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![]() 2. Glambrax. A demented mullet wearing alcoholic human afflicted with dwarfism. Numb from years of self abuse and wild with rage at his own existence, he wields a rusty two handed flail.
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![]() So here is my take on it. Frankensteined from many sources. I designed this a while ago and one player in my game is a 3rd level merchant. It works well. Very weak in a dungeon setting, but makes up for it when the party hits the town :) Merchant Class, Characteristics: Roguish in their approach, bardish in their demeanor, and with a penchant to outshine most clerics with their fervent belief in the power of money, merchants are at the same time generalists and experts. They are heavily focused on bartering and negotiating, making them the ideal face of the party. In combat, they tend to be lacking at first, but their ability to "throw money" at problems means they will be better equipped (armor and weapon-wise) than the average character of the same level . Alignment: Any
Weapon and Armor Proficiency: The merchant is proficient with all simple weapons. He is proficient with light armor. Level BAB Fort Ref Will 1st +0 +0 +2 +2 Trade Knowledge . Barter Master.
Trade Knowledge A Merchant adds his class level on all Knowledge Local, geography and Nobility checks skill checks, profession Merchant checks and appraise checks. Barter Master - Merchants have a knack for finances, and can negotiate even with the trickiest customer. At 1st level, the merchant receives a 5% discount on any purchase. This bonus increases at 5th level and 10th level by 5 % Efficient Packing - Merchants know how to get the most out of their available space. For the purposes of determining carrying weight, when using a backpack or sacks a Merchant is considered to have a strength 1 higher. This This bonus increases at 5th level, and 10th level. Contacts: Once per week per bonus point of the ability you have the chance to pull some strings in order to gain some advantage or obtain some information. You make a contact roll, 1d20+Cha+Contact bonus. This bonus increases at 5th level, and 10th by 1 more. The DC to beat depends on the kind of favor you are requesting, as follows: DC 10 – Simple request: Obtain information regarding matters not known to the common public. DC 15 – Average request: Obtain secret information (for example, a secret entrance to the castle), obtain simple aid (for example, obtain lodging for one night). DC 20 – Difficult request: Obtain information that risks the life of the informer, obtain more complex aid (for example, a loan). DC 25 – Illegal request: Obtain information that is forbidden and may attract the interest of powerful individuals, obtain a forbidden item, request aid to assassinate, etc. The DM should determine the DC according to the request, and must take into account the availability of contacts Uncanny Barter: Beginning at level 2, the merchant sells his items at a minimum price of 60 % the market price value instead of 50%, provided that he has successfully identified and appraised the item. In addition to this, Once per week he may also attempt a Diplomacy roll when bartering to increase his selling price, adding his Uncanny Barter bonus to this roll. He makes an opposed Diplomacy check against the potential buyer. If the merchant beats the check, the buyer purchases the item at full market price. If he beats the opposed check by 15 or more, he sells the item at 125% market price Connoisseur: Upon reaching level 3, the merchant has become an expert when it comes to appraising the items of his trade. He automatically and successfully appraises common or well known items. He may also take 10 in his appraise rolls for rare or magic items Weight Item: So accustomed to weighing and dealing items, the Merchant is able to accurately precise the true weight of any tradable goods merely by sight, be it sack of grains or a single sword Recognize Forgeries:, The character gains the ability to recognize any forgery at first glance.Giving a + 10 to dectect forgeries linguistics roll. This includes items masked with illusion spells but does not grant him the ability to see what is the true nature of the masked item. Basic Security (Ex): A merchant is used to pickpockets, cheats and thieves. He gains +5 to any roll to spot a Sleight of Hand attempt. Detect Magic (Sp): Merchant can detect magic items by touch. Unlike the Detect Magic spell, this works only on magic items rather than spell effects. It tells the merchant if the item is magic and its power level. Takes one minute. Incredible Coins Counting: No one can count money as quickly as a Merchant. In fact, they developed an extraordinary ability to almost instantly count money simply by having a good look on the amount of money there is to count. That the treasure is contained in a chest or scattered in a lair, the elven trader will be able to say exactly how much coins of each types is present. An ability much praised by adventurers. Takes one minute. Discernment - You've seen enough con artists and trickery to know when you're being duped. you get + 10 on any Sense Motive check you make to get a hunch that someone is lying to you. Hand Gestures - Any good merchant has to be able to speak with a variety of people in a variety of ways, and sometimes, it's best to let your hands do the talking. Make a DC 15 Linguistics check; if you succeed, you can communicate with an intelligent creature and understand them as in a simple fashion ( as long as they can make hand gestures ) True Value: At this level the Merchant he can accurately precise the true value of any items, even identified magical items. Identify(Sp): The Merchant may attempt an appraise roll to identify an item, as per the identify spell. The DC is 20 + 1 per for every 1000 gp in the base price. Only one attempt per item allowed. This takes 10 minutes. Trading expertise: A merchant may once per month sell an item of his choice for twice the market value. This is not automatic and needs a Diplomacy roll DC 10 +1 per 1000 GP Value It represents the sale of a specific item to a wealthy customer. ![]()
![]() I found the coolest magic item SOMEWHERE on the wilds of the Internet
Anyway has anyone seen this magic Item ? and Can link me? ![]()
![]() Loosley modeled on the 2nd Ed Players option - Spells and Magic splat book - Our group uses the following charts. And its alot of fun.
