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 Post subject: Wicked House Rules
PostPosted: Tue Dec 17, 2013 8:11 pm 
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First; assume that all houserules from Kain's game are in effect unless I specifically say otherwise.

Second, a change to Kain's ruling on ability scores.

While we keep the faster innate progression, I've decided to allow limited access to ability score boosting items. They remain very rare, and not easily made or purchased, and a single character cannot make use of an unlimited number of them. Your ability to bolster your stats is determined by your level.

At 6th level or lower, you can wear only a single +2 boost item. At 7th-12th, you can equip a single +4 or two +2s. At 13-19th, you can equip one +6 or two +4s. At 20th level, you can equip two +6 items.

Third, any character who can craft magic items can cannibalize one for magical essence, gaining crafting materials equal to half the market price. This is essentially a more flavorful and customization-friendly version of selling the item.

Fourth, as per Aluroon's request:

Twice-Chosen
Either your god has taken special interest in you, or else multiple patrons look upon you with favor.
Prerequisites: Mystery, Smite Evil/Good
Benefits: Your levels in Oracle and (Anti-)Paladin stack for purposes of determining your caster level, bonus smite damage, and what revelations and mercies (or cruelties) you can select. You add half your (Anti-)Paladin levels to your Oracle level to determine Oracle spells known and spells per day, and the effects of your revelations. You add half your Oracle levels to your (Anti-)Paladin levels to determine your number of smites per day, the power and daily uses of your lay on hands (or touch of corruption) and channel energy, and the effects of your divine bond (or fiendish boon).


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 Post subject: Re: Wicked House Rules
PostPosted: Sat Dec 21, 2013 3:18 pm 
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Link to Kain's house rules.


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 Post subject: Re: Wicked House Rules
PostPosted: Sat Dec 21, 2013 4:19 pm 
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First exception to Kain's house rules; Hero Points.

I am undecided whether I want to use them or not. If we do use them, they will be renamed Destiny Points since you are not playing Heroes, and certain major enemies may have access to them as well (usually no more than one). Please post IN THE DISCUSSION THREAD whether you would prefer to get them and give them to the good guys, or do without.


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 Post subject: Re: Wicked House Rules
PostPosted: Sun Dec 22, 2013 2:13 am 
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As a result of your training, you may pick one of the following new traits:


“Deception is a tool. Master it.” Adrastus Thorn teaches you the subtle arts of deception and how to sense when they are being used against you. You gain a +1 trait bonus to Bluff and Sense Motive, and one of these skills (your choice) is always a class skill for you.

“Discover what is real and what is illusion.” Adrastus has taught you to see through deceptions and to never lie to yourself. You gain a +2 trait bonus on saving throws against illusions.

“Fear nothing save our dread lord.” Adrastus Thorn has shown you fear and taught you to master it within yourself. You gain a +2 trait bonus on saving throws against fear effects.

“Focus strengthens your will.” Adrastus Thorn drills you on ways to avoid magic that seek to take control of your mind and divert you from your mission. You gain a +2 trait bonus on saving throws against charm and compulsion effects.

“Let us perfect your favorite spell." Adrastus Thorn drills you again and again in the use of one particular spell. Pick one spell. This spell’s effects manifest at +1 caster level.

"Master your beasts as yourself." Cardinal Thorn has taught you to command lesser creatures. You gain a +2 trait bonus on Handle Animal and Ride checks.

"Once a slave, soon a master" (Puella only). Adrastus has worked on building your self-confidence and assertiveness. You no longer take a penalty from the Mark of Slavery drawback, and gain a +1 bonus on Diplomacy checks.

“Quiet as death.” The Cardinal trained in the arts of being silent and stealthy. You gain a +2 trait bonus to Stealth checks, and Stealth becomes a class skill for you.

“Strike first, strike ruthlessly and thus be victorious.” Cardinal Thorn has taught you never to shirk or hesitate in a combat. You gain a +2 trait bonus on Initiative checks.

“Wear your armor like a second skin.” You have drilled extensively in wearing armor in combat. When you wear armor of any sort, reduce that suit’s armor check penalty by 1 to a minimum check penalty of 0.

“You shall be my angel slayer.” Adrastus Thorn spends exhausting amounts of time teaching you about good celestials, their strengths and weaknesses. You gain a +1 trait bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks, and on weapon attack and damage rolls, against good-aligned celestials.


