Saturday, June 8, 2019

Spell: Necrotic Detonation

Necrotic Detonation

Necromancy [Evil]


Level:
Sorcerer/Wizard 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

You evoke a roiling mass of black and sickly fluorescent green necrotic energy that coalesces into a grinning skull in your outstretched hand. The skull streaks from your fingertips to the designated point and detonates with a hollow, thunderous roar.

The explosion deals 1d6 points of negative energy damage per caster level (maximum 10d6) to all living creatures within the area. A successful Fortitude save halves this damage.

Undead creatures within the area are instead healed a number of hit points equal to the damage this spell would have dealt. This healing is not reduced by a saving throw.

The detonation produces minimal concussive force and does not move creatures or objects. The spell affects only living and undead creatures; objects, constructs, and other nonliving entities are unaffected.

The skull travels in a straight line to the target point. If it strikes a solid barrier prior to reaching its destination, it detonates prematurely at the point of impact. If you attempt to send the skull through a narrow opening (such as an arrow slit), you must succeed on a ranged touch attack to guide it through; otherwise, it strikes the barrier and detonates.

If the spell destroys an intervening barrier, its effect may extend beyond that barrier if the remaining area allows; otherwise, the effect is contained as normal for a spread.

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.)

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)

Alcohol Tolerance [General]

Prerequisites: Con 13, Endurance
Benefit: You gain a +4 bonus on Fortitude saves against ingested poisons, alcohol, and other consumed substances.

You may ignore the effects of being sickened from alcohol or similar substances unless you fail the saving throw by 5 or more.

Additionally, you gain a +2 bonus on saves against nausea effects.

Special: This feat does not grant immunity to poison - only resistance.

Feat: Faerie Friendship (General)

Feat: Faerie Friendship

Prerequisite:

Benefit: You gain a +4 bonus on all Charisma-based skill checks made when interacting with creatures of the fey type or those possessing the fey subtype. This bonus applies to skills such as Bluff, Diplomacy, Gather Information, and Intimidate when used against such creatures.

Special: This feat reflects a natural affinity with fey and sylvan beings. Fey creatures begin encounters with you one step more favorable in attitude than normal (Hostile → Unfriendly, Unfriendly → Indifferent, etc.), at the DM’s discretion.

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.