Showing posts with label Rule. Show all posts
Showing posts with label Rule. Show all posts

Thursday, April 30, 2026

Expanded Familiars


The familiar options presented in the Dungeons & Dragons 3.5 Player’s Handbook are, by any practical measure, woefully inadequate for a game that otherwise celebrates variety, identity, and player expression. The list is short, narrow in scope, and largely confined to a handful of small, conventional creatures, offering limited mechanical differentiation and even less thematic breadth. For many spellcasters, the familiar is meant to be a defining companion - an extension of personality, philosophy, or magical tradition - yet the existing options often reduce that relationship to a predictable and repetitive choice.

The expanded familiar table presented here addresses these shortcomings by greatly increasing the range of available creatures while maintaining full compatibility with existing rules and expectations. Each familiar provides a clear, concise benefit consistent with established design patterns, allowing players to select companions that meaningfully reflect their character without introducing unnecessary complexity or bookkeeping. By broadening both the mechanical and thematic landscape, this update restores the familiar to its intended role: not merely a minor class feature, but a distinctive and flavorful bond that enhances both play and storytelling.

EXPANDED FAMILIARS

Familiar - Benefit to Master

Albatross (tiny mystical variant) - Grants a +2 bonus on Profession (sailor) or Survival checks made at sea
Alligator hatchling - Grants a +2 bonus on grapple checks
Ant (juvenile giant, soldier) - Grants a +2 bonus on Strength checks
Ant (juvenile giant, worker) - Grants a +2 bonus on Profession (miner) checks
Axolotl - Grants a +2 bonus on Heal checks
Badger (lesser combat) - Grants a +2 bonus on Fortitude saves
Bat (greater variant) - The master gains blindsense out to 10 feet while the familiar is within arm’s reach
Beetle (scarab) - Grants a +1 natural armor bonus
Blind cave lizard - The master gains blindsense out to 5 feet while the familiar is within arm’s reach
Canary - Grants a +2 bonus on Fortitude saves against inhaled poisons and gases
Cat (wild variant) - Grants a +2 bonus on Jump checks
Centipede (greater) - Grants a +2 bonus on Move Silently checks
Chameleon - Grants a +2 bonus on Hide checks
Chipmunk - Grants a +2 bonus on Move Silently checks
Cobra (tiny variant) - Grants a +2 bonus on Intimidate checks
Cricket (giant) - Grants a +2 bonus on Listen checks
Crocodile hatchling - Grants a +2 bonus on Swim checks
Crow - Grants a +2 bonus on Appraise checks
Dog (tiny breed) - Grants a +2 bonus on Listen checks
Dragonfly (giant) - Grants a +2 bonus on Spot checks
Falcon - Grants a +2 bonus on initiative checks
Ferret - Grants a +2 bonus on Escape Artist checks
Firefly (giant) - The familiar sheds light as a candle and grants a +2 bonus on Search checks made in areas of shadowy illumination or darkness
Fox - Grants a +2 bonus on Bluff checks
Frog - Grants a +2 bonus on Jump checks
Gecko - Grants a +2 bonus on Climb checks
Gila monster (tiny variant) - Grants a +2 bonus on Fortitude saves
Goat (miniature) - Grants a +2 bonus on Climb checks
Goose (aggressive) - Grants a +2 bonus on Intimidate checks
Hawk (keen variant) - Grants a +2 bonus on ranged attack rolls made against targets within 30 feet
Hedgehog - Grants a +1 natural armor bonus
Heron - Grants a +2 bonus on Balance checks
Horned lizard - Grants a +1 natural armor bonus
Hornet (giant) - Grants a +2 bonus on initiative checks
Iguana - Grants a +2 bonus on Fortitude saves
Kite (bird) - Grants a +2 bonus on Spot checks
Kingfisher - Grants a +2 bonus on Spot checks made near bodies of water
Magpie - Grants a +2 bonus on Search checks
Millipede (giant) - Grants a +2 bonus on Fortitude saves
Miniature boar - Grants a +2 bonus on Concentration checks
Mole - Grants a +2 bonus on Survival checks made underground
Mongoose - Grants a +2 bonus on Reflex saves
Moth (giant) - Grants a +2 bonus on Hide checks made in areas of shadowy illumination
Newt - Grants a +2 bonus on Reflex saves
Nightjar - Grants a +2 bonus on Move Silently checks
Opossum - Grants a +2 bonus on Bluff checks
Otter - Grants a +2 bonus on Swim checks
Owl (woodland variant) - Grants a +2 bonus on Spot checks
Parrot - Grants a +2 bonus on Decipher Script checks
Peacock - Grants a +2 bonus on Bluff checks
Praying mantis (giant) - Grants a +2 bonus on melee touch attack rolls
Rabbit - Grants a +2 bonus on Hide checks
Raccoon - Grants a +2 bonus on Sleight of Hand checks
Raven (arcane-leaning) - Grants a +2 bonus on Spellcraft checks
Salamander (mundane amphibian) - Grants a +2 bonus on Knowledge (nature) checks
Scorpion - Grants a +2 bonus on Fortitude saves against poison
Seagull - Grants a +2 bonus on Reflex saves
Sea snake (tiny) - Grants a +2 bonus on Swim checks
Shrew - Grants a +2 bonus on initiative checks
Skink - Grants a +2 bonus on Escape Artist checks
Skunk - Once per day, the familiar can emit a noxious spray; creatures within 5 feet must succeed on a Fortitude save (DC 10 + 1/2 the master’s level + the familiar’s Constitution modifier) or be sickened for 1 round
Small constrictor snake - Grants a +2 bonus on grapple checks made to deliver touch spells
Snapping turtle (tiny) - Grants a +2 bonus on damage rolls for melee touch spells
Songbird - Grants a +2 bonus on Perform checks
Spider (hunter) - Grants a +2 bonus on initiative checks
Spider (web spinner) - Grants a +2 bonus on Climb checks
Squirrel - Grants a +2 bonus on Balance checks
Stick insect (giant) - Grants a +2 bonus on Hide checks
Swan - Grants a +2 bonus on Diplomacy checks
Termite (giant) - Grants a +2 bonus on Knowledge (architecture and engineering) or Knowledge (dungeoneering) checks
Toad (swamp variant) - Grants a +2 bonus on Survival checks made in marsh or swamp environments
Turtle - Grants a +2 bonus on Concentration checks
Viper (lesser) - Grants a +2 bonus on Fortitude saves against poison
Vulture - Grants a +2 bonus on Survival checks
Wasp (giant) - Grants a +2 bonus on Reflex saves
Weasel (dire variant flavor) - Grants a +2 bonus on grapple checks
Woodpecker - Grants a +2 bonus on Listen checks

