Flickergame 2015

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(Normal Classes)
(House Rules)
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* Two Weapon Fighting turns into ITWF and GTWF as soon as you qualify.
* Two Weapon Fighting turns into ITWF and GTWF as soon as you qualify.
* Bows and crossbows add 1/2 Dexterity to damage.
* Bows and crossbows add 1/2 Dexterity to damage.
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* You cannot trade away an ability for an ACF if it's already been modified by another ACF.
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* In order to gain a benefit that requires a cost, you must pay that cost; if you mitigate all of the cost away, you're not paying the cost and the benefit does not happen. I'm looking at you, Hellfire Warlock and Body Fuel abusers.
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* Leadership of any kind may not be taken before the game begins. In game, Leadership may only be used to acquire existing NPCs that the PCs are familiar with as cohorts/thralls/wild companions/what have you. The same thing applies for animal companions, improved familiars and controlled undead - if you want something, seek it out in-game.
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* You don't need to be a spellcaster to use Craft: Alchemy
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* Everything has a masterwork tool as long as you make a good case for what it is
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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.
* 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):
** Stealth (Dex) - Hide, Move Silently
** Stealth (Dex) - Hide, Move Silently

Revision as of 05:17, 15 March 2015

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