Bring the hate or yoink then for your campaign today ! TOTALY RAD MAGIC AND ELEMENTAL CRIT CHART. Critical wounds by failed saving throw against magical attacks- Fire, cold, acid, electricity, or Poison - a critical wound will result on a natural one or on a hit roll of 20 (and then confirmed ) with touch attacks( Ray spells etc ). Armor, Shield, and Equipment Damage Acid, fire, lightning, and other lethal energies and substances can quickly destroy a character’s armor, every critical strike endangers the victim’s armor and equipment since the character already failed a saving throw. All Elemental crits do double damage if aplicable. Force effects use my weapon Weapon crit chart found in my other crit post. Fire. All crits with fire cause the target to be lit on fire - and cause metal to become hot per heat metal - 2d4 then 1 d4 then 1d4 FIRE- Victim takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saving throw DC 15. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out. (That is, once he succeeds on his saving throw, he’s no longer on fire.) A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus. FIRE CRIT Roll a d 8 . 1-4 On fire. Per above. 5. Belly burn .Skin on fire. Screaming and staggered until Fort DC 18 save made. 6-8. Roll on Chart 2. CHART 2. 1. Chest Burn .Screaming and staggered until Fort DC 20 save made. - fatigued. 2. Chest Frizzed. Screaming and staggered until Fort DC 20 save made. - fatigued. Smoke inhaled Fort DC 20 or Dazed 1-3 rounds . 3. Torso fried - fatigued- stunned one round -Smoke inhaled Fort DC 20 or Dazed 1-3 rounds. Then Screaming and staggered until Fort DC 20 4. Throat Burned - Smoke inhaled - no speech till fully healed. Cant breathe untill Fort DC 20 made. 5. Head scorched hair burned off ( or helm melted ) –4 to all rolls untill fully healed due to shock. 6. Face burned, stunned one round, –6 to all rolls and 1/2 move until healed . 7-8 Roll on Chart 3. Chart 3. 1 Completly and Utterly Buninated -X 3Damage. Double on fire ( 2d6 ). 2 One Eye 75 % or both 25 % burned out. Blinded. Dazed for 1-6 rounds. 3 Severe Facial damage - 1-6 Comeliness. And stunned and blinded with pain for 1-6 rounds. 4 Super Facial damage - 1-10 Comeliness. And stunned and blinded with pain for 1-6 rounds. 5. Head and most of body Burned away- Death. 6. Entire body Incinerated. Death and No resurrection possible. Cold D6. Attacks include chill touch, cone of cold, Otiluke’s freezing sphere, white dragon or silver dragon breath, and the deathly touch of a lich. All cold attacks cause frost bite and 1d6 damage + fatigue minimumly. 1. Powerfully Chilled 2d6 non lethal cold damage and become fatigued Until warmed up. 2. Brutal Chill 3 d 6 non lethal cold damage and become fatigued Until warmed up. 3. Brutal Chill Fort save DC 20 or take 4 d 6 non lethal cold damage and become fatigued Until warmed up. 4. Throat Chilled no speech till on Full HP 5-6 Roll on chart 2 Chart 2. 1. Scalp blasted dazed for 1-3 rounds 2. Face Frozen, victim blinded till on full HP, stunned 1 round plus slowed 1-10 rounds 3. Head frozen, victim blinded and deafened, and remains so until he receives a regenerate spell or similar healing magic Stunned 1 round, plus slowed 1-20 rounds 4. Head iced. victim blinded and deafened and remains so until he receives a regenerate spell or similar healing magic , stunned 1-3 rounds -4 to all rolls and 1/2 move. plus slowed 2-40 rounds. 5-6 roll on chart 3. Chart 3. D6. 1. Completly and Utterly Freezinated 3x dam .Slowed till on full HP 2. Go into shock from cold- Con check DC 15 every round or stunned until save is made- + 3d6 Non lethal and Strength and Dexterity halved for 2d6 rounds then Exhausted until warmed up. 3. Head Freeze. - 1d3 INT loss permanently. Stunned and blinded with pain for 1-6 rounds. Freezing distracts victim - 6 on all rolls till warmed up. Blinded until on full hp. 4. Ice coating -1d3 INT loss permanently- Treat as Chill Metal spell + Go into shock from cold- Con check DC 15 every round or stunned until save is made- + 6d6 Non lethal and Strength and Dexterity halved for 2d6 rounds then Exhausted until warmed up. 5. Head and most of body frozen Solid.- Death. 6. Entire body Frozen then Explodes into Tiny Shards, each shard small enough to pass through the eye of a needle. No resurrection possible. ACID Acid attacks include Melf’s acid arrow, acid storm, the breath of a black or green dragon, the secretions of a black pudding, or the effects of holy water on certain undead. Roll a D8 1-5. Belly burn .Skin on fire. Screaming and staggered until Fort DC 18 save made. 6-8. Roll on Chart 2. CHART 2. 1. Chest Burn .Screaming and staggered until Fort DC 20 save made. - fatigued. 2. Chest Frizzed. Screaming and staggered until Fort DC 20 save made. - Exhausted 3. Torso burned- Fumes Fort DC 20 or 1d3 con damage. Screaming and staggered until Fort DC 20 save made. - fatigued. . 4. Throat Burned - Fumes Fort DC 20 or 1d4 con damage - no speech till fully healed. Cant breathe untill Fort DC 20 made. 5. Head and hair melted –4 to all rolls untill fully healed due to shock. 