Wednesday, April 29, 2026

Rule - Firearms

Firearms

Firearms are Martial weapons. While powerful and relatively simple to use compared to bows, they are temperamental devices that can misfire or catastrophically fail.

All firearms require black powder and shot to operate.

Misfire and Catastrophic Failure
Firearms are prone to misfires. Whenever the user rolls a natural 1 on an attack roll with a firearm, the weapon misfires.

On a misfire, the attack automatically fails and the weapon becomes jammed. A jammed firearm cannot be fired again until it is cleared.

Clearing a jam requires a full-round action that provokes attacks of opportunity.

If a misfire occurs and the user fails a DC 10 Reflex save, the firearm catastrophically fails and explodes. The explosion deals damage to the wielder equal to three times the weapon’s base damage (for example, a blunderbuss deals 2d10 × 3 damage). The firearm is destroyed.


Masterwork Firearms

A masterwork firearm is a finely crafted weapon built with superior materials, tighter tolerances, and more reliable firing mechanisms.

A masterwork firearm grants a +1 enhancement bonus on attack rolls.

In addition, the wielder gains a +2 circumstance bonus on Reflex saves made to avoid a catastrophic failure caused by a misfire.

Special: When using a masterwork firearm, the wielder may clear a jam as a standard action instead of a full-round action.

Masterwork firearms cost an additional 300 gp over the base price of the weapon.


Firearm Table

Blunderbuss
Damage 2d10 (piercing)
Critical 19–20/x3
Range Increment 15 ft.
Weight 7 lb.
Cost 150 gp

Special: Blunderbuss weapons (including hand blunderbusses) target touch AC when fired within their first range increment.

Blunderbuss, Hand
Damage 1d12 (piercing)
Critical 19–20/x3
Range Increment 10 ft.
Weight 4 lb.
Cost 90 gp

Special: Blunderbuss weapons (including hand blunderbusses) target touch AC when fired within their first range increment.

Flintlock, Light
Damage 1d8 (piercing)
Critical 20/x3
Range Increment 20 ft.
Weight 1 lb.
Cost 25 gp

Flintlock, Medium
Damage 1d10 (piercing)
Critical 20/x3
Range Increment 30 ft.
Weight 2.25 lb.
Cost 45 gp

Flintlock, Heavy
Damage 1d12 (piercing)
Critical 20/x3
Range Increment 50 ft.
Weight 3 lb.
Cost 75 gp

Flintlock, Musket
Damage 2d8 (piercing)
Critical 19–20/x3
Range Increment 100 ft.
Weight 10 lb.
Cost 120 gp


Ammunition

Powder and shot are sold together in pre-measured quantities.

A pouch of powder and shot costs 2 sp, weighs 1 lb., and provides enough material for 12 shots.


Reloading Firearms

Reloading a firearm requires 2 full rounds. The user cannot move while reloading.

If the reload process is interrupted, it must be started over.


Gunpowder

Gunpowder is a volatile but stable substance when properly contained.

A standard barrel of gunpowder has hardness 5, 15 hit points, contains 10 lb. of usable powder, and costs 100 gp.

Pelleted gunpowder is specially prepared for use in blunderbusses. It weighs the same as normal powder but costs twice as much (200 gp per barrel). One pound of pelleted gunpowder provides 50 pellets.


Exploding Gunpowder Barrels

A barrel of gunpowder can be used as an explosive device.

When detonated, it deals 3d6 fire damage and 3d6 slashing and piercing damage to all creatures and objects within a 15-foot radius.

A barrel detonates under the following conditions:

  • It takes 6 or more points of fire or acid damage in a single instance (overcoming hardness)

  • It takes 20 or more points of damage from a single physical attack

  • It is ignited via a prepared fuse

  • It is crushed by environmental forces

Gunpowder is otherwise stable and will not explode from ordinary movement or jostling.


Gunpowder for Demolition

Gunpowder may be deliberately prepared to maximize its destructive potential against structures.

When properly prepared, a barrel deals 36 points of damage and ignores material hardness lower than 10.

For materials with hardness 10 or higher, subtract the hardness value from the damage of each barrel.


Preparing Gunpowder for Demolition

Preparing a barrel for demolition requires the Demolitions feat, a suitable fuse, and 1d4 minutes of work.

The character must succeed on a Craft (Engineering) check with a DC equal to 10 + the hardness of the target material.

Failure means the barrel functions as a normal explosion instead of a prepared charge.

Characters without the Demolitions feat cannot prepare gunpowder in this way.


Safe Handling

Gunpowder may be rendered temporarily inert by mixing it with an inhibitor such as sand.

Separating the mixture requires 1d4 hours of careful work, during which 10% of the powder is lost.


