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Posted: Sat Mar 20, 2010 6:47 pm
This will be the complete list of homebrew and house-rules which I shall be using for the Baldur's Gate Campaign. If you dislike anything in this list due to balance or utility reasons, please inform me. The Combat Facing Systemhttp://www.d20srd.org/srd/variant/adventuring/combatFacing.htmPathfinder SRD - Officialhttp://paizo.com/pathfinderRPG/prd/index.htmlPathfinder SRD - FanMade (I suggest this)http://www.d20pfsrd.com/Combat Facing Variant Feat Combat Awareness [Combat]You are so perceptive that you practically have eyes in the back of your head. Benefit You take no -5 penalty on Spot checks to notice things in or beyond your flank areas. The penalty to notice things in or beyond your rear area is -5. Normal The penalty on Spot checks in or beyond your flank areas is -5; on Spot checks in your rear area, it’s -10.
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Posted: Sat Mar 20, 2010 7:01 pm
Homebrew Feats
Swift Channeling Clerics need not fear losing an action in combat to healing their allies. Prerequisites: Channel Energy Class Feature, Extra Channel (Feat) Benefit: You may channel energy as a swift action by using 2 of your daily uses of channel energy.
Sculpted Channel You may use a small amount of your channeled energy to alter the way in which it manifests. Prerequisites: Channel Energy 2d6 Benefit: When you channel energy you may reduce the amount of energy that you produce by 1d6 to enable you to manifest your energy in either a 30ft cone or a 60ft line.
Channeled Touch You may channel all your energy into one target by touch. Prerequisites: Channel Energy 2d6 Benefit: When you channel energy you may touch a single target. The target receives a 50% increase in the amount of channeled energy, however all the energy is consumed into the one target.
Charged Channel You can enhance the potency of your energy channeling by expending spell slots to power them. Prerequisites: Channel Energy 2d6 Benefit: As a move action, you can sacrifice a Divine spell of a level no greater than your Primary Spell Casting Ability modifier (Wisdom for Clerics, Charisma for Paladins), to charge a Channel Energy use to be made on the same turn. For each level of the spell sacrificed, you add 1d6 to the Channel Energy use.
Studied Defenses Prerequisites: Dex 13, Int 15 Benefit: You gain a +1 circumstance bonus granted by your Intelligence to your AC. This feat may be taken multiple times, though the bonus gained cannot exceed your Intelligence modifier Special: You do not gain this bonus if you are flat-footed, immobilized or considered helpless, or when you wear medium or heavy armor, and or carry a medium or heavy load.
Battle Trained Foresight Prerequisites: Dex 13, Wis 15, Non-Monk. Benefit: You gain a +1 circumstance bonus granted by your Wisdom to your AC. This feat may be taken multiple times, though the bonus gained cannot exceed your Wisdom modifier Special: You do not gain this bonus if you are flat-footed, immobilized or considered helpless, or when you wear medium or heavy armor, and or carry a medium or heavy load.
Improved Weapon Finesse [Combat] You've become more reliant on precision strikes than brute strength. Prerequisite: Weapon Finesse Benefit: When you wield a finesse melee weapon, you may apply your Dexterity modifier instead of your Strength modifier to damage rolls made with it. You cannot apply your Dexterity bonus to damage rolls against creatures that are immune to critical hits. Normal: When using a melee weapon, you apply your Strength modifier to damage rolls.
Ability Training [General] You spend time honing one of your Abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. Benefit: Choose one Ability; treat that Ability as having a +2 bonus to that Ability Score whenever you are making an Ability Check. This bonus does not count when making a skill check or for any other use of that ability. Special: You can gain this feat multiple times, its effects do not stack. Each time you take this feat it applies to another ability.
Ability Advancement [General] Your training pays off, and one of your Abilities increases. Prerequisite: Ability Training in the same ability. Benefit: Choose one Ability. You gain a permanent +2 bonus to that ability. This bonus does not stack with the benefit from Ability Training. Special: You can gain this feat multiple times, its effects do not stack. Each time you take this feat it applies to another ability.
