house_rules
====== General ======
Trying to run a very stock D&D game. With only a few additions to simulate
the heroic nature of the campaign. And many, mostly cosmetic I hope, changes
to background/flavor. e.g. cultures have more to do with who one is than
one’s race. A human Pelosian has much more in common with a elven Pelosian
than they do with a human Qatrun.
Also roleplay and terminology changes to instill a “ancient” non-european medeval setting. Paladins of
fist are more like mid-eastern scholar-warriors than chivalrous knights in
shinning armor. Instead of a “longsword” a character may have a
“khopesh”(same stats)
A few spells are altered to reflect the arid environment throughout most of
the world. e.g. create water, the desert is not much of a threat and there’s
little point for long caravan routes connecting the scattered oasis if every
low-level cleric can churn out gallons of water.
Dead at -Con instead of at -10
====== Experience ======
http://www.treasuretables.org/forum/index.php?topic=863.0
http://cityofkayru.blogspot.com/2007/07/experience-system.html
Experience Chips:
Overcoming obstacles of any kind earns Experience Chips, which are represented
by poker chips of three colors: White, Red, and Blue. Chips can be traded in
at any time for an equivalent value of another color. 4 White Chips = 2 Red
Chips = 1 Blue Chip.
Overcoming an obstacle of roughly the equivalent APL will earn each member of
the party one Red Chip. Minor obstacles (EL less than two under the APL) will
earn one White Chip for each member of the party, and major obstacles (EL more
than two above the APL) will earn each member of the party one Blue Chip.
Chips will also be awarded spontaneously for roleplay, innovation, and
outright ?cool factor? of any action. The GM?s decision is final, but players
are encouraged to recommend each other as ?Chip-worthy?.
Chips can be spent at any time to gain a level, at the price of 20 White, 10
Red, or 5 Blue Chips. Levels can be gained mid-combat if the character sheet
is ready. Hit Points gained will benefit the character by adding to their
current hit points. (Example: Lord Foolhardy, at 12 of 20 Hit Points, pulls
off a kickass combat maneuver that earns his 20th White Chip, and then
immediately spends them all to gain a level mid-combat, he goes to 20 of 28
Hit Points.)
Chips can also be spent at any time to gain a temporary benefit, similar to
Action Points. Unlike Action Points, Chips may also be spent on other
characters. The Chips follow the player, not the character, although new
characters will pay a penalty cost of half a level (10 White Chips, 5 Red
Chips, or 2.5 Blue Chips). This may mean that the new character is a level
lower (and five Red Chips higher) than the previous character.
The benefit to expending a chip is commensurate to the value of the chip:
(Note: this part needs the most tweaking)
White Chip: Gained for overcoming an easy obstacle (ELAPL+2) Cost in White
Chips to level: 5 Benefits: Ability to use any feat for 1 hour, additional
spell of any level you can cast (need not be on your list), +4 to any ability
score for 1 hour, +20 to any single d20 roll, or obscure or important item or
situational benefit
In addition to all the above, a character can be brought back from the dead by
the expenditure of Experience Chips. For the equiva
====== Classes ======
Most these ideas are from http://www.wakinglands.com/htm_files/the_classes_page.htm
===== Druid =====
Wild Shape (Su): At 5th level, a druid gains the ability to turn into any
animal that shares their size category or one size smaller and back again
once per day. The options for new forms include all creatures with the animal
type (see the Monster Manual). This ability functions like the polymorph
spell, except as noted here. The effect lasts for 1 hour per druid level, or
until changing back at will. Changing form (to animal or back) is a standard
action and doesn’t provoke an attack of opportunity.
The form chosen must be that of an animal the druid is familiar with.
A druid loses their ability to speak while in animal form, limited to the
sounds that a normal, untrained animal can make, but can communicate
normally with other animals of the same general grouping as their new
form. (The normal sound a wild parrot makes is a squawk, so changing to
this form does not permit speech.)
A druid can use this ability more times per day at 6th, 7th, 11th,
15th, and 19th level, as noted on Table 3‘8: The Druid. In addition,
druids gain the ability to take the shape of an animal one size
category larger than their own at 8th level, two size categories
smaller at 10th level, and two size categories larger at 14th level.
The new form’s Hit Dice can’t exceed the character’s druid level.
At 12th level, a druid becomes able to use wild shape to change into
a plant creature with the same size restrictions as for animal forms.
