Dissolution House Rules and Spontaneous Caster Specialty: Difference between pages

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House rules for the [[campaign::Dissolution]] campaign.
''A ''Class Warefare''-like magician specialty for ''Dungeon World'' games.''


== Critical hits ==
You have an innate connection to magic that manifests as an ability to cast a limited selection of spells. The spells you know reflect your nature and personality, your psyche made real.


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


* You may roll for a critical hit, as per the standard rules.
Barring some extremely unusual magical accident or event, this specialty should only be taken at character creation.
* 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:
== Stats ==
If you choose the spontaneous caster specialty, you get +1 load, and lower your maximum HP by 2, but not lower than 4+Constitution.


{| class="wikitable"
== Starting Moves ==
|-
You start with all three of these moves:
| '''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 ×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 ×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.
=== Arcane Potential ===


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:
Magic courses through your veins, which you can manifest as a repertoire of ingrained spells. Your repertoire starts with three cantrips. When you gain a level, add a new magic spell of your level or lower to your repertoire.


{| class="wikitable centeredcells"
=== Gather Mojo ===
|-
! !! 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 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.
When you spend uninterrupted time (an hour or so) in quiet contemplation of your inner nature, hold mojo equal to twice your level, minus 2. Lose any mojo you previously held.


== Sneak Attacks and Ranged Weapons ==
=== Spontaneous Caster ===


Just a clarification to the standard rules on sneak attacks:
When you cast a spell from your repertoire while holding at least as much mojo as the level of the spell, roll+CHA. On a 10+, the spell is successfully cast. On a 7-9, the spell is cast, but choose one:
* After it is cast, spend mojo equal to the level of the spell.
* The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the next time you gather mojo.
* You draw unwelcome attention or put yourself in a spot. The GM will tell you how.


* Sneak attacks ''can'' be made with ranged weapons, so long as the rogue is within "point-blank" range (30').
== Advanced Moves ==
* 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. Targets lose their Dex bonus to AC in any of the following situations:
''When you gain a level from 2-5, you may choose from these moves:''


* Target is [http://www.d20pfsrd.com/gamemastering---final/conditions---final#TOC-Blinded blinded]
=== Empowered Magic ===
* Target is [http://www.d20pfsrd.com/gamemastering---final/conditions---final#TOC-Cowering cowering]
(requires: Spontaneous Caster) When you cast a spell, on a 10+, you have the option of choosing from the 7-9 list. If you do, you may choose one of these as well:
* 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.


== Reach Spell ==
* The spell’s effects are maximized.
* The spell’s targets are doubled.


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').  
=== Deep Connection ===
(requires: Gather Mojo) Choose a spell. You learn and cast that spell as if it were one level lower.


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.
=== Expanded Repertoire ===
(requires: Arcane Potential) Add a new spell from the spell list of any class or archetype to your repertoire.


== Vital Strike ==
=== Improvisational Trick ===
(requires: Gather Mojo) When you create a fleeting advantage with raw magic, describe how you do it, then spend 1 mojo. Take +1 forward.


From the look of the errata, looks like we read this one wrong as well, but we're keeping it as well. We allow any attack to be declared (post attack roll) as a vital strike, but only once per round.
''When you gain a level from 6-10, you may choose from these moves as well as the level 2-5 moves:''


== Arterial Strike ==
=== Deeper Connection ===
(requires: Deep Connection) Choose one spell in addition to the one you picked for prodigy. You prepare that spell as if it were one level lower.


This is a new feat, adapted from (but a bit more flexible than) the feat of the same name in ''Complete Warrior''.
=== Greater Empowered Magic ===
(replaces: Empowered Magic) When you cast a spell, on a 10-11, you have the option of choosing from the 7-9 list. If you do, you may choose one of the these effects as well. On a 12+, you get to choose one of these effects for free:


'''Prerequisite''': Sneak attack ability, base attack bonus +4.
* The spell’s effects are doubled.
'''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.
* The spell’s targets are doubled.


== Close Shot (Combat) ==
=== Spell Augmentation ===
(requires: Spontaneous Caster) When you deal damage to a creature, you can shunt a spell’s energy into them—end one of your ongoing spells and add the spell’s level to the damage dealt.


This is a new feat, which extends "point blank" range.
== Spontaneous Caster Alignments ==


'''Prerequisite''': base attack bonus +3.
You may choose one of these instead of a magician alignment:
'''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'.


== Furtive Shot ==
=== Chaotic ===


This is a new [http://www.d20pfsrd.com/classes/basic-classes/rogue#TOC-Rogue-Talents rogue talent]:
Interfere with someone who opposes your nature.


''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.
=== Lawful ===


== Magical Items ==
Pay the expected price when magic helps you.