6. Face burned, stunned one round, Fumes Fort DC 20 or 1d4 con damage. 7-8 Roll on Chart 3. Chart 3. 1 Completly and Utterly melted -X 3 Damage. Fumes Fort DC 20 or 1d4 con damage 2 One Eye 75 % or both 25 % burned out. Blinded. Dazed for 1-6 rounds. 3 Severe Facial damage - 1-6 Comeliness. And stunned and blinded with pain for 1-6 rounds. 4 Super Facial damage - 1-10 Comeliness. And stunned and blinded with pain for 1-6 rounds. 5. Head and most of body Dissolved. Death. 6. Entire body Dissolved. Death and No resurrection possible. Electricity Electricity includes various forms of magical lightning, shocking grasp, and the breath of a Behir or blue or bronze dragon. There is no distinction between electricity and lightning for critical strikes. Extra % Damage Dependant on amount of steel worn. D8 1 Zapped . dazzled - 2 penalty on attack rolls, Search checks, and Spot checks for 10- 30 minutes 2 Powerfully Zapped * dazzled - 4 penalty on attack rolls, Search checks, and Spot checks for 10- 30 minutes 3 Horridly Zapped-* - 6 penalty on attack rolls, Search checks, and Spot checks for 10- 30 . Dazed for 1 round. 4. Throat blamed no speech till fully healed. 5 Eyes Blasted Dazed for 1 rounds - blind. 6 -8 roll on Chart 2 CHART 2 1. Ear removed. Stunned for 1 round deafened 2. Head Zapped –4 to all rolls till fully healed Nervous system damaged: lose 1d4 of dexterity 3. Face Zapped, stunned 1d6 rounds, –6 to all rolls till fully healed lose 1d4 Dex and 1d 6 sanity. 4. Face Zapped, victim blinded, stunned 1-6 rounds. Lose 1-4 Dex, Int and 1d 20 Sanity. 5. Head Blasted, victim blinded and deafened, and remains so until he receives a regenerate spell or similar healing magic Stunned 1-6 rounds. 3 x for dam. plus Lose 1-4 Dex, Int and 2d 20 Sanity. 6. Completly and Utterly Blasted . 3x dam .Temporary amnesia past (2d20) days. lose all spells memorized and past days XP. 7-8 Roll on Chart 3 Chart 3. 1 Severely Zapped Stunned* for 1-6 rounds and Blinded for 1-20 rounds then dazzled at - 4 for 2d20 rounds. 2 Go into shock Brutal ZAP. Stunned for 1-6 rounds. Then Paralyzed for 1-6 rounds then Blinded for 1-20 rounds then dazzled at - 4 for 2d20 rounds. 3 Head Zap- Permanently Blinded.* lose 1- 3 dex permanently - Stunned for 1-6 rounds. Then Paralyzed for 1-6 rounds. 4 Full Body Zap. Lose 1- 3 dex permanently -Permanently Blinded- Stunned for 1-10 rounds. Then Paralyzed for 1-10. Total amnesia. Character becomes a first level commoner. 5. Head and most of body blown away.- Death. 6. Central nervous system acts as a super conductor and lights the body up like a Christmas tree- providing witnesses with a fine light show, before Exploding into a fine hot grey powder that quickly turns into a pale mist and evaporates. DEATH. No Ressurection Possible. Poison. - unlike other effect a 1 does not cause double damage. D12. 1 Poison confuses for 1-6 rounds. 2 Poison dazes for 1-6 rounds. 3 Poison Fatigues for 1-6 hours 4 Poison Exhausts for 1-6 hours. 5. Sickens character for 1-6 hours. 6. Temporary insanity, lasts for 3d6 days and Sanity Halved. 7. Lingering results- poison won't leave system for 1d4+2 days and there will be "flashbacks" which do 10-80% of poison damage 8. Unusually high dosage, effects MAX and roll again with a d 10. 9. Bad effect. One score lowered 1-8 permanently. 10. Many dangerous effects. Roll 1-3 times on a d 12 . 11. Allergic reaction. Death. Thrashes 1 d6 times and utters 1 d 10 nonsensical words before pooping. 12. Supernatural reaction. Poison will never leave body.Falls backwards and is stone cold dead before hitting the ground. Nothing short of a wish can be rid of the poison. No resurrection possible. ![]()
![]() Ryric ! You have good points. I totally diddnt see these things. I have a brutal critical hit system that turns high level fighters/barbarians/etc into total killing machines and this seems to balance it out. ( when they arent being incompetent clowns ) It does make combats pretty slap stick thats for sure. And I have had the odd player say "As i get better at fighting , shouldnt I fumble less ?" - To which I reply with a quasi historical speech about combat being incredibly fluid and frought with mishaps. I do such a good job of this speech and the speech SOUNDS so true - that we just keep playing using the insane system... AND as for the casters - Im about to write up a cool spell critical hit chart that kicks in if someone fails a save on a 1 or gets hit by a ray attack with a 20 ! That should balance things out. ![]()
![]() We use this in my game... its brutal. FUMBLE CHART Once a one has been rolled the rollees turn ends and they get no further actions this round. Only one round of actions is missed . If a roll calls for a magic weapon to be broken or damaged roll here instead... D20 roll + of weapon with a + for each ability. Natural 1 - Explodes in a ball of magic all in 15 ft take 1-6 D6 from magic force damage and bits and are knocked prone no save.
