Saturday, June 8, 2019

Spell: Necrotic Detonation

Necrotic Detonation

School: Necromancy [Evil]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes

DESCRIPTION

A Necrotic Detonation spell is an explosion of black and fluorescent green necrotic energy that detonates with a low roar and deals 1d6 points of damage per caster level (maximum 10d6) to every living creature within the area. The Necrotic Detonation also heals all undead within the blast area for the same amount of damage it did to the living. The explosion creates almost no pressure. The blast does not affect objects, constructs, etc.

You hold out your hand and determine the range (distance and height) at which the Necrotic Detonation is to burst. A black and fluorescent green skull appears in your hand, streaks forward and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the blast of death energy at that point. (An early impact results in an early detonation.) If you attempt to send the skull through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the skull strikes the barrier and detonates prematurely. If the damage caused to an interposing barrier shatters or breaks through it, the Necrotic Detonation may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.

Material Component
A small piece of bone from a human skull.


(Note: Yes, this is a modified Fireball spell. The level has been raised by one because of the healing effect for undead that was added.)

Tuesday, May 14, 2019

House Game Rules Information #2 - Races

House Game Rules Information #2: Races

ELVES
  • Elves are of near human height but the same weight. Add 1' on to their base height.
  • Elves are innately pansexual.
  • Elves have pointed ears, but they aren't so long they catch on things. Hair and eye color depends on sub-race. High Elves are usually blonde or light brown with light blue, green or light brown eyes. Gray Elves have either silver hair and amber eyes or pale golden hair and violet eyes. Wild elves’ hair color ranges from black to light brown, lightening to silvery white with age. They also have vivid green or amber eyes. Wood Elf hair color ranges from yellow to a coppery red, and their eyes are usually blue or green. Aquatic elves have hair that is usually green or aqua in shade and always have silver eyes. Drow vary immensely from the Elvin norm, and almost always have white or silvery hair and red or violet eyes. Body and facial hair is non-existent among Elves.
  • Gray Elves tend to have washed-out or grayish Caucasian skin. High Elves match the normal human spectrum. Wild Elves tend to have darker skin and frequently have a copper-sheen. While Wood Elves match the human spectrum of color their skin will sometime have a brown or green tint. Aquatic Elves have a myriad of colors to their scales, and Drow Elves will have dusky gray, black or blackish-purple skin.
  • Of all of the Elven sub-races, Gray Elves tend to be very haughty. Wood Elves are the most down to earth, with their egos rarely affecting their behavior. All others fall within the normal spectrum.
  • Elves dislike half-orcs, tend to look on humans and half-elves as being somewhat inferior, view dwarves and gnomes with suspicion and enjoy the company of halflings.
DWARVES
  • Dwarves have round ears. Both males and females grow facial hair, but with the women it's fairly sparse and tends to grow mostly on the jawline. Unlike with Dwarven males, females can (and do) remove the facial hair without worry of mockery or ridicule. Hill Dwarves (also known as Shield Dwarves) have light skin that is fair or lightly tanned and green or silvery blue eyes with long light brown or red hair, growing white or gray with age. Mountain Dwarves often have skin of tones ranging from rocky gray to deeply tanned, and their eyes are usually amber or light brown. Duergar always have granite-colored skin, white or gray hair and white or extremely light-blue eyes.
  • Mountain Dwarves are quite egotistical and materialistic to the point of taking offense far too quickly should it cross their minds to do so. All Dwarves tend to be dour and have a dark sense of humor. Dwarves pride themselves on their ability to drink vast quantities of alcohol.
  • Dwarves hate half-orcs, get along well with humans, genuinely like gnomes, tolerate halflings and half-elves (while keeping them at arm's length) and regularly belittle and insult elves and goblins.
GNOMES
  • Gnomes have round ears, and females have a great fondness for earrings of all sort. The coloration of gnomes varies so wildly that many outsiders assume gnomes commonly use dyes and illusions to change their skin and hair tones. While gnomes are certainly not above cosmetic enhancement (and may wish to change their appearance just to see how outlandish they can look), their natural hues truly range over a rainbow of coloration. Their hair tends toward vibrant colors such as the fiery orange of autumn leaves, the verdant green of forests at springtime, or the deep reds and purples of wildflowers in bloom. Similarly, their flesh tones range from earthy browns to floral pinks, and gnomes with black, pastel blue, or even green skin are not unknown.
