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Page history last edited by Adam 13 years, 3 months ago

This is the site for my Dungeons & Dragons  (3.5 + Pathfinder) campaign.

 

The game runs every 2nd, 4th, and 5th Saturday of the month from 5:00 pm to 10:00 pm, PST.

It runs online via maptool (1.3b63)

 

The name of the planet is Terrene, and it's custom made.  I steal a lot of material from the Eberron campaign setting, though Terrene is in a far more primitive state. World-specific rules are collected in the Worldbook.

 

Details on party members present and past can be found on The Party page.

 

Details on their adventures and misadventures are collected in the Campaign Journal.

 

 

House Rules:

These are deviations from the 3.5/Pathfinder core ruleset.  I try to stick to the rules as much as possible, and clearly announce any rules changes.  I like when players have a feel like they know how the world works, and can trust that I'll be consistant.  So, if something goes against the rules in game, point it out.  Just don't let it bog down the session.

 

Energy Drain

Creatures that have an innate energy drain ability do not automatically give you negative levels when they hit you.  When hit, you get a fort save to negate the ability, at the same DC to shrug it off later.  You need to save per negative level (multiple saves, for things that bestow more than one per hit).  If you avoid the negative level, the foe does not gain any temporary HP.  This does not alter spells that give negative levels.

 

Out of Combat Healing

If you have a safe and peaceful environment, and take 10 minutes to carefully administer healing, your curative spells and channels automatically benefit from Maximize.  Note that this is impractical to use to for saving someone that is dying, but it can certainly be of use to heal someone that is already stable.

 

Cheap Ammo

When determining the cost of masterwork, magical, cold iron, or silvered ammunition, a "batch" is 200 such items.  Normally they are priced in batches of 50.

 

Poisons

Pathfinder altered poison in such a way that I feel I need to elaborate on how it works.  This is not intended as a "house rule" so much as it just clarifies my interpretation.

 

  • All poison saves are done at the beginning of your turn.  If bitten, stung, or otherwise exposed to poison you do not make any saves until you begin your turn.  Use the Poison stacking rules with existing poison (of the same type) in your system and any new exposures this round to determine the DC and duration.

 

  • The delay poison spell is a mixed blessing.  While it prevents you from coming to harm at the time of exposure, it runs the risk of building up a tremendous amount of poison in your system.  
    • You must still save versus poison at the beginning of your turn following exposure.
    • Use the poison stacking rules, but only count exposures this round.  Do not add in poison already in your system. 
    • If you succeed at this save, you are not poisoned by these exposures.  You do not shake off any existing poison in your system, however.
    • If you fail, then add this poison to any already in your system, stacking the DC and duration as appropriate.  You do not suffer the effects, but neither does the duration count down.
    • At any time during the duration of the delay poison you may take measures to remove the poison from your system, using the current cumulative DC of each type of poison.
    • When the delay poison expires, you immediately suffer the initial effects of every poison type in your system, and then every round afterwards you must save to shake them off as normal.  Since they will all be at full duration with componded DCs, the poisons may be very hard to resist.

 

Item Creation (Formulae)

In order to craft a magic item, you must have the appropriate feats, as usual.  For this campaign, you also need the formulae for the item.  Potions, scrolls, wands, and vanilla armor/weapon enhancement bonuses do not require formulae.  Wondrous Items, Rings, Rods, Staves, and armor/weapon special properties do.

 

Written formulae work much like spells written in a spellbook.  The effective spell level of an item's formulae is half (round up) of the item's caster level. This determines the DC to learn the formulae as well as the number of pages it takes to make a copy. 

 

When you craft an item you must know the formulae.   If you do not, then add 5 to the craft DC (but if you succeed, you learn the formulae). 

When you craft an item, you must have a copy of the formulae on hand (there is no penalty for using a "borrowed" formulae).  If you do not, then add 5 to the craft DC.

 

 

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