| Jonas Husregler PATHFINDER | |
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Författare | Meddelande |
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Jonas GM
Antal inlägg : 685 Join date : 10-02-15 Age : 48 Ort : Nynäshamn
| Rubrik: Jonas Husregler PATHFINDER ons feb 17, 2010 7:43 pm | |
| HOUSE RULES CROSSBOW 2009-06-01
Damage on light and heavy crossbow upped one dice (1d10, 2d6 in that order). Note that hand and great crossbow keeps its textbook damage (1d4, 2d8). All crossbows can be outfitted with the repeating feature. How to do this is not considered common knowledge. Repeating crossbows are also exotic weapons, as are Great crossbows, sousing a Great Repeating crossbow is one exotic weapon proficiency, a normal Great crossbow another.
Normal
Hand/light: Firing is 1 standard action, reloading a move action
Heavy/great: Firing is 1 standard action, reloading a full round action
Repeating feature: Fire as many bolts as you have attacks. Note: this is limited to how many bolts fit into a single clip. Reloading is a full round action.
Rapid reload feat
Hand/light: Firing is only limited to the character’s number of attacks. Reloading is a free action.
Heavy/great: Fire up to 3 bolts per round. Reloading is a move action..
Repeating feature: Fire as many shots as you have attacks. Note: this is limited to how many bolts fit into a single clip. Reloading is a move action.
Note that you can apply the feat rapid shot and improved rapid shot (complete warrior p101) to crossbows. Other feats relevant for crossbows are point blank shot, precise shot, shot on the run, ranged disarm, ranged sunder, ranged pin, zen archery and sharp-shooting (players handbook and complete warrior)
100728 NEW FEAT: Crossbow Mastery (from Curse of the Crimson Throne p. 10)
You can load crossbows with blinding speed and even fire them in melee with little fear of reprisal.
Prerequisites: Dex 15, Point Blank Shot, Rapid Reload, Rapid Shot
Benefit: The time required for you to reload any type of crossbow is reduced to a Swift Action, regardless of the type of crossbow used. You can fire a crossbow as many times in a full attack action as you could attack if you were using a bow. Reloading a crossbow for the type of crossbow you chose when you took Rapid Reload no longer provokes attacks of opportunity.
Special: A fighter may select Crossbow Mastery as one of his fighter bonus feats. A ranger may select Crossbow Mastery in place of Manyshot for his improved combat style at 6th level.
Senast ändrad av Jonas den lör mar 03, 2012 11:45 am, ändrad totalt 7 gånger | |
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Jonas GM
Antal inlägg : 685 Join date : 10-02-15 Age : 48 Ort : Nynäshamn
| Rubrik: Sv: Jonas Husregler PATHFINDER sön mar 07, 2010 1:52 pm | |
| THE SKÄGG BURNER HOUSE RULE
Vid misslyckade saves i AoE-skador som ignitar är det 25% risk att skägget ryker. Slå 1d100 för att avgöra hur mycket av hår och skägg som stryker med!
Senast ändrad av Jonas den mån aug 02, 2010 8:22 pm, ändrad totalt 1 gång | |
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Jonas GM
Antal inlägg : 685 Join date : 10-02-15 Age : 48 Ort : Nynäshamn
| Rubrik: IDENTIFY ITEMS mån jul 05, 2010 9:13 pm | |
| IDENTIFYING ITEMS
House rule borttagen. För allt utom artifacts tar det casting time för detect magic/identify + de 3 rounds det tar att få max information av spellen.
Senast ändrad av Jonas den mån aug 02, 2010 8:21 pm, ändrad totalt 1 gång | |
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Jonas GM
Antal inlägg : 685 Join date : 10-02-15 Age : 48 Ort : Nynäshamn
| Rubrik: Sv: Jonas Husregler PATHFINDER sön jul 18, 2010 12:55 pm | |
| TELEPORT/DIMENSION HOP OUT OF BEING GRAPPLED, GLUED, BOUND, STUCK ETC.
Efter att ha läst runt på Pathfinders message boards en del kan jag konstatera att folk har olika uppfattningar om detta, men de vettigaste argumenten är FÖR. Så trots rulingen-on-the-run igår så kommer detta att vara möjligt i framtiden.
Senast ändrad av Jonas den mån aug 02, 2010 8:21 pm, ändrad totalt 1 gång | |
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Jonas GM
Antal inlägg : 685 Join date : 10-02-15 Age : 48 Ort : Nynäshamn
| Rubrik: Sv: Jonas Husregler PATHFINDER ons jul 28, 2010 7:19 pm | |
| CRAFTING RULES
Item and market price raw material cost Craft DC check+bonus=result (sample) DC x result= (sample) Item price sp Estimated time mw weapon component (300gp) 100gp 20 10+10=20 20x20=400 3000 Estimated time 7.5 weeks mw armor component (150gp) 75gp 20 10+10=20 20x20=400 1500 Estimated time 3.25 weeks 10 mw bolt/arrow* components (60gp) 20gp 20 10+10=20 20x20=400 600 1.5 weeks Full plate armor (1500gp) 500gp 18 10+10=20 18x20=360 15000 42 weeks (failures not included) Heavy crossbow (50gp) 17gp 15 10+10=20 15x20=300 500 1.5 weeks Battleaxe (10gp) 3gp 15 10+10=20 15x20=300 100 3 days 10 bolts* (1gp) 3sp 12 (house rule) 10+10=20 12x20=240 10 Less than a day *Weaponsmithing is applied for crossbow bolts and bowmaking for arrows (house rule) Note: Masterwork artisans tools provides +2 to the craft check Dwarves receives +2 on craft checks associated with stone or metal.
