3.5 Loyalist |
Rough draft of house rules
Ruleset is 3.5, except where noted below. The following are presented in no particular order.
First, let’s start with the crit chart of doom.
The Crit Chart of Doom
I will kill thee a hundred and fifty ways: therefore tremble, and depart.
William Shakespeare, As You Like It, Act V. Scene I.
Well done, you got the cur with a well placed hit or shot. In the event of a natural 20 (and only a natural 20 for game balance) and a confirmed hit on the secondary roll, the attacker rolls a d100. Critical hits can become augmented and very deadly. Furthermore these crits have consequences upon play and possible actions.
1-40 No modifier change, no bleed. -1 to actions involving body part, -5 foot move if 1-4 on table. For example Osfreed takes a minor critical hit to the right arm (9) with a flanged mace, he is on -1 for attacks with that arm.
41-70 +1 modifier to damage, 1 HP of bleed per round. Part of body damaged. -2 to actions involving body part, -10 move if 1-4 on table. A moderate 41-70 crit with a longsword leads to a x3 modifier, not the usual x2.
71-90 +2 modifier to damage, 2 HP of bleed per round. Part of body crippled/severed/useless. Will fall prone if 1-4 on chart, be unable to attack with arm, be unable to speak (11 or 12: 7-9) or be possibly partially blinded (12: 11-12).
91-95 Taken to -1 HP, 2 HP bleed per round. Lethal attack. Skull cracked, throat cut or pierced, disemboweled. Expertly disposed of, and will likely die very quickly.
96-99 Decapitation or heart strike; groin and abdomen opened; spine or head severely damage. A swift instant death.
100 Supreme death move. Cut in half, splattered, perfect thrust or deadly display seen once in a lifetime. Note: two 20s and a hit lead straight to this.
Location
For any natural 20 crit, roll d12 to determine the part of the body effected. Or allow the players’ discretion if the Dm allows it. It adds character, when a player always skewers his enemies in the groin or a duelist who often slices open his opponents face. It does not hurt the game, it only enlivens it. Allows players to tactically damage spellcasters if they cleave off their jaw with a well placed axe attack.
1 Foot or shin For leg, roll d12, 1-6 left, 7-12 right.
2 Knee For leg, roll d12, 1-6 left, 7-12 right.
3 Upper Leg For leg, roll d12, 1-6 left, 7-12 right.
4 Groin Sickened -1 to all or -2.
5 Abdomen Sickened -1 to all or -2.
6 Abdomen Sickened -1 to all or -2.
7 Chest -1 (1-40) -2 (41-70) or -3 (71-90) to armour ac if present.
8 Chest -1 (1-40) -2 (41-70) or -3 (71-90) to armour ac if present.
9 Arm For arm, roll d12, 1-6 leading arm, 7-12 secondary
10 Arm For arm, roll d12, 1-6 leading arm, 7-12 secondary
11 Neck Roll d12 1-8 sides of neck, 9-10 windpipe, 11-12 spine.
12 Head or Face For this, roll d12, 1-6 head, leads to extreme
Disorientation (-1 to -2 for all). 7-9 jaw, cannot speak. 11 left eye, 12 right eye. Partial blindness ensues.
Called shots are also possible. By taking a -4 to a melee or ranged attack, an injury to a part of an opponents body is possible. Penalties to attack, speech, movement, sickened etc.
Attributes.
The generation of attributes has varied across games, but at present, it is 3d6 for each, you can move them around. 1s do count. Heroes should have some weaknesses.
Attributes move around based on character actions. Stats can go up, stats can go down. If the players are active and heroic, they will steadily increase. Once they get to about 16, they become harder and slower to increase. Inactivity, starvation, laziness, that negatively impacts on stats.
Races, as pathfinder beta for the base races. Other origins for characters are possible with often some ECL adjustment involved.
Classes
Now on to classes, the following has not applied to all games, but in the current Isgerian survival game, the starting level is commoner.