  • Gnomes are very good natured, usually looking for the good in most people whenever possible. This doesn't make them naive, however, and they can be implacable foes when pressed. As a race they tend more toward Chaotic Good than Neutral Good.
  • Gnomes tolerate half-orcs, love humans and half-elves, enjoy teasing elves and get along well with dwarves and halflings. They are irritated by goblins, and often see them as nothing but green-skinned copycats.
HALFLINGS
  • Halflings have delicately pointed ears, much smaller than their Elvin counterparts. They completely match the human spectrum for eye and hair color. While they are fully able to do so, male Tallfoot Halflings rarely grow out their facial hair (but do enjoy long and thick sideburns). Hairfoot Halflings, on the other hand, like to grow out thick but closely-cropped facial hair. Both sub-races and genders of Halfling have hair on the top of their feet and on their calves; with Tallfoot Halflings this tends to be fairly fine, whereas the Hairfoot Halflings nearly have animal fur on theirs.
  • Halflings tend to be homebodies, preferring the comfort of their warm homes to the rigors of adventuring. Hairfoot do tend to be more adventurous on a whole, but even they would prefer a pipe and a blazing fireplace to iron rations and a campfire.
  • Halflings get along well with all other races, but dislike being around half-orcs.
HALF-ELVES
  • Half-Elvin coloration depends on who the mother is. If the mother is the elf then the character will have Elvin coloration. If the mother is the human than the character will have Human coloration. If one of the parents is Drow, then the character will have dark human-toned skin and amber eyes that possess a hint of red. All half-elves have slightly pointed ears that reveal their nature.
  • Half-elves like being around humans more than elves, just because they tend to be more excepting. Half-elves tolerate full elves, but are unwilling to be seen by them as weak or inferior. Half-elves enjoy the company of gnomes and halflings, find dwarves to be sour hearted but endurable, and tend to actually get along with half-orcs (most likely due to their own mixed parentage).
HALF-ORCS
  • Half-orcs appear fairly human, but always have a green tint to their skin and protruding lower canines. Hair color is usually found to be black, dark green or deep crimson. Occasionally mid to dark brown hair can be found, but these individuals are fairly unusual. Eye color usually fits the human norms, but the occasional black, red or deep amber will be found. The sclera usually has a slightly yellow or egg-white tint to it. Dreadlocks are as common among half-orcs as shaven hair is, and they will usually follow their orc parent's habit of weaving in bones, shells, beads or various bits of fallen enemies into their hair.
  • Half-orcs tend to be fairly brutal, and as such most other races tend to tolerate them at best. They get along with half-elves fairly well, seeing them as being rejects to the more "exotic" aspects of their blood as they are. There are the occasional half-orcs that are actually quite friendly or affable, but these are the exception to the rule.
GOBLINS
    @caffinated_cosplay
  • Shorter than humans (usually halfling or gnome-sized), goblins have long, pointed ears that tend to jut out horizontally. They usually have black, green or purple hair, although some have been born with exotic colors like blue or red. Eye color is usually amber, gold or brown, but blues and greens have been seen as well.
  • Goblins love to create things like gnomes do, but the things they create tend to break or explode due to the goblin's impatient nature and their desire to get things done as quickly as possible. They tend toward being Chaotic Neutral in nature.
  • Goblins are disliked by most other races. Humans see them as an annoyance, elves and half-elves see them as pests, dwarves and gnomes are often irritated by them and half-orcs see them as expendable. Only halflings try to tolerate goblins, but even this tolerance has its limit.


(All photos are assumed to be the property of their creators)
(The adorable Wood Elf shown is a wonderful artist, and her art can be found here)
(The equally adorable Goblin is a fantastic cosplayer and can be found here)

Monday, April 29, 2019

Spell: Detect Traps

Detect Traps

School: Divination
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: 5 ft.
Duration: 1 Round/Level
Saving Throw: None
Spell Resistance: No

DESCRIPTION

You can detect all constructed or concealed traps but not snares of a wilderness creature (such as trapdoor spiders, giant sundews, ant lions, etc.). This spell gives you a +10 bonus to Spot for its duration when attempting to find such traps. This spell does nothing to help the caster to disarm traps.

