Dissolution To Do and Dissolution House Rules: Difference between pages

From DivNull RPG
(Difference between pages)
Jump to: navigation, search
imported>Wordman
 
imported>Wordman
 
Line 1: Line 1:
This is an ever changing page of stuff that the PCs (or players) need to decide or get done:
House rules for the [[campaign::Dissolution]] campaign.


== Questions ==
== Basic Conversion ==


# The press definitely wants to interview you. Do you agree?
Since ''Ptolus'' is a 3.5 production, some basic [[Ptolus Pathfinder Conversion|conversion to ''Pathfinder'']] was required.
## if so, what type of newspaper would you want to talk to? (Use real-world equivalents, like the New York Times, Wall Street Journal, New York Post, Newsday, National Enquirer, Christian Science Monitor, etc.)
## How much do you tell them?
## What do you omit?
## What do you lie about?
# When you were trying to convince the Commisar of your story, how much physical evidence did you use? For example, did you show him the book describing the ritual? The notes from the cultists? Maps? The plans from the chaos machine room?
# Which of the magic items (see below) interest you?
# Are there any items you'd rather sell?
# You want to buy anything with the cash?
# Does the group have a name?
# In the week that follows the barbarians leaving, is there anything you particularly want to do?
# (For Oreni) When you talked to the parents of the rune children (see below), how truthful were you? Did you, for example, give your full name? Did you give the full details of the rituals? The cults?


<blockquote>
== Classes ==
The press definitely wants to interview you. Do you agree?
if so, what type of newspaper would you want to talk to? (Use real-world equivalents, like the New York Times, Wall Street Journal, New York Post, Newsday, National Enquirer, Christian Science Monitor, etc.)
Scoffney: High Times
Caralaria: Fashion Weekly, Vogue ,Ironworkers Magazine
How much do you tell them?
Scoffney: Wait... where were we?
Caralaria: Anything they ask about
What do you omit?
Scoffney: The vomiting, definitely the vomiting.
Caralaria: nothing
What do you lie about?
Scoffney: the drug use, finding any treasure and give a false name
Caralaria:her hair being coated in slime
When you were trying to convince the Commisar of your story, how much physical evidence did you use? For example, did you show him the book describing the ritual? The notes from the cultists? Maps? The plans from the chaos machine room?
Scoffney: single handedly disabling the chaos device.
Caralaria: anything
Which of the magic items (see below) interest you?
Scoffney: nothing stands out
Caralaria: always on. the dex gloves, if no takers the cloak.
Are there any items you'd rather sell?
the stuff we can't use
You want to buy anything with the cash?
          the cat ears at full power, caralaria will donate any unused iron to her temple
Does the group have a name?
          nothing we'd agree on.
In the week that follows the barbarians leaving, is there anything you particularly want to do?
        shower, move into the new house.
</blockquote>


<blockquote>
We add some unofficial classes:
Oreni


He realizes that to not interview would cause additional rumors etc.  He would interview with papers like the wall street journal, possibly the new york times.   He will be personable and polite but keep everything as vague as possible. While he wishes to earn the respect of important townspeople, he does not wish to become a common gossip topic. He will not lie directly but he may claim to not remember details as things "happened so fast" etc  He definiltely would leave out anything about the knights of the pale, dragons, litch's etc.   When scoffney blabs about all of that he will attempt to avoid confirming anything.  "it was dark" and "things happened so fast"  will be a lot of the answers.
* [[Elemental Druid]] - a variation of the druid class, based on the four elements instead of animals and nature.
* [[Arcane Hierophant (Pathfinder)|Arcane Hierophant]] - a divine/arcane prestige class lifted and mutated from 3.5.
* [[Spellsword_(Pathfinder)|Spellsword]] - a gish prestige class lifted and (severely) mutated from 3.5. After using it for a while, we ditched it.


Oreni would not show the commisar anything.  He would merly offer a non detailed explanation of the fight that the party "stumbled into".
== Critical hits ==


Oreni might keep the necklace from the mother of the child if he can use it otherwise someone else can have it.
When you roll within your critical range, you have a choice:


Oreni would remain vague and polite with all of the parents of the children except for the one who gave the neclace. He might have given her more of an explanation of what happened since she is clearly a "good person and she might be of help in the future.
* You may roll for a critical hit, as per the standard rules.
* You may automatically just take max weapon damage. (If your critical multiplier is &times;3, you deal 1.5 times max weapon damage.)