Weapon breaking.
If no weapon then limb bashed in deflection - enemy free attack. 1 Slip over and Crit self . roll a confirmed crit ./ if weaponed - if no weapon slip and bang head stunned 1-3 rounds.
20 - MIRACULOUS recovery - Whole new turn of actions. ![]()
![]() Heres a chart I just finished for my game.
Reeking of MERP and Rolemaster... CONFIRMED CRITICAL CHART
A Fighter of level 5+ adds 1d3 to the roll on chart one. Any time a piece of armor saves from an effect it is destroyed. On a confirmed crit - Roll a d 12 . If crit is comfirmed on a Natural 20 ( without Luck ) use chart #3. Chart ONE 1 Power of the blow knocks opponent prone and back 5 ft. 2 Power of the blow causes opponent to fumble- Roll on fumble chart. 3. Your blow painfully hacks into foes leg. Your foe is knocked to the ground and unable to stand due to agony for 1 -10 rounds. Movement halved due to limping until healing received. 4 Your blow opens a painful wound in your opponents shield arm.( Shield will protect Anything held in hand is dropped and arm is incapacitated for 1-10 rounds. 5 Your blow opens a deep wound in your opponent’s weapon arm. Anything held in hand is dropped and arm is incapacitated for 1-10 rounds.. 6 Hard hit - Weapon does its damage dice again on final damage count. 7 Powerful Hit - Add the unmodified maximum weapon damage as extra damage on final damage count 8 Brutal Hit- roll modified damage again and add, extra Damage on final damage count. 9. Shattering blow - You destroy enemy’s weapon or shield and drive him prone with your smash. Extra Multiple. 10- 12 Roll on Chart 2. ------------------------
1 If blow exceeds half total hit points it destroys hand at the wrist ( Left / Right ) and blood gushes from the wound at the rate of 1d6 damage per round until stanched. Anything held in the hand is dropped and victim must make a fort save DC 20 each round or fall unconscious. Shield protects or Heavy Gauntlets will protect ( but is destroyed ). Extra Multiple.
2 If blow exceeds half total hit points it destroys your opponents arm at the elbow and blood gushes at the rate of 2d6 per round until stanched. Anything held in the hand is dropped and your opponent must make a fort save DC 20 each round or fall unconscious.Shield protects Left arm if one is worn. If the blow does not do over half the character HP then treat as arm hit as 4. EXTRA MULTIPLE
3 If blow exceeds half total hit points it destroys foot at the ankle. Blood gushes from the stump wound at 1d6 per round till stanched. Knocked to the ground and your opponent must make a fort save DC 18 each round or fall unconscious. If the blow does not do over half the character HP then treat as leg hit on first chart. EXTRA MULTIPLE. 4 . If blow exceeds half total hit points it destroys leg at the knee. Blood gushes from the stump wound at 2d6 per round till stanched. Knocked to the ground and your opponent must make a fort save DC 20 each round or fall unconscious. If the blow does not do over half the character HP then treat as leg hit on first chart. EXTRA MULTIPLE 5. If blow exceeds half total hit points it destroys foes leg at the hip. Knocked to the ground as blood showers the area at the rate of 3d6 per round till stanched. Knocked to the ground and your opponent must make a fort save DC 22 each round or fall unconscious. If the blow does not do over half the character HP then treat as leg hit on chart 4. EXTRA MULTIPLE 6 . Massive Chest Chop Foe exhausted from Lung Bash till back on full HP and had a rest.. EXTRA MULTIPLE 7. Eye removed- stunned for one round - blinded in one eye. Visored helm protects. EM 8. Ear removed - Stunned for one round -deafened in one ear Helm protects. EM 9. Your attack lifts foe into air 1d10 feet then to slams them to the ground. They are dazed for 1-3 rounds. EXTRA MULTIPLE 10- 12 Roll on Chart 3 ------------------------
1. Your strike smashes foes nose dazing him for 1- 3 rounds and blinding him for 1-3 rounds. Full helm protects against this.EM 2. Your blow strikes foes forehead also causes them to fall to the ground and drop any hand held items Foe is dazed for 1-3 rounds. Helmet protects against this.EM 3. Your blow lands on side of face cracking foes jawbone. Foe is knocked down and stunned for 1 rounds. Foe must make fort save DC 20 or be knocked unconscious. Speech impossible till healed. Full helm protects against this. EM 4. Exceptional blow- weapon passes deep into body, Fort Save DC 20 or stunned 1-3 rounds. Blood loss 1d6 hp round. Breast Plate protects. EM 5. Throat slash - Muted. Bleeding 1d6 hp round. Gorget protects. EM 6. Throat cut -Muted - Two extra multiples. Bleeding 2d6 hp round. EM Plate Gorget Protects. 