Darmort's page

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Hi guys,

First of all, sorry if this is the wrong forum, but I am genuinely interested in advise on this.

Anyway!

I'm a long standing GM and for the longest time I've often not delved into house rules. Usually because every time I start a new campaign it has a new player and I end up having to explain any small details that may change or because I dislike limiting my players from all the available resources (Basically if it's on the SRD my players can run wild).

Although recently, I've been shaping up my game world all proper like. This started innocently enough with saying "There's no Gunslingers on this continent" or that I'm using the Draconomicon for all my dragons (because really, why wouldn't I). You know, easy stuff.

Basically, I'm looking on advice on how to implement house rules for my next campaign, which is set in a largely unexplored continent (Think Europe, Africa, Asia and Oceania combined).
What I've got so far are several different "races" of humans to reflect the different cultures (For example, the humans that make up most of Europe are Aulustians, it's heavily Greek themed with a smattering of 40k and Percy Jackson inspirations (Humans vs Monsters. All the time). These humans get Weapon Focus with any one weapon, Weapon Proficiency with Martial Weapons and any one Bonus Combat Feat, as well as a +2 racial bonus to Perception. They're effective at fighting because they have to be, but they can't do much else outside of war because they don't know what life is outside of war - I'm hoping)
Then I'm working on a skill overhaul as well - Make things a lot more like 5th Edition Skills so that there are no Skill Ranks, you just have a bonus or you don't, and classes will get a flat amount of skill points at 1st level and that's it. Difficulty Classes will be made so that rolls can be accomplished.

So, to you GMs who do have various house rules...
How radically do people alter things? How drastically do these things affect your campaigns?
Can you offer any advice about informing players of various house rules that alter the game in these regards?


Quite a simple one, but I'm unsure because of how I initially interpreted it compared to a friend.

With School Understanding, you gain a School Power. Fine, I get that. Using Arcane Reservoir gives you the other Level 1 Power. Fine.

If you take a single Level of Wizard, along with 19 Levels of Arcanist;

Do you count as a 20th Level Wizard for every from your Arcane School, extra School Spells Memorised and all (as well as the Opposed Schools)? This is how my friend interpreted it.

Or do you only get the School Powers? My interpretation.

As for the Bloodline Development, the same situation really. 1 Level of Sorcerer, 19 Levels of Arcanist.

Does this give you all of the Bloodline Powers as well as the extra spells known and additional feats?

Or just all of the Bloodline Powers?


Looking at the Weapon Master Fighter Archetype, there's a few things missing from a couple of the descriptions.

Firstly, Weapon Training. It replaces Armour Training 1, 2, 3 and 4 at their respective levels, which is fine. It does not, however, state that it otherwise works like standard Weapon Training, in that it states a specific weapon, rather than weapon groups.

Secondly, but not as importantly, Unstoppable Strike is gained at Level 19. It doesn't mention what skill it replaces, but I would presume it replaces Armour Mastery.

Race

8/8 HP, AC:13 (17 Mage Armor) , T: 13, FF: 11 (15 Mage Armor), CMD: , F: 1, R: 1, W: 3,

Classes/Levels

Init +1, Pereption +0, CN Wayang Telekinetic Fist: +2 (1d4+1 x2)

About Maleficent <CORE>

Basic Stats:

Maleficent
Wayang
CN Small

Init +1; , Speed: 30ft, SensesDark Vision. Perception: +0

Defense:

AC: 13, T: 13, []FF:[/b] 11 CMD: 11
(+2 Dex +0 Armor +1 Size)

HP: 8

Fort: +1, Ref: +1, Will: +3

Offense:

Speed 30 ft.

Melee:
N/a

Range:
Telekinetic Fist: +2 (1d4+1 x2)

Statistics:

Str 8, Dex 12, Con 10, Int 18, Wis 10, Cha 14

BaB: +0, CMB: -1, CMD: 11

Spells:

0 Level:

1st Level:
Burning Hands
Mage Armor
Enlarge Person
Enlarge Person

[/spoiler​]

Spell Book

0 Level: All except Enchantment and Illusion

1st Level:
Burning hands DC 16
Liberating Command
Expeditious Retreat
Enlarge Person
Mage Armor
Grease
Summon Monster 1

[spoiler=Feats]
Feats:
1.) Spell Focus - Evocation
1.) Heighten Spell

Traits:
Magical Lineage
Friend in Every Town
Ability Score Racial Traits:
Gripplis are nimble and alert, but spindly. They gain +2 Dexterity, +2 Wisdom, and –2 Strength.

Size: Gripplis are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.

Type: Gripplis are humanoids with the grippli subtype.

Base Speed: Gripplis have a base speed of 30 feet and a climb speed of 20 feet.

Languages: Gripplis begin play speaking Common and Grippli. Gripplis with high Intelligence scores can choose from the following: Boggard, Draconic, Elven, Gnome, Goblin, and Sylvan.

Camouflage: Gripplis receive a +4 racial bonus on Stealth checks in marshes and forested areas.

Princely The grippli gains proficiency with rapiers and a +2 racial bonus on Diplomacy and Intimidate checks. This racial trait replaces swamp stride and weapon familiarity.

Special Abilities:

Arcane Bond (Ex or Sp)
At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard’s skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.

Arcane School:
A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead. A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction. Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard’s spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.
School of Greed

Cantrips
Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots.

Spell Focus
At 1st level, a wizard gains Spell Focus a bonus feat

Physical Enhancement (Su)

You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.

Telekinetic Fist (Sp)

As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Skills:
(0 ACP)

Appraise +0
Climb +8 (20ft climb speed)
Craft
Diplomacy +7 <1 Rank>
Knowledge Arcana +8 <1 Rank>
Knowledge Dungeoneering +0
Knowledge Engineering
Knowledge Geography
Knowledge History +8 <1 Rank>
Knowledge Local +0
Knowledge Nature
Knowledge Nobility
Knowledge​ Planes +8 <1 Rank>
Knowledge Religion +0
Linguistics +8 <1 Rank>
Profession
Spell Craft +8 <1 Rank>
Stealth +5

Racial Modifiers:

Languages:Common, Grippli, Boggard, Draconic, Sylvan, Goblin

Gear/ Notes:

150 GP, 0 SP, 0 CP

Notes
Magic Lineage -1 Caster lvl for 1 Spell with MM Feats
Friend in Every Town+1 Diplo and Know Local Diplo Class Skill
Senses Dark Vision