Safer Containers

Gunpowder may be stored in reinforced metal casks.

A metal cask has hardness 10 and 20 hit points, contains 10 lb. of gunpowder, and costs 150 gp.

Friday, April 24, 2026

Rule: 100 Resurrection Effects

100 Resurrection Effects


Not all returns from death are equal, no matter how clean the magic appears on the surface. The rituals of raise dead, resurrection, and even true resurrection are often described as precise, reliable workings - but they reach into a place that is anything but orderly. The soul is not a passive thing waiting patiently to be retrieved; it moves, changes, lingers, or is claimed. Some return reluctantly, others eagerly, and still others are pulled back through circumstances they scarcely understand. In that journey, something is always left behind… or something else comes back with them.

Even the most experienced priests and arcanists will admit - quietly, and only among peers - that resurrection is less a perfect restoration and more a negotiation. Forces beyond mortal comprehension may take notice, impose conditions, or leave subtle marks upon the one returned. These effects are not always curses, nor are they always blessings, but they are almost never without consequence. A resurrected soul may find their body altered, their perceptions shifted, or their place in the world slightly… misaligned. To die is to cross a threshold. To return is to do so imperfectly.

  1. Whispers in the Dark
    In the weeks following your revival your hair and body become colorless (albino). You may retain only three languages of your choice; all others are lost. You take a -2 penalty on Will saves against sleep effects.

  2. Weakness of the Thread
    You have returned to life but your hold on it is tenuous. You die at -5 hit points instead of -10. Natural healing restores only half the normal amount, and cure spells heal -1 hit point per die (minimum 1 per die).

  3. Preparation is Obvious
    Certain of the need to prepare for death, your alignment shifts one step toward Law. You gain a +1 bonus on Will saves against compulsion effects.

  4. It is All Lies and Vanity
    Death cannot be prepared for. Your alignment shifts one step toward Chaos. You gain a +1 bonus on saves against fear effects.

  5. Message from Beyond
    Over the next three months you are visited by dreams bearing meaning. Once per week, you receive the effect of augury (caster level equals your Hit Dice).

  6. One with Death
    You appear to the undead as one of their own. Mindless undead ignore you unless attacked. Intelligent undead must succeed on a Will save (DC 10 + ½ your HD + your Cha modifier) to treat you as hostile.

  7. Unnatural Fear
    Your brush with death has weakened your soul. You take a -2 penalty on saving throws against death effects, energy drain, and negative energy effects.

  8. A Place at Odin’s Table
    You have seen your afterlife and are at peace. You gain a +4 bonus on saves against fear and a +2 bonus on saves against death effects.

  9. The Creek of Old Bones
    You are unnaturally aged. You take the physical penalties of the next age category but do not gain the mental bonuses.

  10. I Shall Not Look on Life
    Your memories of death haunt you. You are dazzled in daylight and blinded in direct sunlight.

  11. My Father’s Marble Halls
    You have glimpsed history firsthand. Knowledge (history) and Knowledge (nobility) become class skills for you, and you gain a +2 competence bonus on both.

  12. I Am But a Memory Here
    You are infertile and cannot produce offspring.

  13. Holy Burden
    The gods returned you for a purpose. You are under a geas/quest effect (no HD limit; caster level equals your HD).

  14. I Have Seen What Is to Come
    You retain a fragment of prophecy. Once ever, you may ask a question as commune (no material component required).

  15. Spirit Meld
    Your soul adheres tightly to your body. You gain the native outsider type (retain any subtypes).

  16. Spiritual Severance
    Your soul is loosely bound. Whenever you are affected by positive or negative energy, you must succeed on a Will save (DC 10 + spell level) or become incorporeal until the end of your next turn.

  17. Outside the Spiral of Life
    You no longer require food or drink, though you must still rest to regain spells and abilities.

  18. By Death Damned
    Your body requires magical sustenance. Each day you must receive magical healing or take 1 point of Constitution damage.

  19. Neither Here nor There
    You do not register as alive or undead to detection spells.

  20. Stone Soul
    A gemstone rests embedded in your body. It has hardness 10 and 5 hit points. If it is destroyed, you immediately die.

  21. Not Quite Whole
    Your soul lags behind your body. After moving more than 30 feet in a round, you take a -1 penalty to AC until your next turn.

  22. Corpse Whisperer
    You can speak with the recently dead. You gain speak with dead as a spell-like ability usable once per day (CL = HD, DC 10 + ½ HD + Cha).

  23. Empathy for the Dead
    You feel each life you take. Whenever you kill a creature, you must succeed on a Will save (DC 10 + creature’s CR) or take a -2 penalty on attack rolls, saves, and skill checks for 1 hour.

  24. See Beyond the Pale
    You can see ethereal creatures as if under see invisibility.

  25. Stared Into the Face of Death
    Your presence unsettles others. You gain a +2 competence bonus on Intimidate checks.

  26. Not-Reincarnation
    You retain echoes of another life. Gain one additional language and a +2 bonus on one Knowledge skill.

  27. A World of Shadows
    The world seems dull and lifeless. You take a -2 penalty on Listen, Spot, and Search checks.

  28. Walker in the Mists
    A phantom fog clouds your perception. Range penalties for ranged attacks and Spot checks are doubled.

  29. No Rest for the Weary
    You only gain restful sleep when lying in dirt, a coffin, or under a burial shroud.

  30. It is the Old Wound, Sire
    Old injuries linger. Whenever you take a critical hit, you are sickened for 1 round.

  31. I Have Seen… Things
    Your eyes carry horror. Once per day, creatures within 30 ft must succeed on a Will save (DC 10 + ½ HD + Cha) or be dazed for 1 round.

