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 Post subject: Re: Wicked House Rules
PostPosted: Sun Apr 19, 2015 8:01 pm 
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Joined: Sat Oct 05, 2013 1:14 am
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Additional Vampiric Feats
The special rules above do not apply to these feats; they must be taken as normal.


Become the Swarm
You may transform into a seething living swarm of small creatures.
Prerequisites: True Vampirism
Benefits: You gain a new supernatural ability – form of the swarm.

Form of the Swarm (su): As a standard action, a vampire with this ability can change into a bat swarm, centipede swarm, rat swarm, or spider swarm. The swarm has a number of hit points equal to the vampire, and any damage done to the swarm affects the vampire’s hit point total. While in swarm form, a vampire cannot use any of its natural or special attacks, although it gains the movement, natural weapons, and extraordinary special abilities of the swarm into which it has transformed.

The vampire also retains all of its usual special qualities. While in swarm form the vampire is still considered to be an undead creature. A vampire can remain in swarm form until it assumes another form or retakes it original form (a standard action), or until the next sunrise.

Blood of the Deep
Though you are a vampire, somewhere in your history there is a powerful connection to the sea. Running water is no threat to you.
Prerequisites: A vampire (the Risen or later)
Benefits: You are not harmed by running water as most vampires are. Further, you can “fly” through the water. You have a swim speed equal to your normal movement rate.

Creature of Darkness
You are particularly well attuned to conditions of utter darkness. Even the greatest of magical darkness does not hamper your ability to hunt.
Prerequisites: Darkvision 60 ft, Undead
Benefits: Your darkvision increases to 120 ft. You can also see perfectly in any darkness even that created by deeper darkness.

Dark Flight
You are able to fly without first transforming into a dire bat.
Prerequisites: True Vampirism
Benefits: You gain a flt speed 40 ft (good).

Lingering Spirit
The connection of your spirit to your physical form is particularly strong.
Prerequisites: A vampire (the Risen or later) or a lich
Normal: As a vampire or a lich you are immediately destroyed (or forced into gaseous form) at zero hit points.
Benefits: Instead of instantly being destroyed or forced into gaseous form at zero hit points, you instead remain intact until you are reduced to your negative Charisma score. Though you fall seemingly dead, you can be restored by negative energy (or blood in the case of vampires) as normal. However if you have not been healed after minutes equal to your level have passed, then you suffer the normal consequences of being reduced to zero hit points.

Master Vampire
You are truly a lord of the undead. You can create far more spawn than usual and use them as your puppets.
Prerequisites: True Vampirism, 13th level
Benefits: Vampires with this ability can have a number of enslaved spawn totaling four times its total Hit Dice. When this feat is taken, the vampire chooses one of the following three abilities: clairaudience, clairvoyance, or telepathy. Depending on the ability chosen, the vampire can hear what its spawn hears, see what it sees, or communicate telepathically with it. The vampire may exercise or end its use of this ability as a standard action and maintain its connection to its spawn for as long as it wishes. A vampire may only use this ability with one spawn at a time. The vampire and vampire spawn must be on the same plane for this ability to function. While using this ability, the vampire enters a catatonic state similar to its daily rest and is treated as helpless, though it is alerted to any jarring noises, the presence of any visible creature within 5 feet, or any damage that befalls its body.

If you are using the optional minion system from Book II, any bonuses you receive from vampire spawn minions are doubled.

Red Feast
Blood is the life for all vampires, but you find it particularly invigorating and devour it greedily when given the chance.
Prerequisites: True Vampirism
Normal: A vampire does 1d4 Constitution damage and gains 5 hit points or 5 temporary hit points from their blood drain special attack.
Benefits: You do 1d6 Constitution damage and gain 10 hit points or 10 temporary hit points from your blood drain special attack.

Sunlight Resistance
The sun, though still your nemesis, is not as instantly destructive to you as it is to other vampires. You still feel its sting, but you may actually function briefly in the light of day.
Prerequisites: A vampire (the Risen or later)
Normal: Exposing any vampire to direct sunlight staggers it on the fist round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape.
Benefits: For a number of rounds equal to your Charisma modifier you are only staggered in direct sunlight. After that period of grace is over, you remain staggered and on the next round take one third of your hit points in damage. No damage reduction can reduce this. The next round, you are utterly destroyed.

If you ever make it back to cover from the sun for one full round, your “count” of rounds of resistance resets.