Guarded Advance (Combat) You are skilled at navigating through a dangerous melee behind the protection of your shield. Prerequisites: Shield Proficiency, base attack bonus +1 Benefit: When wielding a light, heavy, or tower shield, you may attempt to move at half speed without provoking attacks of opportunity. As a free action, make a combat maneuver check against a foe that threatens you, adding your shield bonus to the check. If successful, you do not provoke attacks of opportunity from that foe due to movement. Check separately for each foe you move past, in the order in which you pass them (player’s choice of order in case of a tie). Add a cumulative +2 to the DC for each enemy beyond the first. You may use this feat multiple times during your move. Special: You can use this feat while moving at full speed, but this increases the DC of each check by 10. You may not use this feat during a charge.
Burning Spell (Metamagic) Your spells gain the ability to ignite your foes. Prerequisites: Ability to cast spells with the [Fire] descriptor Benefit: When casting a spell with the [Fire] descriptor that deals hit point damage, your targets must make a Reflex save (DC equal to the spell's DC) or catch on fire (dealing 1d6 damage per round until the flames are extinguished). The spell must successfully deal damage in order to have this effect. A Burning Spell uses up a spell slot one level higher than the spell's actual level. Normal: Most [Fire] damage spells deal instantaneous fire damage that does not threaten to ignite the target.
Light Sleeper (Combat) Even while asleep, your senses do not fail you. Prerequisites: none Benefit: While asleep, you only take a -5 penalty to Perception checks. Normal: You take a -10 penalty to Perception checks while asleep.
Shielded Deflect Arrows (Combat) You can knock arrows and other projectiles off course, by using your shield. Prerequisites: Dex 13, Shield Focus Benefit: You must be wielding a shield with which you are proficient to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) can't be deflected. You may deflect projectile weapons such as spines from natural attacks, and spell effects.
Versatile Counterspell You have learned how to adapt your magic to counter other spells being cast. Prerequisites: Improved Counterspell (Feat) Benefit: You are able to counter spells using any prepared spell or spell slot of a spell level equal to or greater than the spell level of the spell to be countered. For example, to counter a fireball using this feat, you would need a spell slot of 3rd level or higher in the case of spontaneous casting, or a prepared spell of 3rd level or higher. Normal: You can normally only counter a spell using the same spell or Dispel Magic.
Non-Lethal Strike (Combat) You have mastered avoiding the vital points of your foes. Prerequisites: Combat Expertise, Proficiency With Wielded Weapon Benefit: When attacking with a melee weapon that deals lethal damage, you can make nonlethal attacks with only a -2 penalty to your attack roll if the weapon is piercing or slashing, or with no penalty if the weapon is bludgeoning. Normal: Attempting to make a nonlethal attack with a weapon that deals lethal damage imposes a -4 penalty on your attack roll.
Shield Evasion (Combat) You can use your shield to hide from deadly area attacks. Prerequisites: Lightning Reflexes Benefit: While wielding a shield you may add your shield bonus to your reflex save as an immediate action vs area effects. If you fail the save by 4 or more, your shield is subject to the damage. You cannot use a buckler for this effect.
Natural Talent You have an enhanced aptitude for mastering skills. Benefit: You gain +3 skill points. For every Hit Die you possess beyond 3, you gain an additional +1 skill point. If you have more than 3 Hit Dice, you gain +1 skill points whenever you gain a Hit Die (such as when you gain a level). Special: This feat does not confer the ability to allocate more skill points to a skill than you have levels. The maximum number of skill points you may have in any skill is equal to your character level.
Never Die (Combat) Prerequisites: Constitution 17, Wisdom 13 Diehard (Feat) Benefit: Your negative hit point limit increases by a number of points equal to your total amount of hit dice. In addition so long as your hit points are equal to or lower than 25% of your total hitpoints (rounded down), you gain a +2 morale bonus to your Strength, and Constitution scores, as well as your to your Will Save.
Special: The moral bonuses granted by this feat increase to +4 each if your total hitdice are equal to or higher than 8. If your total hitdice are equal to or higher than 16 the bonuses instead increase to +6 each.
