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.