Owlbear

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These are all in use in our current campaign, they are largely untested but have good favor. Enjoy.

All Hail…What’s His Face, the most Holy (House) Heritage, Goblin, Divine
Requires: Goblin, Channel Energy
Benefit: you may choose a divine feat from a god other then your own, you gain all the benefits of this feat but may only use it once per encounter. You may change the feat chosen after 24 hours of "meditation".

Can’t Catch Me! (House) Heritage, Goblin
Requires: Goblin
Benefit: +4 racial bonus to escape artist checks and +2 to hide and move silently checks.

Cornered Rat (DLCS, House)
Requires: BA+1, goblin
Benefit: the round after you are either targeted by another’s intimidate check or you target someone with diplomacy, you may attack them gaining +2 to hit and +2 damage. The foe, who must have been the originator of the intimidate or the target of the diplomacy can make a sense motive check vs. your bluff check to negate the bonus.

Deranged Goblin Thinking (House) Heritage Feat, Goblin
Requires: Goblin, Base Will save +2
Benefits: after 2d8 rounds of being under a compulsion or enchantment effect that does not give ongoing control, the goblin is allowed a second will save at +2, if these save is successful, the effect continues but has as close to the opposite effect as possible. For example: calm emotions – rage, charm- enemy, sleep – manic energy, slow- haste, as determined by the DM.

Goblins Always Land on their.....Heads (House) Heritage, Goblin
Requires: Goblin,
Benefit: when falling you take damage as if you fell 20' less, at 10th level its 30' less and at 15th its 40' less.

Just Like I Planned (House) Heritage, Goblin
Requires: Goblin
Benefit: When subject to an effect that has a random effect, you may add either +1 or -1 or +10 or -10 (as appropriate for the die/dice rolled). Choice the number you are adding or subtracting. The DM will then give you the two choices (the initial and the modified roll). You may then decide which of the two to use. For spells with few choices such as prismatic spray +/- 1, for larger ranges such as confusion +/- 10.

Looks like Good Eats to Me (House) Heritage, Goblin
Requires: Goblin
Benefit: you may scavenge food and water from any environment as you travel without reducing your movement rate. You gain a +4 racial bonus on fortitude saves against disease and poisons from ingested substances. You are immune to filth fever.

Not Even A Scratch (House) Heritage, Goblin
Requires: goblin, spellcraft 4
Benefit: while under the effect of a spell that targets you and provides a miss chance, you may choose to end the spell as an immediate action so that the next attack that targets you automatically misses. You may do so after rolling the normal miss chance for the spell.

Random Goblin Dodge (House) Heritage, Goblin
Requires: goblin, dodge
Benefit: when taking the total defense, fighting defensively or using combat expertise option, your attack's insight bonus to attack rolls and damage are negated and you gain an additional +1 dodge bonus to AC. This bonus increases to +3 against ranged attacks.

Wrath of Chaos (House) Rage Feat, Heritage Feat Goblin
Requires: Rage, goblin
Benefit: when raging you fight in such a random manner that opponents have difficulty defending against you. When raging opponents you attack lose all dodge and DEX bonuses to AC, although they are not considered flat footed and you may not deal sudden strike or sneak attack damage in this manner. Even those with improved uncanny dodge are susceptible. Opponents using the total defense option do not lose any AC (and gain the normal benefit). Your penalty to AC due to raging increases by -2.


Formatting is poor. Sorry.
Its very 'humanoid-centric' and requires some thinking on the fly by the DM (had a purple worm 'hamstrung' the other day). Its also quite complicated. Some results have 3 options depending on damage type. I started running out of ideas at the end but I'm not too unhappy with it.

Severe Critical Hit Draft, V.2 (last updated 9/1/09)

Severe Critical Hits: On any roll that indicates a critical hit, against a foe which is susceptible to critical hits, and the confirmation roll is a natural 20, consult the table below. When using a feat or affect that automatically confirms critical hits, make the roll anyways for the chance of a 20.

Permanent damage are removed only with a miracle spell, wish spell, regeneration spell, or when reincarnated into a new body.