Naerai:  Naerai is a man of few words. Naerai would avoid the press and if he had to respond with one or few word answers.  He would probably suggest that the press speak to the other members of the party instead of him.  This is not out of nastiness but rather out of shyness.  The only time he steps into the spotlight is in battle.  When out of combat, he is he is shy do to his knowledge of how harrow elves are generally perceived by others. 
This is a bit of a trade off. All attacks deal three types of damage, and each choice deals with them differently:


Naerai would like to have that bell-- can it be charged with extra charges?
{| class="wikitable"
</blockquote>
|-
| '''Type''' || Weapon damage || Bonus damage || Ancillary damage
|-
| '''Description''' || the base dice damage of the weapon || fixed damage from strength, magical plusses, etc. || sneak attack, vital strike, added energy damage, etc.
|-
| '''Standard rules''' || colspan="2" | Make to-hit roll again. If you would hit, damage calculated a number of times equal to your critical multiplier (usually &times;2) || Applied only once, even if critical succeeded.
|-
| '''House rule''' || colspan="2" | ''No additional roll needed''. Damage roll treated as if highest number came up on each die. If range is &times;3, multiply the result by 1.5 (round down). ||  Applied only once
|}


== Experience ==
To use abilities that trigger off of critical hits (such as critical feats), you ''must'' make the confirmation roll to determine if they take effect; however, you can still elect (prior to rolling) either damage option. For example, if someone with the Bleeding Critical feat rolled within their critical range, they could take the max damage, then roll a confirmation to see if the bleeding crit triggers, or they could roll the confirmation and, if successful, roll extra damage and the bleeding crit triggers.


Each character receives 12,737xp for the chapter just completed. This puts everyone to 63,737xp which, unfortunately, is well short of the 71,000xp needed to reach next level. Previously, you were just passed the threshold for reaching your current level, so you still have a bit to go.
In most cases, the house rule will result in a lower ''average'' damage, but is reliable (i.e. you don't need to make the confirming "attack" roll). Some examples, always assuming a critical actually happens:


== Rewards ==
{| class="wikitable centeredcells"
|-
! !! colspan="4" | Damage Roll !! colspan="3" | No crit || colspan="3" | Standard crit (if achieved) || colspan="3" | House rule
|-
! Situation !! Weapon !! Bonus !! Ancillary || Crit range !! Min !! Average !! Max !! Min !! Average !! Max !! Min !! Average !! Max
|-
| '''Lostwhite w/ +1 flaming flail''' || 1d8 || +9 || +1d6 fire || &times;2 || 1+9+1=<br/>11 || 4.5+9+3.5=<br/>17 || 8+9+6=<br/>23 || 2(1+9)+1=<br/>21 || 2(4.5+9)+3.5=<br/>30.5 || 2(8+9)+6=<br/>40 || 8+9+1=<br/>18 || 8+9+3.5=<br/>20.5 || 8+9+6=<br/>23
|-
| '''Lostwhite w/ +1 greatsword''' || 2d6 || +11 || || &times;2 || 2+11=<br/>13 || 7+11=<br/>18 || 12+11=<br/>23 || 2(1+11)=<br/>24 || 2(7+11)=<br/>36 || 2(12+11)=<br/>46 || colspan="3" | 12+11=<br/>23
|-
| '''Lostwhite w/ +1 battleaxe''' || 1d8 || +7 || || '''&times;3''' || 1+7=<br/>8 || 4.5+7=<br/>11.5 || 8+7=<br/>15 || 3(1+7)=<br/>24 || 3(4.5+7)=<br/>34.5 || 3(8+7)=<br/>45 || colspan="3" | 1.5(8+7)=<br/>22
|-
| '''Caralaria w/ fist and vital strike''' || 1d10 || +6 || +1d10 || &times;2 || 1+6+1=<br/>8 || 5.5+6+5.5=<br/>16 || 10+6+10=<br/>26 || 2(1+6)+1=<br/>15 || 2(5.5+6)+5.5=<br/>28.5 || 2(10+6)+10=<br/>42 || 10+6+1=<br/>17 || 10+6+5.5=<br/>21.5 || 10+6+10=<br/>26
|-
| '''Scoffney w/ +1 rifle''' || 1d12 || +1 || || '''&times;3''' || 1+1=<br/>2 || 6.5+1=<br/>7.5 || 12+1=<br/>13 || 3(1+1)=<br/>6 || 3(6.5+1)=<br/>22.5 || 3(12+1)=<br/>39 || colspan="3" | 1.5(12+1)=<br/>19
|-
| '''Scoffney w/ +1 rifle and sneak attack''' || 1d12 || +1 || +3d6 || '''&times;3''' || 1+1+3=<br/>5 || 6.5+1+3(3.5)=<br/>18 || 12+1+3(6)=<br/>31 || 3(1+1)+3=<br/>7 || 3(6.5+1)+3(3.5)=<br/>24.5 || 3(12+1)+3(6)=<br/>44 || 1.5(12+1)+3=<br/>22 || 1.5(12+1)+3(3.5)=30 || 1.5(12+1)+3(6)=37
|-
| '''Oreni's ''scorching ray''''' || 4d6 || || || &times;2 || 4(1)=<br/>4 || 4(3.5)=<br/>14 || 4(6)=<br/>24 || 2(4(1))=<br/>8 || 2(4(3.5))=<br/>28 || 2(4(6))=<br/>48 || colspan="3" | 4(6)=<br/>24
|}