(A druid can’t use this ability to take the form of a plant that
isn’t a creature.)
At 16th level or higher, the druid may use wild shape to change
into an air, earth, fire, or water elemental once per day. They can
take the form of an elemental one size category smaller, the same
size, or one size larger than their own, but never any smaller than
Small size and never any larger than Huge size. These elemental
forms are in addition to their normal wild shape usage. In addition
to the normal effects of wild shape, the druid gains all the
elemental’s extraordinary, supernatural, and spell-like abilities.
The druid also gains the elemental’s feats for as long as the wild
shape is maintained, but retains their own creature type.
At 17th level, a druid becomes able to assume elemental form
twice per day, and at 18th level can do so three times per day.
===== Sorcerer =====
=== Thematic Spells===
Starting at 1st level, a sorcerer may cast spells that share a similar focus
more efficiently than normal. A sorcerer may choose one spell in their
repertoire with a specific descriptor (like chaotic, fire, or mind-affecting)
or subschool (like charm, summoning, or teleportation). A sorcerer can apply
metamagic feats to this spell without increasing the casting time. In
addition, a sorcerer casts this thematic spell as if augmented by the Eschew
Materials feat (see page 94 of the Player’s Handbook).
If a sorcerer gains another spell known with an identical descriptor or
subschool, a number of these matching spells equal to their Charisma bonus may
be linked into a group of thematic spells. The sorcerer spends a day
reconciling the differences between the two spells, at the end of which a
Spellcraft check is made (DC 15 + the higher level of the spells). New
thematic spells must be linked to the closest level thematic spell that shares
the same descriptor or subschool.
If the check succeeds, the sorcerer can now apply metamagic feats to the new
spell without increasing the casting time and cast such a spell as if
benefiting from the Eschew Materials feat.
If the check fails, the sorcerer cannot reconcile the differences between the
two spells until gaining another rank in Spellcraft. A sorcerer can gain
additional thematic spells as their Charisma increases, but only permanent
ability score increases count. In the event that a thematic spell is swapped
out and exchanged for another spell, the sorcerer gains an additional thematic
spell that must be linked in the normal manner. A complete list of descriptors
includes acid, air, chaotic, cold, darkness, death, earth, electricity, evil,
fear, fire, force, good, language-dependent, lawful, light, mind-affecting,
sonic, and water. A complete list of subschools includes calling, charm,
compulsion, creation, figment, glamer, healing, pattern, phantasm, scrying,
shadow, summoning, and teleportation.
At 10th level, a sorcerer may choose a second thematic spell in their
repertoire with a new descriptor or subschool or automatically add a new spell
to their existing thematic group without making a Spellcraft check. A number
of additional spells equal to their Charisma bonus may be linked to any
thematic group. If the new spell comes from the thematic group chosen at 1st
level, then any additional thematic spells must also be linked to that group.
In addition, a sorcerer may cast their thematic spells as if augmented by
either the Silent Spell or Still Spell metamatic feat (see page 100 and 101 of
the Player’s Handbook, respectively) without using up a higher-level spell
slot. Once you make this choice, it cannot be reversed.
At 20th level, a sorcerer may choose a third thematic spell in their
repertoire with a new descriptor or subschool or automatically add a new spell
to an existing thematic group without making a Spellcraft check. A number of
additional spells equal to their Charisma bonus may be linked to any thematic
group. If the new spell comes from a thematic group chosen at 1st or 10th
level, then any additional thematic spells must also be linked to that group
or groups. In addition, a sorcerer may now cast their thematic spells as if
augmented by both the Silent Spell and Still Spell metamatic feat (see page
100 and 101 of the Player’s Handbook, respectively) without using up a
higher-level spell slot.
Any time a sorcerer casts a thematic spell with no verbal, somatic, or
material components, has no XP cost, and does not require a focus, that spell
may be cast as a spell-like ability. Spell-like abilities cannot be used to
counterspell, nor can they be counterspelled.
=== Reversible Spells ===
At 5th level, a sorcerer may combine spells that are the reverse of each other
into a single spell. If a sorcerer gains a spell known, the effects of which
counter and dispel another spell in their repertoire at the same level (like
enlarge and reduce, arcane lock and knock, or haste and slow), a number of
these reversible spells equal to their Charisma bonus may be combined. The
sorcerer spends a day reconciling the differences between the two spells, at
the end of which a Spellcraft check is made (DC 15 + the level of the spells).
