Fury of the Virtuous (Inactive)

Game Master jlighter

A rebooted Wrath of the Righteous campaign, with some added twists and variations to make things a little more interesting.


Current Party Location:

Kenabres Underground - Beneath Clydwell Plaza

Current Party Location:

Kenabres Underground - Beneath Clydwell Plaza

House Rules:

1) Two-Weapon Fighting penalties apply when fighting with two weapons, not when using the Two-Weapon Fighting special full-attack action.
2) Simulacrum may not recreate any spell or spell-like ability above 6th level, and requires a body part of the creature to be made.
3) Critical Fumbles: On an attack roll of natural 1, a confirmation roll will be made in the same fashion as confirming a critical hit (using all the same bonuses, etc.). If the confirmation roll misses, the attack is a critical fumble, and an effect card from that deck will be drawn and applied.
4) Exploding Criticals: If a confirmation roll for a critical hit is both a critical threat and a hit, the roll can be confirmed a second time to add to the crit an effect from a card from the Critical hit deck; additional multipliers will modify the original unmodified dice (Ex: Crit x4 weapon crits and draws double-damage card = x5 damage)
5) A roll of natural 1 on a skill or ability check can, at times, be construed as a fumble. (the normal rule is to ignore crits and fumbles on skill/ability checks and just look at the result)
6) A roll of natural 20 may, at times, be an auto-succeed on skill or ability checks. (the normal rule is to ignore crits and fumbles on skill/ability checks and just look at the result)
7) Roleplay can override dice in certain instances (I'm looking at you, social skills >.>); functionally, treat this as an arbitrary bonus to the check in question.
8) Mindless undead have an alignment of N, not NE, unless created by an Evil caster.
9) Cure and other Healing subschool spells belong to the Necromancy school of magic ("Necromancy spells manipulate the power of death, unlife, and the life force."); this is mostly for flavor
10) When leveling up, HP will be rolled, minimum Half (before Con and other modifiers)
11) Exceptional roleplay can gain bonus experience.
12) "Item Readiness." Basically items are either "readied" (sheathed weapons, items in bandoleers, etc), "convenient" (such as a belt pouch, satchel) or they are stored (backpacks, sacks, etc.) Normally a readied item is a swift action to draw, a convenient item is a move action, and a stored item is a full-round action. It should also be noted that putting the item AWAY is also the same action. The Quick draw feat bumps all of these actions down a step (swift to free, move to swift, full-round to standard) and can be used on more than just weapons. Dropping a backpack or similar container is a move action.
13) Except in exceptional circumstances, leveling takes place after resting.
14) If necessary, characters can make an Insight check (1d20+Primary Stat Mod) to gain insight into current scenario and receive a small amount of divine guidance (hint)

Optional Rule: Massive damage?