7. Hideous Blow - Weapon Passes through body Fort Save DC 25 or stunned 1-3 rounds. Two Extra Multiples .Bleeding 1- 6 hp round. Full Plate Protects. 8. Your attack causes a sickening crack against side of foes head. Foes eyes stare out in different directions right before foe drops. Foe is stunned for 1-12 rounds, foe must make DC 25 fort save or be knocked unconscious. Full helm protects against this. Two Extra Multiples 9.Superb spinning jumping screamed blow drives foe to the ground in a twisted heap and does three multiples. 10 - 12 SUPER DOOPER HIT. Chart 4. Roll 1d8. 1. Your blow Cleaves foe in Twain. Your evil grimace causes all foes within 30ft to become shaken till end of combat. 2. Your blow pierces foes heart and drives through to the other side. Foe drops dead in 1d3 seconds plus prior good effect. 3. Devastating hit to the head, your opponent staggers back for 1d6 yards and falls dead. Thrashes once. Your powerful slam fills you with hope. Any fatigue or exhaustion or physical condition effects you suffer is removed and your burst of heroism shakes off some damage. You Heal 50% of your HP instantly and prior good effects. 4. Your attack drives through foes eye and into brain, Foe screams but dies instantly.
5. With a cry of “There can be only one.” You behead the enemy. Foes head flies off in random direction, landing 1d20 feet away. Option to kick head if it flies off near enough. You receive all the good effects of 1-3 6. Wrath of the Gods of War, Attacker is filled with the wrath. And after chopping the foe down and flinging the body aside like a headless rag doll, he gets an immediate free move action and an Immediate free attack or action with a + 20 to the roll. As well as a Hero Point and all other good effects. ![]()
![]() Eventually they came across a massive stone entrance. On further inspection, Boldarian noticed some dwarven scriptures….maybe this was what they had all been looking for… a safe haven, a reprieve; somewhere to rest and eat good food, to find equipment…. and weapons. Boldarian worked out it was some kind of riddle and with Jurlue they made short work of it, they had opened the portal. Sarjin and the others moved boldly forward, little knowing what lay ahead. They soon realised they had not found sanctuary however, they had found an ancient tomb full of riddles and death. One of them had entered and would never leave, would never again grace the lands of the living. The following days would live to haunt the survivors and to this day, for Sarjin,
Sarjin was a mess of burnt flesh and bloody wounds. His breathing came in gasps and life expectancy was short. Light was foreign to this place and Boldarian, although in much better shape physically, also wore despondency like a cloak. Things looked bad. Only Jurlue, who had zero dark vision, and had to be lead around like a blind man, seemed somewhat at ease, although he was also certainly nonplussed about their current predicament. He didn’t want to be there either but one time in a rare moment of openness he whispered to Sarjin that he could just vaporise and leave at any time should things get too grim. Sarjin was awed and fascinated by the idea and although he couldn’t escape by that same means, maybe his companion’s skill could assist them all somehow. Finally a moment’s respite. They had all combined desperately but magnificently to rid themselves of the deadly Naga beast which had plagued them time after time. Searching the area thoroughly, they discovered a coffin and out of desperation they forced the lid open in the hopes of finding something to assist their plight. What happened over the next few moments would be etched into the brains of those who survived it for the remainder of their days…Slowly they pried open the lid and stared down into the depths. It appeared to be a half elf corpse wearing a silver necklace. It didn’t make sense though, because neither the necklace nor the occupant matched the depiction on the lid. In hindsight it was obvious that this tomb had already been disturbed and that the dangers of what we were about to let pass were staring at us in our faces and yet we stood back and let it happen…
Desolate and numb with grief the two adventurers plodded off towards the exit. Without much talk they began a slow and thorough search of the rooms they had cleared. One room was lit by braziers of what appeared to be magical light. This was a room of power and they both noticed an unusual carpet strewn across the floor. On closer inspection by Jurlue, it appeared that something was very wrong with it. It seemed like something or someone was trapped within its folds!
