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Rules, notes and clarifications.

Posted by The AltweaverFor group archive 0
The Altweaver
GM, 11 posts
Not Ameena
Tale teller
Sun 31 May 2015
at 15:01
  • msg #1

Rules, notes and clarifications

Character creation summary
 - starting at 3rd level (2250XP)
 - start with any mundane equipment you want (within reason)
 - start with one 4th level, one 3rd level, and one 2nd level magic item
 - start with 520gp for further magic items/consumables/rituals
 - dungeon magazine stuff permissible
 - you may take up to two themes (see post below) and one background if you wish.


Game stuff
 - you can use your own character sheet format, just make sure all character info  is present (including racial bonuses)
 - you can roll your own dice


Posting guide
 - use italics for internal thoughts and any coloured text for OOC comments in the IC threads.
 - post rolls as OOC comments in the IC thread they apply. Post both the original roll and then bonus, not just the total (eg 12 + 8 not just 20)


House rules

Inspiration
 - see post below

Item crafting:
 - crafting of non-magical items can be done if the character's background, skills or class would support it. Crafting requires non-adventure time/concentration and the proper tools. The item's materials cost is the same as the item would cost to buy. Small items take an hour, normal items take a day, weapons take two days, and armour takes four days.
 - trap making is dealt with in the post below.
 - common items can be made by PCs. Uncommon items can only be made by PCs is they have had the chance to study/use the item (and perhaps research may be needed). Rare items will either be uncraftable, or require a skill challenge/research/quest for the components to make.

Magic items:
 - track each magical item's daily power separately (no overall limit)
 - drinking a potion with no healing surges available still has an effect, unless that potion specifically rules against it (ie cure light wounds)
 - the Sun Globe can be activated by word (remotely) or by touch with no words (mental)

Combat actions:
 - you may use more than one action point during an encounter (still only one per round)
 - drinking a potion takes a single minor action, not two.
 - wizard staves can be used one handed in melee combat for 1d6 damage not 1d8
 - Second Wind uses a move rather than standard action


Skills and skill challenges:
 - you may use Heal checks on yourself to treat diseases
 - skill check failures count as half a success in skill challenges as well as a failure
 - skill check failures that pass lower level DCs may yield an equivalent lower
level result
 - convincing someone you are being truthful when actually telling the truth is still a Bluff roll if a roll is needed. Unless otherwise stated, the DC will be easy for friendly, moderate for neutral, and hard for hostile creatures, and based on their level not the player's. A creature's Insight bonus will be subtracted from the DC.

Light and vision:
 - light levels will be created as per 3.5 - so a radius of bright light creates a further equal radius of dim light (eg a torch sheds 5 bright, then 5 dim)
 - low light vision will work as per 3.5 - so all light source levels are doubled (eg a torch appears as 10 bright then 10 dim to low light vision)

Familiars
 - by default familiars can understand what others say to them other than their master.
 - familiars count as allies while in active mode. They still do not flank.
This message was last edited by the GM at 16:03, Sat 11 Mar 2017.
The Altweaver
GM, 337 posts
Sept 19th?
Yay!
Tue 4 Aug 2015
at 21:31
  • msg #2

Themes links

Themes (download here):
http://hl4e.cryptoknight.org/i...ads;sa=view;down=137 -
one download for herolab
http://hl4e.cryptoknight.org/i...tion=downloads;cat=2 - individual files
http://forums.wolflair.com/showthread.php?t=48762 - instructions


Suggested themes:
Meri:
http://www.dmjump.net/Alchemist.htm - Alchemist
http://www.dmjump.net/Trapsmith.htm - Trapsmith

Nym:
http://www.dmjump.net/Blackstaff%20Apprentice.htm - Blackstaff Apprentice
http://www.dmjump.net/Brazen%20Ambassador.htm - reskin as Changeling (Brazen Ambassador)
http://www.dmjump.net/Chaosmade.htm - reskin as chaotic mage (Chaosmade)
This message was last edited by the GM at 11:41, Sun 30 Aug 2015.
The Altweaver
GM, 424 posts
Come back,
Ceremonial Frog!
Wed 26 Aug 2015
at 22:28
  • msg #3

Paragon Paths!


Level 1 - 10 is know as heroic tier. At this tier, you are heroes going out in to the world, doing cool things.

At level 11, you enter the paragon tier. You are a known hero, a champion to aspire to in one way or another.

Whatever has driven your character to such greatness pushes you onwards. THis is the basic idea of the paragon path.

Like the theme(s) you took earlier - they work the same, and will kinda take over for your themes going forwards - these give you powers and abilities and benefits in line with how you want your character to progress.


I've found some I think you might like. Feel free to browse them at your leaisure - we may never get there, of course - but it might be a cool thing to work towards. If nothing takes your fancy, then feel free to ask regarding other paths. And of course, feel free to keep several in your mind, and have your character growth in part be the choice of which your character gets steered towards.


Meri:
http://www.dmjump.net/Alchemist%20Savant.htm
http://www.dmjump.net/Arcane%20Armorer.htm
http://www.dmjump.net/Familiar%20Bloodsmith.htm
http://www.dmjump.net/Familiar%20Keeper.htm
http://www.dmjump.net/Half-Elf%20Polymath.htm


Nym:
http://www.dmjump.net/Arcane%20Wellspring.htm - FLYING AT LEVEL 12!!!
http://www.dmjump.net/Essence%20Mage.htm
http://www.dmjump.net/Luckbender.htm
http://www.dmjump.net/Soul%20Binder.htm
http://www.dmjump.net/Speaker%20of%20Xaos.htm
http://www.dmjump.net/Wild%20Mage.htm
This message was last edited by the GM at 19:18, Mon 18 Apr 2016.
The Altweaver
GM, 466 posts
Gives and
takes
Tue 1 Sep 2015
at 21:04
  • msg #4

Nym's familiar!


