| Mad Beetle |
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Hello there.
I have been toying around with some homebrew ideas, mainly for the eberron setting, but they can be used for any setting, and i´d like to hear what you gents (and gentettes) think of what i came up with
(I apologize for any strange formulations or grammatical no-no´s)
1. As written in Ultimate Combat p. 206-207 with exceptions as written here.
2. Player Characters gain 1 extra wound point for every 2 HD
3. For every size modifier above medium, creatures gain 5 wound points to their wound point total
4. For every size modifier below small, creatures lose 2 wound points from their wound point total
5. Falling Damage target wounds in after the following number chain starting at a 10ft fall: 1 – 2 – 3 – 5 – 10 – 20 – 40 – 80 – 160.
6. Constructs have no vigor points, only wounds, they start with 20 wounds and gain 2 wounds for every HD they have. They also gain bonus wounds from size as indicated on p.307 in the Bestiary. These extra wounds are on top of those they gain from size from addendum 3. Constructs have no wound threshold.
7. Outsiders and Dragons gain 3 wounds per HD.
8. Creatures of the Elemental type do not have a wound threshold.
9. All undead creatures calculate their wound points from their Charisma + 2 per HD. Unintelligent undead have no vigor points. Undead have no wound threshold.
Heres what i suggest to change the vigor/wound system, making larger enemies and creature types that need to be tough, tougher.
1. There are now 5 types of coin: Platinum Dragon, Gold Drake, Silver Fang, Copper Claw and Copper Scale. Gold takes the place that Platinum had before, Silver takes the place of Gold, Copper Claws takes over for Silver and Scales takes over for the old Copper Piece. One can still earn ones Profession skill a day in Silver, and rare stones, such as Rubies and Sapphires, keep their old values.
For a high magic system, so it would seem plausible to find low tier magical items used by the common folk.
1. Zil Powder: Zil powder was made halfway into the Last War by Zilargo Alchemists that was tasked by House Jorasco to make a cheaper and more effective method of healing wounded troops. What they ended up with was zil powder. While this purple and yellow powder is a potent healing agent, there are some unfortunate side effects; when it is used, until the wound closes it feels like it is on fire, just after it has been salted, filled with iodine and washed off with half a gallon of Karnathian vodka. Suffice to say, most pass out from the pain, others simply can’t do anything but scream or puke their guts out, or both. Also, the powder leaves a purple scar tissue. The color fades after a month or two, but the scar stays. Zil Powder can also be applied to any healing potion, making it more potent, as if cast with the Empower metamagic feat, if one does not mind the horrible taste (DC 20 will save to swallow, DC 20 fortitude to keep down). The fact that the powder is cheaply made and can, if needed patch even the most grievous wound together means that it is commonly used by most physicians that deal with common folk
Effect: When applied to an open wound, zil powder starts acting 1 round later, giving the recipient fast healing 1 for 1 minute per dose used. While under the effects of zil powder, the recipient must take a DC 18 fortitude save every round +1 to the DC per round to a maximum of 28, not to fall unconscious for 1d10 minutes and a DC 20 will save each round he´s not unconscious to keep from becoming nauseated but merely sickened. If the recipient reaches maximum wounds, the effects end immediately. After the effects of zil powder wears off, the recipient is exhausted until he has had of 8 hours rest.
Cost: 150 silver for 1 barrel of 50 doses (10 pounds)
Craft: Craft (alchemy) DC 16, 10 gold in ingredients, an alchemists table and 2 days work for a batch of 10 pounds
2. Elemental Gauntlet: During the Last War, many new weapons were made, but none were as popular with spell-casters and officers as the Elemental Gauntlets. This bulky, finger-less gauntlet, normally decorated with expensive metals, cover the lower forearm down to the back of the hand and while it is a bit heavy, allow for easy finger movement, and does not hinder arcane spell-casting or other delicate hand/finger movement. On the back of the hand, a tiny khyber shard is imbedded with an elemental bound to it. When activated (move action) a small sphere representing the elemental bound in the gauntlet (Lightning for air, rock/crystal/metal for earth etc.) manifests four inches in front of the hand, and floats there (Air and fire gauntlets gives off light as a torch). All gauntlets have 2 settings: Ranged, which is a ranged touch attack on account of the projectiles having enough force to penetrate most types of armor, enables the user to fire off projectiles made from the element at his enemies. For purpose of using ranged weapon feats that does not work with a ranged touch attack, the attack counts as normal ranged attack. The attacks have the ranges indicated below. The Close setting forces the elemental to form the small sphere into the shape of a melee weapon, making the gauntlet into a close combat weapon with the reach quality. Air and fire differs to earth and water gauntlets, as air and fire attacks with melee touch attacks and earth and water uses normal melee attacks at an increased damage die. When activated, the user chooses one of these settings, should he wish to change it, he can do so as a standard action.
What also makes an Elemental Gauntlet differ from other weapons is that they gain their charisma modifier as an addition to their damage (all three settings) this also means, that the close combat setting does not gain any bonuses from the strength modifier. This is because one needs a strong personality to exercise proper control over the elemental within the gauntlet. An elemental gauntlet is always masterwork and can never be enchanted with an elemental effect that opposes its base element (Earth – Air and Fire – Water).
Elemental Gauntlet: Type: Exotic One handed. Price: 1600 silver Weight: 1 lbs
Air: Ranged: 25ft Close: Reach dmg: 1d6 Crit 18-20x2 type: Electrical
Earth: Ranged: 10ft Close: Reach dmg: 1d10 (1d12 Close) Crit 20x4 type: S/P/B
Fire: Ranged: 20ft Close: Reach dmg: 1d8 Crit 19-20x3 type: Fire
Water: Ranged: 15ft Close Reach dmg: 1d8 (1d10 Close) Crit 20x3 type: Cold/S/P/B
Craft: Requires Craft Arms and Armor + Bind Elements (or buying an already bound elemental for 500 silver making the full price 1100 silver) and 800 silver
The gauntlets are my shot at making gun-like items in Eberron.
I have the ideas for a class, taking inspiration from the gunslinger, and some feat-trees for them, but nothing that is ready or even on paper yet.
So, tell me what you think.