Juuken and Dissolution House Rules: Difference between pages

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House rules for the [[campaign::Dissolution]] campaign.
{| border="0" cellpadding="0" cellspacing="0" align="right" width="225" class="statsText"
 
== Basic Conversion ==
 
Since ''Ptolus'' is a 3.5 production, some basic [[Ptolus Pathfinder Conversion|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 (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.
 
== Experience ==
 
=== Progression ===
 
This is a really casual game that doesn't meet very often. So, we are using the "fast" experience table.
 
=== Ding! ===
 
Along the same lines: we follow a more video game style of advancement. As soon as you gain enough XP to level, you ''immediately'' do so. In addition, you regain all hit points and gain and benefits as if having taken a full rest (spells refresh, etc.). There are campaigns where things like training and safe zones and such matter; this isn't one of them.
 
== 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:
 
* Target is [[pfsrd:gamemastering---final/conditions---final#TOC-Blinded|blinded]]
* Target is [[pfsrd:gamemastering---final/conditions---final#TOC-Cowering|cowering]]
* Target is [[pfsrd:gamemastering---final/conditions---final#TOC-Flat-Footed|flat-footed]] and does not have [[pfsrd:classes/basic-classes/rogue#TOC-Uncanny-Dodge-Ex-|Uncanny Dodge]]
* Target is [[pfsrd:gamemastering---final/conditions---final#TOC-Helpless|helpless]]
* Target is [[pfsrd:gamemastering---final/conditions---final#TOC-Stunned|stunned]]
* Target is [[pfsrd:skills/climb|climbing]]
* Attacker is [[pfsrd:gamemastering---final/conditions---final#TOC-Invisible|invisible]]
* Attacker successfully [[pfsrd:gamemastering---final/combat---final#TOC-Feint|feints]] against the target.
* Attacker or ally uses [[pfsrd:feats/greater-feint-combat---final|Greater Feint]] against the target.
 
== 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. ''[[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 or unarmed 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.
 
== Bloodline Attacks ==
 
Many of the sorcerer bloodlines bestow a standard action minor attack as bloodline power at first level, usable a limited number of times per day, but not really scaling well with level (apart from a very minor damage bump, usually). These powers are intended to give a first level sorcerer a bit more firepower, but they quickly become useless as the sorcerer levels, having better things to do with a standard action. This makes them significantly worse (and more boring) than some otherwise equivalent bloodline powers that do scale well with level.
 
We change these powers to scale the ''timing'' of the minor attack with level. This still keeps them in the realm of small utility benefits, but turns these powers into something a rational sorcerer might actually have a reason to use at any level. These powers gain the following text: "At fifth level, this ability may be used as a move action. At tenth level, this ability may be used as a swift action. At fifteenth level, this ability may be used as an immediate action."
 
This ruling effects at least the following powers (bloodline): acid ray (shaitan), acidic ray (abberant), electricity ray (djinni), elemental ray (elemental), fire ray (efreeti), frost ray (marid), heavenly fire (celestial), horrific visage (accursed), minute meteors (starsoul), wasting ray (dæmon)
 
== 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. At ×4, you deal two times max damage.)
* You may roll for a critical hit, and on confirmation, draw a card from the Critical Hit deck, doing what the card says. If your critical multiplier is ×3, you add one to the multiplier mentioned on the card. With a ×4 multiplier, you add two.
* You may roll for a critical hit, and on confirmation, draw a number of cards from the Critical Hit deck: ×2 multiplier draws one card, ×3 draws two, ×4 draws three. You then select ''one'' of the cards and do what it says exactly (i.e. no adjusting the multiplier).
 