If the check succeeds, the sorcerer has intuitively removed the arcane
distinctions that separate the two spells, which now only take up a single
spells known slot, and can fill the empty spells known slot with a new spell
of the same or lower level than the reversible spells.
If the check fails, the sorcerer cannot reconcile the differences between the
two reversible spells until gaining another rank in Spellcraft.
The process of filling a new slot takes 24 hours, regardless of the spell’s
level.
At 15th level, a sorcerer may combine any number additional reversible
spells.Thematic Spells: Starting at 1st level, a sorcerer may cast spells that
share a similar focus more efficiently than normal. A sorcerer may choose one
spell in their repertoire with a specific descriptor (like chaotic, fire, or
mind-affecting) or subschool (like charm, summoning, or teleportation). A
sorcerer can apply metamagic feats to this spell without increasing the
casting time. In addition, a sorcerer casts this thematic spell as if
augmented by the Eschew Materials feat (see page 94 of the Player’s Handbook).
If a sorcerer gains another spell known with an identical descriptor or
subschool, a number of these matching spells equal to their Charisma bonus may
be linked into a group of thematic spells. The sorcerer spends a day
reconciling the differences between the two spells, at the end of which a
Spellcraft check is made (DC 15 + the higher level of the spells). New
thematic spells must be linked to the closest level thematic spell that shares
the same descriptor or subschool.
If the check succeeds, the sorcerer can now apply metamagic feats to the new
spell without increasing the casting time and cast such a spell as if
benefiting from the Eschew Materials feat. If the check fails, the sorcerer
cannot reconcile the differences between the two spells until gaining another
rank in Spellcraft. A sorcerer can gain additional thematic spells as their
Charisma increases, but only permanent ability score increases count. In the
event that a thematic spell is swapped out and exchanged for another spell,
the sorcerer gains an additional thematic spell that must be linked in the
normal manner. A complete list of descriptors includes acid, air, chaotic,
cold, darkness, death, earth, electricity, evil, fear, fire, force, good,
language-dependent, lawful, light, mind-affecting, sonic, and water. A
complete list of subschools includes calling, charm, compulsion, creation,
figment, glamer, healing, pattern, phantasm, scrying, shadow, summoning, and
teleportation.
At 10th level, a sorcerer may choose a second thematic spell in their
repertoire with a new descriptor or subschool or automatically add a new spell
to their existing thematic group without making a Spellcraft check. A number
of additional spells equal to their Charisma bonus may be linked to any
thematic group. If the new spell comes from the thematic group chosen at 1st
level, then any additional thematic spells must also be linked to that group.
In addition, a sorcerer may cast their thematic spells as if augmented by
either the Silent Spell or Still Spell metamatic feat (see page 100 and 101 of
the Player’s Handbook, respectively) without using up a higher-level spell
slot. Once you make this choice, it cannot be reversed.
At 20th level, a sorcerer may choose a third thematic spell in their
repertoire with a new descriptor or subschool or automatically add a new spell
to an existing thematic group without making a Spellcraft check. A number of
additional spells equal to their Charisma bonus may be linked to any thematic
group. If the new spell comes from a thematic group chosen at 1st or 10th
level, then any additional thematic spells must also be linked to that group
or groups. In addition, a sorcerer may now cast their thematic spells as if
augmented by both the Silent Spell and Still Spell metamatic feat (see page
100 and 101 of the Player’s Handbook, respectively) without using up a
higher-level spell slot.
Any time a sorcerer casts a thematic spell with no verbal, somatic, or
material components, has no XP cost, and does not require a focus, that spell
may be cast as a spell-like ability. Spell-like abilities cannot be used to
counterspell, nor can they be counterspelled.
===== Fighter =====
=== Physical Prowess (Ex) ===
Starting at 1st level, a warrior gets a bonus to some aspect of their ability
checks that makes them a better combatant. The warrior gains an additional
bonus at 3rd level and every two warrior levels thereafter (5th, 7th, 9th,
11th, 13th, 15th, 17th, and 19th). The bonus must be drawn from the following
list.
== Applied Force (Ex) ==
A warrior can effectively administer force to the weakest points of inanimate
objects, giving the character a +1 bonus on Strength checks to break or burst
items (see page 165 of the Player’s Handbook).