  32. Aura of the Unquiet
    Animals react poorly to you. You take a -4 penalty on Handle Animal, Ride, and Wild Empathy checks.

  33. Light Aversion
    Light recoils from you. You gain a +2 bonus on saves against heat effects but take a -2 penalty on saves against cold effects.

  34. Hunger of the Dead
    You no longer feel hunger or thirst, though you still suffer normal penalties for starvation and dehydration.

  35. Pleasures of the Flesh
    You develop an unhealthy indulgence. You take a -2 penalty on Diplomacy checks but gain a +2 bonus on one Craft or Profession.

  36. Binding
    You are bound to an object tied to your death. You gain a +2 bonus on saves against death effects. If the object is destroyed, you must succeed on a Fortitude save (DC 15) or die.

  37. Death’s Servant
    You were returned by a death power. Clerics must change domains to those of a death deity.

  38. Burden of Truth
    You are aware your life came at another’s cost. You take a -1 penalty on Will saves vs mind-affecting effects.

  39. Kindred Spirits
    You sense those who have died. You are under a constant detect undead effect (60 ft).

  40. Taste for Blood
    You must consume blood daily or take 1d4 points of nonlethal damage each hour after the first missed day.

  41. The Line
    You remember those left behind. You are compelled to complete a minor task (as geas).

  42. Water in Your Veins
    You are immune to bleed effects. Effects requiring your blood automatically fail.

  43. Purge of Sin
    Your alignment shifts to Good.

  44. Memories of the Great Beyond
    You suffer occasional visions. Once per day (1% chance), you are sickened for 1d4 rounds (Will DC 15 negates).

  45. Sleep of the Dead
    You take a -5 penalty on Listen checks while sleeping, but gain a +1 bonus on saves vs mind-affecting effects.

  46. The Dark Path
    You gain +1 on saves vs fear in shadowy illumination and +2 in darkness.

  47. Attuned to Auras
    You can determine creature attitudes as if using Sense Motive without a check.

  48. Probation
    Another creature holds a token linked to your life. If used, you die (no save).

  49. The Way of All Flesh
    You gain DR 3/slashing. Magical healing leaves you staggered for 1 round.

  50. Unliving
    You do not need to eat, drink, or breathe. You are immune to poison and nausea, but cannot benefit from ingested items.

  51. Rag Doll
    Your body is filled with strange material. +1 Dex, +1 Con, -2 Str. Heal skill does not function on you.

  52. The Ferryman’s Coins
    Coins appear over your eyes after rest. If removed by another, you enter a rage (as barbarian of your level).

  53. Graveworm
    You must consume grave dirt monthly or be sickened for 24 hours.

  54. To the World, a Servant
    You become a cleric of your deity (or death). Replace previous class levels.

  55. Balance of Forces
    An equal-level opposite-aligned rival exists somewhere.

  56. Dr. Jekyll
    If awakened early from rest, you function as a zombie until rest completes.

  57. Breath of the Grave
    1/day you may use stinking cloud (CL = HD) but take 1 Con damage.

  58. No Memories of the Grave
    You lose all memories from your previous level.

  59. Second Chances
    You gain the young template.

  60. Claimed
    You are marked by a powerful outsider.

  61. Danse Macabre
    +4 bonus on Knowledge (religion) checks involving undead.

  62. Lightly Upon this Earth
    You cannot awaken naturally; only damage or magic wakes you.

  63. Divine Script
    You bear a supernatural tattoo detectable as magic.

  64. Altered Anatomy
    You have unusual anatomy (25% chance to negate critical hits).

  65. Half the Minority
    You take a -2 penalty on Diplomacy checks due to unsettling appearance.

  66. Announcement of Return
    All acquaintances become aware of your return.

  67. We Are Not Alone
    A harmless ghost follows you constantly.

  68. Hallowed Presence
    You emit a 5-ft consecrate or desecrate effect.

  69. It Should Have Been Me
    A spirit haunts you, causing minor magical effects daily.

  70. Waking Death
    You are considered dead while sleeping.

  71. Ancestral Voice
    You gain a +2 bonus on one skill.

  72. Not Quite Alive
    You register as undead to detection effects.

  73. Mortal Fear
    +1 dodge bonus to AC and Reflex saves, but -2 on saves vs fear.

  74. Not a Mortal Creature
    You no longer suffer aging penalties.

  75. Nameless
    You lose all personal memories.

  76. Asleep as Unto Death
    Animals treat you as a corpse while you sleep.

  77. Rebuker
    You may rebuke mindless undead using Intimidate.

  78. Stone Cold
    +4 on saves vs enchantment, -4 on Diplomacy and Bluff.

  79. Undead Habits
    You develop odd compulsions. -1 on Diplomacy checks.

  80. Miranda
    Occasional visions force a Fort save (DC 15) or be sickened for 1d6 rounds.

  81. Positive Aura
    Undead within 30 ft take -2 on attack rolls.

  82. Borrowed Body
    1/week, a spirit controls your body during rest.

  83. Lost Potential
    You take a -1 penalty on all saving throws.

  84. Beast Spirit
    +4 Handle Animal (one species), -2 Diplomacy.

  85. Divine Gift
    You gain a random magic item (25% chance cursed).

  86. Groupies
    You attract followers equal to half your Leadership score.

  87. Forgotten by the World
    Most people do not remember you. -4 on Diplomacy checks.

  88. Soul Companion
    A tiny spirit creature accompanies you constantly.

  89. Resurrection Trauma
    You occasionally suffer flashbacks (Will DC 15 or be shaken 1 round).

  90. Private Enemy
    You are occasionally attacked by extraplanar creatures (DM discretion).

  91. Temporal Echo
    You briefly see your own death; +2 initiative for one encounter per week.

  92. Familiar Displacement
    You and your familiar swap bodies.

  93. Altered Form
    Your sex changes, but abilities remain unchanged.

  94. Rejected by Outsiders
    Outsiders are initially hostile toward you.

  95. Divine Game
    Your life is part of a greater cosmic plan (no direct effect).

  96. Identity Swap
    You and another resurrected creature swap bodies.

  97. Strange Hair
    Your body hair becomes unusual; -1 on Diplomacy.

  98. Animal Attraction
    Small animals are friendly toward you.

  99. Rebirth
    A nearby creature becomes mystically tied to your existence.

  100. Biological Reset
    For 2d4 weeks, you take a -2 penalty on Charisma-based checks due to awkward physical changes.

Wednesday, February 1, 2023

Class Modifications: Buccaneer

Class Modifications: Buccaneer


The buccaneer class is used as presented in Skull & Bones, with the following modifications:

Resilient (Ex):
The Resilient class feature is modified. Instead of granting a +2 resistance bonus on Fortitude saves to remain conscious due to Constitution damage, it now provides a +2 bonus on all Fortitude saves.

Bonus Feat:
A buccaneer gains Sailor’s Swag as a bonus feat.



Thursday, January 26, 2023

Adding Feats to Magic Items Upon Creation

The D20SRD details how magic items are created, but does not include rules for adding feats to a new magic item.


The Arms and Equipment Guide suggests using a 10k base cost for an item that grants a feat, with an additional 10k per pre-requisite feat. So Power Attack would be 10k, while Improved Bull-Rush would be 20k base.

As a house rule this holds true, but the following feats may not be added to a magic item as they are primarily social in nature rather than physical or mental, or are granted by or affect others directly:


Friday, January 20, 2023

Rule: Character Flaws

Additional Flaws

Dishonest Face

For Variant Character Building rules, flaws were introduced. Here are additional flaws and their associated penalties.

Unless otherwise noted, all penalties are untyped.

Flaws

Absentminded Magician
You struggle to keep your spells organized in your mind.
Penalty: Each day, you fail to prepare 1d4 randomly determined spells from your available spell slots.

Angry Drunk
Alcohol brings out your aggression.
Penalty: While intoxicated, you must succeed on a DC 10 Will save each hour or attempt to start a physical confrontation.

Arcane Fatigue
Your body struggles to handle magical strain.
Penalty: Each time you cast a spell, you must make a Fortitude save (DC 10 + spell level). Failure results in becoming fatigued.

Bad with Animals
Animals instinctively distrust you.
Penalty: –2 on Handle Animal and Ride checks.

Boorish
Your manner is abrasive and off-putting.
Penalty: –2 on Bluff, Diplomacy, Gather Information, Intimidate, and Disguise checks.

Blood Obsession
A race or type of creature wronged you in the past, and you seek vengeance.
Penalty: –2 on Diplomacy checks and –2 Charisma.

Bloodlust
You instinctively escalate violence.
Penalty: –2 on Diplomacy, Gather Information, and Concentration checks, and –2 Charisma.
Benefit: +1 on Intimidate checks.

Cautious
You act slowly and deliberately.
Penalty: Performing any skill that normally requires an action takes twice as long. You also take a –2 penalty on Initiative checks.

Clanless
You have been rejected by your people.
Penalty: You take a –5 penalty on reaction rolls when interacting with members of your birth race.

Code of Honor
You follow a strict personal code.
Penalty: You must adhere to a defined code of conduct. Violating this code may result in penalties determined by the DM.

Cowardice
You fear for your life.
Penalty: –4 on saving throws against fear effects.

Curious
You are easily distracted by new things.
Penalty: –2 on Listen, Spot, and Initiative checks.

Cursed
A powerful curse afflicts you.
Penalty: The nature and effects of the curse are determined by the DM.

Delicate
Your body is fragile.
Penalty: –2 natural armor bonus to AC.

Delusional
You believe something that is not true.
Penalty: –1 Wisdom and –1 Charisma.

Disease Prone
You are highly susceptible to illness.
Penalty: –5 on saving throws against disease, and disease incubation times are always minimum.

Dishonest Face
You appear untrustworthy.
Penalty: –2 on Bluff and Diplomacy checks.

Disquieting Hallucinations
You perceive things that are not there.
Penalty: –2 on Spot, Search, and Listen checks, and –4 on Concentration checks.

Evil Aura
You radiate an aura of evil regardless of alignment.
Penalty: You always detect as evil to spells and effects. Moral alignment remains unchanged.

Exiled
You have been cast out from your community.
Penalty: Social penalties and restrictions are determined by the DM.

Gullible
You are easily deceived.
Penalty: –2 on saving throws against enchantment and illusion effects, and –4 on Sense Motive checks.

Hemophiliac
You bleed excessively from wounds.
Penalty: When damaged by a slashing or piercing weapon, you take 1d4 bleed damage per round until treated. A DC 15 Heal check or magical healing stops the bleeding.

Ignorant
You lack awareness and understanding.
Penalty: –2 on all Wisdom-based skill checks.

Indecisive
You hesitate under pressure.
Penalty: –2 on Initiative checks.

Lack of Empathy
You struggle to understand others’ emotions.
Penalty: –2 Charisma.

Landlubber
You are uncomfortable at sea.
Penalty: –2 on all rolls while at sea.

Lightning Rod
You attract electrical energy.
Penalty: You take +25% damage from electricity effects.

Multiple Personalities
You possess several distinct personalities.
Penalty: You have 2d4 personalities, each with its own character sheet (mental ability scores, skills, feats, etc.). Physical ability scores remain the same. Under stress (DM-determined), there is a 25% chance you switch to a randomly determined personality.

Mute
You cannot speak.
Penalty: You cannot speak or use verbal components when casting spells.

