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HOMEPAGE | WAY OF THE WICKED | HUISREGELS
Huisregels en bijzonderhedenHuisregels en bijzonderheden
Ruimte voor regeltjes

Er komen meer regeltjes, maar ik begin met deze:

Boeken
PHB, PHB2, DMG, MM, Completes, Campaign books (Frostburn, Dungeonscape, Sandstorm, Stormwrack), Spell Compendium, Magic Item Compendium.

Cantrips
Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A specialist wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots.
(Korte versie: 0 level spells are "At Will")

 

Orisons
Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Deze komen van de Pathfinder Core Rulebook (http://paizo.com/pathfinderRPG/prd/spellLists.html )

Bleed: Cause a stabilized creature to resume dying. 
Create Water: Creates 2 gallons/level of pure water. 
Detect Magic: Detects spells and magic items within 60 ft. 
Detect Poison: Detects poison in one creature or object. 
Guidance: +1 on one attack roll, saving throw, or skill check. 
Light: Object shines like a torch. 
Mending: Makes minor repairs on an object. 
Purify Food and Drink: Purifies 1 cu. ft./level of food or water. 
Read Magic: Read scrolls and spellbooks. 
Resistance: Subject gains +1 on saving throws. 
Stabilize: Cause a dying creature to stabilize. 
Virtue: Subject gains 1 temporary hp.

 

Traps
Magical traps do not detect as magic. 

Polymorph
Volgens Rules Compendium. (Korte versie: Geen spellcasting ability terwijl je in een andere vorm bent.)

Trapfinding (PHB)
Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

(The Factotum also has the Trapfinding ability.)

Equipment
Make a shopping list of starting equipment to a value of 200gp. Items such as a spellbook for a wizard, simple holy symbol for a cleric, hereditary weapon for a samurai etc. do not count against this list. 

(Mocht je ontsnappen uit de gevangenis kunnen we daarna snel verder zonder 2 uren lang te winkelen. )

 

Knowledge Skills - ID monsters abilities/ weaknesses

DC = 10 + the monster’s CR. (in plaats van HD)

For common monsters, such as goblins, the DC of this check equals 5 + the monster’s CR. 
For particularly rare monsters, such as the tarrasque, the DC of this check equals 15 + the monster’s CR, or more. 
A successful check allows you to remember a bit of useful information about that monster.

For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.

 
Alignment

Even een interessante kijk op de drie evil alignments:

 
Channel Energy

Channel Energy (Su)

Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charismamodifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

A cleric must be able to present her holy symbol to use this ability.

***Met 6 ranks in Knowledge (Religion) mag je van alle 1-en een 2 maken. ***

Destroy Undead is nu gewoon genoeg schade doen.

Command Undead en Turn Undead zijn nu feats:

Channeling Feats

  • Command Undead: Using foul powers of necromancy, you can command undead creatures, making them into your servants.
    Prerequisites: Channel negative energy class feature.
    Benefit: As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.
  • Extra Channel You can channel divine energy more often.
    Prerequisite: Channel energy class feature.
    Benefit: You can channel energy two additional times per day.
    Special: If a paladin with the ability to channel positive energy takes this feat, she can use lay on hands four additional times a day, but only to channel positive energy.
  • Improved Channel Your channeled energy is harder to resist.
    Prerequisite: Channel energy class feature.
    Benefit: Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.
  • Selective Channeling You can choose whom to affect when you channel energy.
    Prerequisite: Cha 13, channel energy class feature.
    Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
    Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.
  • Turn Undead Calling upon higher powers, you cause undead to flee from the might of your unleashed divine energy.
    Prerequisites: Channel positive energy class feature.
    Benefit: You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).
 
Sneak Attack

Rogues kunnen de gevoelige plekken vinden - op een lijk is dat nog beter zichtbaar dan een mens. Op een construct is het net een soort lopende doelwit voor disable device.
Sneak Attack werkt op Constructs en corporeal undead tenzij de DM het anders doorgeeft. Incorporeal undead, oozes, elementals en DM-specials hebben geen zwakkere plekken.

 
Feats

Karakters krijgen een extra feat op 2e level en op elke even level. Dit vervangt de PHB regel om feats elke 3e level te geven.

 
Gepost door Jeff op 17 april 2016 om 15:48 uur.
© 2003 pepijn
 
Fout spreekwoord
Kost het niet, dan baat het niet
 
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