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, welcome to Discover Iroxzya (Mature 3.5 / Pathfinder Lite)

07:27, 19th April 2024 (GMT+0)

HOUSE RULES.

Posted by The Mysterious StrangerFor group 0
The Mysterious Stranger
GM, 43 posts
I created the game
that you're playing
Thu 23 Sep 2021
at 15:34
  • msg #1

HOUSE RULES

Default Actions: In an effort to streamline combat, especially when there is a large number of combatants, we will now require all characters list in their descriptions near the bottom a list of default actions and what kind of action they are (free, swift, standard, move, etc). These actions will be used by the DM(s) during combat in the event that you have either not posted or the actions you have posted are not valid as the combat round resolves. They will only be used as a last resort. If you fail to post default actions or if your default actions cannot be fulfilled in the combat round your character will be considered acting in total defense.

Example: Leena the Paladin of Sune has the following default actions:
If under 50% health lay on hands
If being attacked, fight back
If ally under 50% health lay on hands ally


Combat begins and Leena is facing six orcs aside her allies Tom, Dick and Harry. Leena rolled poorly on initiative and goes last. She posts her combat actions for the round in descending order of priority.

Attack closest orc, cleaving if possible.
Move to closest orc (or orc at grid square) and attack.


The attack round proceeds and Leena is pummeled for more than half her health.  When her turn comes up she attacks the closest orc because her declared actions always go before her default actions.

The next round comes up and for whatever reason no post comes from Leena.  The default actions then start and she heals herself based on her default actions.  The game does not wait for Leena to act, it moves on using her default with the die rolls being handled by the GM(s).

ANOTHER EXAMPLE OF DEFAULT ACTIONS

If POSSIBLE ABOVE ALL:
-Avoid Combat by using Intimidate or Bluff to demoralize enemy into premature surrender.
-Adjust tactics to make use of buffs from party or terrain
-Ambush enemy with Thunderstones & Caltrops prior to initiative

If 50% health or lower:
-Disengage & take cover
-Pop healing potion or receive healing spell
-Engage at Range
-Engage in Melee from an optimal position of flank or rear

If at 20% health or lower or otherwise clearly outclassed:
-Yield to superior foe to live and fight another day
-If enemy is unintelligent or not the type to accept surrender (undead), flee post haste

If at range:
-Take Cover & Return Fire with Longbow
-Prioritize Targets
-Use Point Blank Shot for bonuses
-Squishy Clothies & Sneaky-Sneakies
-Flankers, Pets, & Summons
-Chargers
-Engage Melee to Defend Weak or Injured Party Members

If at Melee:
-Prioritize Type of Targets
-Squishies or Clothies exposed & vulnerable
-Heavies & Highly Skilled ganging up on party members
-Armored Casters
-Use Expertise when prudent

If facing large, easy to hit, or foes vulnerable to bludgeoning damage:
-Engage with Greatclub & swing hard and often

If facing Speedies or Sneaky-Sneakies:
-Two Weapon Fighting with Gadius & Dagger
-Feint with Dagger lead to apply Dexterity Debuff
-Stabby-Stabby with Gladius

If engaged with multiple enemies, heavies, or highly skilled targets:
-Turtle up with Sword & Board to avoid damage
-Apply Combat Expertise
-Plink away one target at a time

If engaged with wimps:
-Humiliate them with "David."

SUBJECT TO ADAPTATION

Now there should be no reason to ever use defaults as the game is not exactly very fast moving but even then some people drag things out for days and days causing delays.  Going forward in a combat situation everyone has 24 hours to reply.  Obviously the likelihood that the GM(s) will post in 24 hours is not that high but there are times when it does happen so the 24 hour rule is going into effect.

Any questions, bring them up in OOC.
The Mysterious Stranger
GM, 44 posts
I created the game
that you're playing
Thu 23 Sep 2021
at 19:40
  • msg #2

HOUSE RULES

FEATs: The following Feats have either been brought up from obscurity, modified from their original version, or are entirely brand new.