The rewards gained for the runebearer kids:
The moral of all this is that if you have a decent chance to hit, you will likely do more damage using the standard rules, but if you need a good roll to hit, you are better off with the house rule. Also, the larger your bonus damage is, the more advantage you will get from using the standard rule.


* Dullin Balacazar, human male, age 8. Delivered to 1 Outer Ring Row, Rivergate. Dullen is the grandson of Menon Balacazar, a "wealthy financier" who everyone knows is really the kingpin of city's most powerful organized crime family. He [[Dissolution News - 21st of Growth, 721|previously]] offered a 5,000gp bounty for the safe return of Dullen, which Dullen's mother paid immediately. She also asked lots of questions about the cults who took Dullen, and the ritual in which he was to be sacrificed.
== Sneak Attacks and Ranged Weapons ==
* Darata Chornim, human female, age 6. Delivered to 6 Dawn Path, Nobles' Quarter. Darata lives only with her mother Tara in a fairly small house (for the Noble's Quarter) with an extremely well tended garden near the Holy Palace of the Church of Lothian (which is the home of what is sort of like the "pope" of the whole church). Tara clearly is strongly devoted to Lothian, and can cast divine magic (she cast bless on Oreni), but doesn't appear to be official associated with the church. She was nearly beside herself with joy when her daughter was returned, and took a holy symbol from her own neck to give to Oreni, forcing him to take it, insisting "the blessings of Lothian would watch over you". The symbol is an exquisitely made and detailed Lothian ankh, fashioned from platinum and a number of small, tasteful sapphires. Oreni detected magic in it and has since determined that once per day, a short prayer to Lothian will create a ''[http://www.d20pfsrd.com/magic/all-spells---final/resilient-sphere resilient sphere]'' around the location of the symbol at the time of casting. This sphere does not move once cast.
* Corrent Epathi, halfling male, age 10. Delivered to 3 Princes Street, Nobles' Quarter. Corrent is an orphan, cared for by a female human named Zellath Kory. Ms. Kory was not home when Corrent was returned, but her house staff was ecstatic. Corrent demanded that Oreni come see "his bird house", which turned out to be a small metalworking shop in the basement. In this shop, Corrent makes stunningly realistic statues of birds out of silver, most of them actual size. Clearly gifted with skill far beyond his years, he gave a rather stern looking (and somewhat fragile) owl to Oreni in thanks. Days later, an invitation to dine with Zellath Kory and Corrent at the start of the month arrived for Oreni at the Ertho estate.
* Tarthia Kor, human female, age 8. Tarthia, the runebearer who was killed, is the daughter of Lac and Brellyra Kor, who live at 5 Stout Street, Midtown. Lac is a metalworker and so a member of the Ironworker's Guild. Oreni didn't meet them until after Terthia had been resurrected. Of the four clerics in the city capable of casting ''[http://www.d20pfsrd.com/magic/all-spells---final/true-resurrection true resurrection]'', the Kor family preferred Maeda von Rustal, the High Priestess of the Temple of Teun, the Mother of All Machines. Once it became clear that the child came from a working class family, donations flooded the temple, with the temple itself donating a third of the cost of the spell (30,000gp total). Upon the return of his child, Kor provide each member of the group with a rose made from iron, forged by his own hand.


