WERE: House Rules (Pathfinder)

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WERE: House Rules (Pathfinder)

Postby PMiller » Tue Jan 04, 2011 5:28 am

Things decided upon and clarified:

RE: ECL for monstrous PCs
Although it's not called ECL in PF, we'll use that term for this explanation. Set the ECL = Challenge Rating. Racial hit dice aren't going to change things since those do not equate 1 to 1 to a class level. Then the ECL adjustment is reduced by 1 after three levels taken, with a level up at the midway point. They can do this a number of time to get rid of half (round down) their ECL. The Bestiary uses a CR4 monster as an example, so you can reduce the ECL adjustment twice.

For example: A half-dragon is a +2 CR template (+2 ECL). Assuming you are putting this on a human, that means you have to start as a 3rd level character (1 class level for hit points, and +2 ECL for their Challenge Rating boost). For this example, let's use fighter.

The Half-dragon gains levels, he reduces the ECL automatically every 3 levels. So the half-dragon human fighter for example would level from 3rd to 4th (2nd level fighter, +2 ECL), then 4th to 5th (3rd level fighter, +2 ECL), and then, halfway between 5th and 6th, he'd lose one ECL adjustment and gain a class level (4th level fighter, +1 ECL). Notice, that the catchup level occurs halfway between levels 5 and 6, and he remained the same ECL. Then at reaching 6th level, he gains another class level normally and be a 5th level fighter with +1 ECL. There is no XP cost for losing the +1 ECL like in 3.5ed using the variant rules from Unearthed Arcana. From that point on, the the half-dragon is only one level behind everyone else having reduced his CR (ECL) adjustment by half.

Things get messy trying to figure out the half-fiend and half-celestial templates, since they have a variable CR adjustment that changes depending on their HD. If a character starts out using one of those templates from level 1 they would have ECL of 2 (+1ECL). About the level they would be able to reduce that ECL adjustment to zero, they get hit with an increase in CR rating instead on reaching 5HD. The same thing would happen farther along on reaching 12HD. The final ECL would be +3 able to be dropped to +1, but instead of reducing it during level up and then gaining it back again, it would just be constant. Basically applying the ECL from the beginning and leaving it in place. If the template were applied after already having 5HD, then reduce the CR/ECL adjustment by one after 3 level ups per the process outlined above. If it is applied after 12HD, then the process is done twice.

RE: Application of Half-dragon template in 2 steps:
To mimic the template being applied gradually as mapped out in Races of Dragon, developed a mid-point for splitting up the manifestation of half-dragon into 2 parts. On taking the first Draconic level (at gaining either 3rd or 4th level), the character would gain a +1ECL and the following parts of the Half-dragon template:
Str +4; Con +2; Int +2
Natural Attacks: Claws and Bite
Breath Weapon (Weaker) 1x/day: Damage = 1/2 HD, Save DC = 10 +1/2HD +Con Mod
Natural Armor +2
Saves vs. Sleep and Paralysis +2
Resistance 10 to energy type of breath weapon
Darkvision 60ft; Low-light vision

Then the following level (gaining either 4th or 5th ECL), they need to take the second half of the racial level to complete their manifestation of half-dragon. Then halfway to between 5th and 6th they can take a class level to reduce the ECL adjustment back to +1.

Also, a few of the monstrous feats from 3.5ed can be converted over to PF for half-dragons. i.e. Dragon Breath Feat from Races of Dragon.
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Re: House Rules

Postby PMiller » Tue Jan 04, 2011 5:28 am

RE: Dervish Prestige Class Conversion:
HD: d10
Requirements: BAB +5; Perform (Dance) 3 ranks; Acrobatics 3 ranks; Feats: Combat Expertise, Dodge, Mobility, and Weapon Focus (With a slashing weapon)
Skill Points = 4 + Int Modifier; Class skills: Perform (Dance), Escape Artist, Acrobatics
Code: Select all
                Saves
 Level   BAB     Fort  Ref  Will     AC Bonus    Special
   1    +1       +0   +1   +1          +1       Dervish Dance, Movement Master, Slashing blades
   2    +2       +1   +1   +1          +1       Fast Movement +5ft
   3    +3       +1   +2   +2          +1       Spring Attack
   4    +4       +1   +2   +2          +1       Dance of Death
   5    +5       +2   +3   +3          +2       Fast Movement +10ft
   6    +6       +2   +3   +3          +2       Improved reaction
   7    +7       +2   +4   +4          +2       Elaborate Parry
   8    +8       +3   +4   +4          +2       Fast Movement +15ft
   9    +9       +3   +5   +5          +3       Tireless Dance
  10   +10       +3   +5   +5          +3       A Thousand Cuts

Most of the specials are pretty much the same as written in 3.5ed Complete Warrior taking into account the minor changes to the free feats, except Dervish Dance. The Dervish Dance is modeled after the Barbarian's Rage and is tracked by number of rounds per day. This is set by 2 rounds per Dervish Level plus 1 round per rank of Perform (Dance).
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Re: WERE: House Rules (Pathfinder)

Postby PMiller » Wed Jan 05, 2011 7:06 am

Character Generation Rules:

20 Points buy for Ability scores
Max HP for 1st Character Class level. Max -2 afterward and for all racial HD,
Using Fast XP progression
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Re: WERE: House Rules (Pathfinder)

Postby PMiller » Thu Jan 27, 2011 7:02 am

IC Spoiler Block for Players in combat:

Copy and paste template, deleting special powers that don't apply.

spoiler: show
Move Action:
Standard Action:
Free Action:

Current AC:
Current HP:
Current Weapon in Hand:
Conditions in effect:

Channel Energy: 5/5 remaining
Seize Initiative: 7/7 remaining
Sudden Shift: 7/7 remaining
Smite Good: 1/1 remaining
Rage Rounds: 7/7 remaining
Breath Weapon: 1/1 remaining
Arcane Pool: 4/4 remaining
Spells Cast Today:
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Re: WERE: House Rules (Pathfinder)

Postby PMiller » Fri Dec 14, 2012 5:33 am

Aerial Combat Rules:

Flight can be based upon three things. They all react differently. Magic, Muscle and Floating.

Applies everywhere and always: (some argue it doesn't apply on the fly spell if the creature does not have natural flight)
Maneuverability: Clumsy –8, Poor –4, Average +0, Good +4, Perfect +8
Size: Fine +8, Diminutive +6, Tiny +4, Small +2, Large –2, Huge –4, Gargantuan –6, Colossal –8.
Reach: If using your arms for attack, you have your standard weapon reach to each side and above. If you are using feet to attack, you have your standard reach to each side and below.
Orientation: Flying upside down is disorienting with gravity being in the wrong direction: -5 to perception and attacks.
Vertical Squares: 45 degree up (or down, turning, etc) is counted as straight squares and not the 1-2-1 as in 2D movement on the ground, because movement speeds are adjusted already.

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Muscle driven Flight:
You have to keep flapping your wings, so it requires exertion. Air passing over the wings is what gives lift, so the wings have to keep moving.

DC 0: Move more than half your fly speed in a round
DC 0: Turn 45° (move 1 square diagonally), can be done again if move 1 square(or creatures space if bigger than medium) straight immediately afterwards
Image
DC 0: Flight up at less than 45°
DC 0: Fly downward at any angle
DC 0: Drop elevation free fall, avoid AoO, movement cost:
    5-10ft = Cost 5ft Movement
    15-30ft = Cost 10ft Movement
    35-90ft = Cost 15ft Movement
    95-270ft = Cost 20ft Movement
DC 10: Move less than half your fly speed in a round
DC 15: Hover in place.
* Fail by 1-4 and you start falling. After 10' down, you can recover and move laterally away, aka, diving swoop. Make the DC 10 or DC 0 checks for less than or greater than half for distance you were forced to move to recover.
* If failed the hover by 5 or more, fall up to 500' (start of your next round).
Note: The Hover feat removes the DC. If large, hovering creates a 60' radius debris field if within 20' of the ground.
DC 15: Turn greater than 45° by spending 5 feet of movement. Failure move 5ft straight.
DC 20: Turn 180° by spending 10 feet of movement, failure: turned only 45 degrees for 5ft movement
Note: Wingover feat makes this one free action per round, no DC.
DC 20: Fly up at greater than 45° angle, failure, didn't climb any height
Fly up: Double movement cost.
Fly down: 1/2 movement cost.
Charge: Allowed in level or downward angled flight

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Magic Flight: The "On strings" or "superman" method. Via spell or (Su).

DC 0: Move more than half your fly speed in a round
DC 0: Move less than half your fly speed in a round, The "as much concentration as walking" line kicks in here I think.
DC 0: Turn 45° (move 1 square diagonally), can be done again if move 1 square(or creatures space if bigger than medium) straight immediately afterwards
Image
DC 0: Flight up at less than 45°
DC 0: Fly downward at any angle
DC 0: Drop elevation free fall, avoid AoO, movement cost:
    5-10ft = Cost 5ft Movement
    15-30ft = Cost 10ft Movement
    35-90ft = Cost 15ft Movement
    95-270ft = Cost 20ft Movement
DC 15: Hover in place.
* If you fail, you stay in place, but are Tumbling and unstable for remainder of round (-5 to skills or attacks and flat-footed).
* If only fail by 1-4, you can choose to fall 10' and swoop away in order to gain stability.
* Fail by 5+; Tumbling and unstable for remainder of round (-5 to skills or attacks and flat-footed).
Note: Hover feat removes the DC. If large and flapping big wings for the heck of it, create 60' radius debris field near ground.
DC 15: Turn greater than 45° by spending 5 feet of movement. Exerting force in a different direction, takes skill to not tumble. Fail: Tumbling and unstable for remainder of round (-5 to skills or attacks and flat-footed).
DC 20: Turn 180° by spending 10 feet of movement. Fail: Tumbling and unstable for remainder of round (-5 to skills or attacks and flat-footed).
Note: Wingover feat makes this one free action per round, no DC.
Fly up: Double movement cost.
Fly down: 1/2 movement cost.
Charge: Allowed in level or downward angled flight

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Third method:
Levitate or the "hot air balloon". See the Levitate spell to cover it.
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