== Combat Bearing (Ex) ==
A warrior can quickly adjust when fighting in precarious places, giving the
character a +1 bonus on Dexterity checks to avoid falling when damaged while
balancing or moving quickly across difficult surfaces (see Balance, page 67 of
the Player’s Handbook).
== Stamina Reserve (Ex) ==
A warrior can push their body more than normal, giving the character a +1
bonus on Constitution checks to continue running (see page 144 of the Player’s
Handbook) and to avoid non-lethal damage from a forced march (see page 164 of
the Player’s Handbook).
====== Hero Stones ======
Hero stones are a game mechanic that supports a slightly more heroic game.
Players start with three Hero stones. The DM awards additional stones for
great role play.
=== Left for dead ===
When a player should die they can spend a stone to be left for dead instead.
A character who is left for dead appears dead to a casual examination, but, is
in fact only “mostly” dead. They have a chance of recovering, particularly if
attended quickly by a character with the Heal skill. If they are healed of at
least 1 point of damage within one hour of being left for dead, either with
the Heal skill or by some magical or other means, they are considered to be
stable and at -9 hit points. If they are not healed, they must make
a Fortitude saving throw (DC 20) after one hour. If successful, they stabilize
and are at -9 hit points. If not they are finally and completely dead.
To compensate for this heroic tenacity for life magical means of reviving dead
characters are rare.
=== Mighty Blow ===
Rather than rolling the damage dice after a successful hit, a player may elect to declare a Mighty Blow, at the
cost of one stone. A Mighty Blow always deals the maximum possible damage. This
includes any bonus damage, such as that rolled for sneak attacks.
A primitive or standard quality mêlée weapon always shatters irreparably when
used to deliver a Mighty Blow. Even a Masterwork weapon used to deliver a
Mighty Blow has a straight 50% chance of snapping in two. Each plus of magic
bonus reduces the change by 10%. E.g. a +2 weapon would have a 30% chance of
being destroyed. Unlike mundane weapons, magical weapons might be repairable
if one can find the materials and a master craftsmen. (hmmm, smells like
subplot to me :)
=== With Aplomb ===
During a stressful situation, such as combat, hanging off a cliff, a player
may spend one stone to “take 20” for one skill attempt without the normal time
increase. The more exciting and heroic a description/role-playing effort the
player provides the more likely the DM will allow the With Aplomb.
=== Yeah, I Memorized That ===
For the mere cost of one stone a spell caster that normally memorizes spells
may spontaneously convert (like clerics do with cure/inflict spells) one of
his memorized spells to any known spell of an equivalent level. They must
have and forfeit a memorized of the same spell level/same spell class as that
of the spell they are spontaneously converting. Any metamagic augmentations
the forfeited spell may have are ignored and lost.
=== I Have the Power ===
A spell caster that does not normally memorize spells may sacrifice a stone to call
upon their inner will to regain a used spell slot. The slot regained must be one
used previously to cast a spell one level lower than the max spell level
caster can cast or lvl 1 which ever is higher. The regained spell slot must be
used immediately to cast a spell. The spell must be known to the caster,
must be usable by the class whose spell slot was regained, and all other
normal casting rules apply.
=== Channel Raw Mana ===
Attempt to cast any spell/power. Announce spell, DM must approve, then roll
ability check using your magical ability (Int, Wis, Cha)
Base DC Type of magic
5 known spell/power
10 castable by class
15 other class still same type (divine, arcane, psionic)
20 other magic type
+5 similar to magic speciality/domain/psionic school
+2 5 ranks in related knowledge
+5 10 ranks in related knowledge
+1-5 synergistic bonus for rp/stuff
====== Feats ======
http://www.wakinglands.com/htm_files/feats.htm
STALWART [GENERAL]
You are comfortable wearing armor day or night.
Prerequisite: Endurance.
Benefit: You may sleep in heavy armor without becoming fatigued and
lessen the armor check penalty of any armor you wear by 1.
With this feat, you also get a +1 bonus on all Fortitude saving
throws.
STEADFAST [GENERAL]
You do not lower your guard easily when fighting.
Prerequisite: Endurance.
Benefit: You are immune to any effect that causes the dazed
condition, but are treated as dazed whenever you would
normally be stunned.
With this feat, you also get a +1 bonus on all Reflex
saving throws.
SUMMON FAMILIAR [SPECIAL]
You call a familiar into your service.