== Loot ==
Just a clarification to the standard rules on sneak attacks:


I went through the loot list and sold anything that you guys clearly wouldn't want, converting it mostly into gemstones. This includes the cash reward from the Balacazars, but I did not sell the other rewards. All told, the cashed in loot comes to around 45,000gp total. This materializes as the following for each member of the group:
* Sneak attacks ''can'' be made with ranged weapons, so long as the rogue is within "point-blank" range (30').
* Sneak attacks are allowed if the target is denied a Dex bonus, or if the rouge flanks the target.
* You cannot normally flank a target with a ranged weapon.


* 6 x 1,000gp emeralds
So, as practical matter, the only way you can typically sneak attack with a ranged weapon is by denying the target a Dex bonus (or by using Furtive Shot, below). Targets lose their Dex bonus to AC in any of the following situations:
* 3 x  500gp topaz


In addition, the stuff that was not sold needs to be divvied up. Here is the list [with who can actually make use of it]:
* Target is [http://www.d20pfsrd.com/gamemastering---final/conditions---final#TOC-Blinded blinded]
* Target is [http://www.d20pfsrd.com/gamemastering---final/conditions---final#TOC-Cowering cowering]
* Target is [http://www.d20pfsrd.com/gamemastering---final/conditions---final#TOC-Flat-Footed flat-footed] and does not have [http://www.d20pfsrd.com/classes/basic-classes/rogue#TOC-Uncanny-Dodge-Ex- Uncanny Dodge]
* Target is [http://www.d20pfsrd.com/gamemastering---final/conditions---final#TOC-Helpless helpless]
* Target is [http://www.d20pfsrd.com/gamemastering---final/conditions---final#TOC-Stunned stunned]
* Target is [http://www.d20pfsrd.com/skills/climb climbing]
* Attacker is [http://www.d20pfsrd.com/gamemastering---final/conditions---final#TOC-Invisible invisible]
* Attacker successfully [http://www.d20pfsrd.com/gamemastering---final/combat---final#TOC-Feint feints] against the target.
* Attacker or ally uses [http://www.d20pfsrd.com/feats/greater-feint-combat---final Greater Feint] against the target.


*[http://rpg.divnull.com/ptolus/rosegate.pdf Rosegate house] (~100,000gp)
== Touch Attack Effects ==
*Bell of Greater Sleep, 12 charges (10,000gp) [Naerai]
*5 x +2 holy arrows (5x646.05gp) [Lostwhite]
*Longsword +2 human bane (18,315gp) [sold]
*Shortsword +1 evil outsider bane (8,310gp) [sold]
*+1 mithral breastplate (5,240gp) [Sikarsis]
*Bag of holding type I (2,500gp) [Lostwhite, Oreni, Naerai, Scoffney]
*Cloak of resistance +2 (4,000gp) [Caralaria]
*Gloves of dexterity +2 (4,000gp) [Caralaria]
*[http://www.d20pfsrd.com/equipment---final/magic-items/wondrous-items-2#TOC-Lens-of-Detection Lens of detection] (3,500gp)
*strand of prayer beads, lesser (9600gp) [Sikarsis]
*sustaining spoon (5400gp) [anyone]
*Lothian holy symbol (see above) [Oreni]
*Silver owl sculpture (see above, ~2,000gp)
*6 x iron roses (hard to price)
*potion: gaseous form [anyone]
*potion: 2 x elixir of truth (2x500gp) [anyone]
*potion: 2 x cure moderate wounds (2x300gp) [anyone]
*potion: 4 x cure serious wounds (4x750gp) [anyone]
*potion: fly (750gp) [Oreni, Naerai, Scoffney]
*potion: magic fang (50gp) [Caralaria, Oreni, Sikarsis (only enhances natural weapons)]
*potion: owl's wisdom (300gp) [Caralaria, Sikarsis]
*potion: 2 x antitoxin (2x50gp) [anyone]
*scroll: animate dead (375gp) [Naerai, Sikarsis]
*scroll: 3 x hold person (divine) (3x150gp) [Naerai, Sikarsis]
*scroll: magic vestment (700gp) [Oreni, Naerai, Scoffney, Sikarsis]
*scroll: sending (divine) (700gp) [Naerai, Sikarsis]
*scroll: teleport (1125gp) [Oreni, Naerai]
*wand: scorching ray (35 charges) (4500gp) [Naerai]