Naive
You lack experience and sound judgment.
Penalty: You are prone to poor decisions in unfamiliar situations. This MUST be roleplayed in character without going over the top.

No Criticals
You lack precision in combat.
Penalty: You cannot score critical hits, even on a natural 20.

Nonlethal Spells
Your magic lacks lethal force.
Penalty: All damaging spells deal nonlethal damage only.

Not a Morning Person
You are slow to start the day.
Penalty: You are fatigued for 1 hour after waking.

Obsequious
You are excessively submissive.
Penalty: You tend to defer to others, especially authority figures.

Outrageous Beliefs
You hold strong, irrational beliefs.
Penalty: –2 Charisma.

Overconfident
You overestimate your abilities.
Penalty: –1 Wisdom and –1 Charisma.

Paranoid
You trust no one.
Penalty: –2 Charisma.

Phobia
You have an overwhelming fear.
Penalty: You become shaken while exposed to the source of your fear.

Proselytizer
You are a fervent religious advocate.
Penalty: –1 Charisma, –2 Reputation.

Psychotic
You experience violent compulsions.
Penalty: You must attempt to kill a member of your race once per month unless you succeed on a DC 15 Will save.

Reckless Fighter
You leave yourself open in combat.
Penalty: –1 to Armor Class.

Reincarnation Flashbacks
You are distracted by memories of a past life.
Penalty: –1 Wisdom and –2 on Concentration checks.

Reincarnation Nightmares
You are plagued by visions during sleep.
Penalty: You are fatigued for 1 hour after waking.

Religious Fanatic
You are obsessed with your faith.
Penalty: +3 on Knowledge (religion) checks, –2 Charisma.

Scorned
You are disliked within your community.
Penalty: –3 to your Reputation score.

Self-Doubt
Your confidence falters at critical moments.
Penalty: Each time you make a roll, there is a 10% chance you take a –2 penalty on that roll.

Sexual Being
Your body requires regular intimacy.
Penalty: You take a –1 penalty on all rolls per week without engaging in sexual activity.

Slow
You move more slowly than others.
Penalty: Your base land speed is reduced by 5 feet.

Too Cute
You are perceived as harmless or unserious.
Penalty: –2 on Intimidate and Disguise checks.

Wanders Off
You lose focus during downtime.
Penalty: Whenever you rest, you must succeed on a DC 15 Will save or wander in a random direction for 2d10 rounds at normal speed.

Wicked
You are perceived as inherently malevolent.
Penalty: Your subtype is treated as Evil, and you detect as evil for all spells and effects, regardless of your actual alignment.

Tuesday, August 2, 2022

House Rule: Hero Points

Hero Points (House Rule)


There are moments in any struggle that define the outcome - the instant before the spell completes, the heartbeat before the blade falls, the breath held in silence before discovery. While failure is always possible, true heroes sometimes defy fate itself.

Hero Points represent that potential for greatness.

Hero Point Pool

  • Each player character begins play with 1 Hero Point, regardless of level
  • Each time a character gains a level, they gain +1 Hero Point
  • Hero Points are refreshed at the start of each new story arc (DM discretion)

NPCs and Creatures

  • NPCs, cohorts, familiars, mounts, and companions gain 1 Hero Point per 4 HD or levels
  • The DM determines when (or if) they are spent
  • Exception: non-humanoid felines always have 9 Hero Points (because of course they do)

Gaining Hero Points

In addition to leveling, Hero Points may be awarded at the DM’s discretion. Typical triggers include:

Character Investment

  • Writing a backstory
  • Providing artwork, miniatures, or meaningful character detail
  • Resolving a personal story arc

Story Progression

  • Completing a major quest or narrative arc
  • Advancing the story in a meaningful way

Faith & Devotion

  • Acting in accordance with a deity or creed in a significant way
  • These may be temporary Hero Points that fade if unused

Table Contribution

  • Hosting, helping, or contributing to the group experience
  • These should always be given freely, never expected

Heroic Acts

  • Exceptional bravery, sacrifice, or cleverness
  • Must not have been achieved using a Hero Point

Return from the Dead

  • A character restored to life has Hero Points equal to their character level

Using Hero Points

  • Hero Points may be spent at any time
  • Spending a Hero Point requires no action
  • You may spend only 1 Hero Point per round

Hero Point Effects

Act Out of Turn
Take your turn immediately, moving your initiative to just before the current creature.
You may take a move or standard action only.

Bonus
Before a roll: +8 luck bonus to one d20 roll
After a roll: +4 luck bonus

You may grant this bonus to an ally:

  • +4 before the roll
  • +2 after the roll
  • You must be able to reasonably influence the outcome

Extra Action
Gain an additional standard or move action on your turn.

Inspiration
Ask the DM for a hint.
If no useful information is available, the Hero Point is not spent.

Recall
Regain:

  • A spell already cast
  • A limited-use ability that refreshes daily

Reroll
Reroll any d20 roll you just made.
You must take the new result.

Special (Heroic Effort)
Attempt something nearly impossible with DM approval.

Examples:

  • Cast a spell one level higher than you can normally cast
  • Ignore damage reduction on a single attack
  • Attempt an otherwise impossible social or physical feat

Restrictions:

  • No additional Hero Points may be spent on this action
  • The attempt should involve a significant penalty or high DC

Cheat Death
When you would die, spend 1 Hero Point to survive.

  • You are reduced to –1 HP and stable (or 1 HP, DM’s choice)
  • The survival should be narratively justified

This may also be used to save:

  • Familiar
  • Animal companion
  • Special mount

(Not other PCs or NPCs)


House Rule: Fall damage based on mass (size)

Variant Rule: Falling Damage by Size


Falling damage is determined by a creature’s size (mass), rather than using a fixed value.

