GM KoKyu's Jade Regent

Game Master KoKyu

A journey of a thousand miles begins with killing a few Trolls.
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Hundreds of years ago in the distant land of Minkai, a powerful cabal of evil spirits known as ONI emerged from the mysterious Forest of Spirits. Intent on seizing control of a land they felt they deserved to rule, these oni, began a covert war against the five royal families of Minkai, for by obscure but nonetheless binding divine laws, only once all five families had been wiped out or controlled could they take control.

House Rules:

HP are calculated as MAX for the first level then rolled or average for every level there after. Rolls are to be made in the discussion thread and cannot be changed without first making a desperate plea to the GM.
Damage can be recovered in two ways; Magical or during 30 minute rest periods. While resting, creatures can recover up to a maximum of their current Hit Dice in HP. The number of HD is declared prior to rolling and cannot be changed or added to during that rest period.

A 5th level party decides to rest after having survived an encounter with goblins. The fighter has suffered the loss of 12 of his 35 HP. Rather than entrust his healing to the resident Cleric of Erastil, the player elects to use 2 of his 5 HD to recover the damage, or 2d10. The resulting 8 isn't 100% but it is all the fighter may recover during that rest period. In order to recover the remaining 4 points the fighter may: A. Extend the rest period another 30 min to spend more of his HD, B. Accept Erastil into his heart and let the cleric heal him, C. Decide 31/35 HP is good enough and carry on.

Cold Dangers:

Stolen without permission from DM oKOyA
Cold Dangers
Cold and exposure usually deal nonlethal damage to the victim. A character cannot recover from the damage dealt by a cold environment until she gets out of the cold and warms up again. (ie not just rest and refit). Once a character has taken an amount of damage equal to her total hit points, any further damage from a cold environment is converted to lethal damage.

An unprotected character in cold weather (below 5° C) must make a Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points of nonlethal damage. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description). Characters protected from the cold, by cold weather outfits for example, do not need to make fort saves at all.

In conditions of severe cold or exposure (below -20° C), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well. Characters wearing a cold weather outfit only need check once per hour (DC 15, +1 per previous check) for cold and exposure damage.

Extreme cold (below –30° C) deals 1d6 points of nonlethal damage per minute (no save) to unprotected characters and they must make a Fortitude save (DC 15, +1 per previous check) or take 1d6 points of lethal damage as well. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well. Characters wearing a cold weather outfit only need check once per 10 minutes for nonlethal damage (DC 15, +1 per previous check).

A character who takes any damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers all damage taken from the cold and exposure.

Crafting Skills as a Profession:

The rules are the same save for the italic/bolded changes.

Only one item can be worked on at a time and must be taken to completion before crafting or making repairs to another. To determine how much time and money it takes to make an item, follow these steps.

1. Find the item's price in silver pieces (1 gp = 10 sp).

2. Find the item's DC from Table: Craft Skills.

3. Pay 1/3 of the item's price for the raw material cost.

4. Make an appropriate Craft check representing one day's worth of work. If the check succeeds, multiply your check result by the DC. If the result × the DC equals the price of the item in sp, then you have completed the item. (If the result × the DC equals double or triple the price of the item in silver pieces, then you've completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner.) If the result × the DC doesn't equal the price, then it represents the progress you've made this week. Record the result and make a new Craft check for the next day. Each day, you make more progress until your total reaches the price of the item in silver pieces.


Detect Magic Changes:

1. You must make a will save against an illusions DC+2 to realise it is an illusion and have its magical aura register while using Detect Magic. The increase in DC is to represent that your not really interacting with it in any sensory way (close inspection, using hands/hearing) as well as balancing a cantrip against higher level spells. This will save will be made by me in secret.
2. You will no longer be able to detect magic auras that are part of a trap until the trap is triggered. In the process of making a magical trap, part of the creation includes a permanent Magic Aura spell masking the aura. Resetting such a trap includes a re-activation of the Magic Aura spell.


Intimidations:

The DC to intimidate a group of creatures/opponents will be: 10 + the highest Wisdom modifier + half the total Hit Die of the opponent's allies in support/immediate vicinity.
Source

Concerning Magical Webs:

Web ruling: Unentangled creatures may cut their way through Webs using Full Round actions per 5' square. Using Standard Actions players can attempt to move at 10' but must succeed vs. AC 12 Hardness 5 HP 2 to cut their way, failed attempts result in the creature becoming entangled.
Source