Spells or other options that remove certain status effects (sickened, exhausted, etc. ) do not remove these effects. Only those spells above (or other effects that mimic those spells) have any effect on the below consequences.

Bleeding Wounds (X): where x is the number of hit points lost each round. The wound continues to bleed until the individual receives magical healing of at least the amount of X or someone makes a heal check DC 15 + X as a full round action.

Damage Modifier: this is the increase added to the normal critical damage modifier, the increased damage is regardless of saving throw results.

Roll d20:
1.
A. Decapitated! (Slashing); No Save, Immediate Death.
B. Pierced Through Heart! (Piercing) No Save, Immediate Death.
C. Head Caved In! (Bludgeoning) No Save, Immediate Death.

2.
A. Disemboweled! (Slashing): Permanent -1 Fortitude saves. Fort Save DC Damage Dealt:
Failure: Immediate Death
Success: Until the end of the encounter: sickened, -4 on Fortitude Saves, Movement reduced by
½, may not use one arm (Hold those guts in!).
Damage Modifier: +2

B. Pierced Through the Eye! (Piercing): Permanent -2 Spot and Search Checks, -1 to ranged attacks.
Fort Save DC Damage Dealt:
Failure: Immediate Death:
Success: until the end of the encounter you have -4 to hit melee attacks, -8 to hit ranged attacks, -2 to armor class, -2 to reflex saves, -10 to spot and search checks.
Damage Modifier: +2

C. Skull Crushed! (Bludgeoning): Permanent -1 to Will saves. Fort Save DC damage Dealt:
Failure: Immediate Death.
Success: Stunned 1 round followed by dazed 1 round, for the rest of the encounter you have -2 to hit, -4 on all INT and WIS based skills, -4 to will saves, -10 to concentration and balance checks.
Damage Modifier: +2

3.
A. Back Stabbed! (Piercing): Fort Save DC Damage Dealt
Failure: knocked prone, you are helpless on the ground. You may take mental actions, speak, and cast spells or use powers that have only verbal components.
Success: Knocked prone, for the rest of the encounter your movement reduced by ½, you have -4 to hit and damage, 20% spell failure for spells with somatic components, -2 to AC, and -2 to reflex saves
Damage Modifier: +2

B. Spine Slashed (Slashing): See Back Stabbed. Damage Modifier: +1

C. Vertebrae Shattered (Bludgeoning): See Back Stabbed. Damage Modifier: +1

4. A. Lung Pierced! (Piercing): Fort Save DC Damage Dealt:
Failure: Rest of the Encounter you are treated as if exhausted and have -4 on fortitude saves, -6 on CON based skills,
Success: You are exhausted for 1d4 rounds followed by fatigue for the rest of the encounter.
Damage Modifier: +1

B. Torso Gauged! (Slashing) See Lung Pierced above.
Damage Modifier: +1

C. Rib’s Splintered! (Bludgeoning) See Lung Pierced Above.
Damage Modifier: +1

5.
A. Bloody Scalp Wound!(Any): Fort Save DC damage dealt.
Failure: Bleeding Wound (2), while the wound bleeds you have -2 to hit melee attacks, -4 to spot and search, -4 to hit ranged attacks.
Success: as above but Bleeding Wound (1)

6.
A. Face Shredded! (Slashing or piercing): Permanent -4 nonmagical disguise checks, -1 diplomacy, +1 intimidate checks. Fort Save DC damage Dealt:
Failure: For rest of encounter -2 AC, -2 Reflex, -4 to hit rolls on attacks, 50% spell failure for spells with verbal components.
Success: For rest of encounter -1 AC, -1 Reflex, -2 to hit, 25% spell falure for spells with verbal components and no permanent damage.

B. Face Smashed! (Bludgeoning) See Face Shredded Above.

7.
A. Throat Ripped Out! (Slashing or Piercing): Permanent voice change, can’t yell. Fort Save, DC = damage dealt.
Failure: Until end of the encounter; Bleeding Wound (5), can’t speak, can’t cast spells with verbal components, -4 fortitude saves.
Success: Until end of encounter; Bleeding Wound (2), can’t speak, can’t cast spells with verbal components, -2 fortitude saves.