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 Post subject: Re: Wicked House Rules
PostPosted: Fri Apr 18, 2014 11:39 pm 
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Dual Dabbler
You have found synergy between the "pure" magic of the wizard and the "lesser" skills of an alchemist.
Benefit: You add half your alchemist level to your wizard level to determine your wizard spells per day, and daily uses of wizard school powers. You add half your wizard level to your alchemist level to determine your extracts per day, bomb damage, and what discoveries you can select. You use your total level in both classes to determine your caster level for both. This does not grant school powers or discoveries that you do not already have.


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 Post subject: Re: Wicked House Rules
PostPosted: Mon Jun 02, 2014 7:37 pm 
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This post will list Puella's developed spells and magical items.

Iron Line

Aura moderate transmutation; CL 10
Slot none; Price 500 gp; Weight 10lb

DESCRIPTION

This 50 foot length of enchanted rope is as supple and workable as any normal rope, but has the strength (and weight) of sturdy steel. It has 10 hardness, 10 hit points, and a break DC of 28.

An Iron Line can bear up to 2,000 lbs (1 ton) of weight.

CONSTRUCTION REQUIREMENTS

Craft Magic Item, reinforce armaments; Cost 375 gp (250 gp with Craft Wondrous Item)


Last edited by Coriat on Thu Apr 02, 2015 10:41 pm, edited 2 times in total.

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 Post subject: Re: Wicked House Rules
PostPosted: Sat Mar 28, 2015 11:06 pm 
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Contract Master
You are skilled at negotiating with outsiders for their services.
Prerequisites: Ability to cast lesser planar ally, lesser planar binding, or a greater version of these spells.
Benefit: Whenever you negotiate payment with an outsider to secure its services through planar ally, planar binding, or a similar spell, the cost of the payment is halved. In addition, receive a +4 bonus on any checks associated with such bargains or to compel service (such as with planar binding). This bonus also applies when testing the trap of a planar binding against the outsider’s spell resistance. Finally, whenever you use a spell to gain or compel service from an outsider, you can attempt a Diplomacy skill check opposed by the outsider’s Sense Motive. If you succeed in this check, the contract you form with the outsider is worded in such a way to prevent the outsider from taking intentional actions that are harmful to you and your cause (subject to the GMs interpretation).

Deceiver’s Pact
You have dedicated your impressive skills to the service of Asmodeus.
Prerequisites: Devil’s Pact, sneak attack +3d6, evil alignment, you must sign a pact with Asmodeus or one of his agents.
Benefits: In addition to its normal use, you can spend one use of the Devil’s Pact whenever you make an attack against a foe that you flank, or that is flat-footed. If the attack hits, it deals damage as normal and the target is also staggered for one round. If the target is an outsider with the good subtype, it is instead staggered for 1d4+1 rounds. Creature’s that are staggered by this feat take a –4 penalty on Perception and Sense Motive skill checks. In addition, you can use the Devil’s Pact one additional time per day.

Devil’s Pact
You have signed a pact with Asmodeus, pledging your soul in exchange for unholy power.
Prerequisites: Evil alignment, you must sign a pact with Asmodeus or one of his agents.
Benefit: Thee times per day, you can call upon the power of the Devil’s Pact to grant you a +2 profane bonus to any one d20 roll. You must declare that you are using this ability before the roll is made.
Special: If you die, you cannot be brought back to life by any means aside from a wish or miracle spell. Even if such a spell is employed, you return to life with three permanent negative levels.

Ignore Pain
You are familiar with pain, and have become adept at ignoring when needed.
Prerequisite: Toughness
Benefit: Whenever you have the sickened condition, you only take a –1 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Whenever you have the nauseated condition, you can take a move action and a standard action, but take a –4 penalty on any check associated with an action that requires a standard to complete (such as attack rolls, weapon damage rolls, some skill checks, caster level checks, and so on). When nauseated, you cannot take full-round actions.

Mage’s Pact
You have sworn to use your arcane might to further the goals of Asmodeus.
Prerequisites: Devil’s Pact, ability to cast 3rd-level arcane spells, evil alignment, you must sign a pact with Asmodeus or one of his agents.
Benefits: In addition to its normal use, you can call upon the power of the Devil’s Pact feat to increase the DC of an arcane spell by +2. You must declare that you are using this ability before the spell is cast and any saving throw is made. If the target of the spell is an outsider with the good subtype, the spell automatically bypasses any spell resistance the target might have. In addition, you can use the Devil’s Pact one additional time per day.