Sunday, April 28, 2019

Undead Feat: Dark Blessings

Undead Feat: Dark Blessings

Undead with this feat are some of the favored among the powers within the Negative Energy Plane. This blessing grants them +10 Hit Points and a +1 Natural Bonus to AC.

Undead Feat: Resist Turning

Undead Feat: Resist Turning

Through a powerful connection to the Negative Energy Realm, the undead is better able to resist the effects of a Cleric or Paladin turning them. Undead with this feat gain a +4 WILL save to resist the effects of Turning.

Undead Feat: Uncarnate Incorporeality

Undead Feat: Uncarnate Incorporeality

Incorporeal undead are normally only hit with magical weapons 50% of the time. With this feat, they are only hit 25% of time time. Furthermore, the Ghost Touch ability will only hit these undead 50%, rather than allowing for normal hits.

Monday, April 22, 2019

Feat: Improved Power Attack

Feat: Improved Power Attack

Like Power Attack, but you get an additional bonus damage equal to 1/2 your level rounded up. This stacks with the damage gained by the original Power Attack.

New Turn Undead Rules

New Turn Undead Rules

The number of times a cleric may turn undead remains the same. Instead of a vague "turning away in fear," Turning now does actual damage to undead, thanks to the Cleric's connection to their deity.

When a cleric attempts to Turn Undead, the undead are required to made a WILL save with the DC being equal to 10 + Cleric Level + CHA bonus. Succeeding in this WILL save results in 1/2 damage. If the save is failed, the undead will take 1d6 Holy damage per Level of the cleric. If the Cleric has the Sun domain then she may declare it is natural Light damage instead. If she has both domains then she can choose one or the other. The cleric can affect 1 HD of undead per CL.

Instead of damaging undead, an evil cleric will Rebuke undead if the creature makes their saving throw, or Command them if they fail. Bolster Undead works like Turning, but the undead gain 1d6 Hp/Lv of the evil cleric instead.

New Feat: Baneful Turning

Your Turning does additional damage to undead, equal to your Level plus your CHA bonus.

New Feat: Powerful Turning

Your Turning now affects 2 HD of undead per character level instead of 1 HD.

Thursday, March 14, 2019

Mule Inventory Sheet and Miniatures

Both of these sheets are sized 8x10 and should print fine on normal paper. For the paper miniatures, fold the rectangle at the hooves out, and the larger rectangle back in. When you glue it down, the larger rectangle will strengthen the base of the miniature. Use cardstock for best results. If you need to resize the mule, it is 2" long in scale

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Sunday, February 24, 2019

Bonus Experience Points

Bonus Experience Points

Bonus Xp can be earned in a variety of ways. The bonus will be equal to 50 Xp per earned item as listed below multiplied by your level. Example - Timmy earns three of these and is 5th level. That will be a bonus of 750 bonus Xp.

1 - Actively roleplaying as your character for the whole game.
2 - Making sure that the DM is well hydrated and/or fed during the game.
3 - Coming up with interesting or original solutions for problems.
4 - Making the DM genuinely lose his shit laughing.
5 - Contributing food and/or drink (including candy) to the game.
6 - Getting 3 or more Nat-20s in a single game
7 - "What did your character learn this game?"
8 - At the DM's whim

It may seem ridiculous for me to award bonus Xp, but I don't run Xp-heavy games and I want a way to encourage the players to have a good time. Bonus Xp is an easy reward.

Monday, February 18, 2019

Attitude Reaction Chart


When a NPC meets a PC, or vice versa, or even PC to PC meeting, this simple chart will supply how the individual feels about the other. This is strictly for humanoids. Reactions for non-humanoids are decided by the DM (e.g. a gryphon meeting a demonic owl, etc).