This is a bit of a trade off. All attacks deal three types of damage, and each choice deals with them differently:
 
{| class="wikitable"
|-
|-
|'''Name:'''||Juuken
| '''Type''' || Weapon damage || Bonus damage || Ancillary damage
|-
|-
|'''Gender:'''||Male
| '''Description''' || the base dice damage of the weapon || fixed damage from strength, magical plusses, etc. || sneak attack, vital strike, added energy damage, etc.
|-
|-
|'''Birthdate:'''||21 Descending Air 737
| '''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 ×2) || Applied only once, even if critical succeeded.
|-
|-
|'''Height:'''||175 cm
| '''House rule''' || colspan="2" | ''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
|-
|}
|'''Weight:'''||78 kg
 
|-
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.
|'''Eye Color:'''||Silver
 
|-
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:
|'''Hair Color:'''||Black
 
|-
{| class="wikitable centeredcells"
|'''Skin Color:'''||Faintly bluish
|-
|'''Caste:'''||Eclipse
|-
|'''Nature:'''||Savant
|-
|colspan="2" style="vertical-align: top"|'''Attributes'''
|-
|Appearance: ||{{Dots|3}}
|-
|Charisma: ||{{Dots|2}}
|-
|Dexterity: ||{{Dots|4}}
|-
|Intelligence: ||{{Dots|2}}
|-
|Manipulation: ||{{Dots|4}}
|-
|Perception: ||{{Dots|5}}
|-
|Stamina: ||{{Dots|4}}
|-
|Strength: ||{{Dots|3}}
|-
|Wits: ||{{Dots|2}}
|-
|Compassion: ||{{Dots|2}}
|-
|Conviction: ||{{Dots|2}}
|-
|Temperance: ||{{Dots|3}}
|-
|Valor: ||{{Dots|2}}
|-
|Willpower: ||{{Dots|5}}
|-
|Essence: ||{{Dots|4}}
|-
|Limit:||0
|-
|
|-
|colspan="2" style="vertical-align: top"|'''Abilities'''
|-
|Archery: ||{{Dots|1}}
|-
|''Awareness'': ||{{Dots|5}}
|-
|''Bureaucracy'': ||{{Dots|4}}
|-
|Dodge: ||{{Dots|2}}
|-
|Endurance: ||{{Dots|3}}
|-
|''Investigation'': ||{{Dots|4}}
|-
|Larceny: ||{{Dots|4}}
|-
|''Linguistics'': ||{{Dots|3}}
|-
|Lore: ||{{Dots|1}}
|-
|''Martial Arts'': ||{{Dots|5}}
|-
|-
|Medicine: ||{{Dots|2}}
! !! colspan="4" | Damage Roll !! colspan="3" | No crit || colspan="3" | Standard crit (if achieved) || colspan="3" | House rule
|-
|-
|''Melee'': ||{{Dots|5}}
! Situation !! Weapon !! Bonus !! Ancillary || Crit range !! Min !! Average !! Max !! Min !! Average !! Max !! Min !! Average !! Max
|-
|-
|''Occult'': ||{{Dots|5}}
| '''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
|-
|-
|''Ride'':&nbsp;||{{Dots|0}}
| '''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
|-
|-
|''Sail'':&nbsp;||{{Dots|1}}
| '''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
|-
|-
|''Socialize'':&nbsp;||{{Dots|5}}
| '''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
|-
|-
|Stealth:&nbsp;||{{Dots|1}}
| '''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
|-
|-
|'''Languages''':||Low Realm, High Realm, Riverspeak, Old Realm
| '''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
|-
|colspan="2" style="vertical-align: top"|'''Backgrounds'''
|-
|Artifact:||{{Dots|4}}
|-
|Mentor:||{{Dots|3}}
|-
|Resources:||{{Dots|2}}
|-
|colspan="2" style="vertical-align: top"|'''Charms'''<br>Hundred Leagues Sight Procedure<br>Keen Sight Technique<br>Sensory Acuity Prana<br>Surprise Anticipation Method<br>Unsurpassed Sight Discipline<br>Ox-Body Technique<br>Flawlessly Impenetrable Disguise<br>Seasoned Criminal Method<br>Monkey Tail Distraction Strike<br>Flowing Mirror of Opposition Technique<br>Body of War Meditation<br>Withering Paw Strike<br>Celestial Monkey Form<br>Walking in the Footsteps of Ten Thousand Things<br>Four Halo Golden Monkey Palm<br>Four Halo Golden Monkey Realignment<br>Celestial Godbody Understanding<br>Flowing Water Defense<br>Rippling Water Strike<br>Drowning-in-Blood Technique<br>Shrugging Water Dragon Escape<br>Water Dragon Form<br>Flow Reversal Strike<br>Crashing Wave Style<br>Body-Mending Meditation<br>Grievous Injury Recovery Method<br>Bulwark Stance<br>Dipping Swallow Defense<br>Fivefold Bulwark Stance<br>Golden Essence Block<br>All-Encompassing Sorcerer's Sight<br>Spirit-Detecting Glance<br>Motive-Discerning Technique<br>Wise-Eyed Courtier Method<br>Reading the Heart<br>Understanding the Court
|-
|-
| '''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
|}
|}