Naeri buys:
Not sure if this is actually a house rule or just a clarification. Certain powers require a successful touch attack. For such powers that have a limited number of uses per day (e.g. ''[[pfsrd-spell:p/produce-flame|produce flame]]'', ''[[pfsrd-spell:c/chill-touch|chill touch]]'', the touch power from the Evil domain, etc.) we allow these powers to activate on standard natural weapon attacks as well. (If the user is willing to expend a use of the power, why not?) Further, if the user has several of these effects available, they can activate as many of them as they like on the same attack (provided they expend a use of each power, of course). Such activations can also be stacked on top of "always on" effects of a touch attack (e.g. a lich's paralyzing touch, a spectre's energy drain, etc.).
*wand of silence (4500)
*wand of cure serious (11,250)
*2 elemental gems (earth, air)


== Cat Ears (and other custom items) ==
None of these effects can be used during attacks of opportunity.


Hiring the Dreaming Apothecary to make you magic stuff works like this. Being good customers of Danbury's in Delver's Square, they provide you with a small bronze token and instruct you to sleep with it under your pillow. And then... we'll roleplay the rest.
Note that this rule tends to be much more useful for monsters than it does for PCs.


For items created by the Dreaming Apothecary follow the rules for [http://www.d20pfsrd.com/equipment---final/magic-items#TOC-Magic-Item-Creation creating magic items]. Note that all references to costs in these rules are the costs to the Dreaming Apothecary to actually make the thing. They sell these items for double that (i.e. the normal list price for the item).
== Reach Spell ==


The cat ears that allow seeing in the dark are similar to the [http://www.d20pfsrd.com/equipment---final/magic-items/wondrous-items-2#TOC-Goggles-of-Night goggles of night], except they occupy the headband slot instead of the eyes slot. Just like the goggles, the cost to Caralaria will be 12,000gp. Note that this is for an item that functions all the time. Costs can be reduced slightly for items that, for example, only activate a certain number of times per day, or use charges.
This one is really a mistake that was active for long enough to make us keep it. This is no longer a metamagic feat. It is a standard feat that lets the caster cast any touch spell as a ranged touch attack if within "point blank" range (30').  


== Rumors ==
This changes magic (particularly clerics and other healers) quite a bit. It also fits the definition of a broken rule, as it is hard to imagine any caster that wouldn't take this feat, but so be it. It is pretty fun.


More news and rumors will be coming, but for now, please re-read your own characters' pages on the main [[Dissolution]] page, particularly the contact and rumors sections. Some of these may be important going forward (dun-dun-DUN!), and you might actually want to touch base with some of these people for various reasons.
== Intensified Spell ==
 
Since, as written, intensified spell applies to such a small number of spells, we allow it to extend the level caps for certain spells beyond just damage dice. It now explicitly applies to spells that generate a level capped number of items per casting, including ''magic missile'', ''scorching ray'' and ''call lightning''.
 
It also applies to spells with damage formulae such as "2d8 + caster level (max ''x'')", increasing ''x'' by five (i.e. most cure spells, ''produce flame'', ''fire shield'', etc.). This change is not all that useful in most cases (e.g. healing spells), as often you are better off casting a higher level spell instead of adding paying the one level metagmagic penalty. Might be worth it for druids casting heals or when using a metamagic rod. This feat still does not apply to non-damage formulae of this form (e.g. ''ray of enfeeblement'').
 