Vampiric Nobility
You were sired by a vampire of a noble and exalted bloodline and at last you have claimed that heritage. Your blood is more powerful and resilient than others of your kind. Other undead can sense your ancient blood and respect you for it, even if grudgingly.
Prerequisites: True Vampirism, 15th level
Benefits: You gain a +2 bonus to all Diplomacy and Intimidate checks when dealing with the undead (except other vampires with this feat). Your channel resistance increases to +6 and your Dominate DC is increased by +2.


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 Post subject: Re: Wicked House Rules
PostPosted: Wed May 13, 2015 9:47 pm 
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Joined: Sat Oct 05, 2013 1:14 am
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Should it ever become relevant, the Unchained Monk and Rogue are in full use in this campaign. Unchained Barbarian is optional. Unchained Summoner is unlikely unless someone specifically requests it, as (spoiler alert) there are no real summoner NPCs in the AP.


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 Post subject: Re: Wicked House Rules
PostPosted: Tue Jun 02, 2015 9:41 pm 
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The great maul is a two-handed martial weapon that deals 2d6 bludgeoning damage, with a x3 critical multiplier.

Handaxe and throwing axe are merged. The resulting martial weapon has 1d6 base damage, a x3 critical multiplier, and a 10 ft. range increment when thrown.


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 Post subject: Re: Wicked House Rules
PostPosted: Wed Jun 10, 2015 11:48 pm 
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Joined: Thu Mar 07, 2013 6:45 pm
Posts: 4741
Adjusted SLAs for half-celestial of lillend (Per WD)
1–2 Protection from evil 3/day, bless
3–4 Aid, Detect evil
5–6 Cure serious wounds, Neutralize poison
7–8 good hope, freedom of movement
9–10 commune with nature
11–12 Holy word
13–14 sunburst 3/day, greater dispel magic
15–16 Mass charm monster
17–18 Summon monster IX (celestials only)
19–20 Resurrection

No advancement at 2nd level, 8th level and 13th level.


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 Post subject: Re: Wicked House Rules
PostPosted: Tue Nov 17, 2015 12:49 am 
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We have established that your proposal is sound in principle, now we are merely haggling over price.

Coercion, Conversion, and Corruption

Instill Terror (Intimidate/Profession) - You can use Intimidate or Profession (torturer) to force an opponent to act helpful to you with a successful check. the DC of this check is equal to 25 + HD + higher of the target's Wisdom or Charisma modifier + target's bonuses on saves against fear. If successful the target gives you information you desire, takes actions including those that endanger it, or otherwise does whatever you wish. This requires at least one minute of interaction, and cannot be rushed by taking a penalty on the check. The effect lasts 1d6 x 10 minutes* with a successful check. When it expires the target usually remains helpful.

Special - Multiple attempts to instill terror by different parties do not overlap. The higher intimidate check governs so long as it remains.

*Increase this by one "step" for each tier you are higher than the target; hours, days, weeks, months. If the target is higher tier than you, reduce it to only 1d6 minutes, and the target becomes hostile afterwards.

Possible DC modifiers: action would cause target to grossly violate alignment (+2), action would cause target to lose class features (+5, does not stack with gross violation), endangers target's loved ones (+2), action in line with target's views (-5), offer of reward (-1 to -5 depending on relative value), demonstrate ability to carry out threat (-2)


Corrupt (Varies) - You may use Intimidate, Diplomacy, or an appropriate Profession or Perform skill to cause an opponent to move one step closer to an alignment you desire with a successful check. The DC of this check is equal to 20 + target's HD + target's Wisdom modifier + target's Charisma modifier. Doing so requires that they be within your power (prisoner, blackmailed, etc) or otherwise unresisting, and takes 1 week (approximately 1 hour per day).

Special - Causing a two step shift (lawful to chaotic, good to evil) may cause the target to develop some form of madness. Moving a divine spellcaster to an alignment that cannot receive spells from their god causes them to lose faith (though they may be open to a new one; also, see below). Increase or decrease the time requirement by an order of magnitude for each tier different between you and your target (hour, day, week, month, year, decade).

Possible DC Modifiers: Target is a divine spellcaster that would lose faith or fall from the shift (+10), shift causes target to no longer match alignment subtypes (+10), shift makes target ineligible for other class features (+5), play upon pre-existing doubts (-2), show that a loved one belongs to target alignment (-5), target is insane (+5 to -5, depending on circumstances)


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