Priest’s Pact
You have devoted your divine talents to serve the will of Asmodeus.
Prerequisites: Devil’s Pact, ability to cast 3rd-level divine spells, evil alignment, you must sign a pact with Asmodeus or one of his agents.
Benefits: You can call on the power of the Devil’s Pact to enhance your divine spells, increasing your caster level by 2. You must declare you are using this ability before the spell is cast. If the target of the spell also worships Asmodeus, it gains a number of temporary hit points equal to the spell’s level for 1 minute. If the spell targets more than one creature, only one of the targets receives these temporary hit points (chosen by you). In addition, you can use the Devil’s Pact one additional time per day.

Sacrificial Channel
You can consume the soul of a dying creature to heal the unholy.
Prerequisites: Channel negative energy 2d6, evil alignment.
Benefit: Whenever you make a coup de grace against a living creature, you can spend one use of your channel negative energy class feature as a swift action. If the creature dies and has at least as many Hit Dice as the number of dice you roll for channel negative energy, the channel heals all evil creatures (living and undead) within a 30- foot burst instead of its normal effect. If the creature does not have enough Hit Dice, the channel energy attempt is wasted.

Unholy Spell (Metamagic)
You can enhance your spells with the power of Asmodeus, making them more deadly to those who oppose his infernal will.
Benefit: An unholy spell has a different function depending on the target. Good creature’s take a –2 penalty on any saving throws made against an unholy spell, while evil creatures gain a +2 bonus on such saving throws.
In addition, if the spell deals damage, half the damage is considered unholy damage, which bypasses any resistances the target might possess. If the saving throw reduces the damage, if halves the unholy damage and the normal damage. An unholy spell takes up a spell slot one level higher than the spell’s actual level.

Warrior’s Pact
You have pledged your martial skill to the service of Asmodeus.
Prerequisites: Devil’s Pact, base attack bonus +5, evil alignment, you must sign a pact with Asmodeus or one of his agents.
Benefits: Whenever you use your Devil’s Pact on an attack roll, you also add 1d6 points of fire damage to the damage roll and the damage is treated as evil for the purposes of overcoming damage reduction. The bonus fire damage is increased to 3d6 fire damage on a critical hit, but only if the Devil’s Pact was used on the initial attack
roll, not the roll to confirm the critical hit. Finally, you can use the Devil’s Pact one additional time per day.
Special: If you are of a fiendish heritage with a particular affinity for another energy type, you can choose to deal that type of energy instead of fire. This choice must be made when the feat is taken, and it is permanent.


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 Post subject: Re: Wicked House Rules
PostPosted: Sun Apr 12, 2015 10:44 pm 
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Leadership
You are skilled at attracting followers and gaining confidence and trust, even when you don't deserve it.
Prerequisite: level 7
Benefit: Once during the campaign, you may call in a Contact. A Contact is an NPC who knows and is friendly towards you, willing to put their resources and information at your disposal for some task. The Contact may remain friendly afterwards, but full access to resources and information is not guaranteed only for the task originally selected. You may either create the Contact on the spot, or reveal or create a relationship with an existing NPC.

After this benefit is expended, a second Contact requires the expenditure of three Fate Points.

The primary benefit of this feat, however, is the ability to create and lead an organization of minions who will follow your commands (mostly) without question. Organization rules are listed in the document below:

https://docs.google.com/document/d/1O7O ... Al1pY/edit

(Thanks to Coriat, and his other Way of the Wicked GM, Tony Giebelstein, for saving me a great deal of work copying and formatting these rules.)

Special: To clarify, no this feat does not provide a cohort. Cohorts are special, powerful, named NPCs whose loyalty must be earned by roleplaying. Generally, they will be one or two levels lower than the PCs.


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 Post subject: Re: Wicked House Rules
PostPosted: Mon Apr 13, 2015 1:59 am 
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Changes to these rules that I am strongly considering:

Allowing non-charisma stats to apply, but only to increase the corresponding organization stat. So, Lucavi could rely on Strength to build a Ruthless organization, while Teeg could use his Intelligence to build one with great Connections. Obviously, this is even more useful as a council.