Armor Optimization: You have become one with wearing armor. All armor you wear functions as though it's AC bonus were +2 higher than it's normal rating.
-Prerequisite: Proficient in armor use

Dodge: +1 dodge bonus to all enemies in combat & a +2 bonus to a designated foe.
-Prerequisite: 13 Dexterity

Improved Dodge: +2 dodge bonus to all enemies in combat & a +3 bonus to a designated foe.
-Prerequisite: Dodge, 15 Dexterity

Greater Dodge: +3 dodge bonus to all enemies in combat & a +5 bonus to a designated foe.
-Prerequisite: Improved Dodge, 19 Dexterity

Improved Critical: This feat functions like normal.
-Prerequisite: Weapon Focus is added to the list of usual prerequisites

Improved Critical Multiplier: Increase the damage multiplier for critical hits by +1. If the multiplier is x4, increase it by +2
-Prerequisite: +9 BAB, Improved Critical

Magic Blaster: Add your intelligence modifier (minimum +1) to all damage based spells.
-Prerequisite: 3rd level spell caster, 15 Intelligence

Improved Magic Blaster: Add an additional +5 to all damage based spells.
-Prerequisite: Magic Blaster, 7th level spell caster, 17 Intelligence

Master Magic Blaster: Double your intelligence modifier and reroll 1s on all damage based spells.
-Prerequisite: Improved Magic Blaster, 10th level spell caster, 19 Intelligence

Potion Guzzler: You can drink a potion as a standard action instead of a full round action. If a potion is already equipped you may drink it as a swift action.
-Prerequisite: None

Thug: You are naturally imposing and quick to action. Others see you as a bully. +2 Initiative. Bluff and Intimidation become class skills. If they are already class skills they get a +2 bonus.
-Prerequisite: +2 Charisma Bonus

Toughness: Add 5 + 1 hit point per character level to your hit point total.
-Prerequisite: 13 Constitution

Improved Toughness: Add 10 + 2 hit points per character level to your hit point total.
-Prerequisite: 17 Constitution

Master Toughness: Add your constitution score +3 hit points per character level to your hit point total. In addition, double your constitution modifier for bonus hit points each time you level up.
-Prerequisite: 21 Constitution

Two Weapon Defense: Shield bonus provided is +2 instead of +1. +4 if fighting defensively.
-Prerequisite: Two Weapon Fighting

Improved Two Weapon Defense: Shield bonus provided is +3 instead of +2. +5 if fighting defensively.
-Prerequisite: +4 BAB, Two Weapon Fighting, Two Weapon Defense, 13 Intelligence

Greater Two Weapon Defense: Shield bonus provided is +4 instead of +3. +6 if fighting defensively. In addition, magical enhancement bonuses on the offhand weapon now also apply.
-Prerequisite: +8 BAB, Improved Two Weapon Fighting, Improved Two Weapon Defense, 15 Intelligence

Up Close And Personal: Choose one group; Thrown Weapons, Whips, Bows, or Pole Arms. These weapon types may be used against adjacent foes without provoking an attack of opportunity. This feat may be selected multiple times. Each time it is taken it applies to a new group.
-Prerequisite: +3 BAB, Proficiency with weapons in the group.

Weapon Finesse: This feat functions like normal.
-Prerequisite: +1 BAB, 15 Dexterity
This message was last edited by the GM at 17:27, Mon 04 Oct 2021.
The Mysterious Stranger
GM, 45 posts
I created the game
that you're playing
Fri 24 Sep 2021
at 13:24
  • msg #3

HOUSE RULES

Equipment: The following equipment has been modified from it's original version. As usual this list is subject to change.


Thunderstone: This is now DC15 to resist.
Elven Rope: is 25gp for 50'
Smoking Herbs: Herbs are 5, 10, and 25gp, and are have 1, 2, or 7 uses. Each use provides a +1 bonus to Will Saves as you become keenly intellectual and ironically aware for 1d4 hours.
Good Smoking Herbs: Good Herbs are 20, 45, and 85gp. They have 1, 2, or 7 uses. In addition to the bonus provided by reggie herb, Good Herbs give you a +1 bonus to all charisma checks with other herb smokers.
Wooden Matches: Only the best will do. 1gp for a box of 20.
Spyglass: It now costs 475gp.
Holy Symbol: These come in three varieties. Cheap but functional; 10gp, -1 Charisma check among religious folk, Average but sufficient; 30gp, and finally the exquisite holy symbol. It goes for 100 (or more) gp and provides a +1 bonus to charisma checks among religious folk.
This message was last edited by the GM at 01:00, Sun 03 Oct 2021.
The Mysterious Stranger
GM, 54 posts
I created the game
that you're playing
Sun 26 Sep 2021
at 18:20
  • msg #4