Start as 1st level commoners in rural Isger, a vassal state of a very dark empire.
Choose your favoured class if human (or leave it open), but you do not yet have a level in said class.
Upon reaching level 2 (1000 xp), the player can trade in their commoner level (and 1000 xp) to be 1st level in a pc class, or can keep the commoner level and take the first level in a pc class.
If the second level of commoner is gained, a free level in commoner is given.
Starting kit is determined by profession, or what your character has been working towards in recent years. Assigned by the dm after you tell me who your character is trying to become (e.g. a hunter would have a shortbow, arrows, a knife, padded, peasant outfit, some pelts).
Classes overall
A mix from multiple sources. 3.5, modified versions of base classes and related options, as seen in Unearthed Arcana, the Quintessential Guides and multiple issues of Dragon are usually possible. Hit die and their values are as 3.5.
Adept (3.5), Aristocrat (3.5), Barbarian (beta), Bard (3.5), Barkeeper (online and balanced), Cleric (3.5), Commoner (3.5), Druid (3.5), Expert (3.5), Fighter (beta), Healer (3.5), Knight (3.5), Marshal (3.5), Monk (3.5), Ninja (3.5), Paladin (3.5), Ranger (3.5), Rogue (beta modified), Samurai (3.5), Scout (3.5), Sorcerer (3.5), Swashbuckler (3.5 modified, +1 to bluff/feint/seduction every five levels), Warmage (3.5). Warrior (3.5), Wizard (3.5), Wu Jen (3.5).
Playing the NPC classes is possible, and every second level gained grants an additional level to balance with the other classes. CR and ECL stays the same prior to the modification and this also applies to xp (a level 3 warrior counts as a level 2, and the third level in warrior is gained when the player perseveres and gains the second level. The warrior is highly useful for amassing BAB and hit die, other classes are good for gaining additional hit die and skill ranks).
Hit points generation
The first level is maximised, the remainder are rolled. 1s are re-rolled, except for d4 hit die classes where they do count.
Other matters
Magic item shops are exceedingly rare, and in some beleaguered countries, do not exist. There will be individual buyers amongst the wealthy for magic items if brought to settlements or keeps.
Diplomacy is a highly useful skill, not all encounters have to be violent. A low charisma can create conflict when conflict didn’t have to occur.
Attacks of opportunity
5 foot step is changed. Yes it can be done as a free, but it doesn’t immediately negate attacks of opportunity. Walk on to a longspear point and you do give away a free attack against you, back away when threatened and a weapon is levelled or ready, and an attack of opportunity does occur. If a 5 is taken as a move it also provokes an attack of opportunity, so this applies also to the 5.
Full round spellcasting is possible with spells which are a standard action. The number of spells which can be cast is determined by the number of attacks which can be made as part of a full round action. Clerics, druids, warmages and warlocks get to a second spell quicker than a wizard, but not necessarily quicken than a fighter/mage.
Haste potions grant an additional attack, or an additional standard spell per round. As 3.0. You are quicker, the casting can be done quicker, or you can use it to attack faster or do more things.
Drawing a weapon when threatened also provokes an attack of opportunity. As does drawing and drinking a potion. Drawing a potion is a move, drinking is a standard.
One can 5 foot and make a charge, one can charge and make a five foot, carrying through with the momentum. The last would also provoke an attack of opportunity if the target still lives. One can use a swift action and then charge also, or swift then a full round.
All-round vision does not exist in typical humanoids, and stealthing up to a character in clear or bright conditions is possible, as long as a stealth is passed, and it is possible to avoid the targets line of sight. Generally this is done from the left flank, the right flank, or directly approaching the back.
What a character sees and the direction they are facing is determined by the situation or scene, their actions within a situation or scene, and any input the character makes upon the scene, e.g. “I shine my torch upwards and keep looking up into those pipes”.
Foliage, trees and cover often hinder long-ranged attacks and visibility.
