Flickergame 2015

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(House Rules)
(House Rules)
 
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* Vow of Nonviolence only affects the character with the feat; if anyone else breaks its terms, that character suffers the -1 penalty.
* Vow of Nonviolence only affects the character with the feat; if anyone else breaks its terms, that character suffers the -1 penalty.
* Most of the time, there's no reason for "can only take at level 1" feats to have this restriction. Ask me and I'll probably remove it.
* Most of the time, there's no reason for "can only take at level 1" feats to have this restriction. Ask me and I'll probably remove it.
-
* Favored Enemy applies to an entire creature type (humanoid, outsider, etc) without specifying subtype.
+
* Favored Enemy uses the new creature types or subtypes specified below (Beast, Humanoid, Outsider, Automaton, and their subtypes).
* Combined skills (if any subskill is a class skill, the combined skill is as well; synergy from a subskill cannot affect any other skill in the combined skill; bonuses specific to one subskill do not apply to all uses of the combined skill):
* Combined skills (if any subskill is a class skill, the combined skill is as well; synergy from a subskill cannot affect any other skill in the combined skill; bonuses specific to one subskill do not apply to all uses of the combined skill):
** Athletics (Str) - Jump, Climb, Swim
** Athletics (Str) - Jump, Climb, Swim
-
** Acrobatics (Dex) - Balance, Tumble, Escape Artist
+
** Acrobatics (Dex) - Balance, Tumble, Escape Artist, Ride
** Stealth (Dex) - Hide, Move Silently
** Stealth (Dex) - Hide, Move Silently
-
** Survival (Wis) - Survival, Use Rope, Heal
+
** Survival (Wis) - Survival, Use Rope, Heal, Handle Animal
** Legerdemain (Dex) - Sleight of Hand, Open Lock, Disable Device
** Legerdemain (Dex) - Sleight of Hand, Open Lock, Disable Device
** Awareness (Wis) - Spot, Listen, Search
** Awareness (Wis) - Spot, Listen, Search
 +
** Concentration (Con) - Concentration, Autohypnosis
** Linguistics (Int) - Speak Language, Forgery, Decipher Script
** Linguistics (Int) - Speak Language, Forgery, Decipher Script
-
** Deceive Device (Cha) - Use Magic Device, Use Psionic Device
+
** Use Magic Device (Cha) - Use Magic Device, Use Psionic Device
** Knowledge (Magic) (Int) - Spellcraft, Knowledge (Arcana)
** Knowledge (Magic) (Int) - Spellcraft, Knowledge (Arcana)
** Knowledge (Crystals) (Int) - Psicraft, Knowledge (Psionics)
** Knowledge (Crystals) (Int) - Psicraft, Knowledge (Psionics)
** Knowledge (Cosmology) (Int) - Knowledge (Religion), Knowledge (Planes)
** Knowledge (Cosmology) (Int) - Knowledge (Religion), Knowledge (Planes)
-
** Knowledge (Society) (Int) - Knowledge (Nobility and Royalty), Knowledge (History), Knowledge (Architecture and Engineering), Knowledge (Local)
+
** Knowledge (Society) (Int) - Knowledge (Nobility and Royalty), Knowledge (History), Knowledge (Architecture and Engineering), Knowledge (Local), Craft, Profession
** Knowledge (Wilderness) (Int) - Knowledge (Geography), Knowledge (Nature), Knowledge (Dungeoneering)
** Knowledge (Wilderness) (Int) - Knowledge (Geography), Knowledge (Nature), Knowledge (Dungeoneering)
 +
** Investigation (Wis) - Gather Information, Sense Motive, Appraise
 +
** Public Relations (Cha) - Diplomacy, Intimidate, Perform
 +
** Deception (Cha) - Bluff, Disguise
* Average HP per hit die, rounded up:
* Average HP per hit die, rounded up:
** d4 = 3
** d4 = 3
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** d10 = 6
** d10 = 6
** d12 = 7
** d12 = 7
 +
* Creature types are consolidated, with superfluous types being cast off into subtypes. There are four types: Beast, Humanoid, Outsider, and Automaton. Their subtypes are usually applied to the master type, but can be switched around - for instance, a pixie is a humanoid (fey) and a hoary steed is a beast (fey). Any ability that requires a character to choose from creature types (such as Favored Enemy) uses the new creature types. Abilities that don't let you choose (such as Wild Shape or Smite Dragons) use subtypes.
 +
** Beast: This category represents all animal-like creatures. Beasts include magical beasts, animals, vermin, and dragons.
 +
*** Magical: Creatures with this subtype are supernatural in some respect, whether an unusual intelligence or inherent magical powers. Applicable to other creature types and replaces Augmented.
 +
*** Animal: Animals have 1 or 2 Intelligence and can be handled with Handle Animal.
 +
*** Dragon: Dragons are either true dragons or creatures similar to them. Applicable to other creature types to indicate a draconic relation (humanoid = kobolds, outsider = Bahamut or planar dragons).
 +
*** Vermin: Mindless. Applicable to some Outsider creatures.
 +
** Humanoid: Anything shaped like a human that has a humanoid biology falls under here. Giants, humanoids, and monstrous humanoids fall in this category, but none of them are real subtypes.
 +
** Outsider: Elementals, outsiders, aberrations, and fey can be categorized as outsiders - otherworldly beings that don't quite belong on the Material Plane. Outsiders are subject to the "difficult to raise" malarkey.
 +
*** Elemental: Creatures connected to a particular element. Can also be any other creature type - Fire and Cold creatures are Elemental, for instance.
 +
*** Outsider: Creatures connected to the Planes. Applicable to any other creature type.
 +
*** Aberration: Creatures that are twisted or not otherwise meant to be. Applicable to other creature types (an Elan is a Humanoid (Aberration)).
 +
*** Fey: Nature-like creatures that are partly of the Feywild. Royal fey are Outsiders, but Material fey may be humanoids or beasts.
 +
** Automaton: Creatures that should not be, and yet are, automata are animated by a force external to their bodies, and tend to be non-intelligent but difficult to damage. Oozes, constructs, and undead fall under automata. Automata are destroyed at 0 HP, have your standard immunities, can't be raised.
 +
*** Ooze: All the Ooze traits.
 +
*** Constructs: Bonus HP based on size, no CON score.
 +
*** Undead: Can be turned/rebuked, no CON score.
==Action Points==
==Action Points==

Current revision as of 19:51, 6 March 2016

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