HOUSE RULES

Armor is something I've always liked. You could tell a lot about a character by their armor. I want armor to be more of a thing in this setting, so I've gone ahead and buffed it up. IN ADDITION to the normal rules for armor and AC, armor now provides Damage Reduction that stacks with all other damage reduction sources. Light Armor is DR 1. Medium Armor is DR 2, and Heavy Armor is DR 4.


SHIELD                    AC     MAX DEX     PENALTY   COST        NOTES
Defense Bracers+         +1        +10         ---      15    Takes Gauntlet slot.
Small Shield*            +2        +9          -1       15
Large Shield*            +4        +7          -2       25
Tower Shield*+           +6        +5          -3       40


* Shields made from wood have their penalty reduced by 1, but they are easier to sunder.
+ See Below

LIGHT                     AC     MAX DEX     PENALTY   COST        NOTES
Arcanist Robe            +1        ---         ---      10    Has a pocket for 1 small item.
Armored Coat+            +3        +6          -1       25    May be worn over light armor.
Armored Gi+              +2        ---         ---      25    +1 Stealth & Intimidate
Chain Shirt              +5        +4          -1       75
Leather Armor            +3        +9          -1       25
Leather Scale Armor      +5        +8          -1       100
Light Hide Armor         +4        +5          -2       45
Padded Armor             +2        ---         ---      10
Studded Leather Armor    +4        +8          -1       50
Survival Vest+           +3        +6          ---      35


+ See Below

MEDIUM                    AC     MAX DEX     PENALTY   COST        NOTES
Brigandine Armor         +6        +5          -2       125
Breastplate              +7        +5          -2       300
Chainmail                +8        +4          -2       250
Heavy Hide Armor         +7        +4          -3       120
Light Dragonscale Armor  +7        +7          -2       750
Ring Mail                +5        +6          -2       100
Scale Mail               +6        +4          -3       150
Tactical Armor+          +7        +5          -1       500


+ See Below

HEAVY                     AC     MAX DEX     PENALTY   COST        NOTES
Banded Mail              +8        +4          -4       500
Dragonscale Armor        +10       +6          -3       1500
Combat Plate Armor       +12       +3          -4       1800
Plate Armor              +10       +2          -5       1200
Riot Armor+              +9        +5          -3       1000
Orakku Samurai Armor     +10       +3          -5       750


+ See Below



ARMORED COAT

ARMORED GI

DEFENSE BRACERS

RIOT ARMOR

SURVIVAL VEST

TACTICAL ARMOR

TOWER SHIELD
This message was last edited by the GM at 19:47, Sun 26 Sept 2021.
The Mysterious Stranger
GM, 58 posts
I created the game
that you're playing
Sat 2 Oct 2021
at 02:17
  • msg #5

HOUSE RULES

WEAPONS I really did want to avoid reinventing the wheel, but after I pulled from a few sources and made a few changes to fit the flavor of the setting I realized that having my own list of weapons to use was just better.

Light Simple: These weapons can be used with finesse, assuming they are melee weapons. They also count as light weapons in the offhand for the purpose of Two Weapon Fighting.