Attitude Reaction Chart
01-05     Violently hostile, attacks immediately
06-25     Hostile
26-45     Uncertain but prone toward negative
46-55     Neutral, uninterested or uncertain
56-75     Uncertain but prone toward positive
76-95     Friendly
96+      Enthusiastically friendly, immediate acceptance

Modifiers
+1/-1   CHA bonus/penalty point
+1/-1   Same/opposed racial bias
+1/-1   Same/opposed alignment bias
+2/-2   Same/opposed religion bias
+2        Genuinely Likable Feat
-5         Evil Brand vs non-evil alignments


(Thank you to Fionna for suggesting this)

Sunday, February 17, 2019

Various House Rules

Various House Rules
  • Stats are 4d6, drop the lowest
  • Miniatures are required. If you don't have one then a very silly one will be provided for you to use.
  • Death at negative hit points equal to your Constitution (14 Con = die at –14, etc)
  • Crits don't need to be confirmed - a 20 always hits, a 1 always misses.
  • Fumbles and Criticals utilize the Paizo Game Mastery Fumble and Hit cards. These cards, and their effects, override other rules where applicable. If you don't have the cards then the CriticalRoll App works exactly the same. You can also use the CriticalHit or CriticalFumble skills from Alexa.
  • Critical multiples from the deck are added to the critical multiple for the weapon (i.e. weapon does x2, card gives x3, total is x5)
  • All spellcasters are assumed to always have material components for all spells as long as those components cost less than 100gp
  • Casting time for all spells is one round, unless designated as being longer than that in the spell description
  • A Heal Check (DC 15) heals 1d4 damage, but can only be performed once per physical wound taken.
  • Special abilities must be stated before their use in a round.
  • Diagonal movement does not take up any extra distance per square moved, unless that square contains a mitigating circumstance (rough terrain, etc).
  • Knowledge (Arcana) or Knowledge (Religion) may be used to identify a magic item. DC is 15 for Minor, 20 for Medium, 25 for Major and 30 for Artifacts, Relics or Unique items.
  • If a die hits a miniature or scenery when rolled, it must be rerolled (no matter the result). The tabletop does not count as scenery.
  • New skills have been added
    • Craft: Black Powder, Brewing, Constructs, Firearms, Tattooing, Tinker
    • Innuendo (Wis)
    • Knowledge: Elementals, Faerie Lore, Humanoid Biology, Lycanthrope Lore, Navigation, Philosophy, Seafaring, Surgery
    • Profession: Artillerist, Courtesan, Doxy, Maidservant, Merchant, Navigator, Pilot (Ship), Politician, Prostitute, Sage, Surgeon, Tattoo Artist
    • Scry (Int)
    • Sea Legs (Dex)

Wednesday, February 6, 2019

Feat: Divine Flame (Special)

Feat: Divine Flame

By spending a use of Turn Undead, a cleric can sheath his weapon in flames, doing 1d6 damage for a number of rounds equal to the character's CHA bonus.

Feat: Blistering Spell (Metamagic)

Feat: Blistering Spell 

Fire spells that you cast deal an extra 2 damage/spell level, and cause a -2 penalty to attacks and saves for 1 round on a failed save.

Feat: Arcane Armor (General)

Feat: Arcane Armor

After training to cast spells in armor, your Spell Failure is reduced by 5%. Training in the use of armor is still required.

Feat: Alcohol Tolerance (General)

Feat: Alcohol Tolerance

Your FORT saves vs. the effects of alcohol are increased by +4. In addition, you recover in half the time. If you wish to portray to others that you're quite drunk, you also get a +2 on any Performance roll to simulate this.

Feat: Faerie Friendship (General)

Feat: Faerie Friendship

Faeries and sylvan creatures are quite taken with you. +4 to CHA skill rolls when dealing with. This affects anything with the Fey type or subtype.

Feat: Elemental Friendship (General)

Feat: Elemental Friendship

Elementals are quite taken with you. +4 to CHA skill rolls when dealing with elementals. Please note that this feat only affects a single type of elemental (e.g. air, earth, fire, water, magma, lightning, et al), and to affect different types of elementals the feat must be taken multiple times. This does, however, effect anything within the elemental type; for example, someone with Fire Elemental Friendship will get the bonus when dealing with fire elementals, fire memphits, magmin, salamanders, etc.