B. Throat Crushed! (Bludgeoning): Permanent voice change, can’t yell. Fort save, DC = Damage Dealt
Failure: for the rest of the encounter you are treated as if exhausted, -4 fortitude saves, movement -10’. You can’t speak or cast spells with verbal components.
Success: For the rest of the encounter you are treated as fatigued, -2 fortitude saves. Movement -5’, You can’t speak or cast spells with verbal components.

8.
A. Arm Mangled!, Primary. (Any). You drop what’s in your hand. Fort Save, DC = damage dealt.
Failure: You can’t use this arm for the rest of the encounter. You have a 50% spell failure rate for spells with somatic components, -10 to climb, -5 to swim.
Success: For the rest of the encounter; If you wield a weapon in this hand or use a two handed weapon you have -5 to hit and -10 damage, you have -5 climb and -2 swim and a 20% spell failure rate with spells with somatic components.

9.
A. Arm Mangled! Secondary. Primary. (Any). You drop what’s in your hand. Fort Save, DC = damage dealt.
Failure: You can’t use this arm for the rest of the encounter. You have a 50% spell failure rate for spells with somatic components, -10 to climb, -5 to swim.
Success: For the rest of the encounter; If you wield a weapon in this hand or use a two handed weapon you have -5 to hit and -10 damage, you have -5 climb and -2 swim and a 20% spell failure rate with spells with somatic components. If you are using a shield with this arm you gain only ½ the usual shield bonus.

10.
A. Hand Stabbed! Primary. (Piercing). Drop what’s in your hand. Fort save DC = damage dealt.
Failure: You can’t use this hand for the rest of the encounter. You have a 50% spell failure rate for spells with somatic components, -10 to climb, disable device, open lock and other skills requiring manual dexterity.
Success: For the rest of the encounter you have -2 to hit and -4 damage with attacks using this hand, you have a 25% spell failure chance with spells with somatic components. You have a -10 penalty to resist attempts to disarm anything in that hand. You have a -5 penalty to climb, disable device and open lock checks.

B. Hand Slashed! Primary (Slashing) As Hand stabbed above.

C. Hand Crushed! Primary (Bludgeoning): As Hand Stabbed Above.

11.
A. Leg Pierced! Secondary (Piercing). Fall Prone. Fort save DC = damage dealt.
Failure: Until the end of the encounter your land speed is to 5’. You can’t run or charge. You have -5 to swim, climb, and jump checks. You have a -2 penalty to AC and damage rolls. You have -5 to checks to resist trip, trample, overrun or bull rush attacks. You may not set a spear to receive a charge.
Success: Until the end of the encounter your land speed is to one half. You can’t run or charge. You have -5 to swim, climb, and jump checks. You have a -2 penalty to AC and damage rolls. You have -5 to checks to resist trip, trample, overrun or bull rush attacks. You may not set a spear to receive a charge.

B. Leg Gashed! Secondary (Slashing) As Hand stabbed above.

C. Leg Splintered! Secondary (Bludgeoning): As Hand Stabbed Above.

12.
A. Hamstrung! (Any) Permanent -5’ to base land and swim speed. Fort save DC = Damage Dealt.
Failure: You are knocked prone. For rest of the encounter your movement is reduced to 5’, you can’t run, charge or take 5’ steps. You have -10 to climb and -5 to swim and -10 to checks to resist trip, trample, overrun, and bull rush attempts. You may not set a spear to receive a charge.
Success: for the rest of the encounter your movement is reduced by ½. You can’t run, charge or take 5’ steps. You have -5 to climb and -3 to swim and -5 to resist trip, trample, overrun, and bull rush attempts. You may not set a spear to receive a charge.

13.
A. Foot Shattered! (Any): Permanent -5’ to base land and swim speed. Fort Save DC = Damage Dealt.
Failure: You are knocked prone. For the rest of the encounter your movement is reduced by 50%, you may not run or charge or take 5’ steps. You have -8 to jump and climb checks. You have -8 to resist bull rush, trample, overrun or trip attempts.
Success: Your movement is reduced 10’, you can’t run or charge or take 5’ steps. You take -4 on jump and climb checks. You have -4 to resist bull rush, trample, overrun, or trip attempts.