New items: special ammunition - mundane
item name cost weight craft DC special properties Bodkin bolt (10) 2 1 13 +1 attack, -1dmg Broadhead bolt (10) 2 1 13 +1dmg, -1 attack Bodkin arrow (20) 2 3 13 +1 attack, -1dmg Broadhead arrow (20) 2 3 13 +1dmg, -1 attack
Note: Bodkin = armour piercing, Broadhead = flesh piercing (barbed)
NEW FEAT: Master Crafter Prerequisite: 8 ranks in craft skill Feat description: May take 10 on any given craft check.
Senast ändrad av Jonas den mån aug 02, 2010 8:21 pm, ändrad totalt 1 gång | |
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Jonas GM
Antal inlägg : 685 Join date : 10-02-15 Age : 48 Ort : Nynäshamn
| Rubrik: Sv: Jonas Husregler PATHFINDER ons jul 28, 2010 7:21 pm | |
| HOUSE RULES CRITICAL HIT/MISS
Vi använder The Critical miss/hit deck!
Senast ändrad av Jonas den mån aug 02, 2010 8:20 pm, ändrad totalt 1 gång | |
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Jonas GM
Antal inlägg : 685 Join date : 10-02-15 Age : 48 Ort : Nynäshamn
| Rubrik: Sv: Jonas Husregler PATHFINDER mån aug 02, 2010 8:20 pm | |
| AUTOMATIC SPELLS VID NYTT SPELL LEVEL
TRE valfria spells från valfritt spell level när castern får tillgång till ett nytt spell level (alltså inte vid varje levelup som i 3.5). | |
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Jonas GM
Antal inlägg : 685 Join date : 10-02-15 Age : 48 Ort : Nynäshamn
| Rubrik: Sv: Jonas Husregler PATHFINDER tis aug 03, 2010 3:42 pm | |
| HOUSE RULE TORTURE
The definition for torture in this case is a prolonged (at least 1 hour) attempt to force a victim to do something against its will by means of physical abuse.
As soon as the torture begins the victim must make an initial Fortitude saving throw DC 10. If the save is successful, the victim manages to withstand the pressure and doesn’t have to make any more saving throws for a full day. If the save fails, he immediately rolls a Will saving throw DC 10. If this also fails, the victim has simply broken right when the torture began. If the Will saving throw succeeded, the victim manages to keep from breaking by cheer will alone.
A basic rule is that the victim starts making Fortitude saving throws. If these fail, he will start making Will saving throws instead. If ever a Will saving throw has failed, the victim has broken and will do whatever the torturer desires.
DC modifiers
Each day of torture endured + 1 Torturer uses professional equipment + 2 Torturer has ranks in Initmidate + half the torturers total skill Torturer has knowledge of the victims weaknesses varies
The GM can also modify the DC up or down from -2 to +2 depending on what the torture is about and how it relates to the victim.
EXTENDED TORTURE
If the victim doesn’t break after the initial torture, the torturer can opt to continue the torture. Each day of torture takes at least 4 hours of the torturers time and at the end of each day, the victim must make another Fortitude or Will save (if the Fort save has already failed) with a +1 DC. If the victim doesn’t break and the torture continues, a new save must be made each day with an additional +1 and so on until the victim breaks.
Extended torture has a profound negative impact on the mental and bodily health and long term torture may scar the victim permanently. Each week of torture, the victim must make an additional Fortitude and Will saving throw at DC 15 +1 for each week of torture the victim has endured. A failure on the Fortitude saving throw means the victim permanently looses 1 point of Constitution and a failure on the Will save means the victim looses 1 point of Wisdom permanently. These points can only be restored like any permanent ability drain. If the Constitution score reaches 0 in this fashion, the victim dies. If the Wisdom score reaches 0 in this fashion, the victim becomes permanently mad and can only be cured through powerful magic.
Additionally, for each lost save to prevent permanent damage, the victim suffers permanent disabilities to body and/or soul. For each point of Constitution lost, the victim must roll on the table for Physical Flaws and for each point of Wisdom lost the victim must roll on the table for Mental Flaws. These flaws can only be restored by means of powerful magic.
Roll Physical Flaw Roll Mental Flaw 18-20 Disfigured 18-20 Greed 15-17 Weak bladder 15-17 Obsessive 12-14 Speech impediment 12-14 Phobia 9-11 Loss of toe 9-11 Memory loss 6-8 Loss of finger 6-8 Temper 5 Badly healed injury 5 Nightmares 4 Light blindness 4 Addiction 3 Head truma 3 Depression 2 Deaf 2 Paranoia 1 Blind 1 Deathwish
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Jonas GM
Antal inlägg : 685 Join date : 10-02-15 Age : 48 Ort : Nynäshamn
| Rubrik: Sv: Jonas Husregler PATHFINDER tis nov 22, 2011 7:52 pm | |
| Ny feat - Improved Buckler Defense
You can attack with an off-hand weapon while retaining a buckler's shield bonus to your Armor Class.
Prerequisite: Shield Proficiency Benefit: When you attack with a weapon in your off hand, you may still apply your buckler's shield bonus to your Armor Class. Normal: Without this feat, a character wielding a buckler who attacks with an off-hand weapon loses the buckler's shield bonus to AC until his or her next turn. Special: A fighter may select Improved Buckler Defense as one of his fighter bonus feats. | |
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| Rubrik: Sv: Jonas Husregler PATHFINDER | |
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| Jonas Husregler PATHFINDER | |
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