Juuken is a [[race::solar]] of the [[caste::eclipse]] caste in the [[campaign::Forgotten Suns]] campaign.[[serves::Forgotten Circle| ]]
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.
 
== Feats and Such ==
 
=== Reach Spell ===
 
''Warning: this house rule is broken (you can tell because it is hard to imagine any caster that wouldn't take this feat). It also changes magic a bit (particularly for clerics and other healers). We know. We don't care. It's fun.''
 
This one started as a mistake, but was active for long enough to make us keep it. Reach Spell 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').
 
=== 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.


==Personality==
=== Close Shot (Combat) ===


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


==History==
'''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 [[pfsrd: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 below).
* The Furtive Shot rogue talent (see below).
'''Normal''': Point blank range is normally 30'.


{{#ifexpr: {{#ifeq: {{CURRENTUSER}} | Guen | 1 | 0 }} or {{ #ifeq: {{CURRENTUSER}} | Wordman | 1 | 0 }} |
=== Furtive Shot ===
#Born on the Blessed Isle, to a merchant family, in the city of Noble on the southeast coast. This city is about half military, half marketplace. He's not much of a sailor, but is pulled into the family business at a young age, thanks to a talent with both money and languages. (He gets four languages to start. Unless you want otherwise, I'd assign Low Realm (native, used by commoners on the Blessed Isle), High Realm (used by nobles on the Blessed Isle), Riverspeak (language of the Scavenger Lands) and Old Realm (language of spirits, many religions and the First Age).)
#Shortly after leaving [[involves::An-Teng]] (a vassal state of the empire in the southwest), he Exalts at sea, during a storm. So much energy is released by his exaltation that the ship catches fire and rapidly sinks, leaving him the only one alive. He manages to swim back to the coast, winding up on a minuscule island. Even as small as it is, it takes him a few days to notice that the plant life hides a building. He makes it inside to discover a small water manse, hearthstone dripping like solid water from the ceiling. The fresh water saves his life. Within the manse is a map of the local area. He orients to the nearest land, and swims for it. He ends up in the jungle, where&hellip;
#He meets [[Serene Tail]], a complex and contemplative monkey-god who is responsible for several tribes of savage men, apes, man-apes and monkeys to the south of An-Teng. The best and brightest from the tribes are "sacrificed" to him, but in reality Tail takes them to his huge sanctum, which is sort of like a monastic retreat, and civilizes them. He takes Juuken in and teaches the solar about his new exaltation, eventually training him in Celestial Monkey style, which he claims to have invented (this is your mentor, btw). He also claims that the final charm in the style, Celestial Godbody Understanding, was stolen from his mind, and that now only one person he knows of can teach it: a man with many names, one of which is [[Uprooted Ivy]]. Serene Tail tasks Juuken to find this man and learn the secret and "some time before you die, return the knowledge to me".
#Uprooted Ivy is thought to be in Great Forks, so Juuken takes the long trip there by ship. His searches for Uprooted Ivy for weeks to no avail. One night, he awoke in his hotel bed to a disembodied voice in his ear, saying "You are in danger. If you want to live, head to the basement as fast as possible". He had been having strange, paranoid feelings all day, so decided to give the voice the benefit of the doubt, and raced down the stairs. He only got about three flights down before his room exploded in a huge fireball, shortly followed by shouting men and women (he heard at least ten stomping around) saying "show yourself, anathema!" In the basement, he met a blond, blue-eyed woman and a wild, unkempt man. She wore white jade armor, but the mark of Eclipse shone faintly on her brow. She introduced herself as [[First Crocus]], said there wasn't much time, and opened a concealed door into a tunnel. As she spoke, the wild man started to glow, obviously focusing a good deal of energy, which he then released up the stairs. Much crashing and screaming followed as a dull red glow came flickering down the stairwell. He then ducked into the tunnel. As Juuken turned to follow him, two singed men in red jade staggered down the stairs. One looked at the woman and said "Fire? I'm ''am'' fire, bitch! Did you think&hellip" his words were stopped, as the woman's white blade severed his head cleanly away from his body. The other died before the body of the first hit the floor. Then the two ran down the tunnel, closing the door behind them. They emerged in another building, went up to the street, then crossed over to another building. Juuken saw what looked like long tentacles of lava writing around in the building they were just in, ripping the building apart in flaming chunks and flinging burnt bodies all over the place. Above the building, a strange craft hovered, with ropes trailing down from it, now also on fire. A trio managed to survive their fall to the street, but the wild man summoned energy again and shredded them with a storm of black glass shards through the building's window. Juuken and the others ran through several other buildings. Behind them, only two people made it back into the floating craft before the whole building collapsed.