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Posted: Sat Mar 20, 2010 7:13 pm
Magical Weapon Enchantments
Weapon Enchantments
Alkaline: Upon command, an alkaline weapon is coated in corrosive magic that deals an extra 1d6 points of acid damage on a successful hit. The acid does not harm the wielder. The effect remains until another command is given.
Moderate evocation; CL 8th; Craft Magic Arms and Armor and Acid Arrow; Price +1 bonus.
Caustic Burst: A caustic burst weapon functions as an alkaline weapon that also discharges a splash of acid upon striking a successful critical hit. The acid does not harm the wielder. In addition to the extra acid damage from the alkaline ability, a caustic burst weapon deals an extra 1d10 points of acid damage on a successful critical hit. If the weapon's critical multiplier is ×3, add an extra 2d10 points of acid damage instead, and if the multiplier is ×4, add an extra 3d10 points of acid damage.
Even if the alkaline ability is not active, the weapon still deals its extra acid damage on a successful critical hit.
Strong evocation; CL 12th; Craft Magic Arms and Armor and Acid Fog; Price +2 bonus
Howling: Upon command, a howling weapon emits a bone-rattling shriek that deals an extra 1d6 points of acid damage on a successful hit. The sound does not harm the wielder. The effect remains until another command is given.
Moderate evocation; CL 8th; Craft Magic Arms and Armor and Sound Burst, or Shatter; Price +1 bonus.
Cacophonous Burst: A cacophonous burst weapon functions as a howling weapon that also produces a powerful discordant sound wave upon striking a successful critical hit. The sound does not harm the wielder. In addition to the extra sonic damage from the howling ability, a cacophonous burst weapon deals an extra 1d10 points of sonic damage on a successful critical hit. If the weapon's critical multiplier is ×3, add an extra 2d10 points of sonic damage instead, and if the multiplier is ×4, add an extra 3d10 points of sonic damage.
Even if the howling ability is not active, the weapon still deals its extra sonic damage on a successful critical hit.
Strong evocation; CL 12th; Craft Magic Arms and Armor and Shout; Price +2 bonus
A weapon does not require a +1 Magical Enhancement bonus in order to be enchanted with these weak enchantments
Fiery: This weapon grows warm when used in battle and emits a stream of embers when it strikes a target, inflicting 1 point of fire damage. This property stacks with the flaming or flaming burst properties, but not with any other energy enhancements (such as icy burst or shock).
Weak evocation; CL 5th; Craft Magic Arms & Armor, Burning Hands or Cantrip Level Fire Effect; Price +500 gp
Solvent: This weapon has a greenish colour, and bitter smell when used in battle. When it strikes a target, a small quantity of acid is transferred to the target, inflicting 1 point of acid damage. This property stacks with the alkaline or caustic burst properties, but not with any other energy enhancements (such as flaming or shock burst).
Weak conjuration; CL 5th; Craft Magic Arms & Armor, Acid Splash; Price +500 gp
Icy: This weapon is cold to the touch and patterns of frost crawl along the blade as cold mist follows its arc in combat. When it strikes a target, a blast of cold inflicts 1 point of cold damage. This property stacks with frost or icy burst, but not any other energy enhancements (such as shock or flaming burst).
Weak evocation; CL 5th; Craft Magic Arms & Armor, Ray of Frost; Price +500 gp
Spark: This weapon smells of ozone and tingles to the touch, producing a buzzing sound when it is used in combat and shooting off sparks of electricity when it strikes a target. This inflicts 1 point of electrical damage, this property stacks with shock or shocking burst, but not other energy enhancements (such as frost or flaming burst).
Weak evocation; CL 5th; Craft Magic Arms & Armor, Shocking Grasp or Cantrip-Level Electrical Effect; Price +500 gp
Shrieking: This weapon produces a high-pitch shriek as it rips through the air, which creates a destructive sonic resonance when it hits, inflicting 1 point of sonic damage. This property stacks with the howling, thundering or cacophonous burst properties, but not other energy enhancements (such as flaming or icy burst).