Sarjin watched warily as Jurlue stepped in. He was worried and apprehensive but it seemed Jurlue had snagged their target. He grabbed Jurlue’s legs and pulled with all his might. A lean, black and crumpled figure with an unusual hat carrying some kind of sack was writhing around on the floor cursing and yelling. Jurlue and Sarjin stood back and stared. The young Drow Mage seemed to come back to himself and look around. On observing us he quickly rummaged through his sack and handed us both eccentric but sturdy and well made hats as gifts of gratitude and friendship. We had saved him from goodness knew how many years of imprisonment within the carpet and he was eternally grateful. Sarjin loved his new hat. It had two beautiful feathers coming from it. He placed it on his head and peered at the gangly Drow. This one he would look after very carefully… friends it seemed, were too hard to lose and he would earn these feathers in his cap. ![]()
![]() My group are playing this right now. You can follow along on the games blog here http://www.obsidianportal.com/campaign/dungeonworlld/wikis/stony-dark-tower
Our group only play old school adventures with pathfinder rules.
We played Lost Caverns of Tsojanth
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![]() I have an insane amount of house rules. The more major ones I have listed here. Races. - HALF ORC Half orcs get +2 to any physical stat
Half elves get +2 to any mental stat.
Human - Extra 4 skill points at 1st level and extra one each level and extra feat. New Stats - Luck - and Comeliness and Sanity they are set and cannot be re arranged.
Comeliness adjustment is added or subtracted from first impressions, by the DM.
Classes. Classes are as Pathfinder with these exceptions. Wizards cannot get Eschew Materials.
We use the XP cost for magic items and certain spells, but casters get an essence pool of 100 xp per level everytime they go up a level to use for these costs. Metamagic feats cost more spell slots, instead of having to be memorized at a higher level. Priests can cast any spells on their list without having to memorize certain ones.
Spells cast within the last 12 hours count against the total for the day. A caster can try to cast a lower or higher level spell by combining spell slots.
New Rules for teleporting and scrying.
Skills. I use the expanded diplomacy rules and give a bonus of +1-+6 depending on the players roleplaying. Skills points are as 3.5 with these exceptions. You can only go half as high in a cross class skill but it doesn’t cost double ranks.
We use an altered weapon focus, specialization and Mastery system. We use attack vrs armor types, expanded weapon and armor lists and slightly adjusted damages
Spells or elemental damage or poison critical hits on a 20 or a 1 on a save. We use a huge and bizarre critical hit and miss system, a natural 20 automatically confirms for players. Fighting styles. Fighting defensibly. - 4 to hit + 2 AC.
Extravagant Living
The NOOOOOOOOOOO ! Once per in game day, a players is allowed to use a NO.
The HERO POINT. Ths is awarded to players who perform heroic deeds, usually at great personal risk.
LUCK.
Mixing potions creates strange and sometimes deadly effects, but most potions last 40 + 10 - 40 minutes. Massive Damage. Character Level x 2 + con score. Is the threshold. DC 15 fort save. + 2 per every 10 damage over. Failure drops the character to -1.
............... Suffice it to say , playing in my campaign is more akin to falling and screaming. ![]()
![]() Snob goods !
A place in sydney called double bay sells pies for 7 $ when in the other sheps they are about 3. Snob goods. lol. ![]()
![]() ok , those are all good answers,
Heres the rub, If he goes back to before he broke the potions and DOSENT drink the potions,
and # 2 - If he goes back and breaks the chest and the potions mix again, according to Chaos theory there is no chance that the time travel potion will be created again. ( In game terms he would have to roll a 100 on a % then a 9 on a d 10 then a 62 on a % then a 6 on a d 10 , chance is 1 in Ten Million.) so what happens now....? ![]()
![]() So in my wacky game, a player has gained a power to travel forward or backwards in time up to ten minutes once per week... He smashed a chest containing potions and the potions mixed.
00 Discovery. The mixing of the potions creates a special effect--one of the potions chosen at random fails to work, but the other has its effects made permanent on the drinker. If mixed externally, then the permanent effect is not discovered until the mix is consumed. The potion's effect becomes a spell-like ability that is always on for the drinker. Another random roll to find what power came up with this time travel one... The player thought up the idea to go back in time to before he broke the potions and not open the chest so violently... So I said ... but then you would have never have drunk the potions that gave you the power to go back ... At this point we became confused and decided that we should go outside for a walk and really think about what we are actually doing with our spare time, and if playing Dungeons and Dragons is actually as good as breaking bottles in an alley or rolling a hoop about the town... ....... What happens now... Have I ruined my game? How does this time travel thing work... ![]()
![]() Hey guys !
ALSO I would like to run a game in the Plane of Faerie !
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![]() Here are some more Ideas we use in my group ...
