
mittean |

The Eldritch Odessey Rules are as follows:
• Destiny Points - Succeed in one thing (DMs discretion). One per level. There may be unintended consequences.
• Bottle caps/Hero Points - Receive Inspiration when you spend a Bottle cap. Receive Bottle caps when you do cool stuff.
• Active Defense - Use Defense instead of AC. Roll defense values instead of applying 10+AC.
• Reactions - Characters who beat their attackers' attack roll with a Defense roll will roll on the Reaction table, gaining a free Reaction as they prevent the attack.
• AoO - Characters without Sneak Attack do Dirty Tricks instead. No regular automatic attacks. This is to create tactical situations, and make damage dealing more important, by making it less frequent.
• Hit Points/Vigor/Wound Points - Vigor is equal to HP, and replenishes HP at the rate of 1 per minute. WP is your negative HP and is the real damage. They heal normally and heal before any HP damage. Priority is WP/HP/Vigor.
• Progressive Feats - Feats that go up by +1 when you enter a new Tier; i.e. Weapon Focus, Spell Focus, Dodge, Weapon Specialization (+2/Tier), etc.
• Minions/Monsters/Standard enemies with classes/Lieutenants/Bosses -
Minions have 1 HP/HD plus bonuses. They don’t roll Defense, get Reactions, or AoO. They do minimum damage. Any monster 4 CR lower than the party's APL is a minion. They have no treasure.
Standard enemies with class levels get 1 Reaction per round.
Lieutenants gain an extra Feat and have 150% HP and two Reactions per round.
Bosses have two extra Feats, 250% HP and unlimited Reactions. They calculate treasure at CR +2.
• Unique magic - Miracles are different from spells, which are different from psionics, which are different from manipulating nature. Trying to affect another type is at a -5.
• Magic items - Scrolls, Potions, and Magic items act differently.
• Economic downturn - There are 5 levels of coinage: Platinum pieces, Gold pieces, Electrum pieces, Silver pieces, and Copper pieces. All magical items are priced normally. All mundane items are one level down from those listed. All treasure is one level down from listed. Identifying magic items takes 100 GP and 1 hour, or 10 GP, a skill check, and 24 hours.
• Appraise - Roll an Appraise Skill check. Prices are 10% of the listed value, and shop keeps are considered always to be taking 20. Then take the shop keeps score and the players score and minus them. For every point below 20, add 5% to the price the buyer will pay. For instance, they roll a 30, the party rolls a 7. 30-7 is 23; they offer 10% of the listed price or 10 GP on a 100 GP item. Next time, the party rolls a 17; 30-17 is 13. That's 7 points below 20 which is 35%; 35 GP on a 100 GP item.