Sea Devil

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As the title suggests, I'm interested if anyone is running Eberron with Pathfinder(r) and if they have made any changes/implemented any house rules?

Thanks!

Mike


If there's one thing I hate about 4E it is going unconscious and sitting there only able to roll a Death Saving Throw on my turn.

This system is designed to keep the players who go below 0 in the game, yet keep the suspense and tension related to death saving throws and the possibility of dying. When you drop to 0 HP, you do not go unconscious. Instead, you can continue to fight on, however, at the risk of injury or death.

The wound system using the Keith Baker "wounds as diseases" system that is floating around as I'm a huge fan of that. (Search for it on Enworld.org - I think there's a few threads there that have developed more on it).

Thoughts and comments are appreciated.

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Wounds and Death

In the unending exploration of the unknown and the fight against monsters, the heroes risk serious wounds or even death.

Wounded: When your hit points drop to 0 or fewer, you have suffered a serious blow that could potentially lead to semi-permanent injury, or even death. While wounded, you are not considered Bloodied.

Wound Saving Throw: When you are Wounded, you need to make a saving throw at the end of your turn each round. The more wound points you accrue throughout a battle, the higher the chance of you risking a serious injury and possibly even death.

Lower than 10: You accrue a Wound Point. Wound Points are marked in your Hit Point box and they do not go away until you take an extended rest.

10–19: No change.

20 or higher: You do not mark a Wound Point. Instead, immediately spend a healing surge. When you do so, you are considered to have 0 hit points, and then your healing surge restores hit points as normal. You are no longer considered Wounded. If you roll 20 or higher but have no healing surges, your condition doesn’t change.

Note: You or an ally can perform a Heal check to stabilize. If you are stabilized, your hit point total does not change, but you can stop making Wound Saving Throws until you take damage again.

End of Encounter: At the end of any encounter, check your hit point box to see if you have any Wound Points marked (remember, these do not go away until you have taken an extended rest and accumulate throughout the day). For each X marked as a Wound Point, roll that many d6s. So, for example, if you have 2 Xs in your hit point box, you would roll 2d6. If you have 4 Xs in your hit point box, you would roll 4d6.

Then, compare your result to the chart below:

10+ You have suffered an injury. (Use the injuries as diseases rules and determine an appropriate injury.)

15+ You are dead. Either die immediately (and have a few last words spitting blood from your mouth), or set up a scene with the DM where you die heroically saving a baby from a burning building or something.


Modifications heavily inspired by Vincent Baker's Apocalypse World (Google It).

I'm looking for feedback/suggestions/additions/subtractions/modification/etc... Lemme know what you think in general.

I just went with the baseline for DCs, they can always be tweaked to suit the users, so long as the DCs are known before the roll. This is crucial.

_-------_

The DCs assume you always succeed on a 10+. However, based on your skill check, there might be complications.

If an action is impossible, the DM will just tell you and you don't need to roll. Otherwise, by letting you roll, he's saying you'll succeed on a 10+. The DM may choose to impose any further restrictions outside of choices based on your success.

Rolls are generally per scenario (i.e. you roll once and only once until significant time has passed, or unless the situation changes dramatically).

DMs: Feel free to penalize the PC if they don't choose an option (by using that option against them). However, it's your judgment call to apply appropriate penalties.

DMs: A note on "general knowledge". All characters know "common knowledge". Trained characters know Expert and Master Knowledge. Don't make them roll for this. However, some skills have specific uses to gather knowledge about specific items and people.
---

Acrobatics

In addition to its normal uses, you can perform these moves if you are trained in Acrobatics.

The Moves

Acrobatic Stunt - You perform some sort of astonishing act, like flying across a chandelier or sliding down a staircase on your shield (Legolas style). This generally consumes your move action if in combat.

Less than 10, you fail the stunt and fall prone in the square you attempted the stunt from (or wherever otherwise makes sense under a DM judgement call).

10+ Success and...

15+ Choose 1.
20+ Choose 2.
25+ Choose 3.

*You do not provoke opportunity attacks during the movement.
*You do not grant combat advantage during the movement.
*You gain combat advantage against any enemy you are adjacent to at the end of the movement.
*Count this movement as a charge action (you can make a melee basic attack at the end of the movement).
*You can seize hold of an object not held by anyone during this movement if you move adjacent to the object at any point during the movement.