1. Fair Division of everything, perfectly done by the highest level and most benevolent character under the wrathful eye of the Dungeon Master. Some times players will give gifts to each other or trade stuff this is fine. 2. Treasure division done by lethal combat between characters every time you find something. With this system there is swiftly only one character left and I soon send a huge Monster too kill him as punishment for his great greed. 3. An in Character treasure division system where each character is given their share by the most powerful character who bullies the other players into getting what they get and liking it on pain of death, While the other players stay silent and brooding and wait for their moment to strike. 4. Snatch and grab. Every man for himself grab it and stash it as fast as you can. This can wind up in some funny situations mid combat where the characters are looting bodies in the middle of everything. For example one character "Zandalf" was once hooking a golden crown off the head of a Skeleton King AS the skeleton King kicked the poo out of another member of the party. This form of treasure division soon degenerates into escalating threats followed by rolling for initiative... ![]()
![]() Hi , so anytime my group gets confused over things
How come the adjustment for having Two weapon fighing only allows for
and Why is there not another feat that lowers the penalty further? Please help ! ![]()
![]() Nothings wrong with the humor.
Now I have been working in drug rehab for 12 years - so I have certain viewpoint.
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![]() We played a good day of solid gaming and one player played an Inq He was pretty cool and a good team mate with his healing spells.
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![]() Sorry be being so late on the reply. I would LOVE to see your chart !
My friend will never forget the day a lowly orc took out his 27th level rangers eye !!! As well as all the penalties it incurred to his archery all the way back to healingville.
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![]() Here is the final version.
CONFIRMED CRITICAL CHART
A Fighter of level 5+ or a character with Deadly critical or Weapon Grandmastery adds 1d6 to this roll.
51-60 Your blow opens a painful wound in your opponent’s shield arm. Anything held in hand is dropped and arm is incapacitated for 1-6 rounds.. 61-64 Your blow opens a deep wound in your opponent’s weapon arm. Anything held in hand is dropped and arm is incapacitated for 1-6 rounds.. 65-69 Hard hit - Weapon does its damage dice again on final damage count.
80 If blow exceeds half total hit points it destroys your opponent’s arm at the elbow and blood gushes at the rate of 2d6 per round until stanched. Anything held in the hand is dropped and your opponent must make a fort save DC 20 each round or fall unconsious.Shield protects Left arm if one is worn. If the blow does not do over half the character HP then treat as arm hit on first chart. EXTRA MULTIPLE 81 If blow exceeds half total hit points it destroys your opponent’s arm at the shoulder and blood cascades from the wound at the rate of 3d6 per round until stanched. Anything held in the hand is dropped and your opponent must make a fort save DC 22 each round or fall unconscious. Shield protects Left arm if one is worn. If the blow does not do over half the character HP then treat as arm hit on first chart. EXTRA MULTIPLE. 82 If blow exceeds half total hit points it destroys foot at the ankle. Blood gushes from the stump wound at 1d6 per round till stanched. Knocked to the ground and your opponent must make a fort save DC 18 each round or fall unconscious. If the blow does not do over half the character HP then treat as leg hit on first chart. EXTRA MULTIPLE. 83 . If blow exceeds half total hit points it destroys leg at the knee. Blood gushes from the stump wound at 2d6 per round till stanched. Knocked to the ground and your opponent must make a fort save DC 20 each round or fall unconscious. If the blow does not do over half the character HP then treat as leg hit on first chart. EXTRA MULTIPLE 84. If blow exceeds half total hit points it destroys foes leg at the hip. Knocked to the ground as blood showers the area at the rate of 3d6 per round till stanched. Knocked to the ground and your opponent must make a fort save DC 22 each round or fall unconscious. If the blow does not do over half the character HP then treat as leg hit on first chart. EXTRA MULTIPLE 85 . Massive Chest Chop Foe exhausted.- Shield protects. EXTRA MULTIPLE 86. Your attack lifts foe into air 1d10 feet then to slams them to the ground. They are dazed for 1-3 rounds. EXTRA MULTIPLE 87. Your strike smashes foes nose dazing him for 1- 3 rounds. Full helm protects against this.EM 88. Your blow strikes foes forehead also causes them to fall to the ground and drop any hand held items Foe is dazed for 1-3 rounds. Helmet protects against this.EM 89. Your blow lands on side of face cracking foes jawbone. Foe is knocked down and stunned for 1-3 rounds. Foe must make fort save DC 20 or be knocked unconsious. Speech impossible till healed. Full helm protects against this. EM 90. Eye removed- stunned for one round - blinded in one eye. Visored hem protects. EM 91. Ear removed - Stunned for one round -deafened in one ear Helm protects. EM 92. Exceptional blow- weapon passes deep into body, Fort Save DC 20 or stunned 1-3 rounds. Blood loss 1d6 hp round. Breast Plate protects. EM 93. Throat slash - no speech Bleeding 1d6 hp round. Gorget protects. EM
95. Hideous Blow - Weapon Passes through body Fort Save DC 25 or stunned 1-3 rounds. Two Extra Multiples .Bleeding 1- 6 hp round. 96. Your attack causes a sickening crack against side of foes head. Foes eyes stare out in different directions right before foe drops. Foe is stunned for 1-12 rounds, foe must make DC 25 fort save or be knocked unconscious. Full helm protects against this. 97.Superb spinning jumping screamed blow drives foe to the ground in a twisted heap and does three multiples. 98- 99 SUPER DOOPER HIT.