Here are the rules to Nym's familiar.

 - Added as normal using the familiar feat (granted as a bonus feat due to Wish)

 - will narratively be able to mutate in the same way as Nym. However, possessing an aspect of the underlying familiar no matter its form, in a subtle or non-subtle way would be preferred.

 - mechanically handled as follows:

At the beginning of each game day, roll a d20. The familiar mechanically becomes this familiar:

1. Arcane Eye
2. Bat
3. Canine Construct
4. Cat
5. Falcon
6. Floating Polyp
7. Hurrum
8. Jank
9. Kivit
10. Moon Wisp
11. Muse Sprite
12. Ooze
13. Owl
14. Rat
15. Raven
16. Rootling
17. Sitak
18. Weasel
19. White-Eyed Crow
20. Shadow Raven

When using the Elemental Shift daily power, Nym also has the option of altering her familiar type to one of the above familiar types for the duration fo the encounter.
The Altweaver
GM, 487 posts
Gives and
takes
Sun 13 Sep 2015
at 22:13
  • msg #5

Trap making rules

 - "Trip the trap" gained as an encounter power through trapsmith. Treated as normal.


 - After a short rest, one 'trip the trap' like effect can also be set on any square in the room rested in (like the exit!). Only one such additional trap may exist at a time (an old one 'expires' if a new one is set). Playing the 'trip the trap' encounter power does not expire the additional trap. The additional trap also expires if tripped by a monster.


 - on the additional trap only, you can sacrifice the 1d6 damage to have the target fall prone instead.


 - making further basic traps:

Treated like a ritual:

Time required: 5 minutes (five simple traps), 10 minutes (one complex).
Skill: Thievery check
 Simple trap: DC10 check for 5 traps.
 Complex trap: DC15 check for each trap.
Cost: Special. With trapmaking kit, 2 complex or 10 simple traps per day for free. Need suitable surroundings such as forest/town to replenish kit each day. Or else 1gp components per 5 simple traps, or 5gp components for a complex trap.

All constructed traps have DC15 to spot.

Simple trap can be trip wire, slide, caltrop, or similar.
Effect (choose one): 1hp damage (non-lethal), knock prone, slow (until end of next turn), daze (until start of next turn), trigger potion/weapon attack.

Complex trap recreates 'trip the trap' power.

You can raise the construction DC by 5 to add a (second) non damaging effect, give the trap a second use, make it +5 harder to spot, increase the damage die by one level (complex only), or lower the construction time by 5 minutes (to a minimum of 1 round).

A helper can lower the DC by 5 (to a miminum of 10/15), or for simple traps add 5 extra traps for no extra time cost.

If you fail a check by more than 10 it will just not work. If you fail by less than 5, you won't know the trap isn't complete. It may still have an effect, but might do less damage, or have a chance of not springing, or be easier to spot (random)


 - making complicated traps:

Will be based on existing DMG traps
May require a skill challenge to complete
Will require costing on a trap by trap basis
This message was last edited by the GM at 09:01, Mon 12 Oct 2015.
The Altweaver
GM, 549 posts
Alteller of
this altale
Fri 16 Oct 2015
at 19:52
  • msg #6

Inspiration


It's like having a token at the game table to trade in at any time, that's awarded by the DM (at the other player's nomination) for cool RP, etc. Only one should exist at any time during the game, so its worth the player's while to cash it in so it can then be awarded again.

Cashing in the inspiration 'token' allows you to roll a second die during a single roll, and then take the higher result of the two.


You guys will nominate each other for cool plays and RP (I won't directly award it). If you already possess Inspiration, your Inspiration will be transferred to the other player. If neither of you possess Inspiration and I agree with the nomination (I most likely will) then the nominated player will get Inspiration.


If the re-roll doesn't succeed, I'll allow a +4 to be added to the roll. If the roll still doens't succeed, you will get a +2 to all defenses your defenses until the end of the next turn (if in combat/confrontation), or the next roll an ally makes will gain a +2 bonus.

Clearly if that doens't give you something cool happening, then the universe has just decided that you didn't need to be lucky :p  I will probably still have it make some form of narrative difference in that case.
The Altweaver
GM, 714 posts
Horrible
Monster
Sat 2 Jan 2016
at 11:03
  • msg #7

Staff as a Melee Weapon


A melee basic attack with your staff will be a Strength+2 vs AC attack. All half level and impliment bonuses apply.

For damage, you do 1d8 for two handed (plus strength mod and implement bonus), and I house ruled 1d6 dmaage for one handed use (plus strength mod and implement bonus).
The Altweaver
GM, 1034 posts
The Teller
of The Tale
Mon 5 Sep 2016
at 18:19
  • msg #8

Level 7 updates

Here is a (currently rough) summary of everything that changes at level 7:

 - gain 5 to max hp
 - recalculate surge value (1/4 max hp, round down)

[Private to Blace: +1 level bonus to:
 - all attack rolls
 - all skill checks
 - all ability check modifiers (ability modifier remains the same, making ability check modifiers +3 higher than your ability modifier)

- gain 1 feat (Meri, I can repost the suggested list, also give you new ones if you have something you want)
]

- gain one level 7 encoutner power[Private to Many:  (check themes too, I can post to you both)
]
 - swap out an old power (check themes too, there are level 2 and 5 alternatives)
This message was last edited by the GM at 20:27, Wed 01 Aug 2018.
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