Dissolution House Rules and Knight of the Pale (Pathfinder): Difference between pages

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House rules for the [[campaign::Dissolution]] campaign.
The Knights of the Pale are a small order in [[Ptolus]] dedicated to ridding the world of evil magic as well as the creatures created or summoned by that magic, particularly demons. Originally introduced in the ''Ptolus: City of the Spire'', this page updates this prestige class for use with the [[system::Pathfinder]] system. Knights of the Pale are most often paladins (particularly those who have taken an [[pfsrd:http://www.d20pfsrd.com/classes/core-classes/paladin/archetypes/paizo---paladin-archetypes/oathbound-paladin/oath-against-fiends|oath against fiends]]), rangers with evil outsiders as favored enemies or fighters, though some clerics may also take up the cause.


== Basic Conversion ==
'''Hit Die''': d10


Since ''Ptolus'' is a 3.5 production, some basic [[Ptolus Pathfinder Conversion|conversion to ''Pathfinder'']] was required.
'''Requirements'''


== Classes ==
* Base Attack Bonus: +7
* Alignment: any nonchaotic, nonevil
* Armor Proficiency: Must be proficient with medium armor and shields (not including tower shields).
* Knowlegde (Religion): 2 ranks
* Knowledge (Planes): 6 ranks
* Feats: [[Devout Faith]]
* Special: Must be inducted into the Knights of the Pale


We add some unofficial classes:
'''Class Skills'''


* [[Elemental Druid]] - a variation of the druid class, based on the four elements instead of animals and nature.
The knight's class skills (and the key ability for each skill) are Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (planes) (Int), Perception (Wiz) and Sense Motive (Wis).
* [[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.


== Critical hits ==
'''Skill Ranks at Each Level''': 2 + Int modifier.


When you roll within your critical range, you have a choice:
{| class="wikitable"  
 
!Level!!BAB!!Fort!!Ref!!Will!!Special!!Spells per Day
* 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:
 
{| class="wikitable"
|-
|-
| '''Type''' || Weapon damage || Bonus damage || Ancillary damage
|1st||+1||+1||+0||+1||Suite of St. Chasle||-
|-
|-
| '''Description''' || the base dice damage of the weapon || fixed damage from strength, magical plusses, etc. || sneak attack, vital strike, added energy damage, etc.
|2nd||+2||+1||+1||+1||Bonus feat||+1 level of existing class
|-
|-
| '''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.
|3rd||+3||+2||+1||+2||Suite of St. Gustav||+1 level of existing class
|-
|-
| '''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
|4th||+4||+2||+1||+2||Bonus feat||+1 level of existing class
|}
 
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:
 
{| class="wikitable centeredcells"
|-
|-
! !! colspan="4" | Damage Roll !! colspan="3" | No crit || colspan="3" | Standard crit (if achieved) || colspan="3" | House rule
|5th||+5||+3||+2||+3||Suite of St. Yessid||+1 level of existing class
|-
|-
! Situation !! Weapon !! Bonus !! Ancillary || Crit range !! Min !! Average !! Max !! Min !! Average !! Max !! Min !! Average !! Max
|6th||+6||+3||+2||+3||Bonus feat||+1 level of existing class
|-
|-
| '''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
|7th||+7||+4||+2||+4||Suite of St. Daris||+1 level of existing class
|-
|-
| '''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
|8th||+8||+4||+3||+4||Holy Avenger||+1 level of existing class
|-
|-
| '''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
|9th||+9||+5||+3||+5||Suite of St. Feldin||+1 level of existing class
|-
|-
| '''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
|10th||+10||+5||+3||+5||Suite of Lothian||+1 level of existing class
|-
| '''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 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.
'''Weapon and Armor Proficiency''': The Knight of the Pale gains no additional weapon or armor proficiencies.
 
== 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.
 
== 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.
 
=== 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 [[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'.
 
=== 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 [[pfsrd:classes/basic-classes/rogue#TOC-Rogue-Talents|rogue talent]]:
 
''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.
 
== Magical Items ==


=== Pearl of Power ===
'''Ability Suites (Su)''': The ability suites of the knight function as written in ''Ptolus: City of the Spire'', pp.654-655. No adjustment for the Pathfinder system is needed.


