Forskjell mellom versjoner av «Husregler»
(→Profession (Merchant) skill) |
(→Profession (Merchant) skill) |
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Linje 121: | Linje 121: | ||
Standard values for haggling with NPC merchants when they take 10: | Standard values for haggling with NPC merchants when they take 10: | ||
− | * Avergare craftsmen: DC 14 | + | * Avergare craftsmen: DC 14 |
− | * Veteran craftsmen: DC 16 | + | * Veteran craftsmen: DC 16 |
− | * Avergage merchants: DC 18 | + | * Avergage merchants: DC 18 |
− | * Minor magic items shop: DC 20 | + | * Minor magic items shop: DC 20 |
− | * Veteran merchants: DC 25 | + | * Veteran merchants: DC 25 |
− | * Medium magic items shop: DC 30 | + | * Medium magic items shop: DC 30 |
− | * Exceptional merchants: DC 35 | + | * Exceptional merchants: DC 35 |
* Strong magic items shop: Always roll | * Strong magic items shop: Always roll | ||
Nåværende revisjon fra 22. mar. 2015 kl. 15:22
General Rules
Hit Points
At first level all characters start with hit points equal to their Constitution Score with a small bonus according to their class. See table 1. For example Anthoriell, the elven rogue (hit dice d8), with 11 Con will have starting hit points of 11 + 1 = 12. At second level characters again add their whole Constitution score and a small bonus according to class. For each level after the second all characters add only hit points according to his class. There is no hit points gained from constitution score at higher levels. For example Anthoriell will add 6 hit points in second level and each additional level he he advances as rogue. If Anthoriell multi-class for one level as ranger (d10) he will add 7 hit points instead for that level.
Level / Hit Dice | d12 | d10 | d8 | d6 |
1-2 | Con score + 3 | Con score + 2 | Con score + 1 | Con score |
3-20 | 8 | 7 | 6 | 5 |
20 and above | 7 | 6 | 5 | 4 |
Hit Points. Alt
At first level or when the gamemaster decide all characters start with maximum hit dice. At each level after the first characters add their normal hit die for their class. A player can choose to either take the average sum rounded up or to roll the hit dice. If he rolles and gets a lower result than the average rounded down he picks the dice average rounded down instead. The consitution modifier is as normal added every level.
For example Anthoriell the rogue with 13 constitution starts with 9 hit points in first level. 8 from the rogue hit dice and 1 from the constitution modifier. At second level he choose to roll hit dice. He gets 3 on the d8. He then receives 4 instead that is the average rounded down. He adds 1 from constitution and now has totally 14 hit points. Reaching third level he choose not to roll but to take 5 hit points. With one more from constitution he now has a total of 20 hit points.
All monsters and NPC's also have maximum hit points in first level. For every level after that they add the average (rounded down in even levels, rounded up in odd levels). Only special NPC's (boss/main villians) may take the samme approch as for player characters described above.
Wounded condition
The threshold for being considered wounded is one fourth of a creature's total maximum hit points, rounded down. The wound threshold is always minimum 4 no matter total hit points. Temporary hit points never counts towards the wound threshold. If a creatures current hit points is at or bellow the wounded threshold it is considered wounded.
When wounded you can not use power surges for restoring hit points, temporary ability damage, spell slots or powers in magic items. Also you don't necessary get your power surges renewed when having a full rest being wounded.
Undead and constructs are never afflicted by the wounded condition.
Power Surges
Power surges resemble some initiate magic power in every creature, independent of his other abilities. Some situations require power surges, but most important power surges may be used for different bonuses:
- Regaining hit points
- Restore temporary ability damage
- Restore spell slots
- Recharging powers in magic items
- Inspired action (roll two dices, take the better result)
- Will to fight (half damage if getting dying condition)
- Extra attack
- Boost spell
Power surges also affects making magical items and researching spells and attuning to magic items.
Number of power surges
All creatures have set a number of power surges each day. The number of power surges depends on the creature’s role, class, level and ability scores:
- Normal monsters and NPC classes: No power surge.
- NPC & PC classes with heroic ability score array and HD 3+: One Power surge
- Legendary NPCs/monsters: Power surges equal to either the Wisdom modifier or the Charisma modifier (minimum one).
- Player Characters only:
- One power surge at character level 1
- Add a number of power surges equal to either the Wisdom modifier or the Charisma modifier (Choose the highest. Magic bonuses and negative modifiers do not apply.)
- Monks adds one additional power surge at monk level 5, 10 and 15
- All player characters add an additional power surge at character level 20
Using power surges
- Regaining hit points: When having a short rest the character may use a power surge to restore one quarter of his total Hit Points. If the character is wounded he may not use power surges for restoring hit points.
- Restoring temporary ability damage: When having a short rest the character may use a power surge to restore 1 temporary ability damage from an affected ability score. Maximum 2 points of ability damage can be restored this way each day. If the character is wounded he may not use power surges for restoring temporary ability damage.