=== Pearl of Power ===
== Spontaneous Caster Bonds ==


Spontaneous casters can use a [url=http://www.pathfindersrd.com/magic-items/wondrous-items#TOC-Pearl-of-Power]pearl of power[/url] to restore a spell slot. Also, anyone using a pearl must spend a full action to do so.
* __________ has seen my true face.
* __________ can teach me much about myself, though they don't know it.
* __________ is somehow connected to my source of magic.


=== Wands ===
== Spontaneous Caster Gear ==


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.
Choose one:
* Adventuring gear (5 uses, 1 weight).
* Dungeon rations (5 uses, 1 weight).
* Healing potion.
 
== Spontaneous Caster Races ==
 
You may choose one of these instead of a magician race option:
 
=== Elf ===
 
Magic is as natural as breath to you. You know Detect Magic in addition to your other spells, and you cast it as if it were a cantrip.
 
=== Halfling ===
 
Choose one of your first level spells. When you cast this spell, one aspect of its effects—area, damage, range, targets, etc—is doubled.
 
=== Human ===
 
Choose one spell from another archetype, or from a school of magic you have not studied. You can cast it as if it were one of your own spells.

Revision as of 20:04, 5 December 2014

A Class Warefare-like magician specialty for Dungeon World games.

You have an innate connection to magic that manifests as an ability to cast a limited selection of spells. The spells you know reflect your nature and personality, your psyche made real.

Compendium Class

Barring some extremely unusual magical accident or event, this specialty should only be taken at character creation.

Stats

If you choose the spontaneous caster specialty, you get +1 load, and lower your maximum HP by 2, but not lower than 4+Constitution.

Starting Moves

You start with all three of these moves:

Arcane Potential

Magic courses through your veins, which you can manifest as a repertoire of ingrained spells. Your repertoire starts with three cantrips. When you gain a level, add a new magic spell of your level or lower to your repertoire.

Gather Mojo

When you spend uninterrupted time (an hour or so) in quiet contemplation of your inner nature, hold mojo equal to twice your level, minus 2. Lose any mojo you previously held.

Spontaneous Caster

When you cast a spell from your repertoire while holding at least as much mojo as the level of the spell, roll+CHA. On a 10+, the spell is successfully cast. On a 7-9, the spell is cast, but choose one:

  • After it is cast, spend mojo equal to the level of the spell.
  • The spell disturbs the fabric of reality as it is cast—take -1 ongoing to cast a spell until the next time you gather mojo.
  • You draw unwelcome attention or put yourself in a spot. The GM will tell you how.

Advanced Moves

When you gain a level from 2-5, you may choose from these moves:

Empowered Magic

(requires: Spontaneous Caster) When you cast a spell, on a 10+, you have the option of choosing from the 7-9 list. If you do, you may choose one of these as well:

  • The spell’s effects are maximized.
  • The spell’s targets are doubled.

Deep Connection

(requires: Gather Mojo) Choose a spell. You learn and cast that spell as if it were one level lower.

Expanded Repertoire

(requires: Arcane Potential) Add a new spell from the spell list of any class or archetype to your repertoire.

Improvisational Trick

(requires: Gather Mojo) When you create a fleeting advantage with raw magic, describe how you do it, then spend 1 mojo. Take +1 forward.

When you gain a level from 6-10, you may choose from these moves as well as the level 2-5 moves:

Deeper Connection

(requires: Deep Connection) Choose one spell in addition to the one you picked for prodigy. You prepare that spell as if it were one level lower.

Greater Empowered Magic

(replaces: Empowered Magic) When you cast a spell, on a 10-11, you have the option of choosing from the 7-9 list. If you do, you may choose one of the these effects as well. On a 12+, you get to choose one of these effects for free:

  • The spell’s effects are doubled.
  • The spell’s targets are doubled.

Spell Augmentation

(requires: Spontaneous Caster) When you deal damage to a creature, you can shunt a spell’s energy into them—end one of your ongoing spells and add the spell’s level to the damage dealt.

Spontaneous Caster Alignments

You may choose one of these instead of a magician alignment:

Chaotic

Interfere with someone who opposes your nature.

Lawful

Pay the expected price when magic helps you.

Spontaneous Caster Bonds

  • __________ has seen my true face.
  • __________ can teach me much about myself, though they don't know it.
  • __________ is somehow connected to my source of magic.

Spontaneous Caster Gear

Choose one:

  • Adventuring gear (5 uses, 1 weight).
  • Dungeon rations (5 uses, 1 weight).
  • Healing potion.

Spontaneous Caster Races

You may choose one of these instead of a magician race option:

Elf

Magic is as natural as breath to you. You know Detect Magic in addition to your other spells, and you cast it as if it were a cantrip.

Halfling

Choose one of your first level spells. When you cast this spell, one aspect of its effects—area, damage, range, targets, etc—is doubled.

Human

Choose one spell from another archetype, or from a school of magic you have not studied. You can cast it as if it were one of your own spells.