== Vital Strike ==
 
From the look of the errata, looks like we read this one wrong as well, but we're keeping it too. We allow any attack to be declared (post attack roll) as a vital strike, but only once per round.
 
== Arterial Strike ==
 
This is a new feat, adapted from (but a bit more flexible than) the feat of the same name in ''Complete Warrior''.
 
'''Prerequisite''': Sneak attack ability, base attack bonus +4.<br/>
'''Benefit''': If you hit with a sneak attack, you may choose to forgo one or more +1d6 of extra sneak attack damage to deliver a wound that won't stop bleeding. For each die forgone, the target takes 1 [http://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed bleed]. Bleed from multiple arterial strikes stacks with each other, but not with other bleed effects that deal damage.
 
== Close Shot (Combat) ==
 
This is a new feat, which extends "point blank" range.
 
'''Prerequisite''': base attack bonus +3.<br/>
'''Benefit''': Any effect which specifically only works within "point blank" range may be used from an additional 30' away. That is, "point blank" range becomes 60'. Situations that benefit from this feat include:
* Using [http://www.d20pfsrd.com/feats/point-blank-shot-combat---final Point Blank Shot].
* Sneak attacking with ranged weapons.
* Using the Reach Spell feat (see above).
* Casting touch spells from wands (see above).
* The Furtive Shot rogue talent (see below).
'''Normal''': Point blank range is normally 30'.
 
== Iron Rage ==
 
Based on the background of one of the characters, we made an exception to various rules that prevented that character from multi-classing barbarian/monk. Following the general pattern of d20, we added some restrictions, then created a feat that allows the character to get around them. In particular, the ruling was that, normally, while raging the character would lose monk abilities, but this feat (representing special training to "harness your rage") would avoid that. Sort of cheesy, but works in this particular game.
 
'''Prerequisite''': monk, rage special ability, member of the Path of Iron.<br/>
'''Benefit''': Retain monk benefits while raging. While raging, add barbarian and monk levels to determine unarmed strike damage and damage reduction ability (if any). Multiclass freely between the monk and barbarian classes. Must remain lawful.
 
== Furtive Shot ==
 
This is a new [http://www.d20pfsrd.com/classes/basic-classes/rogue#TOC-Rogue-Talents rogue talent]:
 
''Furtive Shot ([http://www.d20pfsrd.com/basics-ability-scores/glossary---final#TOC-Extraordinary-Abilities-Ex- Ex])'': If within point-blank range of a target that is flanked by two or more of your allies, you may sneak attack that target with a ranged weapon.
 
== Magical Items ==
 
=== Pearl of Power ===
 
Spontaneous casters can use a [http://www.pathfindersrd.com/magic-items/wondrous-items#TOC-Pearl-of-Power pearl of power] to restore a spell slot, with one restriction: that slot can only be used to cast a specific spell that the user has already cast that day (specified when the perl is used). Also, anyone using a pearl must spend a full action to do so.
 
=== Wands ===
 
We treat wands as if they all have the Reach Spell feat (see above). That is, if they cast a touch spell, they can do so as a ranged touch attack from 30 feet away.

Revision as of 16:09, 12 April 2013

House rules for the Dissolution campaign.

Basic Conversion

Since Ptolus is a 3.5 production, some basic conversion to Pathfinder was required.

Classes

We add some unofficial classes:

  • Elemental Druid - a variation of the druid class, based on the four elements instead of animals and nature.
  • Arcane Hierophant - a divine/arcane prestige class lifted and mutated from 3.5.
  • Spellsword - a gish prestige class lifted and (severely) mutated from 3.5. After using it for a while, we ditched it.

Critical hits

When you roll within your critical range, you have a choice:

  • You may roll for a critical hit, as per the standard rules.
  • You may automatically just take max weapon damage. (If your critical multiplier is ×3, you deal 1.5 times max weapon damage.)