Escape Restraint - You can slip free of manacles, tied hands, or some other type of restraint.

Less than 10, try as you might, the bindings best you and you are stuck in the restraints.

10+ Success and...

15+ Choose 1.
20+ Choose 2.
25+ Choose 3.

*You do in very little time (i.e. as a Standard Action).
*You do it without arousing suspicion (i.e. you can do it without breaking the manacles, cutting the rope, and appear to remain bound).
*You can do it without harming yourself (i.e. if you don't choose this, the DM may charge you 1 surge)
*You do not need the aid of another character.

Easy Landing - With cat-like grace, you can turn a fall into a ninja-like roll or something.

Less than 10, you take normal falling damage.

10+ Success (reduce the falling damage by 10 ft) and...

15+ Choose 1.
20+ Choose 2.
25+ Choose 3.

*You land on your feet (you still take falling damage).
*You reduce the damage by an additional 10 ft - you can choose this one multiple times, reducing the damage an additional 10 ft for each one.
*You can make a grab check against any adjacent creature and if successful they fall along with you.
*If there is harm at the bottom of the fall (like spikes in a pit trap), you avoid them and only take normal falling damage.

Arcana

In addition to its normal uses, you can perform these moves if you are trained in Arcana.

The Moves

Magician's Lore - You can answer questions about magical effects, including rituals, portals, objects, powers, and anything else spawned from magic.

Less than 10, you fail to understand the magic effect.

10+ Success - the DM must tell you power source and keywords and...

15+ Choose 1.
20+ Choose 2.
25+ Choose 3.

*The DM tells you if it is dangerous or hostile toward you.
*The DM tells you how to disable the effect.
*The DM tells you how powerful the effect is.
*The DM tells you the purpose of the effect.
*The DM tells you who the owner/most recent owner of the item.
*The DM tells you who created the item.

Knowledge of Magical Beasts - You can identify magical beings, beast and creatures from other planes of existence.

Less than 10, you know merely whether it is a magical creature or not.

10+ Success - the DM must tell you the creature's type and keywords...

15+ Choose 1.
20+ Choose 2.
25+ Choose 3.

*The DM tells you the creatures specific name and level.
*The DM tells you its powers and auras.
*The DM tells you its resistances and vulnerabilities.
*The DM tells you anything you want to know about the creature's ecology.

Arcane Research - This is a downtime move for between adventures...

Athletics

In addition to its normal uses, you can perform these moves if you are trained in Athletics. Remember to use Armor check penalties.

The Moves

Climb - You can climb dangerous cliff faces and up stone walls and towers like a pro. This generally consumes a move action if in combat.

Note: If you use a Climber's Kit and spend a standard action before you begin climbing, you get a +2 bonus to your Athletics check. If you can brace yourself between two surfaces, you get a +5 bonus to your Athletics check.

Less than 10, you fail to climb, either stalling (and not moving anywhere) or falling if you rolled a natural 1 (you can make a saving throw to catch hold of something during your fall).

10+ Success - you climb up to half your speed and...

15+ Choose 1.
20+ Choose 2.
25+ Choose 3.

*You can give an ally a +2 to their Athletics check to climb.
*You can jump an additional square. You may select this multiple times gaining an additional square each time.
*You do not provoke opportunity attacks while you climb.

Jump - You can make heroic leaps up or across great distances. You must jump as part of a move action, and each square you jump counts against your movement rate. If you run out of movement, you immediately land (possibly falling).

Note: If you have a running start of at least 2 squares, you get a +2 bonus to your Athletics check to jump.

Less than 10, you fail to jump, either falling prone (if you were jumping vertically) or only jumping one square (if you were jumping horizontally).

10+ Success - you jump up to half your speed and...

15+ Choose 1.
20+ Choose 2.
25+ Choose 3.

*You do not provoke opportunity attacks from the square you jumped from.
*You may jump an additional square. You may select this multiple times gaining an additional square each time.
*You may jump as high as you jumped far and vice-versa.

Swim - You can swim in deep, cold, murky waters and do it in armor and stuff. Swimming is generally a move action.

