combat rounds must pick new person and bonus damage increments +1. Once lose, stop until next combat encounter.

Monk - Player add +2 all saving throws while halving own pulse.

Rogue - Player add +1 to die rolls with dice stolen from GM. Add +2 if GM not know dice belong GM.

Alchemist - Player gain free Empower for extract if in one minute make GM obscure mixed drink GM requests.

Cavalier - Player add +1 to die rolls when on horse. Add +2 if horse rearing and pawing air during die roll.

Gunslinger - After turn, Player stand tall with hand by hip and silently glare at GM with beady eyes. If maintain pose motionless until start of next turn, +10 to initiative. Use once per combat.

Oracle - Before each die roll Player may predict number rolled. If predict correctly may change die to any desired value. If predict same number twice in same encounter loses spellcasting until encounter ends.

Witch - Player add +1 to die rolls if cackling frightens GM.

Your turn...

Shadow Lodge

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Wizard-Quadruple the caster level and DC of any spell you cast, if you cast the spell IRL in the same turn.

Inquisitor-+1 to attack rolls and skill checks if you are wearing red robes. +2 if the GM didn't expect you to make that attack roll/skill check.


Gunslinger - Player fires a Nerf pistol at a target mounted on the wall at least 20' away to determine whether their character hits with any attack.

Sovereign Court

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Ninja automatically qualifies for Sneak Attack if he manages to creep up behind the GM and startle him.

Alchemist may splash drink on battle mat instead of rolling to-hit with splash weapon. Must do this from at least 10ft. Anything splashed with drink is hit.

Gunslinger may roll to-hit by using nerf gun against miniatures.

Halfling may throw pebbles at miniatures as to-hit roll with thrown or sling attacks.

Dwarf if the player manages to knock over any minis with a belch, that counts as a free action succesful Demoralize against all knocked-over minis (including allies).

Silver Crusade

Synthesist Summoner Gains a +1 bonus to fort checks so long as he remains fully encased within another person.

Bard Gains a +1 to bardic information so long as he has a paid subscription to the History or Discovery channel.

Cavalier Qualifies for a charge even if the route is blocked, so long as he remains mounted on a horse at the table. He takes an immediate -10 charisma penalty if he doesn't clean up after the horse.

Shadow Lodge

Gnome-Gains a +1 on any diplomacy or bluff rolls as long as he has random-colored hair and is wearing the largest, loudest, most colorfully strange hat he can find.


Bard +1 to All Ability DCs if Player plays any instrument loud enough to disrupt conversations at the table.

Cleric +1 to Caster Level is holding IRL Sacred Text weighing up to 2 pounds; bonus increases by doubling increments for every doubling of weight past two pounds, +2 for 4 lbs, +4 for 8 lbs, etc...


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FireberdGNOME wrote:
Cleric +1 to Caster Level is holding IRL Sacred Text weighing up to 2 pounds; bonus increases by doubling increments for every doubling of weight past two pounds, +2 for 4 lbs, +4 for 8 lbs, etc...

I always knew my massive, musty, Extra-Large-Print Bible would come in handy, I just never knew how until today.


Witch +2 caster level on spells and hexes if you can keep a cat quietly in your lap. Bonus becomes -1 penalty when cat leaves, -2 penalty if cat touches any dice or jumps on the table.


Inquisitor +1 attack and damage if you let the GM have the comfy chair.


FireberdGNOME wrote:
Bard +1 to All Ability DCs if Player plays any instrument loud enough to disrupt conversations at the table.

If I'm GM, the character loses all experience points and gear for doing this.


Pathfinder Maps Subscriber
JoeJ wrote:
If I'm GM, the character loses all experience points and gear for doing this.

Especially if it's a kazoo.


SlimGauge wrote:
JoeJ wrote:
If I'm GM, the character loses all experience points and gear for doing this.
Especially if it's a kazoo.

Or Vuvuzela


Barbarian - Gets an additional +2 on attack rolls and damage while raging, as long player is wearing a Viking helmet and chanting, "Spam! Spam! Spam! Spam!"


Cavalier +1 to attack and damage for each fellow player he is able to denigrate in combat. Add an extra +1 for each fellow player he outperforms in a round.

As a side note, it makes me wonder if Alain was created as he was on purpose or if it was just a lucky accident.


Ninja: +1 on social skills each session until another player calls him a ninja. -1 after.

I am a merchant, not a ninja. :-)

/cevah

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