A falling creature takes damage based on its size for every 10 feet fallen (to a maximum, as noted below). A successful Reflex save (DC 20) halves the damage taken.

Falling Damage by Size

SizeDamage per 10 ft.Maximum Damage
Fine——
Diminutive110
Tiny1d45d4
Small1d610d6
Medium1d620d6
Large1d830d8
Huge1d1050d10
Gargantuan2d10100d10
Colossal4d10200d10

Notes

  • Damage is cumulative per 10 feet fallen, up to the listed maximum.
  • Creatures of Fine size or smaller take no falling damage.
  • Apply any relevant modifiers (such as damage reduction) after determining total damage.

To explain:

What happens if you throw an elephant off a skyscraper?

Wednesday, June 16, 2021

Sanity

Sanity


Abominations from deep dimensions. Vile undead fiends. Knowledge that man was not meant to know. These are all things that can cause a normally well-adjusted individual to lose their grip on reality. The following rules assist in utilizing sanity in D&D games.

Sanity Score

Characters start with a number of Sanity points equal to five times their Wisdom score.

Whenever a character is exposed to something that could affect their sanity, roll 1d100 against their current Sanity score:

  • If the roll is equal to or less than the score, the character is unaffected

  • If the roll is higher than the score, the character is affected as follows:

Missed Roll By → Effect

  • 1–10: Stunned

  • 11–20: Sickened

  • 21–30: Nauseated

  • 31–40: Shaken

  • 41–50: Frightened

  • 51–60: Panicked

  • 61–70: Cowering

  • 71–80: Paralyzed

  • 81–90: Helpless

  • 91–100: Dead (Fortitude DC 20 negates; on success, becomes Helpless)

Sanity Modifiers

Aberrations, Oozes, and Undead make the Sanity roll more difficult:

  • Add (Creature CR – Character Level) to the roll (minimum +0)

Characters must also make a Sanity check when using the Forbidden Knowledge skill:

  • Add ½ the DC of the check to the Sanity roll

Fear Immunity

Paladins and characters immune to fear must still check:

  • Roll 1d20 + character level vs DC 15

  • Success: No Sanity check required

  • Failure: Make the Sanity check as normal

Insanity (0 Sanity)

When a character reaches 0 Sanity, they are driven insane. The DM selects one of the following effects based on the cause.

Insanity Effects

  • Autonomic Hyperactivity - Sweating, racing heart, dizziness, clammy hands, flushed or pallid face, rapid pulse and respiration even when at rest. All attack rolls, saves, and checks take a -2 penalty.

  • Bipolar Mood Disorder - The character oscillates between mood states, sometimes staying in one mood for weeks at a time, sometimes rapidly switching between them.

  • Compulsions - The character insists on performing ritual actions (such as touching doorways in a specific pattern). This behavior lasts 1d10 rounds and may override survival instincts.

  • Depression - Persistent fatigue, hopelessness, and possible hallucinations. All attack rolls, saves, and checks take a -4 morale penalty. The character may withdraw entirely from activity.

  • Dissociative Amnesia (Psychogenic Amnesia) - The character cannot recall important personal information. DC 20 Will save required to remember. Optional: reset Forbidden Knowledge to +0 and max SAN to 99.

  • Dissociative Fugue - The character abandons their identity and assumes a new one.

  • Dissociative Identity Disorder - Multiple personalities with distinct behaviors and outlooks. Same stats, different roles.

  • Expectations of Doom - Constant dread and anticipation of disaster. All attack rolls, saves, and checks take a -2 morale penalty.

  • Intermittent Explosive Disorder - Sudden violent outbursts and destructive behavior.

  • Mania - Hyperactivity, delusions, reckless behavior. All attack rolls, saves, and checks take a -4 morale penalty.

  • Motor Tension - Restlessness and instability. –2 penalty on attack rolls, Fortitude & Reflex saves, and Str/Dex/Con checks.

  • Obsessions - Intrusive thoughts dominate attention, especially under stress, interfering with concentration.

  • Obsessive-Compulsive Disorder - Obsessive thoughts and/or compulsive behaviors.

  • Panic Disorder - Sudden episodes of intense fear with physical symptoms such as trembling, sweating, and breathlessness.

  • Personality Disorders - Long-term behavioral dysfunction. –4 penalty on Charisma-based checks; NPC attitudes shift negatively.

    Types include:

    • Antisocial

    • Avoidant

    • Borderline

    • Compulsive

    • Dependent

    • Histrionic

    • Narcissistic

    • Passive-Aggressive

    • Paranoid

    • Schizoid

  • Phobia - Irrational fear of a specific object or situation. DC 15 Will save to confront; –2 morale penalty while exposed.

  • Post-Traumatic Stress Disorder - Recurring flashbacks, emotional withdrawal, and reliving trauma.

  • Vigilance - Insomnia, irritability, and inability to focus. –4 morale penalty on Will saves and Int/Wis/Cha checks.

Healing Sanity

  • Characters regain Sanity equal to level + CHA modifier per session

  • Characters suffering from insanity do not regain Sanity

Recovering from Insanity

  • Once per session, a character may attempt a Will save (DC 25)

  • Success removes the insanity

  • The character may then begin recovering Sanity normally

Monday, April 22, 2019

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.

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.