Crossbows retain their long loading times, but with proficiency (and due to their construction) comes a benefit. Attackers add their dexterity modifier to damage. Crossbows are easier to aim, and were often more powerful and with greater penetration than even composite longbows, heavy and siege crossbows (arbalest) especially.
Re-rolls are in use. Players are awarded 1 per gaming session, and can modify their or the dms roll with these re-rolls.
The trait system of pathfinder is also in use. Characters can use a trait to buy into a non class skill and gain a miscellaneous +1 bonus. They can also spend both their traits, and their first re-roll to gain a permanent +1 to bab. This character is very martially focused, and their trait reflects this.
Feats can come from a variety of 3rd ed or 3.5 sources. Check all feats chosen with the dm if they are not in the players handbook. Beta toughness is used, but the pathfinder versions of the combat manoeuvre feats are not used.
Favoured class benefits are +1 hp or +1 skill point per level in the favoured. You choose hp or more skills.
A flaw system is also in use. Every character has 1 flaw at least, and each flaw grants an additional feat. Two flaws can be taken at character generation (for two bonus feats).
Flaw List
Each character has a flaw of some sort. It impacts upon the role-playing of their character or it is a penalty to a statistic. Flaws are determined randomly, by rolling a 1-6 and then a 1d100. 1-2 means the first d100, 3-4 the second and 5-6 the third. Flaws of character have three possible levels: considerable (1-5), serious (6-8) or maximum (9-10) determined by rolling a d10. As explained in Unearthed Arcana, a flaw grants a free feat. Two may be chosen at character generation, and more added in the course of a campaign.
First d100
Roll Frequency Flaw Effect
1-2 2 Unlucky A natural 2 is counted as a natural 1
3-4 2 Lacking in excellence A natural 20 skill check does not result in +10, an attack does not automatically hit, +10 is not added to the attack roll, crits are still possible and unaffected.
5-7 3 Random encounter magnet +15% chance of encountering hostiles. Encounters now seem to occur at the worst of times.
8-10 3 Fated to battle Great warriors seek out (and have an uncanny ability to find) the player to test themselves in combat. They are always one to two CRs above the player.
11-12 2 Slow to react, thick and inflexible -2 to Reflex.
13-15 3 Weak of stomach, soft -2 to Fortitude.
16-19 4 Poor morale -2 to Will.
20-22 3 Heart of the rabbit -4 to saves vs. fear and intimidation
23-24 2 Indecisive -4 on Initiative.
25-26 2 Slothful -2 to initiative and perception
27 1 Muscles like water -2 to Strength.
28-29 2 Unhealthy or brittle bones -2 to Constitution.
30-31 2 Glutton or typically sedentary -2 to Dexterity
32-33 2 Naïve and slow -2 to Wisdom.
34-36 3 Lacking in learning -2 to Intelligence.
37-39 3 Stutter or deformity -2 to Charisma
40 1 Worn out -1 to all physical attributes
41 1 Mental faculties fading -1 to all mental abilities
42-43 2 Combatant without promise -1 BAB
44-45 2 Dull -1 to all saves.
46-49 4 Trusting and oblivious -3 to sense motive checks
50-52 3 Proud braggart -4 to one skill chosen randomly. The char is sure he is excellent in said area and must make use of this actual weakness often.
53-55 3 Susceptible to disease -4 to saves vs. disease.
56-58 3 Vulnerable to poisons -3, +1 attribute damage per failed check.
59-61 3 Fragile All attribute damage is increased by 2 per dose
62-65 4 Poor vision -3 to Perception (vision) checks
66-68 3 Near Deaf -3 to Perception (listen) checks
69-72 4 Incompetent -2 to all Profession, Knowledge, Perform and Craft checks
73-75 3 Poor Training -2 to hit with mêlée weapons
76-78 3 Awful archer -2 to hit with ranged weapons
79-80 2 Not vicious -2 to damage with all mêlée weapons/ranged touch
81-83 3 Fools rush in +2 to mêlée damage of opponents
84-85 2 Shoddy footwork -2 to AC
86 1 Wide Open An additional -3 to AC when charging (-5 total)
87-89 3 Low vigour Hp and attribute healing is always halved.
