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About DM XCurrent Battlemap:
2d10 PLAYTEST INFO
The standard crit threat ranges are normal in 2d10, so a long sword threatens on a 19+, but with auto crit on doubles. So the 'margin' of success for an attack is compared like so: Modified To Hit roll: 22
Damage Range Min: 3, Min Crit = min overal+max normal damage Max dmg=max on die+Strength bonuses Absolute max dmg = (1d8+2)x3=30 In this weapons case The Margin is 6. So add 6+min (3) = 9dmg.
If the attack had been a critical with a margin of 17, MAX damage would have been 30. Local Coinage:
Harrow Point Uses: to draw a card, Roll a d6 followed by a d9.
d9 Alignment
Harrow Points:
Reading the harrow is a traditional Varisian method of divination, and most Ustalavs believe to at least a small degree that the mystical forces that flow through a harrow deck influence their fate and control their destiny; thus, including harrow readings adds a wholly Ustalavic feel to the campaign. Presented herein is an optional system you and your GM may wish to add to your campaign as a way of further exploring this flavorful element of Golarion. Harrow Points combine the fateful elements of the Harrow Deck with the Hero Points system from the Advanced Player’s Guide—or similar systems like that presented in the GameMastery Plot Twist Cards. By drawing from the Harrow Deck, you gain a single-use ability determined by the specific card drawn, which you may play at any time to benefit yourself or a fellow player. The cards’ effects on your campaign represent fate smiling on your party and the heroic destiny that awaits you. Each player begins play with a single card, and draws a new card at the completion of each adventure in the campaign. In addition to cards automatically gained through progressing in the Adventure Path, your party will have the opportunity to obtain additional, specific cards by achieving certain plot goals in each adventure. If you wish to use this subsystem, be sure to remove the following cards from the deck before beginning your campaign: The Crows, The Eclipse, The Hidden Truth, The Marriage, The Survivor, and The Uprising. These specific cards have unique effects when played; see the individual volumes of the Carrion Crown Adventure Path for more information on how to gain these cards and their effects when played. A player may play a card during each of the six adventures, or save them to play in one sweeping mass of fate in the final installment; you may have more than one card in your hand at any given time. Once a card has been played, however, it is removed from play. Hammers (Str): If used before a roll is made, a
Keys (Dex): You can spend a keys card to take your turn
Shields (Con): You can spend a shields card on your turn
Books (Int): You can spend a books card to recall a spell
Stars (Wis): If you feel stuck at some point in the adventure,
Crowns (Cha): You may spend a crown card to reroll any
Alignments:
Neutral Good: You channel positive energy that cures a creature
Chaotic Good: You receive a +4 circumstance bonus on one CMB check to
Lawful Neutral: You gain a +10 bonus on any single Sense Motive check. True Neutral: You may gain a one-time insight into the future as the spell
Chaotic Neutral: You gain the effects of rage, as the spell, lasting a
Lawful Evil: You can give another creature a command as per the spell
Neutral Evil: You channel negative energy that deals an amount of damage
Chaotic Evil: You may instantly force any creature to reroll a saving throw
House Rules: Skills: all 2+int classes have 4+int
GM Only:
Blood Veil—contact or injury; Fortitude DC 13; incubation
1 day; damage 1d3 Constitution and 1d3 Charisma. Infected:
Jeek Valkoor Vampire 1 (L5 Expert...second story man): Str:+3 Dex:+3 Con- Int:+1 Wis:+1 Cha:+3
Vladim Marishko Vampire 2 (L6 Commoner) Str: +2 Dex: +3 Int: +1 Wis:+2 Cha:+2 AC 20 (+1 armor, +1 dodge) Hp 35 BAB: +5 MAB: +7 KN(Local)DC12:Known around town for cheap produce, often near spoiler, a layabout, and not missed over the last several weeks. Borishk Harlouf Vampire 3 (L5 Warrior) Str:+3 Dex:+0
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