Weak evocation; CL 5th; Craft Magic Arms & Armor, Shatter or Cantrip-Level Sonic Effect; Price +500 gp
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Posted: Sat Mar 20, 2010 7:15 pm
Spells
Animate Dead, Lesser School necromancy [evil]; Level cleric 1, sorcerer/wizard 2 Casting Time 1 standard action Components V, S, F (an onyx gem worth at least 5 sp per Undead) Range touch Targets one or more corpses touched Duration 1 hour/level Saving Throw none; Spell Resistance no
This spell turns corpses into undead skeletons or zombies that obey your spoken commands.
The undead can be made to follow you, or they can be made to remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. A destroyed skeleton or zombie can't be animated again.
Regardless of the type of undead you create with this spell, you can't create more HD of undead than your caster level with a single casting of animate dead. The desecrate spell doubles this limit.
The undead you create remain under your control for 1 hour/level. Once the spell duration expires they are destroyed. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. You choose which creatures are released. Undead you control through the Command Undead feat do not count toward this limit.
Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.
Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a physical anatomy.
Minor Missile You point your finger and a glowing blue missile of pure magical force unneringly shoots from your finger towards a target. School evocation [force]; Level: sorcerer/wizard 0 Casting Time: 1 standard action Components: V, S Range: medium (100 ft. +10 ft./level) Target: one creature Duration: Instantaneous Saving Throw: none; Spell Resistance: yes
You shoot a missile of pure magical force unerringly at a target within range. The missile deals 1 point of damage. For every three caster levels you gain another missile for a maximum of three missiles at level 6. The missiles can be launched at separate targets but each target must be within 15 feet of each other. Objects are unaffected by this spell. Otherwise treat this spell as a magic missile spell for all purposes.
Halt Infection School Necromancy [Death]; Level sorcerer/wizard 0 Casting Time 1 standard action Components V, S Range Melee Touch Target One Creature Duration instantaneous; see text Saving Throw none; Spell Resistance yes
By laying your hands upon the target and infusing their body with the energy it requires to stave off infection. You grant the target a +2 circumstance bonus on saves against poison and disease.
You must be attending the target for at least 10 minutes for it to be granted this bonus.
Obscuring Colour Blast School Illusion [Glamer]; Level sorcerer/wizard 2 Casting Time 1 standard action Components V, S, F (A small glass or crystal prism) Range 100 ft. + 10 ft. / level Target Caster, and one Target. Duration 1 round / level Saving Throw Fortitude negates; Spell Resistance yes
By focusing, and manipulating the energies around you, the colour from your equipment, and yourself slowly fades away and gatherings in front of you. As you seemingly fade away the now surging colour sphere lashes out as a lance at your target.
The target must make a Fortitude save or be blinded for 1 round. In addition you become invisible for a number of rounds equal to your caster level. This invisibility functions like the invisibility spell.
Crawling Smoke School Transmutation; Level sorcerer/wizard 0, Druid 0 Casting Time 1 standard action Components V, S, M (A pinch of soil) Range 10 ft. Area 5 ft. Square / level (Max 20 ft. square) Duration 1 hour / level (Max 8 hours)
By focusing on a fire located within a small area, you are capable of manipulating the smoke created by the fire to float along the ground as if it were crawling, effectively preventing it from rising into the air. The smoke never rises higher than 1 foot off the ground, unless disturbed by a manipulating force. This spell lasts for for 1 hour per caster level, to a maximum of 8 hours.
Cauterize School: Evocation [Fire] Level: Sor/Wiz 0 Components: V, S Casting Time: 1 Standard Action Range: Touch Duration: Instantaneous Saving Throw: None Spell Resistance: Yes
With a touch of your hand there is a bright flash of light and a wave of heat that seals the target’s wounds closed.
With a touch, you cause a dying creature to become stabilized in the most painful way imaginable as you simultaneously sterilize and sear its wounds closed. This deals no damage, but causes severe pain in the victim that grants a – 2 penalty to all actions taken by that creature for 1d3 rounds.