Prerequisite: Ability to cast arcane spells.
Benefit: This feat allows you to gain a familiar. See familiars, page
52 of the Player’s Handbook, for details on how familiars work.
Special: Sorcerers and wizards automatically have Summon Familiar
as a bonus feat. They need not select it.
Whenever a character first gains Summon Familiar at 1st level or
through multiclassing, it may be exchanged for a metamagic feat,
an item creation feat, Eschew Materials (for sorcerers), or Spell
Mastery (for wizards). The character must still meet all the
prerequisites for an exchanged feat, including level
requirements. Any time a character learns Summon Familiar after
that, as a bonus feat through multiclassing, no feat is gained.
Summon Familiar must be selected as a bonus or level-dependant
feat.
SWIFT TRACKING [GENERAL]
You can move faster than normal when tracking your quarry across terrain.
Prerequisite: Ranger level 6th.
Benefit: You can move at your normal speed without difficulty while
following tracks, or at up to twice your normal speed with a ‘10
penalty on the check.
Normal: A character without this feat takes a ‘5 penalty on the
tracking check for moving at their normal speed and a ‘20 penalty
for moving at up to twice their normal speed.
Special: A ranger may select Swift Tracking as one of their
ranger bonus feats.
VIGILANT SLEEP [GENERAL]
You remain aware of your surroundings while resting.
Prerequisite: Alertness.
Benefits: You can make Listen checks as though awake while still
gaining the benefits of meditation or sleep.
Normal: A sleeping character without this feat takes a ‘10 penalty
on their Listen checks.
Special: A ranger may select Vigilant Sleep as one of their
ranger bonus feats.
===== Improved Overrun =====
Actor *may* prevent opponent from side-stepping, instead of opponent never
being able to side-step.
===== Toughness =====
Wow, wtf were they smoking. The most worthless core feat ever.
Instead it grants +2 hp per level, booh yah!
====== Skills ======
http://www.roleplayingtips.com/articles/conversation_skills_in_an_action_game.php
When a charsima/conversation skill is used, the GM will determine a difficulty and
make a skill roll immediately. The GM should not use the results of this skill
roll to determine the success or failure of the attempt. Instead, take the
skill roll and base the tone of the conversation and the initial reaction of
the NPC on that roll. A successful skill roll means the NPC is favorably
disposed to the PC, or is caught off-guard by the character, and might have
useful information. A failed roll mean the NPC is wary, has no information, or
is downright hostile. After this initial roll, the player’s role-playing
skills will determine the outcome of the encounter.
===== Diplomacy =====
Diplomacy is too easy http://www.giantitp.com/Func0010.html
Diplomacy (Cha)
Use this skill to ask the local baron for assistance, to convince a band of thugs not to attack you, or to talk your way into someplace you aren’t supposed to be.
Check: You can propose a trade or agreement to another creature with your words; a Diplomacy check can then persuade them that accepting it is a good idea. Either side of the deal may involve physical goods, money, services, promises, or abstract concepts like “satisfaction.” The DC for the Diplomacy check is based on three factors: who the target is, the relationship between the target and the character making the check, and the risk vs. reward factor of the deal proposed.
The Target: The base DC for any Diplomacy check is equal to the 15 + level of the highest-level character in the group that you are trying to influence + the Wisdom modifier of the character in the group with the highest Wisdom. High-level characters are more committed to their views and are less likely to be swayed; high Wisdom characters are more likely to perceive the speaker’s real motives and aims. By applying the highest modifiers in any group, a powerful king (for example) might gain benefit from a very wise advisor who listens in court and counsels him accordingly. For this purpose, a number of characters is only a “group” if they are committed to all following the same course of action. Either one NPC is in charge, or they agree to act by consensus. If each member is going to make up their mind on their own, roll separate Diplomacy checks against each.
The Relationship: Whether they love, hate, or have never met each other, the relationship between two people always influences any request.
-10 Intimate: Someone who with whom you have an implicit trust. Example: A lover or spouse.
-7 Friend: Someone with whom you have a regularly positive personal relationship. Example: A long-time buddy or a sibling.
-5 Ally: Someone on the same team, but with whom you have no personal relationship. Example: A cleric of the same religion or a knight serving the same king.
-2 Acquaintance (Positive): Someone you have met several times with no particularly negative experiences. Example: The blacksmith that buys your looted equipment regularly.