90-91 2 Magically Ignorant -2 to all saves vs. magical effects.
92-93 2 Awkward around women Prone to insensitivity, a short temper and completely baffled by them -2 to interaction checks with women.
94-95 2 Unsettling to men Likely to cause offence, act incorrectly and put lads on edge. -2 to interaction checks with men.
96-98 3 Vulnerable to desired sex -3 to social saves against actions made by beautiful women or men (those with Cha 14+). Easy prey for prostitutes and charismatic thieves or charlatans.
99-100 2 Upper Socialite -3 to interactions with commoners and soldiers
Second d100
1-4 4 Rural background and accent -3 to interactions with nobles or city-folk.
5-8 3 Lack of confidence -2 to diplomacy and intimidate.
9-11 3 Insulter -3 to Diplomacy. Will constantly belittle people, intimidate them, from maids to nobles. Must have intimidate maxed out and will offend many.
12-13 2 Lax Personal Security: a thief's joy. You very quickly spotted by thieves and easily robbed (-4 to roll to perceive being pick-pocketed). Leaves doors open, -3 to perception when on watch after hours. The type of person who talks on watch and thinks of home, while looking up at the stars of course.
14-15 2 Warrior narcissist: “How could such a weakling harm a body like mine!” In combat -1AC for each two points of strength above your opponent. Requirement: strength of 14+.
16-17 2 Technician: “This is meant to be a duel not a brawl” In combat -1AC for each two points his strength is above yours, if it is less than yours then this has no effect. Req: strength below 16.
18-20 3 Wounded Tiger: you gain the power attack feat, not a free feat. Upon being injured you must activate your power attack to the highest level possible and attack the character that injured you. This wild swing only lasts for one round, unless you are injured again.
21-23 3 Flinch: “Not in the face, Not in the face!!” Each time you are attacked, be it with ranged, touch attacks, melee attacks or grapple attempts you take a -1 to your ac for the rest of the round. This effect stacks if attacked from multiple directions.
24-25 2 Chokes: “I… I… Cant make the shot!” You cannot make any action in combat (or in most cases out of combat) that could harm someone non-hostile to the party.
26-27 2 Bad Finisher: Why won’t this guy fall down!? Each time an attack you make would drop an opponent to negative hp, re-roll the attack. The second one counts.
28-30 3 Bad Starter -2 to hit, damage and AC in the first two rounds of any combat. A surprise round counts as one of the two.
31-32 2 The Chokes 1 in 20 chance each round in combat, your character will freeze and stand motionless un able to act. If attacked you are flat-footed but not helpless.
33-34 2 Unkillable “Didn’t anyone tell you, Xavier Pennant cant be killed!!! Muhahahhaha.” If reduced to 0hp the character is rattled and shaken (-2 to all stats) for 1 month.
35-36 2 Showman: “I'll give you one more shot!” Must use Goad before attacking an enemy, even if combat has already begun. Goad is the free feat for the character.
37-40 4 Fearful of numbers Immediately shaken if outnumbered or if the crowd/majority is against you.
41-42 2 Orthodox Training -3 to Combat Manoeuvres that you are not trained in. If you do not have improved grapple, then you are at a -3 to all grapple checks.
43 1 Master of the Slow Draw Drawing a weapon other than ammunition counts as a standard action and quick-draw cannot be taken.
44-46 3 Nauseated by blood and viscera 15, 20 or 25 DC fort save when encountering blood and or gore or be nauseated while in the area of the sight and the smell.
47-48 2 Overly Confidant When provoking an attack of opportunity, the opponent gets +2 to attack and damage for that attack.
49-50 2 Startled When surprised, you do a great impression of a rabbit caught in headlights. When surprised, you take longer than most to get your bearings. You are treated as flat footed for the next 2 rounds after the surprise round regardless of all factors.