Less than 10, you fail to move and simply keep your head above water. If you rolled a natural 1, you sink under water and begin drowning.

10+ Success - you swim up to half your speed and...

15+ Choose 1.
20+ Choose 2.
25+ Choose 3.

*You can swim under water and not provoke opportunity attacks during your movement.
*You can swim an additional square. You may select this multiple times gaining an additional square each time.
*You can swim or tread water for a long time. You may select this multiple times gaining an additional hour each time.
*You can pull an ally along with you.

Bluff

In addition to its normal uses, you can perform these moves if you are trained in Bluff.

The Moves

Fast Talk - You can quickly talk your way out of a situation temporarily.

Less than 10, you fail to gain the character's attention and they do not want to hear you speak. They'll usually tell you to shut up and may resort to violence if you don't.

10+ Success - you convince the character to listen to you and...

15+ Choose 1.
20+ Choose 2.
25+ Choose 3.

*They don't require a bribe.
*They don't ask a favor of you in return.
*They don't come looking for you later.

Gamble - You can play games of skill and win lots of money. Roll for an entire scene, or play out individual hands - DM's call. It's up to you whether you win by cheating or just by being good.

Less than 10, you lose any wagers you put up. If you rolled a natural 1, you were tricked into going all in. Erase all your cash on hand.

10+ Success - you win, gaining double what you bid, and...

15+ Choose 1.
20+ Choose 2.
25+ Choose 3.

*Your opponent isn't upset about it.
*Your reputation in the place increases. You get comped some free food and drinks.
*You convinced your opponent to go all in. Gain triple what you bid.
*You give your opponent their money back and they agree to a favor instead.

Disguise - You can disguise yourself as someone else.

Note: If you have a Disguise Kit, you gain a +2 bonus to your Bluff check.

Less than 10, the task is impossible. You know you won't be able to pull it off.

10+ Success - you can pull off the disguise and...

15+ Choose 1.
20+ Choose 2.
25+ Choose 3.

*The disguise withstands the test of time.
*You can pass as a particular person (provided you can pass as their gender and race), speaking and acting like them.
*You can pass as another gender.
*You can pass as another race.

Diplomacy

In addition to its normal uses, you can perform these moves if you are trained in Diplomacy.

The Moves

Negotiation - You can spend time with someone in conversation and negotiate terms. You must usually spend a good amount of time with the person (at least 5 minutes) to negotiate with them. Generally, you roll for each issue you wish to negotiate.

Note: If the character is Friendly - gain +2 bonus. If the character is Unfriendly - gain a -2 bonus.

Less than 10, you fail to convince the character to side with your point of view. On a roll of 1, the character immediately becomes hostile or afraid and either turns to violence or flees.

10+ Success - you convince the character to help you and...

15+ Choose 1.
20+ Choose 2.
25+ Choose 3.

*They don't ask a favor of you first.
*They don't ask for a gift in return.
*They give you additional aid in some manner (up to the DM).

Seduction - You can woo members of the opposite sex (or same sex?). This usually takes some time with the person, depending on the circumstances.

Less than 10, you fail to convince the character to consider you - they are repulsed, disgusted, or just generally not interested.

10+ Success - you convince the character to be with you and...

15+ Choose 1.
20+ Choose 2.
25+ Choose 3.

*They don't ask a favor of you in return.
*They don't require a bribe.
*They do a favor for you.
*They give you a gift.

Barter - You can convince merchants to reduce the price on their wares and show you rarer items.

Note: This rule assumes the DM is using the markup rules in the DMG1 and isn't glossing over purchasing magic items. If you aren't using the markup rules, and are glossing over magic items, just don't worry about Barter.

Less than a 10, you fail to convince the merchant to reduce his wares or provide any rare stuff. You can buy the normal items available with the normal 40% markup.

10+ Success - you convince the merchant to deal with you (markup is only 30%) and...

15+ Choose 1.
20+ Choose 2.
25+ Choose 3.

*The merchant gives you a discount, reducing the markup an additional 10%. You can take this multiple times, reducing the markup by 10% each time.
*The merchant opens up his rare items to you (DM can select a better range of level and items for you to choose from).
*The merchant can find a specific item for you. Roll for Barter again. 10+ He just sold it to... (DM gives desription/name of NPC) 15+ He knows a guy, who knows a guy... 20+ It's a 40% markup item. 25+ He's got it for the normal price.