+0 Just Met: No relationship whatsoever. Example: A guard at a castle or a traveler on a road.
+2 Acquaintance (Negative): Someone you have met several times with no particularly positive experiences. Example: A town guard that has arrested you for drunkenness once or twice.
+5 Enemy: Someone on an opposed team, with whom you have no personal relationship. Example: A cleric of a philosophically-opposed religion or an orc bandit who is robbing you.
+7 Personal Foe: Someone with whom you have a regularly antagonistic personal relationship. Example: An evil warlord whom you are attempting to thwart, or a bounty hunter who is tracking you down for your crimes.
+10 Nemesis: Someone who has sworn to do you, personally, harm. Example: The brother of a man you murdered in cold blood.
Risk vs. Reward Judgement: The amount of personal benefit must always be weighed against the potential risks for any deal proposed. It is important to remember to consider this adjustment from the point of view of the NPC themselves and what they might value; while 10 gp might be chump change to an adventurer, it may represent several months’ earnings for a poor farmer. Likewise, a heroic paladin is unlikely to be persuaded from his tenets for any amount of gold, though he might be convinced that a greater good is served by the proposed deal. When dealing with multiple people at once, always consider the benefits to the person who is in clear command, if any hierarchy exists within the group.
-10 Fantastic: The reward for accepting the deal is very worthwhile, and the risk is either acceptable or extremely unlikely. The best-case scenario is a virtual guarantee. Example: An offer to pay a lot of gold for something of no value to the subject, such as information that is not a secret.
-5 Favorable: The reward is good, and the risk is tolerable. If all goes according to plan, the deal will end up benefiting the subject. Example: A request to aid the party in battle against a weak goblin tribe in return for a cut of the money and first pick of the magic items.
+0 Even: The reward and risk are more or less even, or the deal involves neither reward nor risk. Example: A request for directions to someplace that is not a secret.
+5 Unfavorable: The reward is not enough compared to the risk involved; even if all goes according to plan, chances are it will end up badly for the subject. Example: A request to free a prisoner the subject is guarding (for which he or she will probably be fired) in return for a small amount of money.
+10 Horrible: There is no conceivable way the proposed plan could end up with the subject ahead, or the worst-case scenario is guaranteed to occur. Example: A offer to trade a bit of dirty string for a castle.
Success or Failure: If the Diplomacy check beats the DC, the subject accepts the proposal, with no changes or with minor (mostly idiosyncratic) changes. If the check fails by 5 or less, the subject does not accept the deal but may, at the DM’s option, present a counter-offer that would push the deal up one place on the risk-vs.-reward list. For example, a counter-offer might make an Even deal Favorable for the subject. The character who made the Diplomacy check can simply accept the counter-offer, if they choose; no further check will be required. If the check fails by 10 or more, the Diplomacy is over; the subject will entertain no further deals, and may become hostile or take other steps to end the conversation.
Action: Making a request or proposing a deal generally requires at least 1 full minute. In many situations, this time requirement may greatly increase.
Try Again: If you alter the parameters of the deal you are proposing, you may try to convince the subject that this new deal is even better than the last one. This is essentially how people haggle. As long as you never roll 10 or less than the DC on your Diplomacy check, you can continue to offer deals.
===== Knowledge =====
Education is fun! http://www.giantitp.com/Func0019.html
===== Sunder =====
Sundering worn equipment is too easy.
====== Specialzed Skills ======
A few races/cultures are given certain skills as bonus class skills. Many of
these are “specialzed”, a narrower focus than the more generic Player’s Handbook
skill. Skill points work the same as any class skill. The situations to
which the skill is applicable are narrower.
The related generic skill provides skill synergy with the specialzed skill but
the reverse is not true.
Many specialized skills can be used in place of the related generic
skill but at 1/2 the ranks.
Example:
Survival(desert) This skill works like the Survival skill in desert/arid
terrain. It may be used at 1/2 ranks in other terrains. Having 5 or more
ranks in Survival will provide a +2 synergy bonus.
====== Equipment ======
Advanced cultures produce iron/steel/titanium(aka mithril). The more primitive
ones only have the resources to make bronze/stone.
Each major power lists common arms and armor e.g.
`.pelos:culture#conflict|Pelosian Arms`
There are no commonly available longswords. Pelosian broadswords, Sunesh
Khopeshes both have the stats of longswords.