Replace the natural 1/natural 20 results for various actions with "fail the DC by X" and "succeed by more than X." X is probably either 5 or 10, not sure what is more appropriate. This makes catastrophic disaster or wild success based more on the organization's prowess than the whim of Asmodeus.


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 Post subject: Re: Wicked House Rules
PostPosted: Sun Apr 19, 2015 7:50 pm 
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The Path of the Vampire

It is not merely enough to be bitten by a vampire. The process of transforming into a true vampire is a long, painful and arduous road. Some are not up to this grueling task and instead the curse overwhelms them. Instead of transforming into a vampire, they instead merely sicken and die or worse, become an almost mindless spawn, fit for little more than menial service to an undying master. However, our villains are made of sterner stuff.

To become a true vampire requires an investment of five feats – a major expenditure to be sure. However, the rewards of becoming a vampire are viewed by many as being worth the cost of this ascension. It is rumored that there is a way to shortcut the process, using secret blood-rituals to quickly gain the power that would normally take months or years to grow. Others focus upon it to the exclusion of all else, unlocking their vampiric nature at the cost of their other natural talents.

Mechanically, this means that these feats can be taken normally, "purchased" by spending significant amounts of wealth on rituals, or by sacrificing other class features, such as Hexes, Discoveries, or Revelations.

The Bitten
You have been bitten by a vampire and infected with the curse of undeath. As you sicken, your senses heighten and you become profoundly aware that every day, you are changing into something both more and less than mortal. You have only begun your transformation into the living dead.
Prerequisites: You must be bitten by a vampire, or exposed to a powerful vampiric artifact.
Benefits: You gain darkvision 30 ft and the Alertness feat, however your Constitution score is lowered by two permanently.

The Dying
You are dying. You can feel it in very core of your being. Your mortal blood is failing and the vampiric curse is overtaking you. Soon, you will die and rise again as a vampire.
Prerequisites: The Bitten, 3rd level
Benefits: Your natural armor improves +2, your darkvision improves to 60 ft, you gain a +2 racial bonus to Perception and you gain the Toughness feat. However your Constitution score is again lowered by two permanently, you now cast no shadow and have no reflction in a mirror. Further, in full daylight you are sickened.

The Risen
Vampirism has overtaken you and you have died. However after three days in the ground you have risen from your own death. You are now a fledgling vampire. However, you are still unsure of your powers and only begun to understand the full repercussions of this dark gift Still, you are fast as lightning and full of fury. You an barely restrain your thirst for living blood.
Prerequisites: The Bitten, The Dying, 5th level
Benefits: You gain the feats Dodge, Improved Initiative and Lightning Reflexes. Your Dexterity score is improved by +2. You are now an undead and have no Constitution score. You gain resistance to cold 10 and electricity 10 in addition to all the normal defensive abilities granted by being an undead. You also gain the special attack Blood Drain (as per the vampire template).

However, you must sleep in a coffin every day you gain the vampiric weaknesses to daylight (this replaces being sickened by daylight) and running water, and if you ever go more than twenty four hours without feeding on living blood you become sickened until you feed (bypassing the normal undead immunity to sickened). If you are sickened from lack of food and encounter a living creature with blood in their veins, you must make a DC 12 Will save or immediately try to drain their blood. If you succeed at such a save you do not have to check again for one hour.

If reduced to zero hit points, you fall dead, indistinguishable from a normal corpse. You will remain this way until either you are healed by negative energy or fed blood enough to heal you.

The Initiated
You have been a vampire long enough that you are beginning to be able to control your condition. You need to feed less frequently and you have begun to control your form turning into mist or climbing like a spider.
Prerequisites: The Bitten, The Dying, The Risen, 7th level
Benefits: You gain the feat Combat Reflexes. You gain a +4 racial bonus to Bluff Perception, Sense Motive and Stealth Checks (the Perception bonus replaces the bonus from the Dying feat). You gain the gaseous form and spider climb special qualities of a vampire (see the vampire template). If reduced to zero hit points, you go into gaseous form rather than falling dead.

You are still sickened if you do not feed but now you need only feed every three days. However, you now recoil from mirrors and strongly presented holy symbols.

True Vampirism
You have mastered your condition of vampirism and are now a true vampire in every sense.
Prerequisites: The Bitten, The Dying, The Risen, The Initiated, 9th level
Benefits: You gain the full benefits and weaknesses of the vampire template.


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