WEAPON                     Damage   Range   Threat   Multiplier   Cost   Notes

Chakram                     1d8      20'    18-20        x3       7gp
Club                        1d6      ---    20           x2       1gp
Dagger                      1d4      20'    19-20        x2       3gp
Darts*                      1d3      30'    19-20        x3       2gp    They come in clusters of 3
Javelin*                    1d8      50'    19-20        x3       5gp
Nunchuck                    1d6      ---    20           x2       5gp
Short spear                 1d6+1    15'    19-20        x3       7gp
Shuriken                    1d3+1    30'    18-20        x3       3gp    They come in clusters of 5
Slingshot                   ---      30'    20           x3       2gp    See below
Spiked Gauntlet             1d6      ---    20           x2       8gp
Stiletto*                   1d3      ---    15-20        x4       15gp
Throwing Axe                1d6      15'    20           x3       3gp
Throwing Hammer             1d4+1    20'    20           x3       3gp
Throwing Knife              1d4      30'    19-20        x2       5gp    They come in clusters of 2



Simple: These weapons are available to most characters. They are fairly inexpensive, functional, and typically do not require a lot of training to use.

WEAPON                     Damage   Range   Threat   Multiplier   Cost   Notes

Boomerang                   1d6      60'    19-20        x2       3gp    Will return to sender by next turn
Club, Great                 1d10     ---    20           x2       5gp    2-Handed
Hand Axe                    1d6      10'    20           x3       4gp
Mace                        1d8      ---    20           x3       10gp
Quarterstaff                1d6      ---    20           x2       5gp    2-Handed
Spear                       1d8+1    10'    19-20        x3       10gp   1 or 2-Handed



Light Martial: These weapons are availble to most warrior classes. They ere often expensive, require significant training, and regularly provide advantages to specific combat styles. These weapons can be used with finesse and count as light weapons for Two Weapon Fighting. Obviously they must be melee weapons for that to apply.

WEAPON                     Damage   Range   Threat   Multiplier   Cost   Notes

Cahulaks*                   1d10     10'    18-20        x3       40gp   See below
Combat Hammer               1d4+1    ---    19-20        x3       15gp
Combat Hatchet              1d4+1    20'    19-20        x3       20gp
Combat Net                  1d3      20'    20           x2       10gp
Gladius                     1d6+1    ---    19-20        x3       50gp   See below
Kukri                       1d4      ---    19-20        x2       15gp
Machete                     1d6      ---    18-20        x3       40gp
Ninja-to                    1d6      ---    19-20        x3       35gp
Rapier*                     1d6      ---    18-20        x2       60gp
Sai*                        1d4      15'    19-20        x3       20gp   See below
Scimitar                    1d6      ---    18-20        x2       55gp
Short sword                 1d4+1    ---    19-20        x2       25gp
Tonfa                       1d6      ---    20           x2       25gp   See below
Tortoise Shell              1d8      ---    20           x3       35gp   See below
Whip, Chain                 2d4      ---    18-20        x2       50gp   See below
Whip, Razor                 1d6+1    10'    18-20        x2       50gp   See below
Whip, Thorn                 1d4+1    10'    18-20        x2       35gp   See below
Wrist claw*                 2d3      ---    19-20        x4       45gp



Martial: These weapons are all fairly pricey. They require a certain degree of skill and training to use properly and a phony can be spotted a mile away. Unless specified otherwise, all of these weapons can be used one or two handed. The cannot be used with finesse or in the off hand without a significant penalty.

WEAPON                     Damage   Range   Threat   Multiplier   Cost   Notes

Bastard sword               1d10     ---    19-20        x2       50gp   Exotic to use 1-Handed
Battle Axe                  1d8      ---    20           x3       35gp
Broadsword                  2d4      ---    19-20        x2       40gp
Flail                       3d4      ---    19-20        x3       75gp
Great Axe                   2d6+2    ---    20           x3       115gp  2-Handed
Great Mace                  1d12     ---    20           x2       50gp   2-Handed
Greatsword                  3d4      ---    19-20        x2       150gp  2-Handed
Halberd                     1d10     ---    19-20        x2       45gp   2-Handed
Lance*                      3d12     ---    18-20        x4       100gp  Single use; Only charge attack
Long spear*                 1d12     ---    19-20        x3       55gp   2-Handed
Longbow                     1d8      70'    20           x2       50gp
Longbow, Composite          1d8      100'   20           x2       100gp
Longsword                   1d8      ---    18-20        x2       100gp
Lotulis*                    3d4      ---    18-20        x3       150gp  2-Handed
Lucerne Hammer*             1d12     ---    19-20        x3       90gp   2-Handed
Maul                        1d12     ---    20           x3       90gp   Exotic to use 1-Handed
Military Pick*              2d4      ---    19-20        x4       85gp
Military Fork*              2d4      ---    18-20        x3       135gp  2-Handed
Morningstar                 1d8      ---    19-20        x2       65gp
Naginata                    1d10     ---    18-20        x2       120gp  2-Handed
Sabre                       1d8      ---    18-20        x2       75gp   +2 charge damage
Shortbow                    1d6      50'    20           x2       30gp
Triblade*                   2d4+2    ---    18-20        x3       200gp  2-Handed
Trident*                    1d8      15'    19-20        x3       110gp
Warhammer                   1d8      ---    20           x2       50gp
Warspear*                   1d12+2   15'    19-20        x3       100gp  See below