Bastard swords and esp greatswords are rare, Kjore being the only to produce
such weapons.
====== Magic ======
See also Pelosian bonus spells `races#Pelosian`
I like this spell point system
http://www.wakinglands.com/htm_files/the_spell_points_page.htm
===== Restricted Spells =====
Create Water is now Gather Water
===== New Spells =====
Shocking Lash (http://www.wakinglands.com/htm_files/the_spells_page.htm)
Evocation [Electricity]
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: 0 ft.
Effect: Whiplike energy
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: Yes
A long, flexible tendril crackling with electricity extends from a rod of
conductive metal. You wield this whiplike energy as if it were a
proficient weapon. Attacks with the shocking lash are melee touch
attacks. The lash deals 1d8 points of regular or nonlethal electrical
damage (caster’s choice at will) + 1 point per caster level (maximum
+10). Since the lash is immaterial, your Strength modifier does not apply
to the damage. The lash is treated as a melee weapon with 15-foot reach,
though you don’t threaten the area into which you can make an attack. In
addition, unlike most other weapons with reach, you can use it against
foes anywhere within reach including adjacent foes).
Focus: A rod of conductive metal. Spell by Richard Hughes.
Depilatory (http://www.wakinglands.com/htm_files/the_spells_page.htm)
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One willing humanoid creature, or one humanoid creature of 4 HD
or less
Duration: Instantaneous
Saving Throw: Fort negates
Spell Resistance: Yes
This transmutation quickly removes hair from a humanoid creature with 4
or fewer Hit Dice by the root. Humanoids of 5 or more Hit Dice are not
affected unless they are a willing recipient. At the casters option, any
given hairs can be spared, so as to create a pattern on the body, or
simply use the spell as a morning shave. Humanoid creatures with hair
covering their entire body, such as gnolls, are staggered with the pain
for one round if the caster elects to pluck them bald.
Material Component: A rusty pair of tweezers. Spell by Richard Hughes.
Cauterize (http://www.wakinglands.com/htm_files/the_spells_page.htm)
Necromancy
Level: Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One living creature
Duration: 1 hour or until discharged
Saving Throw: Fortitude negates
Spell Resistance: Yes
The affected creature takes 1 point of negative damage immediately after
their hit points fall between ‘1 and ?9. If the target does not die from
this negative damage, the creature automatically becomes stable.
Material Component: A smudge of ash. Spell by Richard Hughes.
===== Spontaneous Casting =====
=== Divine spellusers ===
In addition to inflict/harm spells a divine caster who selects domains may
spontaneously convert spells into ones from their chosen domain(s). This
does not replace their extra domain spell slot.
Clerics who choose “heal” domain use a d10’s instead of d8’s for, likewise
“destruction” domain clerics use d10’s for inflict spells.
maybe spontaneos divine casters
http://www.d20srd.org/srd/variant/classes/spontaneousDivineCasters.htm
{DM}
=== Arcane Specialists ===
Arcane specialists can spontaneously covert memorized spells (as a
cleric does with cure/inflict spells) into any known spell from their specialist
school. The caster must have and forfeit a memorized of the correct level.
Any metamagic augmentaions that spell might have had are ignored and lost. This ability replaces the +1 spell slot per level specialists
normaly get. This choice must be made at character creation and is permanent.
{DM END}
===== Alternative Scrolls =====
Spells can be “inscribed” onto things other than pieces of paper. In all
effects these act exactly like normal scrolls(cost & time to produce,
requirements to activate, etc) These are mostly for flavor or those who feel
it’s lame to be reading off some parchment during a battle.
Just like normal scrolls unless carefull protection is provided these are
just as likely to be damaged by environmental or elemental attacks. Water
soften’s clay, smears tatoo. Fireball burns stick, scorches tatoo. etc.
== Spell Tatoos ==
Scroll inscribed as a tatoo (typically only on the body of
someone able to cast that spell) Tatoo fades when spell cast. Must be able
to see tatoo to read and activate scroll. Most humanoids can fit one onto
each arm and leg. Possibly more if reader has safe calm spot in which to
contort.
== Spell Sticks ==
Scrolll inscribed onto a “stics”, carved pieces of wood, engraved clay bars,
small metal rods, etc. They are activated
by breaking the stick in two. Reader must still be able to see the
runes/engravings when they break it in order to activate the spell.