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01:44, 27th April 2024 (GMT+0)

House rules - homebrew - changes to classes.

Posted by DMFor group public
DM
GM, 4 posts
Mon 12 Dec 2022
at 22:11
  • msg #1

House rules - homebrew - changes to classes

The Basics

We are importing some rules from other versions of the game.

Cantrips.
Cantrips are unlimited, classes that prepare cantrips prepare which cantrips they can cast in the day.

Spell slot preparation and metamagic.
Classes that prepare spells don't prepare spells to slots one to one, but they prepare a list they cast spontaneously from. These guidelines apply:
  • Prepared casters prepare the amount of spells shown in their class table, plus 1 per spell level, plus any additional spells they gain from a high ability score. Their number of slots is the same number as their class table.
  • Spells modified with metamagic count as a prepared spell. If you want prepare silent Fireball, you can't cast a non-modified Fireball unless you also prepare Fireball.
  • Spells modified by metamagic still count as spells of their modified level, so a silent Fireball counts as a fourth level spell.
  • You still need the exact slot to cast a spell. You cannot cast unmodified Fireball on a fourth level slot.
  • Heightened spells must be prepared as an specific spell level. So if you heighten Fireball to fifth level, that spell counts as a fifth level and not third or sixth.
  • Spontaneous spells modified by metamagic don't increase casting time.
  • See the changes to you class for more details


Reversible Spells
Spontaneous Casters can reverse a spell, it means they can cast its reverse without knowing that spell.
List of reversible spells.
Cure Wounds - Inflict Wounds
Cause Fear - Remove Fear.
Enlarge Person - Reduce Person.
Arcane Lock - Knock
Daylight - Darkness (You need to be able to cast 3rd lv spells to reverse Darknes to Daylight)
Bestow Curse - Remove Curse
Transmute Mud to Rock - Transmute Rock to Mud
Flesh to Stone - Stone to Flesh
Freedom - Imprisonment
Haste - Slow

Combat Maneuvers.

We are using CMB and CMD from Pathfinder.


Kicks

You can make a kick in combat as an unarmed attack, the damage you make is the following (+1.5 Str bonus)

 TinySmallMediumLarge
1d41d62d42d6

You can add a kick as part of your two-weapon fighting attack or Full attack as an extra attack on

Masks (1/2 lbs.  20 gp)

Wearing a Mask has some distinctive benefits and drawbacks. Beyond the usual (not giving away your identity) a mask:
-Gives you a +4 competency bonus on:
  • Attack rolls
  • CMB
  • Bluff checks
  • Intimidate checks


- A -4 penalty on 
  •        Initiative
  •        Armor Class
  •        CMD
  •        Spot checks
  •        Sense motive checks
  •        Diplomacy checks

This message was last edited by the GM at 22:26, Tue 13 Dec 2022.
DM
GM, 5 posts
Mon 12 Dec 2022
at 22:14
  • msg #2

Barbarian

Barbarians get 6 skill points per level.
This message was last edited by the GM at 22:34, Mon 12 Dec 2022.
DM
GM, 6 posts
Mon 12 Dec 2022
at 22:33
  • msg #3

Bard

Bards can choose to cast like a wizard, druid, or sorcerer.


Wizard
The bard keeps a spellbook (with four spells at 2nd level or four at third if not having bonus slots) and uses Int to cast. The bard adds two spells to the spellbook on each level up. Use the Known spells chart to know how many spells you can prepare. Bards that cast like wizards can't prepare healing spells, but can add wizard spells to their books from scrolls (and only from scrolls).

Druid
The bard prays for spells like a Druid and uses Wis to cast. Use the known spells chart to know how many spells you can prepare. The bard can cast druid spells from scrolls (and only from scrolls) and use wands with druid spells.

Sorcerer
The standard Bard as usual. As a true spontaneous caster, these bards can reverse spells on the go without using an extra spell known. (For example if they know cause fear, they can reverse it to cast remove fear)
DM
GM, 7 posts
Mon 12 Dec 2022
at 22:39
  • msg #4

Cleric

Clerics get 4 skill points per level.