Exotic: These weapons are rare, have limited access, or are difficult to use and require very specific training. Double weapons may be used with Two weapon fighting and count as a light weapon in each hand. They may also be used with finesse.

WEAPON                     Damage   Range   Threat   Multiplier   Cost   Notes

Bola                        1d2      30'    20           x2       3gp    See below
Blowgun                     1d3      20'    20           x2       10gp
Burnstick                   1d6      ---    20           x3       15gp   See below
Burnstick, Great            1d10     ---    20           x3       25gp   See below
Double Hammer               1d8      ---    20           x2       65gp   See below
Double Mace                 1d8      ---    20           x3       80gp   See below
Double Sword                1d6      ---    19-20        x2       70gp   See below
Orakku Katana               2d8      ---    19-20        x3       250gp  See below
Orakku Wakizashi            1d8      ---    19-20        x2       150gp  See below
Warfan                      1d6      ---    18-20        x3       75gp



Crossbows: Are special because they count as simple & martial weapons. For those with martial weapon proficiency as a feat, using a crossbow out to 20' is a ranged touch attack. Those without martial weapon proficiency may still do so without a penalty, but they do not get the added advantage of the ranged touch attack.

WEAPON                     Damage   Range   Threat   Multiplier   Cost   Notes

Crossbow, Hand              1d4      40'    19-20        x2       50gp
Crossbow, Heavy             1d10     80'    19-20        x2       90gp
Crossbow, Light             1d8      60'    19-20        x2       65gp
Crossbow, Punisher          1d8      75'    19-20        x2       100gp  See below
Crossbow, Tombstone         1d10     80'    19-20        x2       150gp  See below


Ammunition: Ammo gets used in most projectile attacks. There are different types of ammunition that affect the weapons that use them. Without ammunition, Bows, Crossbows, and Slingshots are all but useless.

AMMO                            Modifier      Cost    Notes

Slingshot Stone                    1d3         2gp     20
Slingshot Stone Bullet             1d4         4gp     20, Additional 10' range
Slingshot Metal Bullet             1d4+1       6gp     10, Additional 10' range
Arrow                              ---         3gp     20
Arrow, Armor Piercing              ---         4gp     1, Ignores DR from sources of armor
Arrow, Broadhead                   ---         10gp    8, +2 damage, -10' range
Arrow, Flaming                     1d6         5gp     10, +1d6 fire damage, -20' range
Arrow, Flight                      ---         1gp     10, +20' of range
Bolt                               ---         3gp     20
Bolt, Armor Piercing               ---         4gp     1, Ignores DR from sources of armor
Bolt, Breaching                    ---         15gp    5, +2d6 damage, -30' range
Bolt, Broadhead                    ---         10gp    8, +2 damage, -10' range
Bolt, Compliance                   ---         2gp     10, +1d4 shock damage, Nonlethal, -10'
Bolt, Illumination                 ---         1gp     3, Provides torchlight
Bolt, Flaming                      1d6         5gp     10, +1d6 fire damage, -20' range
Bolt, Flight                       ---         1gp     10, +20' of range



* These weapons are considered armor piercing and bypass all damage reduction bonuses gained from equipped armor. Other damage reduction bonuses may still apply.