51-53 3 Unfit You can only run for half your constitution score in rounds before making checks to keep running. Holding your breath is also difficult and half normal.
54-55 2 Cannot swim -4 to swim checks. The normal time you can hold your breath is halved due to stress.
56-57 2 Mentally Vulnerable You slip into a very deep pit when faced with pressures. Each failed will save results in a -1 to will. It is cumulative. The will returns at 1 per week. Potentially other effects as ruled by the DM.
58-59 2 Cheap Saves and hoards, spending on large items causes real pain or is impossible.
60-61 2 Austere Dresses like a beggar, pilgrim or Spartan. This applies to and restricts enchanted items adorning the hero.
62-65 4 Moody Prone to swift emotional change.
66 1 Theatrical and verbose The world is a stage and I am the main character.
67-69 3 Thieving poltroon Wealth or loot must be seized, and quickly. Disrupts teamwork to loot the dead and dying.
70 1 Mistaken identity Resemble a famous figure that people despise.
71-72 2 Artistic You have an inner flair for creativity. You spend much time and money (10-20%) on your art.
73-75 3 Feck Swears like a sailor. This amuses but also offends.
76-78 3 Hunted Someone wants this man. Just how many people and how powerful they are, is determined by rolling 1-10. 1-5 a largely private matter, 6-8 many are on the look-out, perhaps a powerful dynasty. 9-10 you are a wanted criminal in the fantasy world, bin Laden etc.
79-80 2 Haunted by past actions Will save of 15 each rest-period or be fatigued.
81-83 3 Bad hygiene or uncontrollable flatulence NPC attitudes starts as unfriendly. 84-86 3 Criminal As bad hygiene, but this is due to a mark and notoriety.
87-88 2 Merciful You are merciful against the oldest of foes. You continually advertise your willingness to accept surrender to your enemies. Executing or torturing prisoners is anathema to you.
89 1 Peaceful Would rather not fight, no matter his competency at feat of arms.
90-91 2 Charity A person of great charity, you must spend 10-20% of the wealth you gain in helping others.
92-94 3 Religious Truly a religious soul, you visit most of the temples on a regular basis. You also tithe 10-20% of your wealth.
95-96 2 Zealot Your faith is the only way, woe to those who don't believe.
97 1 Atheist. You can not see how the gods are divine. You oppose priests, gods and their faith.
98-99 2 Heretic A believer that has strange views of his god.
100 1 Touched By The Gods or Narcolepsy Spasms, claims of seeing the divine, a 5% chance of being paralysed in any scene or combat until it ends.
Third d100
1-4 4 Traitor Always on the look-out to sell out those close for the right price, or when fortunes are changing.
5-7 3 Dangerously driven Strong to unstoppable ambition, but also harmful, e.g. a fighter over-trains until he permanently harms himself. A wizard rarely sleeps properly and is often fatigued.
8 1 Gregarious Part luck, part action. The character’s activities worry and undermine the powerful. This attracts attention and problems.
9-11 3 Envy Why do they have what I do not?
12-16 5 Corrupt and Greedy I will take what I will, and have it all.
17-19 3 Bully Power is meant to be used to keep the lesser in line.
20-21 2 As solid as wind, hesitant to engage Will flee for d4 rds at start of battle if fail a DC 20 will save.
22-25 4 Anger It manifests in a thousand ways, but this person cannot let disrespect go
26-29 4 Proud Damaging the ego is worse than torture.
30-31 2 Psychopathy Clowns to the left of me, jokers to the right. Here I am, stuck in the middle with you.
32-33 2 Vengeful Someone harming this person will pay a great price.
34-38 5 Hates a nearby people: determined randomly via consulting the DM.
39-40 2 Warmonger A thorough jobber, extremely eager for battle, blood and dangers.
41-42 2 Agent Provocateur You love to cause crimes and if someone else takes the fall, so much the better.