- Restore spell slot: When having a short rest a character may use surges to restore spells and spell slots. The character must spend power surges equal to half the spell level he restores. This cost is minimum one. For example a restoring a 1st-level spell cost one power surge, restoring a 5th-level spell costs two power surges. If the character is wounded he may not use power surges for restoring spell slots.
- Recharge daily powers in magic items: Using a full-round action a character may channel some of his inhibited magical power to a magic item, recharging that items powers. This is only valid for time based powers. Expended charges cannot be recharged. Each surge recharges one use of a daily power. Weekly powers need 5 power surges at once to be recharged. The recharged daily or weekly power must be used by the same person that performed recharge. Monthly and yearly powers cannot be recharged.
- Inspired action: A character can spend a power surge to roll two dices and choose the better result. This may not be used combined with any other powers giving similar effects. The character must choose to use the power surge before making the roll.
- Will to fight: When a character receives damage that puts him in the disabled or dying condition he may use a power surge to receive only half of that damage.
- Extra attack: During a round in which a character takes a full attack action, he may spend a power surge to make an extra attack at his highest base attack bonus. Does not stack with haste.
- Spell Boost: A character can spend a power surge to increase the effective caster level of one of his spells by 2. He must decide whether to spend the power surge before casting the spell.
Required use of power surges:
- When making magical items and researching spells a character must use all of their daily power surges. If they don't have all of their daily surges available they are not able to craft items of research spells that day. A minimum of having two daily power surges are required.
- Attune to magic items. A character must spend 8 hour and all of their total daily power surges to attune to a magic item that require attuning.
Extended rest and natural healing
All creatures have their personal number of power surges each day, except having possible less when being wounded or not getting enough rest. A normal night sleep (8 hours rest) recovers all power surges and 1 hit point per character level. When a wounded creature rests it must roll a Constitution check after each night's sleep:
- If the result is 4 or worse the character gets Fatigued until healed. He restores no power surges. If he gets this result two nights in a row without any healing in between, he gets Exhausted until healed, and is in danger of dying from fever and disease.
- If the result is between 5 and 9 there is no effect. He restores no hit points and only one power surge that day.
- If the result is between 10 and 19 the character is healed for 1 hit point per character level. He restores one power surge that day.
- If the result is 20 or better the character is healed for 1 hit point per character level, and he restores all power surges.
Another person may use the heal skill on the wounded character to obtain the same results. Only one person can utilize healing on a wounded character during each rest. The wounded character still gets to make a fortitude save himself in addition to the healing skill. Use the better of the two results. Using the healing skill on yourself incurs a -5 penalty.
Profession (Merchant) skill
Profession merchant can be used when haggling prices whenever to but or sell items. Usually it's the buyer who initiate the haggle after the seller has set a price. Then both the buyer and the seller rolls a skill check. If the buyer wins the opposed roll he obtains a 10% discount from the seller. If the success is by 5 or more he gets 15% discount, success by 10 or more gives 20% discount. GM decides if higher discounts can be given.
The buyer may use diplomacy instead of profession (merchant) skill but then suffers a -5 penalty. Likewise the seller may use sense motive instead, but then also suffers a -5 penalty.
Standard values for haggling with NPC merchants when they take 10:
- Avergare craftsmen: DC 14
- Veteran craftsmen: DC 16
- Avergage merchants: DC 18
- Minor magic items shop: DC 20
- Veteran merchants: DC 25
- Medium magic items shop: DC 30
- Exceptional merchants: DC 35
- Strong magic items shop: Always roll
This should not set aside any roleplaying of haggling, or any other special circumstances. Such that the seller has much of the item in stock, or really needs money, or hast just made a good sell and
don't need another, or that this item is near impossible to get in this area. The starting price often vary within 10% of the listed market price, depending on the circumstances. In some situations the
starting price may be as much as 30% lower or higher than the listed market price. And if the item is unknown or forbidden in the area the price may be triple the listed price.
Note that this skill cannot be used to convince people to sell items they don't want to part with. For such rolls use diplomacy or bluff. Merchant skill is only for settling prices or other conditions.
Combat
Weapon threat range
The threat range for all weapons increase by 1. This effect is applied after all other effects. In other words, it is not cumulative with any effects doubling the threat range. For example the threat range for a long sword is now 18-20. A character with Improved Critical (Longsword) now has a threat range of 16-20 using longswords.
Critical hits
Critical hits deals normal weapon damage plus +1d6 damage per critical multiplier of the weapon.
Death effects
Most death effects does not necessary instantaneous render the target dead. Instead the target is reduced to minus 10 hit points, and is dying. If the target has a lower Constitution score than 10 then he is immediately dead as per the normal hit points rules.
Healing after death
If a character is healed enough hit points to come above the death threshold within one full round of his death there is a chance the character comes back to life. The character must make a DC 15 Constitution check to survive the strain.
Flanking
Flanking only applies to the characters behind the target. In other words attackers that the target can see in front of him never gets a flanking bonus.