14.
A. Blow to Head! (Any) Fortitude Save DC = Damage Dealt.
Failure: Stunned 1d4 rounds then dazed 1 round, for the rest of the encounter you have -10 on concentration and -5 on balance checks and spot, 25% spell failure, -4 to will saves, -2 to hit.
Success: Dazed for 1d3 rounds. For rest of encounter you have -5 on concentration checks, -3 on balance checks, 10% spell failure check, -2 on will saves and -1 to hit.

15.
A. Groin Injury! (Any) Fort Save DC = Damage Dealt
Failure: You are knocked prone. You are nauseated for 1d3 rounds. For the rest of the encounter you are sickened, your movement is cut in half, an additional -4 on concentration checks, and -2 on attack rolls.
Success: Nauseated 1 round. For the rest of the encounter you are sickened.

16.
A. Wind Knock out of You! (Any). Fort save DC = Damage Dealt
Failure: for the next 1d4+1 rounds you cannot run or charge and may not take a full attack option. You have -2 to hit and damage rolls until then. You have a 20% spell failure for spells or powers with verbal components.
Success: Until the end of your next turn you cannot run or charge and may not take full attack option. You have -2 to hit and damage rolls until then. . You have a 20% spell failure for spells or powers with verbal components.

17.
A. Glancing Blow to the Head! (Any) Fort save DC = Damage dealt.
Failure: dazed until the end of you next turn, for 1d4+1 rounds you have -5 on concentration checks, -3 on balance checks and spot, 20% spell failure, -2 on will saves and -1 to hit.
Success: until the end of you next turn you have -5 on concentration checks, -3 on balance checks and spot, 20% spell failure, -2 on will saves and -1 to hit.

18.
A. Numbing Blow to the Arm! (Any) Fort save DC = Damage dealt.
Failure: Drop what is in your hand (50% primary, 50% secondary). For the next 1d4+1 rounds you have -2 to attack and damage rolls when using that arm (including a two handed weapon), a -2 on open lock, disable device checks.
Success: Until the end of your next turn you have -2 to attack and damage rolls when using that arm (including a two handed weapon), a -2 on open lock, disable device checks.

19.
A. Numbing Blow to your Leg! (Any) Fort save DC = Damage dealt.
Failure: Fall prone, for the next 1d4+1 rounds your movement is reduced by ¼. You cannot run or charge. You have -3 to resist being tripped, tramples, overrun, or bull rushed.
Success: Until the end of your next turn, your movement is reduced by ¼. You cannot run or charge. You have -3 to resist being tripped, tramples, overrun, or bull rushed.

20. A. Near Miss! Count your blessings.


I am testing a sort of similar critical hit table. It also is used only when a 20 is rolled to confirm a critical hit.

From my experience with similar tables makes it clear that its the PCs get the worse of the table. Myself and my players are fine with that. We are also fine with the small increase in time spent. We play a pretty technical brand of 3.75 anyways. The table makes use of increasing critical hit multipliers, status affects that last throughtout the encounter, and possible permanent effects (less movement, lower skills, penalties to certain rolls). I know it sounds severe (and it probably is) but I think it has two added benefits not previously mentioned:

First it has the potential of making a battle very memorable. After playing weekly for many years, one fight can very much begin to seem like another. Giving out or recieving a memorable severe critical hit will make the fight stand out and be retold in stories over and over.

Second, specificly with the permanent effects. It opens up role playing opportunities. It provides small handicaps and potentially gruesome scars to change a character's appearance. It also gives the character 'a story', they can tell NPCs or other PCs about the 'lucky goblin spear that cost 'em a eye' or the dragon's bite that left them with a limp. Think of the great scene in Jaws when they are comparing scars and telling shark stories. Anyways, just a thought. If anyone is interested I can post the chart I am trying out. Thanks for reading.