Dungeoneering

In addition to its normal uses, you can perform these moves if you are trained in Dungeoneering.

The Moves

Knowledge of Aberrants - You can identify aberrant creatures from the depths.

Less than 10, you know merely whether it is an abberant creature or not.

10+ Success - the DM must tell you the creature's type and keywords...

15+ Choose 1.
20+ Choose 2.
25+ Choose 3.

*The DM tells you the creatures specific name and level.
*The DM tells you its powers and auras.
*The DM tells you its resistances and vulnerabilities.
*The DM tells you anything you want to know about the creature's ecology.

Forage - You can find good and water in an underground environment. You can make one check per day.

Less than 10, you don't find anything worth eating. If you roll a natural 1, you find some hazardous foodstuffs that the party eats. Each member loses one surge.

10+ Success - you find enough food and water for 1 day for one person and...

15+ Choose 1.
20+ Choose 2.
25+ Choose 3.

*You find enough food and water for 2 additional people. You can choose this multiple times, with an additional 2 per.
*You find alchemical reagents or rare herbs equal to 10 x your level in gp value (i.e. a 1st level PC can forage and find 10 gp worth of alchemical reagents or rare herbs). You can choose this multiple times gaining additional components.

Endurance

In addition to its normal uses, you can perform these moves if you are trained in Endurance.

The Moves

Ideas for Moves?

Heal

In addition to its normal uses, you can perform these moves if you are trained in Heal.

The Moves

First Aid - You can administer first aid to an ally in desperate need of attention. Usually a standard action in combat and you must be adjacent.

Less than 10, you fail and the character must wait until someone else can attempt to administer first aid.

10+ Success - the character may use their Second Wind (without the bonuses to defenses) and...

15+ Choose 1.
20+ Choose 2.
25+ Choose 3. *You stabilize a dying character. They can stop making death saving throws until they take damage again.
*You grant the character a saving throw. You may select this multiple times granting an additional save against a different condition.
*The character gains the defense bonuses normally granted for Second Wind.

History

In addition to its normal uses, you can perform these moves if you are trained in History.

The Moves

Lore - You can recite historical tidbits about particular places, things, or events.

Less than 10, you fail and only know the common knowledge, or expert and master knowledge if available.

10+ Success - Choose 1. The DM answers the question and...

15+ Choose 1.
20+ Choose 2.
25+ Choose 3.

Things
*What is this thing's name?
*Who is the current (most recent) owner?
*When was it made?
*Why is it important?
*Who is looking for this?
*How much is it worth to a collector (should be worth more than the list value)?

Places
*Where is this place in relation to ______?
*What major events happened there?
*Are there any artifacts or relics or magic items associated with this place?
*Is this place known to have any magical effects related to it?
*Who last inhabited or currently inhabits this place?

Events
*How did this event begin?
*Who participated/participates in this event?
*What is unique about this event?
*Where did/does this event take place?
*How can I get invited to this event (if it's a modern event)?

Insight

In addition to its normal uses, you can perform these moves if you are trained in Insight.

The Moves

Sense Motives - You can read a person and gauge their intent.

Less than 10, the character is a mystery to you and you cannot discern anything about them.

10+ Success - Choose 1. The DM answers the question and...

15+ Choose 1.
20+ Choose 2.
25+ Choose 3.

*Are you telling the truth?
*What are you thinking?
*What do you intend to do?
*How could I get your character to ______? (Gain a +2 bonus to Diplomacy if you choose this one and follow up with a negotiation.)

Read a Situation - You can observe a situation and discern facts about it.

Less than 10, you're distracted and cannot gather any clues.

10+ Success - Choose 1. The DM answers the question and...

15+ Choose 1.
20+ Choose 2.
25+ Choose 3.

*Where's the escape route?
*What's happened here recently?
*What should I be on the lookout for?
*Who is in control here?
*Is there magic at work?
*Who is the strongest enemy?
*What's my best course of action?

Intimidate

In addition to its normal uses, you can perform these moves if you are trained in Intimidate.