43-45 3 Liar Ranging from frequent exaggeration to out-right lying and common deception.
46-47 2 Despoiler Will take to rape and pillage with vigour if allowed. May even attack his own people. In effect, a forced chaotic evil alignment.
48-52 5 Superstitious: “I say, a black cat... We are all going to die!” Can damage his ability to accomplish tasks.
53-57 5 Fears a nearby people or demihuman societies: determined randomly.
58-61 4 Drink From like a sailor to like the patron saint of drinking.
62-64 3 Exotic Tastes Rarely to commonly unavailable when needed. Is commonly found in a drug den or haggling for slaves, or off on a mission to procure the latest bauble.
65-66 2 Claustrophobia Fear of tight spaces.
67-68 2 Acrophobia Fear of heights.
69-70 2 Zoophobia Fear of animals (if a commoner roll again).
71-73 3 Hydrophobia Fear of water.
74-75 2 Arcana-phobia Fear of magic.
76-77 2 Xenophobia Fear of Strangers.
78 1 Androphobia Fear of men.
79 1 Gynophobia Fear of women.
80-81 2 Pyrophobia Fear of fire.
82-84 3 Necrophobia Fear of death/dead/undead.
85-86 2 Necrophilia Life arouses nothing, death lust.
87-88 2 Bestiality A sheep anyone?
89 1 Has Expensive Lover Less wealth as he supports him/her, appears poor and disheveled. Spends 10-20% on the lover.
90-91 2 Infertile Like soggy celery; very damaging in masculine societies and rumours just have a way of getting out.
92-93 2 Lewd A man of crude humour, but can be entertaining. Must constantly make diplomacy checks, and the stat cannot be maxed out.
94-98 5 Perverted Frequents brothels and debauched parties. Player chooses perversion.
99 1 Erotic artist Is a blossoming erotic artist (poetry, woodblock printing or painting and drawing).
100 1 Brash Diplomat Forcefulness bordering on arrogance. A failed diplomacy check results in immediate hostility from the target.
This is used once player wealth becomes openly displayed. Combat encounters go up.
Random Robbers Table
Adventurers often attract unwanted attention. Being adorned with magic items, gleaming armour and weapons, jewellery and purses over-flowing with coin does not lessen the attention they receive. Below is a table, to represent the range of characters that are likely to be attracted by a small group of wealthy passers-by. They will approach the party, either clandestinely or openly. Wealth is their first interest, but murder can most certainly be on the cards. They are considered to be unfriendly, and close to hostile. Rolling high can make the encounter very dangerous indeed—worse for the accumulators of wealth, the majority below are desperate and not especially wealthy or rewarding to kill.
D100 Roll Numbers Description
1-20 2d6 Footpads: these are rogues with light weapons; they are a few levels below the party, and quite poor.
2-40 2d8 Bandits: ranger/rogues with favoured enemy corresponding to the party type. They use ranged weapons for the most part; are below the level of the party and have some wealth in weaponry.
40-60 2d8 Hard men: fighters, thugs and barbarians. They have the skills to take what they want by force. Closer to the party in level.
60-80 2d4 Accomplished Murderers: rogue/fighters and rogue/assassins. They kill for money, through poison applied to blades and bolts—they will surely kill passer-bys for loot.
80-90 1-3 or 2d10 Greedy Squires or a Cruel Lord and his Men: when nobles encounter or hear of wealthy adventurers they do not always give them missions and payment. These knights, or a minor lord and his men are challenges that can swiftly overwhelm.
90-95 The party Druman Treasure Hunters: a team of highly skilled men of diverse talent, but all skilled in the re-acquisition of wealth. They are slightly above the party’s level.
96-99 100+ An Instantly Rebellious Village: the outlanders passing by with their great fortunes and greedy eyes, sets the poor folk of the nearest settlement to instant rebellion and frenzied attack with any available implement.
100 ? A powerful foe this way comes. High level paladins, wizards, a dragon or a figure of great power.
By Trevor Wilson