#The next day, Juuken talked to the two solars (the other was a Twilight) and asked if they had heard of Uprooted Ivy. They claimed ignorance, but Juuken could tell the woman knew something about him, and he said so. She admitted knowing where he could be found, but wanted something in return. She was concerned that Juuken, if captured by the small Wyld Hunt they had found the previous day, might betray her to them. If he would swear a sanctified oath to never betray her, she would tell him  where to find Ivy. As Juuken had no plans to betray her, this was a simple oath to make, and he did so. She said "I'll take you to him".
#The three went to Nexus. The two other solars quickly left, but not before giving Juuken an address and a white queen piece from a Gateway board "so that he'll know I sent you". Juuken went to the address showed the piece to a spy-hole in the door, which then opened. The place was dark with far more hallways than seemed necessary. Slight music played through the incense-filled air, and Juuken followed it. He entered into a dojo that must have cost a fortune to look so plain. An old, but still vigorous and broad-shouldered man sat lotus at the far end of the room. He took one look at Juuken and said "you come to understand the celestial godbody." His green eyes smiled, but everything else about him seemed deadly. "Then, let us begin."
#After learning Celestial Godbody Understanding, Ivy presented Juuken with a series of magical puzzle artifacts, nearly unsolvable, and invited him to stay in the residence until he solved them. Intrigued, Juuken decided to spend a day playing with them, then leave. Instead, he stayed for nearly five months working at the damned things, almost never seeing Ivy the whole time. He realized along the way that the puzzles were related to his own magical pattern in someway and solving them made him more in tune with  that pattern (i.e. his Essence went up).
#On the rare occasions when he could pull away from the puzzles, he hears mention of a "[[serves::White Queen]]" who, according to the story, rescued a bunch of people who had been abducted by a deathlord.
#After training, Ivy is nowhere to be found, so Juuken leaves, intent to return his newfound Celestial Monkey knowledge to Serene Tail. Partway through the journey, however, the ship runs into pirates. Thanks to Juuken's presence, they are defeated, but the ship is heavily damaged and much of the crew killed or wounded, so the vessel heads to the nearest port: [[Kirighast]], capital of one of the few true nations in Creation: [[involves::Harborhead]]. Once fiercely devoted to a powerful bull-god named [[Ahlat]], Harborhead was conquered by the Realm 350 years ago. It remained a backwater until jade was discovered several decades ago.
#Harborhead has seen multiple attempted rebellions, all put down by the Realm. Using his powers of observation, Juuken could see the patterns of hostility in the country. The population hated the Realm. The Realm used the population at will. Slaves hated their owners. Various tribes all hated each other. Though once united, the Dragon-Blooded families stationed there vied with each other for power in both the country and in the brewing battle for succession to the Empress. Those who worshiped Ahlat in secret hated the Immaculate Order for crimes against their god. The Immaculate Order hated the heathen for refusal to see the true way. And, as clear as day to Juuken, he could see the influence of ''something'' working to make these frictions worse, like poking a beehive with a stick. With some time to kill, he decided to look for this "stick", and it didn't take long to track it to two different sets of rumors. One set spoke of a messianic figure called "the Ishadhi", the Chosen Son of Ahlat, destined to save the people and lead the church of Ahlat. The other set of rumors constantly mentioned the influence of none other than the White Queen.