The Moves

Interrogation - You can get a character to do what you want through the threat of violence, overtly or veiled.

Less than 10, the character is not afraid of you and either doesn't speak despite your threats or tells you lies and you know it. You'll have to resort to violence to get what you want.

10+ Success - They tell you the truth about one thing you wish to know and...

15+ Choose 1.
20+ Choose 2.
25+ Choose 3.

*They tell you who they work for.
*They tell you their true identity.
*They tell you what their intentions were/are.
*They will do something for you.
*They will keep a secret for you.
*They tell you the truth about one thing you wish to know.

Nature

In addition to its normal uses, you can perform these moves if you are trained in Nature.

The Moves

Knowledge of Animals and Beasts - You can identify natural creatures from the wilds.

Less than 10, you know merely whether it is an natural creature or not.

10+ Success - the DM must tell you the creature's type and keywords...

15+ Choose 1.
20+ Choose 2.
25+ Choose 3.

*The DM tells you the creatures specific name and level.
*The DM tells you its powers and auras.
*The DM tells you its resistances and vulnerabilities.
*The DM tells you anything you want to know about the creature's ecology.

Forage - You can find good and water in an wilderness environment. You can make one check per day.

Less than 10, you don't find anything worth eating. If you roll a natural 1, you find some hazardous foodstuffs that the party eats. Each member loses one surge.

10+ Success - you find enough food and water for 1 day for one person and...

15+ Choose 1.
20+ Choose 2.
25+ Choose 3.

*You find enough food and water for 2 additional people. You can choose this multiple times, with an additional 2 per.
*You find rare herbs or spices to make mystic salves or incense equal to 10 x your level in gp value (i.e. a 1st level PC can forage and find 10 gp worth of alchemical reagents or rare herbs). You can choose this multiple times gaining additional components.

Handle Animal - You can befriend and train natural animals.

Less than 10, you scare the animal and cause it to become enraged and attack or afraid and flee (DM's choice).

10+ Success - you calm a beast and it allows you to approach it or move past it and...

15+ Choose 1.
20+ Choose 2.
25+ Choose 3.

*You can perform Heal checks on the animal.
*You can clean, equip or otherwise maintain the animal.
*You can teach the animal a trick. Tricks: Stay, Attack, Defend, Guard, Track, or any other trick you and your DM decide. It takes a week of working with the animal until the animal can perform the trick, and you can generally teach only one trick at a time.
*The animal will speak with you if you and is considered friendly if you use the Speak with Nature. Make Bluff, Diplomacy, Intimidate, Insight checks as normal.

Navigate - You can find your way around the wilderness. Each check is made for 1 mile of travel (more or less if the DM wishes so).

Less than 10, you guide your group off course or in circles back to where you originally began. The DM may introduce a random encounter or take away 1 surge from each party member.

10+ Success - You guide your group and can travel for 1 mile in the general cardinal direction you desire.

15+ Choose 1.
20+ Choose 2.
25+ Choose 3.

*You and your group travel faster than expected. Increase the slowest members speed by 1 for determining the speed of overland travel.
*You are aware of any creatures you encounter during the travel before they are aware of you.
*You can forage during the travel (you can make a forage check [remember, forage checks are once per day]) and it does not impair your speed of travel.
*You are aware of any hazardous terrain you encounter before entering it during the travel.

Perception

In addition to its normal uses, you can perform these moves if you are trained in Perception.

The Moves

Search for Traps/Hazards - You can find and identify traps.

Less than 10, you do not find anything of note. If there's something here, it'll get yah.

10+ Success - you are aware of a trap and it's location and...

15+ Choose 1.
20+ Choose 2.
25+ Choose 3.

*What activates the trap?
*What does the trap do when activated?
*How do I disable the trap?
*Is there any way around the trap?

Track - You can follow the tracks left by creatures traveling through an area.

Less than 10, you lose the trail.

10+ Success - you can follow the trail until there's a significant change in direction or mode of travel and...

15+ Choose 1.
20+ Choose 2.
25+ Choose 3.

*You can tell how many creatures there were.
*You can tell how long ago they passed through.
*You can tell how fast they were moving.
*You can get a general impression of how well armed they were.
*You can track at full speed.
*You are aware of any ambushes on the trail.