Harried
Whenever a medium or smaller target (with one head/two eyes) is attacked by three or more opponents in melee he will have problem defending himself properly. With three opponents that are threatening the creature all attackers get +2 bonus on attack rolls. If there are six or more creatures threatening they gets +4 on attack rolls. For larger creatures there has to be more attackers threatening to receive the bonus as the following table shows.
Number of attackers | Large or smaller | Huge | Gargantuan | Colossal |
3 | +2 | 0 | 0 | 0 |
4 | +2 | +2 | 0 | 0 |
5 | +2 | +2 | +2 | 0 |
6 | +4 | +2 | +2 | +2 |
7 | +4 | +4 | +2 | +2 |
8 | +4 | +4 | +4 | +2 |
9 | - | +4 | +4 | +4 |
Aim
Spending a standard action of aiming your weapon against a target you get +2 circumstance attack bonus on the first attack against the target the following round. If you prepare for a coup de grace you increase the DC of the fortitude saving throw by 2. This applies to all kinds of weapons, including spells with ranged touch attacks. It does not apply to attacks of opportunity. You may not take the aim action if you are threatened by enemies adjacent to you.
Death effects
Most death effects do not necessary instantaneous render the target dead. Instead the target is reduced to minus 10 hit points, and is dying. If the target has a lower Constitution score than 10 then he is immediately dead as per the normal hit points rules.
Healing after death
If a character is healded enough hit points to come above the death treshold within one full round of his death there is a chance the character comes back to life. The character must make a DC 15 Constitutuin check to survive the strain.
Feats
Weapon Finesse, improved
You are trained in using your agility in melee combat, as opposed to brute strength.
Prerequisites: Base attack +3, Weapon finesse
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on damage rolls.
Special: Improved weapon finesse can only be applied to one weapon each round. For example a creature fighting with two weapons can either apply improved weapon finesse to his main hand weapon or his side hand weapon. Improved weapon finesse only works against creatures with discernible anatomies. Any creature that is immune to critical hits is also immune to damage from improved weapon finesse, and any item or ability that protects a creature from critical hits also protects a creature from improved weapon finesse.
Ranged Weapon Finesse
You are trained in utilizing your steady hand in ranged combat.
Prerequisites: Base attack +1, Point Blank Shot
Benefit: When using ranged weapons you may use your Dexterity modifier instead of your Strength modifier on damage rolls at ranges of up to 30 feet.
Special: Ranged weapon finesse only works against creatures with discernible anatomies. Any creature that is immune to critical hits is also immune to damage from ranged weapon finesse, and any item or ability that protects a creature from critical hits also protects a creature from ranged weapon finesse.
Extra power surge
Prerequisites: Hit Dice 3
Benefit: Gain one additional power surge each day
Enduring power surge
Your excellent health makes you restore yourself mentally and physically faster.
Prerequisites: Constitution score 15
Benefit: Use constitution modifier instead of wisdom or charisma modifier when calculating power surges.
Classes
Sorcerers
Skill points: Sorcerers get 4 skill points plus intelligence modifier per level.
Prestige Classes
Divine Paladin
Requirements
To qualify to become an Divine Paladin, a character must fulfill the following criteria. Spells: Ability to cast a divine spell of 2nd level or higher
Class Skills: Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).
Skill Points: 2 + Int modifier.
Hit dice: d10
Class Features: Healer's Blessing (Su): At 12th level, all of your cure spells are treated as if they were maximized, increasing the amount of damage healed to maximum dice roll. This does not apply to damage dealt to undead with a cure spell.
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per day |
1st | +0 | +1 | +1 | +1 | Aura of good, detect evil, smite evil 1/day | |
2nd | +1 | +2 | +1 | +2 | Divine grace, lay on hands, mercy | +1 level of divine spellcasting class |
3rd | +2 | +2 | +2 | +2 | Aura of courage, divine health, smite evil 2/day | +1 level of divine spellcasting class |
4th | +3 | +3 | +2 | +3 | Divine bond, Mercy | +1 level of divine spellcasting class |
5th | +4 | +3 | +2 | +3 | Smite evil 3/day, Channel positive energy, | |
6th | +5 | +4 | +3 | +4 | Aura of resolve, Mercy | +1 level of divine spellcasting class |
7th | +6/+1 | +4 | +3 | +4 | Smite evil 4/day | +1 level of divine spellcasting class |
8th | +7/+2 | +5 | +3 | +5 | Aura of Justice, Mercy | +1 level of divine spellcasting class |
9th | +8/+3 | +5 | +4 | +5 | Smite evil 5/day | |
10th | +9/+4 | +6 | +4 | +6 | Mercy | +1 level of divine spellcasting class |
11th | +10/+5 | +6 | +4 | +6 | Smite evil 6/day | +1 level of divine spellcasting class |
12th | +11/+6/+1 | +7 | +5 | +7 | Mercy, Aura of faith, Healer's Blessing | +1 level of divine spellcasting class |
Experince (XP)
Den spilleren som skriver referat fra samlingene får 50XP pr level i erfaring.
GM kan også bestemme at andre spillere kan få noen bonus XP for annet viktig arbeid for gruppen, utenfor rollespillet.