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.
'''Bonus feats''': At 2nd, 4th and 6th level, a knight gains a bonus feat, representing additional training fighting the forces of evil. At each such opportunity, he can choose any [[pfsrd:feats/teamwork-feats|teamwork feat]] or one of the following: [[pfsrd:feats/general-feats/alignment-channel---final|alignment channel]], [[pfsrd:feats/combat-feats/channel-smite-combat|channel smite]], [[pfsrd:feats/item-creation-feats/craft-magic-arms-and-armor-item-creation---final|craft magic arms and armor]], [[pfsrd:feats/combat-feats/demon-hunter|demon hunter]], [[pfsrd:feats/combat-feats/disruptive-combat---final|disruptive]], [[pfsrd:feats/general-feats/extra-channel---final|extra channel]], [[pfsrd:feats/general-feats/extra-lay-on-hands---final|extra lay on hands]], [[pfsrd:feats/general-feats/extra-mercy---final|extra mercy]],
[[pfsrd:feats/combat-feats/armor-proficiency-heavy|heavy armor proficiency]], [[pfsrd:feats/general-feats/improved-channel---final|improved channel]], [[pfsrd:feats/general-feats/improved-counterspell---final|improved counterspell]], [[pfsrd:feats/general-feats/improved-iron-will---final|improved iron will]],
[[pfsrd:feats/combat-feats/improved-shield-bash-combat---final|improved shield bash]], [[pfsrd:feats/general-feats/iron-will---final|iron will]],
[[pfsrd:feats/general-feats/greater-channel-smite|greater channel smite]], [[pfsrd:feats/combat-feats/greater-shield-focus-combat---final|greater shield focus]], [[pfsrd:feats/general-feats/greater-mercy|greater mercy]],
[[pfsrd:feats/general-feats/painful-anchor|painful anchor]], [[pfsrd:feats/general-feats/parry-spell|parry spell]],
[[pfsrd:feats/combat-feats/saving-shield-combat|saving shield]], [[pfsrd:feats/general-feats/selective-channeling---final|selective channel]],
[[pfsrd:feats/combat-feats/shield-focus-combat---final|shield focus]],
[[pfsrd:feats/combat-feats/shield-master-combat---final|shield master]], [[pfsrd:feats/combat-feats/spellbreaker-combat---final|spellbreaker]], [[pfsrd:feats/general-feats/spell-penetration---final|spell penetration]], [[pfsrd:feats/general-feats/turn-undead--final|turn undead]], [[pfsrd:feats/general-feats/ultimate-mercy|ultimate mercy]]. The knight must still meet all prerequisites for a bonus feat, including caster level minimums, but his class levels count as fighter levels for the purposes of meeting these prerequisites. These bonus feats are in addition to the feats that a character of any class gets from advancing levels.


=== Wands ===
'''Holy Avenger (Su)''': As per ''Ptolus: City of the Spire'', pg.655.


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:Prestige Class]]

Revision as of 17:06, 28 February 2013

The Knights of the Pale are a small order in Ptolus dedicated to ridding the world of evil magic as well as the creatures created or summoned by that magic, particularly demons. Originally introduced in the Ptolus: City of the Spire, this page updates this prestige class for use with the Pathfinder system. Knights of the Pale are most often paladins (particularly those who have taken an oath against fiends), rangers with evil outsiders as favored enemies or fighters, though some clerics may also take up the cause.

Hit Die: d10

Requirements

  • Base Attack Bonus: +7
  • Alignment: any nonchaotic, nonevil
  • Armor Proficiency: Must be proficient with medium armor and shields (not including tower shields).
  • Knowlegde (Religion): 2 ranks
  • Knowledge (Planes): 6 ranks
  • Feats: Devout Faith
  • Special: Must be inducted into the Knights of the Pale

Class Skills

The knight's class skills (and the key ability for each skill) are Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (planes) (Int), Perception (Wiz) and Sense Motive (Wis).

Skill Ranks at Each Level: 2 + Int modifier.

Level BAB Fort Ref Will Special Spells per Day
1st +1 +1 +0 +1 Suite of St. Chasle -
2nd +2 +1 +1 +1 Bonus feat +1 level of existing class
3rd +3 +2 +1 +2 Suite of St. Gustav +1 level of existing class
4th +4 +2 +1 +2 Bonus feat +1 level of existing class
5th +5 +3 +2 +3 Suite of St. Yessid +1 level of existing class
6th +6 +3 +2 +3 Bonus feat +1 level of existing class
7th +7 +4 +2 +4 Suite of St. Daris +1 level of existing class
8th +8 +4 +3 +4 Holy Avenger +1 level of existing class
9th +9 +5 +3 +5 Suite of St. Feldin +1 level of existing class
10th +10 +5 +3 +5 Suite of Lothian +1 level of existing class

Weapon and Armor Proficiency: The Knight of the Pale gains no additional weapon or armor proficiencies.

Ability Suites (Su): The ability suites of the knight function as written in Ptolus: City of the Spire, pp.654-655. No adjustment for the Pathfinder system is needed.

Bonus feats: At 2nd, 4th and 6th level, a knight gains a bonus feat, representing additional training fighting the forces of evil. At each such opportunity, he can choose any teamwork feat or one of the following: alignment channel, channel smite, craft magic arms and armor, demon hunter, disruptive, extra channel, extra lay on hands, extra mercy, heavy armor proficiency, improved channel, improved counterspell, improved iron will, improved shield bash, iron will, greater channel smite, greater shield focus, greater mercy, painful anchor, parry spell, saving shield, selective channel, shield focus, shield master, spellbreaker, spell penetration, turn undead, ultimate mercy. The knight must still meet all prerequisites for a bonus feat, including caster level minimums, but his class levels count as fighter levels for the purposes of meeting these prerequisites. These bonus feats are in addition to the feats that a character of any class gets from advancing levels.

Holy Avenger (Su): As per Ptolus: City of the Spire, pg.655.