This is a bit of a trade off. All attacks deal three types of damage, and each choice deals with them differently:

Type Weapon damage Bonus damage Ancillary damage
Description the base dice damage of the weapon fixed damage from strength, magical plusses, etc. sneak attack, vital strike, added energy damage, etc.
Standard rules Make to-hit roll again. If you would hit, damage calculated a number of times equal to your critical multiplier (usually ×2) Applied only once, even if critical succeeded.
House rule No additional roll needed. Damage roll treated as if highest number came up on each die. If range is ×3, multiply the result by 1.5 (round down). Applied only once

To use abilities that trigger off of critical hits (such as critical feats), you must make the confirmation roll to determine if they take effect; however, you can still elect (prior to rolling) either damage option. For example, if someone with the Bleeding Critical feat rolled within their critical range, they could take the max damage, then roll a confirmation to see if the bleeding crit triggers, or they could roll the confirmation and, if successful, roll extra damage and the bleeding crit triggers.

In most cases, the house rule will result in a lower average damage, but is reliable (i.e. you don't need to make the confirming "attack" roll). Some examples, always assuming a critical actually happens:

Damage Roll No crit Standard crit (if achieved) House rule
Situation Weapon Bonus Ancillary Crit range Min Average Max Min Average Max Min Average Max
Lostwhite w/ +1 flaming flail 1d8 +9 +1d6 fire ×2 1+9+1=
11
4.5+9+3.5=
17
8+9+6=
23
2(1+9)+1=
21
2(4.5+9)+3.5=
30.5
2(8+9)+6=
40
8+9+1=
18
8+9+3.5=
20.5
8+9+6=
23
Lostwhite w/ +1 greatsword 2d6 +11 ×2 2+11=
13
7+11=
18
12+11=
23
2(1+11)=
24
2(7+11)=
36
2(12+11)=
46
12+11=
23
Lostwhite w/ +1 battleaxe 1d8 +7 ×3 1+7=
8
4.5+7=
11.5
8+7=
15
3(1+7)=
24
3(4.5+7)=
34.5
3(8+7)=
45
1.5(8+7)=
22
Caralaria w/ fist and vital strike 1d10 +6 +1d10 ×2 1+6+1=
8
5.5+6+5.5=
16
10+6+10=
26
2(1+6)+1=
15
2(5.5+6)+5.5=
28.5
2(10+6)+10=
42
10+6+1=
17
10+6+5.5=
21.5
10+6+10=
26
Scoffney w/ +1 rifle 1d12 +1 ×3 1+1=
2
6.5+1=
7.5
12+1=
13
3(1+1)=
6
3(6.5+1)=
22.5
3(12+1)=
39
1.5(12+1)=
19
Scoffney w/ +1 rifle and sneak attack 1d12 +1 +3d6 ×3 1+1+3=
5
6.5+1+3(3.5)=
18
12+1+3(6)=
31
3(1+1)+3=
7
3(6.5+1)+3(3.5)=
24.5
3(12+1)+3(6)=
44
1.5(12+1)+3=
22
1.5(12+1)+3(3.5)=30 1.5(12+1)+3(6)=37
Oreni's scorching ray 4d6 ×2 4(1)=
4
4(3.5)=
14
4(6)=
24
2(4(1))=
8
2(4(3.5))=
28
2(4(6))=
48
4(6)=
24

The moral of all this is that if you have a decent chance to hit, you will likely do more damage using the standard rules, but if you need a good roll to hit, you are better off with the house rule. Also, the larger your bonus damage is, the more advantage you will get from using the standard rule.

Sneak Attacks and Ranged Weapons

Just a clarification to the standard rules on sneak attacks:

  • Sneak attacks can be made with ranged weapons, so long as the rogue is within "point-blank" range (30').
  • Sneak attacks are allowed if the target is denied a Dex bonus, or if the rouge flanks the target.
  • You cannot normally flank a target with a ranged weapon.