#He tracked the White Queen down, finding, as he expected, the woman who had helped him in Great Forks. She looked different now, more focused and deeply concerned for the plight of the citizens of Harborhead. Getting rid of the Realm wasn't enough to free them, she said. Their intra-tribal fighting also needed to be eliminated. She felt the best path to do that was to ally with Ahlat himself, which she had done, and attempt to rebuild the country into one unified under his banner. She admitted to being the source of the Ishadhi rumors, fully intending to use them to lead the cult that would shape Ahlat's nation. She claimed to have a good sized force at her command, complete with several solars who had sworn their loyalty to her. She also had knowledge and artifacts, all of which would be shared with Juuken if he agreed to help them. They talked for hours into the night. She was extremely persuasive. Juuken eventually agreed to infiltrate the Immaculate Order's base of operations in Harborhead, swearing yet another oath of loyalty to the White Queen for the duration of his mission and taking a number of jade artifacts to help with the cover:
##A black jade Shining Masquerade
##Black jade reinforced breastplate named "Necessity of the Guard", which also allows you to breathe underwater.
##Black jade daiklave named "Depth Seeker"
##Black jade razor claws named "Bite of the Reef".
#The White Queen arranged several "accidents", killing off some key members of the local head of the Immaculate Order's staff. Those that lived were promoted into the places of the fallen, but new monks were sent for to fill those positions so vacated. Juuken and the White Queen intercepted and snuck aboard the ship carrying one of these replacements and Juuken took his place. While he didn't look exactly like the monk they dispatched, the monk had been alone and he carried all the orders and papers identifying who he was. These were replaced with Juuken's identity (Xi Odran), and he arrived on schedule to take a low-ranking position near near the Abbot.
#The head of the Immaculate Order in Kirighast is [[Cynis Grell]], who so despises the decedent hedonism of his family, that he prefers to simply be called "The Abbot". The Abbot is, among other things, a master of Water Dragon Style, and is proud of this achievement. He so firmly believes in the Immaculate Philosophy, that he often uses the style in showy ways to demonstrate its truth, both while training, meeting, preaching and instructing. Lacking knowledge of any styles sanctioned by the order, Juuken played the role of one focused on his duties, and in not "cheating" with magic, all the while observing enough of the Abbot to master many of Water Dragon's techniques in secret.
#After several months of constantly supplying intelligence to the White Queen, he suddenly got a message to meet her in secret. Once there, she explained that a new mission had come up, and he was the most likely candidate for the job. Another "accident" would be arranged, "killing" Xi Odran. Juuken would then take a flying vehicle into the south. There, he would have three missions:
##Rumors claim that the city of [[Gem]] was attacked many months ago. Recently, more rumors suggest that the attackers carried extremely unusual equipment, and didn't correspond to any known force in Creation. Travel to Gem to discover what you can about this force, where it came from, and what is capabilities are.
##News reached the Abbot that an orichalcum mine known as [[Dense Effulgence Root]] was attacked by forces unknown, then abandoned. The mine has been sealed by Realm forces and it is clear that very few within the Realm even know of its existence. Travel to this mine to see what its status is. If possible, determine if the same forces at work in Gem are responsible for the mine attack. Also, determine what it would take to reopen the mine and if it would be possible to run it in secret.
##Make contact with any celestial exalts you run across, particularly solars. Make it known that the White Queen wants to start a network of exalts, coordinating efforts so they do not work at cross purposes. She is most interested in those who are opposed to the Realm.
#Juuken reached Gem quickly in the flying car (similar, but a bit more advanced that the circle's [[Cloudwalking Ingot]]). The battle had long been cleaned up, but Juuken manages to scrape together some information. The invaders were defeated on 15st day of Ascending Earth, RY 769. They had 30,000 troops, led by a seven foot tall combination of man and silver machinery who called himself Excessively Righteous Blossom. His troops piloted powered vehicles and wore a strange type of leather-like material as armor, along with dark googles. They also carried a type of bow, never seen before (crossbows). Each of them also had a gemstone embedded in their forehead. Their equipment is clearly superior, but when Juuken tracks down the commander of Gem's forces, its clear that the invaders tactics were horrendously bad, demonstrating "complete ignorance of the terrain and how to properly move and maneuver an army." With bowmen from elevated positions and handful of allied spirits, it was a slaughter, leaving only a thousand alive. Several hundred still hang from the cliffs around Gem.
|}}