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Posted: Sat Mar 20, 2010 7:18 pm
Items
Accessible Alchemy Lab
Aura: moderate conjuration or transmutation; CL 9th Slot none; Price: 2,500 gp; Weight 5 lbs.
This small box is about a foot long, wide and deep. The very well made wood is covered in silver runes and resembles a puzzle box. The box itself can be unfolded by anyone that knows the steps involved. As it unfolds, it becomes larger and larger, until when it is finally unfolded it provides a six foot long and 3 feet deep work table. The surface of the work table has a permanent flame built into it, allowing heating of alchemical elements in pipettes and beakers, which are also a part of the lab, and are not damage by the folding or unfolding process. A complex structure unfolds as part of the table allowing tubes to be attached and used for complex extractions. Underneath the table is three rows of drawers holding additional supplies. The four top drawers always contain 6 large beakers, 12 medium beakers, and 18 small beakers. If a beaker is lost or destroyed, the lab will regenerate it at a rate of one beaker per week, starting with the largest missing and working down to the smallest. Also inside the top drawers are 50 pipettes and 100 feet of tubing in various lengths. Any object placed in the top drawers which is not a beaker, pipette or tube prevents the lab from folding up again. The second row of drawers contains 8 drawers, each capable of holding 10 lbs or 2 cubic feet of raw materials such as vials, alchemical agents, reagents, or anything else the owner wishes to place inside. The third row has 16 smaller drawers, each capable of holding up to 2 lbs or 1/4 cubic foot of raw materials. In all ways this device functions as a Alchemy Lab, providing the usual +2 bonus to Alchemy checks. Like any lab, it must be refilled with raw alchemy components to be of any use. Completely filling it with a standard array of alchemical components (which completely fills the 24 smaller drawers) costs 100 gp and a shopping trip to a good alchemy store.
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Posted: Sat Mar 20, 2010 7:20 pm
House Rules
Quick Draw - The quick draw feat in addition to its normal effects adds a +1 to your Initiative. This feat also allows you to "Quick Sheathe", and Don a Shield as a Swift Action so long as you have a Base Attack Bonus of at least +3.
Crossbows - Both the repeating crossbows, and the hand crossbow are considered to be simple weapons. In addition you may upgrade non-repeating crossbows to add increased damage, this upgrade functions similarly to that of the Composite upgrade for Bows. The maximum Upgrade number is +4, this gives them a minimum strength requirement to be able to load, or increases the loading time by one step for each +1 bonus (to a maximum of 2 full rounds) for those who do not meet the strength requirement.
Example: A +2 Composite Heavy Crossbow would require a minimum strength of 14 in order to load properly, but for those with a 13 or lower strength it would require two full rounds of loading time.
Cantrips/Orisons - You get bonus known cantrips, or orisons equal to the modifier of your casting ability modifier. Example: (A Wizard would get 4 bonus Cantrips for having a +4 Intelligence Modifier)
Force Spells - Also effect objects Example: (Magic missile can effect objects.)
Shape, Body & Form Spells - Beast Shape, Elemental Body, and Plant Form are available to Druids at one spell level lower. This means that Beast Shape I is a level 2 spell for Druids.
The following are the spells and their new spell level for Druids. Beast Shape I = Level 2 Beast Shape II = Level 3 Beast Shape III = Level 4 Beast Shape IV = Level 5
Elemental Body I = Level 3 Elemental Body II = Level 4 Elemental Body III = Level 5 Elemental Body IV = Level 6
Plant Shape I = Level 4 Plant Shape II = Level 5 Plant Shape III = Level 6
Monks - Are not required to be Lawful, but may not be Chaotic.
Absolutes - Are no longer absolute, instead these are replaced with high bonuses or resistances. Examples are as follows.
Flesh and Blood = 60 Fire Resistance Made of Fire = 120 Fire Resistance Sleep Immunity for Elves/Half-Elves = +10 vs Magical Sleep Druid venom immunity = +10 Vs Poisons Monk Purity of Body = +10 vs natural diseases. Monk Diamond Body = +10 Vs Poisons Paladin Aura of Courage = +10 Vs Fear. Paladin Divine Health = +10 vs All Diseases.
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