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)

Tuesday, December 4, 2018

Rules: Mixing Potions

Mixing Potions (from WotC)
What Happens When They Mix?
Now that you’ve drunk two potions that require a check to see if they are compatible, or have accidentally (or purposefully) mixed potions in a vial, let’s discuss exactly what happens to you.
When you drink potions that require compatibility checks, the DM secretly rolls on the table below, and afflicts you with the resultant entry from Table 1-1 below. Some are good, some are horrible. Mixing potions is kind of like a rod of wonder in that way.
Three useful numbers for the result table are the following:
  • SUM = the sum of the caster levels of the potions involved. For example, if a potion of fly (5th level caster) and a potion of owl’s wisdom (3rd level caster) are involved, the sum is 8.
  • MULTIPLE = the result when multiplying the caster levels of the potions involved. In the example above, the multiple is 15.
  • HIGHEST = the highest caster level of the two potions involved. For example, if a potion of fly (5th level caster) and a potion of owl’s wisdom (3rd level caster) are involved, Highest is 5.
Table 1-1: Potion Compatibility Results
D100 Result
01 Explosion! If two or more potions are swallowed together (or a second is swallowed while the first’s magic is still active), the drinker takes damage equal to 1d6 times MULTIPLE. For example, if a potion of fly (5th level caster) and a potion of owl’s wisdom (3rd level caster) are involved, the drinker takes 15d6 points of damage. There is no saving throw allowed to reduce or negate this damage. If mixed externally, then the explosion detonates in a sphere of 10 ft. radius. All within take the damage, but a successful Reflex save DC (10 + SUM) halves the damage.
02-03 Lethal poison results. The drinker must make a Fort save DC (10 + SUM) or die. If the save is made, the drinker takes 2d6 points of Constitution damage. If mixed externally, then a cloud of poison gas spreads in a 10 ft. radius when the container is opened. All within must make a successful Fort save or die, and still take 1d6 Constitution damage if they make the Fort save. Creatures immune to poison are immune to this result.
04-07 Mild poison results. The drinker suffers nausea and 2 points of Strength and Dexterity damage. A successful Fort save DC (10 + SUM) negates the ability damage but not the nausea, which lasts for a number of minutes equal to SUM. If mixed externally, then a cloud of poison gas spreads in a 10 ft. radius. All within must make a successful Fort save or become nauseated and take 2 points of Strength and Dexterity damage. Creatures immune to poison are immune to this result.
08-11 Cursed mixture results. Neither potion works. Instead, they mix into a potion that acts as a bestow curse spell (-6 to any attribute chosen at random) that has a duration equal to that of the highest level potion involved in the mix. The duration cannot be instantaneous, so if one of the potions has a duration of instantaneous use the duration of the other one.
12-16 Hostile monster summoned. The vile mixture causes the drinker to vomit it up in a cloud. The cloud turns into a monster chosen at random from the summon monster table equivalent to HIGHEST. For example, if HIGHEST is 7, then a random monster from the summon monster VII table appears. This monster attacks the drinker and her allies in preference to any other targets. If mixed externally, the liquid turns into a gas and the monster appears out of the gas cloud. The monster’s duration of stay is equivalent to HIGHEST.
17-26 Potions cannot be mixed. Both potions are totally destroyed, and their effects end immediately.
27-36 Potions cannot be mixed. The second potion drunk fails to function, but the first remains functional. If mixed externally, both potions are destroyed.
37-42 Potions cannot me mixed. One potion chosen at random has the opposite effect, while the second does not function. If there is no obvious opposite effect, then the drinker is affected by a confusion spell as if case by a SUM level caster.
43-47 Potions cannot be mixed. The first potion drunk ceases functioning immediately, but the second works normally. If mixed externally, the potions are destroyed.
48-52 Potions cannot be mixed. Both potions function, but at half strength and half the normal duration (if the duration is longer than instantaneous). Half-strength potions have all aspects of their function halved. For example, a halved potion of fly would grant fly speed of 30 ft. A halved potion of invisibility would make the drinker transparent rather than invisible. A halved potion of bull’s strength would grant a +2 enhancement bonus to Strength. If mixed externally by active shaking or stirring, then the liquid is affected by the magic of both potions (ignore incompatible or impossible effects); anyone drinking the mix is not affected by either potion.
53-62 Potions can be mixed. They work normally, unless their effects would cancel each other out.
63-72 Potions cannot be mixed. One potion chosen at random has the opposite effect, which is treated as empowered by the Empower Spell feat. The other potion has its normal function. Both last for half the normal duration.
73-82 Potions cannot be mixed. The drinker turns bright blue, and then bright green, and then bright pink. This change occurs every 30 seconds and lasts for the HIGHEST duration. Neither potion works.
83-87 Friendly monster summoned. This is the same result as “Hostile Monster Summoned” above, except that the monster acts as if summoned by the drinker, and attacks the drinker’s enemies. If mixed externally, the liquid turns into a gas and the monster appears out of the gas cloud. The monster’s duration of stay is equivalent to HIGHEST.
88-92 Potions mix but not as expected. Neither potion works, but both turn into another potion. Roll randomly on Table 7-17: Potions and Oils in the Dungeon Master’s Guide. Two oils turn into an oil (discard potion results), and any other combination turns into a potion (discard oil results). The duration cannot be instantaneous, so if one of the potions has a duration of instantaneous use the duration of the other one. The new potion has a duration equivalent to that of the highest caster level potion (or oil) involved in the mixing.
93-97 Compatible result. The first potion has its effects and duration extended 150% of normal. A potion of invisibility so affected would last longer but not make the drinker more invisible. A potion of bull’s strength would grant a +6 enhancement bonus to Strength and last half again as long as normal. The second potion fails to work.
98-99 Compatible result. The second potion has its effects and duration extended 150% of normal (as above). The first potion fails to work.
00 Discovery. The mixing of the potions creates a special effect–one of the potions chosen at random fails to work, but the other has its effects made permanent on the drinker. If mixed externally, then the permanent effect is not discovered until the mix is consumed. The potion’s effect becomes a spell-like ability that is always on for the drinker.