Nanoha:Incgame

From Fax Encyclopedicus

Jump to: navigation, search
(House Rules)
Line 138: Line 138:
== House Rules ==
== House Rules ==
 +
 +
Lovingly derived from Flickerdart's rules; some rules are justified using your Devices.
* No Multiclass XP penalty.
* No Multiclass XP penalty.
Line 143: Line 145:
** Your Device will automatically let you use any magical ammunition you have stored anywhere within it, 'transferring' one or more to the appropriate spot when you ready an attack with the relevant item.
** Your Device will automatically let you use any magical ammunition you have stored anywhere within it, 'transferring' one or more to the appropriate spot when you ready an attack with the relevant item.
* Carrying Capacity is enforced, but remember that your Device and everything stored in it is effectively weightless; that is, your capacity only matters for your worn or held equipment.
* Carrying Capacity is enforced, but remember that your Device and everything stored in it is effectively weightless; that is, your capacity only matters for your worn or held equipment.
-
* Alignment in Crunch is softly enforced; you can't have two things that flat out require extreme conflicting alignments, meaning no Paladin/Blackguard. Monk/Bard or Monk/Barbarian is okay, since that's not an extreme conflicting alignment. Your character's alignment does not have to hard-mesh with the requirements, subject to some GM analysis.
+
* Alignment in Crunch is softly enforced; you can't have two things that require extreme conflicting alignments, meaning no non-fallen Paladin and Blackguard. Monk/Bard or Monk/Barbarian is okay, since that's not an extreme conflicting alignment. Your character's alignment does not have to hard-mesh with the requirements, subject to some GM analysis.
* Exotic Weapon Proficiency grants proficiency with one exotic weapon per point of BAB you have.
* Exotic Weapon Proficiency grants proficiency with one exotic weapon per point of BAB you have.
* Gauntlets deal unarmed strike damage or their own damage, whichever is higher.
* Gauntlets deal unarmed strike damage or their own damage, whichever is higher.
* Shadowcaster [[http://www.enworld.org/showpost.php?p=3273239&postcount=2 Errata]] is in play.
* Shadowcaster [[http://www.enworld.org/showpost.php?p=3273239&postcount=2 Errata]] is in play.
-
* More to be lovingly copied and/or modified from Flickerdart's House Rules later. <3
+
* You may delay gaining stances as an initiator until you gain access to a new stance level. You may only have one stance delayed in this manner at any given time.
 +
* Conjuration(Healing) spells are now Necromancy(Healing) and are affected by all effects that modify Necromancy or Conjuration(Healing) spells.
 +
** Put in other terms; Necromancy is now the manipulation of Positive and Negative energy.
 +
* Conjuration spells that have [Element] tags (such as Orb of Acid or Force) are now Evocation.
 +
** The exception is Mage Armor and derivatives, which are Abjuration.
 +
* Familiar abilities progress with caster/manifester level, not class level.
 +
* Flyby Attack, Rideby Attack, Shot on the Run, Spring Attack and Swimby Attack are now one feat with Spring Attack's prerequisites. You automatically get the extra functions once you have the prerequisites for those feats.
 +
* Bows and crossbows add 1/2 Dexterity to damage.
 +
** This is in addition to Strength to damage for Composite Bows.
 +
* Ranger's Animal Companions gain abilities like a Druid's Animal Companion would. Paladins gain their mounts at level 3, and count as two levels higher for mount abilities.
 +
* Paladins may progress in Prestige Classes without sacrificing their ability to progress in Paladin; however, no single Prestige Class may have more levels in it than they have in Paladin while doing this.
 +
* You cannot trade away an ability for an ACF if it's already been modified by another ACF.
 +
* 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.
 +
* Leadership, Thrallherd, etc. are a no-go - your team is trying to get ''off'' of Toril, not gain power ''on'' it! (Also, TSAB regulations frown on using psychic powers to brainwash people.)
 +
* Your Device qualifies you as a spellcaster for the purposes of Craft (Alchemy).
 +
* If you can explain your Masterwork Tool, you can have it.
 +
** If you can explain your Device replicating a Masterwork Tool, you can have it starting the morning after spending the GP cost on a binge at a tavern (or whatever else the DM finds humorous, in-character, and that causes you to lose the appropriate number of GP).
 +
* Two-thirds HP per hit die, rounded up. (d4 = 3, d6 = 4, d8 = 6, d10 = 7, d12 = 8).
 +
* At first level, you gain a number of bonus HP equal to your CON ''score'' instead of your CON ''mod''.
 +
 
 +
=== Skills ===
 +
 
 +
Skills are a combined and modified list, as follows:
 +
* Stealth (DEX): Hide, Move Silently.
 +
* Legerdemain (DEX or INT): Sleight of Hand, Open Lock, Disable Device
 +
* Awareness (WIS or INT): Spot, Listen, Search
 +
* Linguistics (INT): Speak Language, Forgery, Decipher Script
 +
* Spellcraft (INT): Spellcraft, Psicraft
 +
* Knowledge (Arcana) (INT): Knowledge (Arcana), Knowledge (Psionics)
 +
* Deceive Device (INT): Use Magic Device, Use Psionic Device
 +
 
 +
* Knowledge (Local) is barred; your characters may not have ranks in any of the region-specific knowledges (having never lived in any of them). Initially, you're going to need to rely on local help; after a few levels, you may be able to get a Device Power or Inherent Skill that lets you get around this.
 +
* Knowledge (Religion) lets you recognize mythological patterns and religiously-related creatures, but does not include the specifics of Torilian churches or gods, since your knowledge would come from the Saint Church.
 +
* Knowledge (Mid-Childan Arcana) (INT) lets you know details about how Mid-Childan Devices work internally; someone on the ship had better have ranks in this if you're ever going to repair your devices and/or the ship. This skill doubles as the relevant Craft skill; knowing how it works allows you to work on it.
 +
* Knowledge (Cybernetics) (INT) lets you know how cybernetics work, and how to use them; if anyone in the party is a Combat Cyborg, someone on the ship had better have ranks in this so that they can craft needed bits to reactivate or upgrade their stuff! This can also be used to heal certain kinds of injury (by replacing lost limbs with cybernetic counterparts) when you're at the ship.
 +
 
 +
Further, Skills use the following modified rules:
 +
* You do not gain four times your normal skill points at 1st level.
 +
* Ranks always cost 1 point per, cross class or not.
 +
* Your first rank in a class skill gives you a +3 bonus to checks (and counts as four ranks for prestige class prerequisites).
 +
* You may have a number of ranks in any skill equal to your character level.
 +
 
 +
You also automatically have a number of ranks in two Profession or Craft skills equal to your character level, for free.

Revision as of 00:14, 1 January 2013

Personal tools
Google AdSense