Bola -
Burnstick -
Burnstick, Great -
Cahulaks - These strange weapons are essentially a pair of grappling hooks connected by a 15' length of rope or thin chain. They can strike targets up to 10' away and are especially useful in tripping and disarming. +2 bonus to trip and disarm attempts. Cahulaks are rarely seen outside of the Ashlands. They are a favorite weapon of the Ashlundi elves who whip the razor hooks around with alarming speed and finesse.
Combat Hammer -
Combat Hatchet -
Combat Net -
Crossbow, Punisher -
Crossbow, Tombstone -
Double Hammer -
Double Mace -
Double Sword -
Gladius -
Lance -
Lotulis -
Military Fork -
Orakku Katana -
Orakku Wakizashi -
Sai -
Slingshot -
Tonfa -
Tortoise Shell -
Triblade - This polearm is similar to a trident. It consists of three double edged blades 18-26 inches long coming together in a single spear head made of three blades. The head is mounted on a 5 and a half to 6 foot long shaft. This polearm has reach and cannot be used against adjacent enemies. It can be set against a charge.
Warfan - This easily concealed weapon can be quick drawn with a DC 15 sleight of hand check, otherwise unfolding it is a move action. Razor sharp and razor thin. It is a favorite among female assassins and performers. +1 bonus to Performance checks.
Warspear -
Whip, Chain - This weapon is made of a thin chain and ends in a bladed or barbed tip. Despite this weapon having reach, it can be used against adjacent foes. It is not as reliable at disarming or tripping as other whips, but it can be used to grapple better with the barb or blade. +2 to grapple checks using this weapon.
Whip, Razor - This weapon has reach and cannot normally be used against adjacent foes. +2 bonus to trip and disarm attempts. It is rare even in the Ashlands.
Whip, Thorn - This weapon has reach and cannot normally be used against adjacent foes. It is particularly good for tripping and disarming. +2 bonus to trip and disarm attempts. This weapon is fairly common in the Ashlands.
This message was last edited by the GM at 01:52, Tue 05 Oct 2021.
The Mysterious Stranger
GM, 68 posts
I created the game
that you're playing
Tue 5 Oct 2021
at 05:52
  • msg #6

HOUSE RULES

LANGUAGES are a big part of any culture or society and Destivia is no different. There are literally hundreds of languages a character could choose from. Listed below are the primary ones for this game. If necessary they are given an explanation.

LANGUAGE                        Spoken   Written   Notes

Abysal                           Yes       Yes
Arktixzyan                       Yes       Yes     With Giant runic alphabet
Ashlundi                         Yes       Yes     With Elven alphabet
Bullywug                         Yes       Yes     Primitive hieroglyphics
Celestial                        Yes       Yes
Demonic & Infernal               Yes       Yes     This game uses them interchangeably
Destivian                        Yes       Yes     Everyone should know this
Draconic                         Yes       Yes     Ancient runic alphabet
Druidic                          Yes       Yes     Only for Druids
Dwavern                           No       Yes     Extinct people
Elemental Air                    Yes       Yes
Elemental Earth (Terran)         Yes       Yes
Elemental Fire (Ignian)          Yes       Yes
Elemental Water (Aquan)          Yes       Yes
Elvish                           Yes       Yes
Giant                            Yes       Yes     Ancient runic alphabet
Goblin                           Yes       Yes     Primitive drawings
Imperial                         Yes       Yes     Rykexzyan alphabet
Lycanthrope                      Yes       Yes     Alphabet resembles scratches and claws
Ogre                             Yes       Yes     Troll runic alphabet
Orakku                           Yes       Yes
Rykexzyan                        Yes       Yes
Serpentine                       Yes       Yes     Replaces Lizard Folk but other races use it
Sylvan                           Yes       Yes     With Draconic runic alphabet
Thieves Cant                     Yes       Yes     Only for Rogues
Tribal                           Yes       Yes     With Bullywug hieroglyphics
Troll                            Yes       Yes
Undercommon                      Yes        No     Criminal trade tongue that is closely guarded
Viktrimonte                      Yes       Yes
Yuan-ti                          Yes       Yes     With Serpentine alphabet

This message was last edited by the GM at 06:11, Tue 05 Oct 2021.
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