GM Sappy's Old Glories (Inactive)

Game Master Sapiens

Why should the young heroes get all the fun?

The Parchment:

Set thee off from Slumbering Cat
Seeking where the Dead are at
Journey north and east apace
To find Medusa’s iron embrace,
Follow now the Spider Star
Behind the Wall that hides its Face
To our Sad, Abandoned Place
If visit ye the Long Deceased
Find the Will to Feed the Beast
Then Begin where all Men End
Light go out and Breath Suspend
Egress through the Stony Door
After turning Face to Floor
Each Adellan Branch has Room
In its Silent, Musty Tomb
For at least one Careless Soul
Wouldst thou fill that Empty Hole?

Maps and Handouts


ADDITIONAL CHARACTER CREATION RULES:

In addition to what I wrote in the first post, I'm collating all the little bits and bobs I'm adding.

- PCs may have a few (no more than four) 1st-level followers for free. They will be useless in proper adventuring, however.
- Leadership is allowed provided you don't take advantage of cohort and followers during "adventuring time"
- Additional disadvantage - Missing a Hand: You can't dual wield, use two-handed weapons, or use a shield. You can't take this disadvantage if your character would not be hampered (swashbucklers, monks, and the such).
- The tone will be quite light-hearted, without going to full silliness. That is, unless we all agree to full silliness.
- Skinwalkers are allowed.
- Familiars and Animal Companions get the improved feat chain. They may be old or young, player's choice
- About the second method of score adjustment: you have to allocate a bonus and a penalty to each of the pairs. Example: -6 Str, +4 Dex, +4 Con, +4 Int, -6 Wis, -6 Cha.
- HP: Half, rounded up.
- Psionics is allowed.
- New Disadvantage: Blind as a Bat. You're blind. However, you have blindsight 10' and blindsense 60'.


New Oracle Mystery: Luck:

Spells: 2nd - Divine Favor, 4th - Grace, 6th - Heroism, 8th - Freedom of Movement, 10th - Grand Destiny, 12th - Brilliant Inspiration, 14th - Contingency, 16th - Moment of Prescience, 18th - Heroic Invocation

Lucky Thought (Su): You just might be lucky enough to recall some bit of forgotten lore or information. You can retry any Knowledge skill check you have made within the past minute, gaining an insight bonus on the check equal to your Charisma modifier. You can use this ability a number times per day equal to your Charisma modifier.

Sense of Luck (Su): The whispers of intrigue sing to you with glimpses of insight into others' presence and motives, granting you greater awareness than your own senses could manage. You can add your Charisma modifier instead of your Wisdom bonus on Perception and Sense Motive checks.

Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Fortune’s Favor (Ex): As a swift action, you can call on fortune’s favor, giving you a +1 luck bonus on attack rolls, saving throws, skill checks, and weapon damage rolls. You can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. Maintaining this bonus is a free action, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Fortune’s Favor is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance. Like bardic performance, it cannot be maintained at the same time as other performance abilities. This bonus increases to +2 at 5th level, +3 at 11th level, and +4 at 17th level.

Barrier of Luck (Ex): The luck possessing your life can cause attacks against you to miss by random chance, granting you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this barrier causes incoming arrows, rays, and other ranged attacks requiring an attack roll against you to have a 50% miss chance. You can use this barrier for 1 hour per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-hour increments.

Prescience (Su): At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Invisibility (Su): As a standard action, you can become invisible (as per the invisibility spell). You can remain invisible for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Starting at 9th level, each time you activate this ability you can treat it as greater invisibility, though each round spent this way counts as 1 minute of your normal invisibility duration. You must be at least 3rd level to select this revelation.

Rewind Time (Su): Once per day as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. At 11th level, and every four levels thereafter, you can use this ability an additional time per day. You must be at least 7th level to select this revelation.

Trust your Luck (Ex): By performing a propitiatory ritual with your lucky trinkets, you can gain an insight bonus equal to your Charisma modifier on one saving throw, a +10 competence bonus on any one skill check or a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Performing the ritual takes 10 minutes. You may use Trust your Luck (in any combination) once per day plus one additional time per day for every four oracle levels you have attained.

Foretell (Su): You can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. You can use this ability for a number of rounds per day equal to your oracle level. These rounds do not need to be consecutive. You must be 7th level to select this revelation.