Listening - You can listen at doors and through other obstacles.

Less than 10, you cannot discern anything about the sound.

10+ Success - you hear something and the DM tells you one thing about the sound (whether it's a creature(s), object or environment making the sound) and...

15+ Choose 1.
20+ Choose 2.
25+ Choose 3.

Creature
*Are they aware of us?
*What language are they speaking (if any)?
*What are they doing?
*How many are there?
*How far away are they?

Object
*What is the object?
*Is it dangerous to us?
*How far away is it?

Environment
*How far away is it?
*Is it dangerous to us?
*What is the sound?

Religion

In addition to its normal uses, you can perform these moves if you are trained in Religion.

The Moves

Priest's Lore - You can answer questions about divine effects, including rituals, portals, objects, powers, and anything else spawned from divine power.

Less than 10, you fail to understand the divine effect.

10+ Success - the DM must tell you power source and keywords and...

15+ Choose 1.
20+ Choose 2.
25+ Choose 3.

*The DM tells you if it is dangerous or hostile toward you.
*The DM tells you how to disable the effect.
*The DM tells you how powerful the effect is.
*The DM tells you the purpose of the effect.
*The DM tells you who the owner/most recent owner of the item.
*The DM tells you who created the item.
*The DM tells you what deity the item is empowered by.

Knowledge of Immortal and Undead Beings - You can identify immortal and undead beings, beast and creatures.

Less than 10, you know merely whether it is a undead or immortal creature or not.

10+ Success - the DM must tell you the creature's type and keywords...

15+ Choose 1.
20+ Choose 2.
25+ Choose 3.

*The DM tells you the creatures specific name and level.
*The DM tells you its powers and auras.
*The DM tells you its resistances and vulnerabilities.
*The DM tells you anything you want to know about the creature's ecology.

Stealth

In addition to its normal uses, you can perform these moves if you are trained in Stealth.

The Moves

Stealth Move Ideas?

Streetwise

In addition to its normal uses, you can perform these moves if you are trained in Streetwise.

The Moves

Blackmarket Reach - You're welcome to wheel and deal in the black market to get something you want that can't be obtained by normal means.

Less than 10, you can't find anyone to help you obtain this particular item.

10+ Success - you make contact with someone who will help you find something and...

15+ Choose 1.
20+ Choose 2.
25+ Choose 3.
*There are no strings attached.
*It's not over-priced.
*It's ready immediately.
*Your transaction is confidential.

Connections - You know people all over, in all kinds of places - high and low. You can talk with your connections to get help with something.

Less than 10, you can't find anyone you know in this particular place.

10+ Success - name someone you know and how they might be able to help you, then...

15+ Choose 1.
20+ Choose 2.
25+ Choose 3.

*They owe you a favor.
*You don't owe them a favor.
*They won't double-cross you.

Thievery

In addition to its normal uses, you can perform these moves if you are trained in Thievery.

The Moves

Open Lock - You can pick a variety of locks.

Note: You get a +2 check if you have Thieves Tools.

Less than 10, fail and jam the lock. It must be forced open with violence.

10+ Success - you open the lock and...

15+ Choose 1.
20+ Choose 2.
25+ Choose 3.
*It takes very little time.
*You do not damage the lock (it can be re-locked).
*You do not activate any undiscovered traps while opening the lock.

Pick Pocket - You can lift a small object off a person, so long as they aren't holding it.

Less than 10, you fail to get the object. On a natural 1, the character notices you and grabs you. You can attempt to escape as normal.

10+ Success - you lift the object and...

15+ Choose 1.
20+ Choose 2.
25+ Choose 3.

*You are not noticed by the character.
*You are not noticed by anyone else.
*You can plant something on the person.

Sleight of Hand - You can palm small unattended objects or do minor tricks of legerdemain.

Less than 10, you do not get the object or you fail at your trick miserably and it's obvious.

10+ Success - you palm the object or perform the trick and...

15+ Choose 1.
20+ Choose 2.
25+ Choose 3.

*You are not seen by any onlookers or no one calls you out on your trick.
*You can hide the object anywhere on your person or make an object appear somewhere nearby if performing a trick.
*You can palm multiple objects or do tricks with several items.