==Psyche==
This is a new [[pfsrd:classes/basic-classes/rogue#TOC-Rogue-Talents|rogue talent]]:


==Goals==
''Furtive Shot ([[pfsrd: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.


==Data==
== Magical Items ==


*[[Media:juuken.pdf|Character sheet]]
=== Pearl of Power ===
*[[Media:juuken.xml|Raw data]]


==Items of Note==
Spontaneous casters can use a ''[[pfsrd: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.


<ask format="ul">
=== Wands ===
[[owner:={{PAGENAME}}]]
</ask>


[[Category:Forgotten Suns]]
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.
[[Category:PC]]

Revision as of 00:02, 5 November 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.

Experience

Progression

This is a really casual game that doesn't meet very often. So, we are using the "fast" experience table.

Ding!

Along the same lines: we follow a more video game style of advancement. As soon as you gain enough XP to level, you immediately do so. In addition, you regain all hit points and gain and benefits as if having taken a full rest (spells refresh, etc.). There are campaigns where things like training and safe zones and such matter; this isn't one of them.

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 or unarmed 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.

Bloodline Attacks

Many of the sorcerer bloodlines bestow a standard action minor attack as bloodline power at first level, usable a limited number of times per day, but not really scaling well with level (apart from a very minor damage bump, usually). These powers are intended to give a first level sorcerer a bit more firepower, but they quickly become useless as the sorcerer levels, having better things to do with a standard action. This makes them significantly worse (and more boring) than some otherwise equivalent bloodline powers that do scale well with level.

We change these powers to scale the timing of the minor attack with level. This still keeps them in the realm of small utility benefits, but turns these powers into something a rational sorcerer might actually have a reason to use at any level. These powers gain the following text: "At fifth level, this ability may be used as a move action. At tenth level, this ability may be used as a swift action. At fifteenth level, this ability may be used as an immediate action."

This ruling effects at least the following powers (bloodline): acid ray (shaitan), acidic ray (abberant), electricity ray (djinni), elemental ray (elemental), fire ray (efreeti), frost ray (marid), heavenly fire (celestial), horrific visage (accursed), minute meteors (starsoul), wasting ray (dæmon)

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. At ×4, you deal two times max damage.)
  • You may roll for a critical hit, and on confirmation, draw a card from the Critical Hit deck, doing what the card says. If your critical multiplier is ×3, you add one to the multiplier mentioned on the card. With a ×4 multiplier, you add two.
  • You may roll for a critical hit, and on confirmation, draw a number of cards from the Critical Hit deck: ×2 multiplier draws one card, ×3 draws two, ×4 draws three. You then select one of the cards and do what it says exactly (i.e. no adjusting the multiplier).

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.

Feats and Such

Reach Spell

Warning: this house rule is broken (you can tell because it is hard to imagine any caster that wouldn't take this feat). It also changes magic a bit (particularly for clerics and other healers). We know. We don't care. It's fun.

This one started as a mistake, but was active for long enough to make us keep it. Reach Spell 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').

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 below).
  • The Furtive Shot rogue talent (see below).

Normal: Point blank range is normally 30'.

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.