1. Your blow Cleaves foe in Twain. Your evil grimace causes all foes within 30ft to become shaken till end of combat.
100. Wrath of the Gods of War, Attacker is filled with the wrath. And after chopping the foe down and flinging the body aside like a headless rag doll, he gets an immediate free move action and an Immediate free attack or action with a + 20 to the roll. As well as a Hero Point. ![]()
![]() Full fix up. Im made it better I think and not so deadly.
CONFIRMED CRITICAL CHART
A Fighter of level 5+ or a character with Deadly critical or Weapon Grandmastery adds 1d6 to this roll and the Special chart roll.
13-14 Your blow opens a painful wound in your opponent’s shield arm. Anything held in hand is dropped and arm is incapacitated for 1-6 rounds.. 15-16 Your blow opens a deep wound in your opponent’s weapon arm. Anything held in hand is dropped and arm is incapacitated for 1-6 rounds.. 17 Hard hit - Weapon does its damage dice again on final damage count.
1. If blow exceeds half total hit points it destroys hand at the wrist ( Left / Right ) and blood gushes from the wound at the rate of 1d6 damage per round until stanched. Anything held in the hand is dropped and your opponent must make a fort save DC 18 each round or fall unconsious. Shield protects Left arm if one is worn.
2. If blow exceeds half total hit points it destroys your opponent’s arm at the elbow and blood gushes at the rate of 2d6 per round until stanched. Anything held in the hand is dropped and your opponent must make a fort save DC 20 each round or fall unconsious.Shield protects Left arm if one is worn. If the blow does not do over half the character HP then treat as arm hit on first chart. 3. If blow exceeds half total hit points it destroys your opponent’s arm at the shoulder and blood cascades from the wound at the rate of 3d6 per round until stanched. Anything held in the hand is dropped and your opponent must make a fort save DC 22 each round or fall unconscious. Shield protects Left arm if one is worn. If the blow does not do over half the character HP then treat as arm hit on first chart. 4. If blow exceeds half total hit points it destroys foot at the ankle. Blood gushes from the stump wound at 1d6 per round till stanched. Knocked to the ground and your opponent must make a fort save DC 18 each round or fall unconscious. If the blow does not do over half the character HP then treat as leg hit on first chart. 5.If blow exceeds half total hit points it destroys leg at the knee. Blood gushes from the stump wound at 2d6 per round till stanched. Knocked to the ground and your opponent must make a fort save DC 20 each round or fall unconscious. If the blow does not do over half the character HP then treat as leg hit on first chart. 6. If blow exceeds half total hit points it destroys foes leg at the hip. Knocked to the ground as blood showers the area at the rate of 3d6 per round till stanched. Knocked to the ground and your opponent must make a fort save DC 22 each round or fall unconscious. If the blow does not do over half the character HP then treat as leg hit on first chart. 7. Massive Chest Chop Foe exhausted.- Shield protects. 8. Your attack lifts foe into air 1d10 feet then to slams them to the ground. They are dazed for 1-3 rounds. 9. Your strike smashes foes nose dazing him for 1- 3 rounds. Full helm protects against this. 10. Your blow strikes foes forehead also causes them to fall to the ground and drop any hand held items Foe is dazed for 1-3 rounds. Helmet protects against this. 11. Your blow lands on side of face cracking foes jawbone. Foe is knocked down and stunned for 1-3 rounds. Foe must make fort save DC 20 or be knocked unconsious. Speech impossible till healed. Full helm protects against this. 12. Eye removed- stunned for one round - blinded in one eye. Visored hem protects. 13. Ear removed - Stunned for one round -deafened in one ear Helm protects. 14. Exceptional blow- weapon passes deep into body, Fort Save DC 20 or stunned 1-3 rounds. Blood loss 1d6 hp round. Breast Plate protects. 15. Throat slash - no speech Bleeding 1d6 hp round. Gorget protects
17. Hideous Blow - Weapon Passes through body Fort Save DC 25 or stunned 1-3 rounds. Two Extra Multiples .Bleeding 1- 6 hp round. 18. Your attack causes a sickening crack against side of foes head. Foes eyes stare out in different directions right before foe drops. Foe is stunned for 1-12 rounds, foe must make DC 25 fort save or be knocked unconsious. Full helm protects against this. 19.Superb spinning jumping screamed blow drives foe to the ground in a twisted heap and does three multiples. 20 SUPER DOOPER HIT.
1. Your blow divides foe in half, death is instantaneous
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![]() Hmm.. You have all brought up some very interesting points.
I have about 20 people play testing it right now and Im going to watch
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