So, as practical matter, the only way you can typically sneak attack with a ranged weapon is by denying the target a Dex bonus (or by using Furtive Shot, below). Targets lose their Dex bonus to AC in any of the following situations:

Touch Attack Effects

Not sure if this is actually a house rule or just a clarification. Certain powers require a successful touch attack. For such powers that have a limited number of uses per day (e.g. produce flame, chill touch, the touch power from the Evil domain, etc.) we allow these powers to activate on standard natural weapon attacks as well. (If the user is willing to expend a use of the power, why not?) Further, if the user has several of these effects available, they can activate as many of them as they like on the same attack (provided they expend a use of each power, of course). Such activations can also be stacked on top of "always on" effects of a touch attack (e.g. a lich's paralyzing touch, a spectre's energy drain, etc.).

None of these effects can be used during attacks of opportunity.

Note that this rule tends to be much more useful for monsters than it does for PCs.

Reach Spell

This one is really a mistake that was active for long enough to make us keep it. This is no longer a metamagic feat. It is a standard feat that lets the caster cast any touch spell as a ranged touch attack if within "point blank" range (30').

This changes magic (particularly clerics and other healers) quite a bit. It also fits the definition of a broken rule, as it is hard to imagine any caster that wouldn't take this feat, but so be it. It is pretty fun.

Intensified Spell

Since, as written, intensified spell applies to such a small number of spells, we allow it to extend the level caps for certain spells beyond just damage dice. It now explicitly applies to spells that generate a level capped number of items per casting, including magic missile, scorching ray and call lightning.

It also applies to spells with damage formulae such as "2d8 + caster level (max x)", increasing x by five (i.e. most cure spells, produce flame, fire shield, etc.). This change is not all that useful in most cases (e.g. healing spells), as often you are better off casting a higher level spell instead of adding paying the one level metagmagic penalty. Might be worth it for druids casting heals or when using a metamagic rod. This feat still does not apply to non-damage formulae of this form (e.g. ray of enfeeblement).

Vital Strike

From the look of the errata, looks like we read this one wrong as well, but we're keeping it too. We allow any attack to be declared (post attack roll) as a vital strike, but only once per round.

Arterial Strike

This is a new feat, adapted from (but a bit more flexible than) the feat of the same name in Complete Warrior.

Prerequisite: Sneak attack ability, base attack bonus +4.
Benefit: If you hit with a sneak attack, you may choose to forgo one or more +1d6 of extra sneak attack damage to deliver a wound that won't stop bleeding. For each die forgone, the target takes 1 bleed. Bleed from multiple arterial strikes stacks with each other, but not with other bleed effects that deal damage.

Close Shot (Combat)

This is a new feat, which extends "point blank" range.

Prerequisite: base attack bonus +3.
Benefit: Any effect which specifically only works within "point blank" range may be used from an additional 30' away. That is, "point blank" range becomes 60'. Situations that benefit from this feat include:

  • Using Point Blank Shot.
  • Sneak attacking with ranged weapons.
  • Using the Reach Spell feat (see above).
  • Casting touch spells from wands (see above).
  • The Furtive Shot rogue talent (see below).

Normal: Point blank range is normally 30'.

Iron Rage

Based on the background of one of the characters, we made an exception to various rules that prevented that character from multi-classing barbarian/monk. Following the general pattern of d20, we added some restrictions, then created a feat that allows the character to get around them. In particular, the ruling was that, normally, while raging the character would lose monk abilities, but this feat (representing special training to "harness your rage") would avoid that. Sort of cheesy, but works in this particular game.

Prerequisite: monk, rage special ability, member of the Path of Iron.
Benefit: Retain monk benefits while raging. While raging, add barbarian and monk levels to determine unarmed strike damage and damage reduction ability (if any). Multiclass freely between the monk and barbarian classes. Must remain lawful.

Furtive Shot

This is a new rogue talent:

Furtive Shot (Ex): If within point-blank range of a target that is flanked by two or more of your allies, you may sneak attack that target with a ranged weapon.

Magical Items

Pearl of Power

Spontaneous casters can use a pearl of power to restore a spell slot, with one restriction: that slot can only be used to cast a specific spell that the user has already cast that day (specified when the perl is used). Also, anyone using a pearl must spend a full action to do so.

Wands

We treat wands as if they all have the Reach Spell feat (see above). That is, if they cast a touch spell, they can do so as a ranged touch attack from 30 feet away.