Clerics prepare spells and can cast any spell prepared provided they have one unused slot of that level. Metamagic modified spells count as one spell prepared. They can use their prepared domain slots to prepare metamagic'ed versions of their domain slots.

Clerics can replace a prepared spell with a version of a cure spell at any time.
This message was last edited by the GM at 22:56, Mon 12 Dec 2022.
DM
GM, 8 posts
Mon 12 Dec 2022
at 22:55
  • msg #5

Druid

Druids get 4 skill points per level

Druids prepare spells and can cast any spell prepared provided they have one unused slot of that level. Metamagic modified spells count as one spell prepared. Druids can spontaneously change one of their prepared spells to a Summon Nature's Ally at any time.

Natural Spell. Natural Spell changes to

Natural Spell [General]
Prerequisites

Wis 13, wild shape ability.
Benefit

Choose one wild shape form you can access. You can complete the verbal and somatic components of spells while wild shaped into that form. You substitute various noises and gestures for the normal verbal and somatic components of a spell.

You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.

You can take this feat multiple times. Each time you choose a different Wild shape form.
DM
GM, 9 posts
Mon 12 Dec 2022
at 23:05
  • msg #6

Fighter

Fighters get 4 skill points at every level.

Fighters have the good Will Saving throw progression.

Combat Superiority
Pre-requisites: Fighter 5
You count as having Combat Expertise for the purpose of feat prerequisites.

You can make a full attack as an standard action.

Special: Characters that start as Fighters get Combat Superiority at first level as a bonus feat.
This message was last edited by the GM at 23:18, Mon 12 Dec 2022.
DM
GM, 10 posts
Mon 12 Dec 2022
at 23:11
  • msg #7

Monk

Monks get 6 skill points per level

Monks have a full attack progression -like fighters-
DM
GM, 11 posts
Mon 12 Dec 2022
at 23:13
  • msg #8

Paladin

Paladins get 4 skill points per level.

Paladins that start as Paladins get lay on hands at first level, Aura of courage at second level, and turn undead at third.
DM
GM, 12 posts
Mon 12 Dec 2022
at 23:18
  • msg #9

Ranger

Rangers prepare spells and can cast any spell prepared provided they have one unused slot of that level. Metamagic modified spells count as one spell prepared.

Rangers that choose Two-weapon combat can make a full attack to attack with two weapons using a standard action.
DM
GM, 13 posts
Mon 12 Dec 2022
at 23:20
  • msg #10

Rogue

No changes to Rogues for now.
DM
GM, 14 posts
Mon 12 Dec 2022
at 23:53
  • msg #11

Sorcerer

Sorcerers get d6 as hit dice and 4 skill points per level.

Sorcerers get Eschew Materials as a bonus feat, and they don't need focus components to cast spells.

The can cast spells modified with metamagic without increased casting time.

Sorcerers use the following spells known table

LevelSpells Known
 01st2nd3rd4th5th6th7th8th9th
1st42
2nd53
3rd632
4th643
5th7432
6th7443
7th84432
8th84443
9th944432
10th944443
11th9444432
12th9444443
13th94444432
14th94444433
15th944444332
16th944444333
17th9444443332
18th9444443333
19th9444443333
20th9444443333

Sorcerers use the following spells per day table

level1st2nd3rd4th5th6th7th8th9th
13
24
353
464
5653
6664
76653
86664
966653
1066664
11666653
12666664
136666653
146666664
1566666653
1666666664
17666666653
18666666664
19666666665
20666666666

This message was last edited by the GM at 01:30, Tue 13 Dec 2022.
DM
GM, 15 posts
Tue 13 Dec 2022
at 00:07
  • msg #12

Wizard

Wizards

Wizards prepare spells and can cast any spell prepared provided they have one unused slot of that level. Metamagic modified spells count as one spell prepared.

Specialist wizards gain an additional prepared spell of their school, but they don't get the slot. Conjurers need to declare a third forbidden school.

Spell focus. Spell focus changes

Spell Focus [General]

Prerequisite. Specialist in the chosen school
Choose a school of magic.

Benefit

Add +2 to the Difficulty Class for all saving throws against spells from the school of magic you select.
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