Sunday, November 8, 2020

Underdark Orphanage House Rules


1.       A potion is a magic liquid that produces its effect when imbibed. Potions vary incredibly in appearance. Magic oils are similar to potions, except that oils are applied externally rather than imbibed. A potion or oil can be used only once. It can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute and targets one or more creatures or objects.

Activation: Drinking a potion or applying an oil requires no special skill. The user merely removes the stopper and swallows the potion or smears on the oil. The following rules govern potion and oil use.

Drinking a potion or using an oil is a MOVE action. The potion or oil takes effect immediately. Using a potion or oil provokes attacks of opportunity. An enemy may direct an attack of opportunity against the potion or oil container rather than against the character. A successful attack of this sort can destroy the container, preventing the character from drinking the potion or applying the oil.

A character can carefully administer a potion to an unconscious creature as a STANDARD action, trickling the liquid down the creature’s throat.  It takes a full-round action to apply an oil to an unconscious creature.  In order to be made into a potion or oil, a spell must meet all of the following criteria.

·         It must be a spell of 3rd level or lower.

·         It must have a casting time of less than 1 minute.

·         It must target one or more creatures or objects.

·         It must not have a range of personal.

·         Three is the maximum number of potions that can be consumed in a round regardless of shenanigans, mythic or otherwise.


Athletics (Strenght or Dex players choice): Replaces Swim/Climb

3.       Max Hit Points 1st three levels as well as every level that you gain a character point (4th, 8th, 12th, 16th, and 20th).

4.       Players without Darkvision receive 10 feet of Darkvision 


5.       Toughness : You have enhanced physical stamina. Benefit: You gain +3 hit points and +3 Wound Points.   For every Hit Die you possess beyond 3, you gain an additional +1 hit point (No additional Wound Points).   If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

6.       Meta Magic Components (Unearthed Arcana 3.5) : A number of items can be utilized and converted into meta magic components that are consumed in the casting of a spell but apply a meta magic feat to the cast spell. Players with the Craft Wondrous Items Feat can create meta magic components.  It is rumored that some great casters can create these components on the fly utilizing minor magic items that are likewise consumed in casting.  

 


       Short Rest  (Source: D&D 5e) A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. A character can spend one or more Hit Dice at the end of a short rest, up to the character’s maximum number of Hit Dice, which is equal to the character’s level. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll.

 

 Long Rest (Source: D&D 5e)  A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it. At the end of a long rest, a character regains all lost hit points. The character also regains spent short rest Hit Dice, up to a number of dice equal to half of the character’s total number of them (minimum of one die). For example, if a character has eight Hit Dice, he or she can regain four spent Hit Dice upon finishing a long rest. A character can’t benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits. A Long Rest restores 1 Wound Point + Constitution Modifier.

 Hit Points, Wound Points, and Death for the sake of game play, hit points (hp) represent superficial injuries to the character. Wound points (wp) represent deadly wounds taken from precision damage, critical damage or when your character suffers damage to zero hit points; at that instance he or she does not fall unconscious or begin dying, instead the character immediately begins suffering loss of wound points and deducts this excess damage from your wound point total.  Deadly Wound Points (wp) equals your CON score + 1 per character level. Once your character has taken damage equal to or greater than this total, your character begins to die and has only moments to live. Deadly wounds are healed separately from hit point damage (see below).

Critical Hits A confirmed critical hit no longer inflicts double weapon damage. Instead damage is rolled normally but deducted from the character's (wp) wound points. 

Weapons Critical Hit Modifier is changed from X2, X3, or X4 to +2, +3, or +4 damage dealt upon dealing a crit. As stated previously, critical damage is applied directly to wound points.

Critical Hit/Critical Miss cards won’t be used this campaign. Critical hits, besides providing your weapons critical hit modifier to damage, will also provide +2 Luck Bonus on your next attack.  Critical Misses will provide a -2 on your next attack plus the evil creativity of the GM

Five Foot Step is changed to your Natural Step.  Your Natural Step is equal to your normal reach without any magical enhancement. This change is primarily for the benefit of larger creatures who have a natural reach of 10 feet or greater, this allows them to take a “step” equal to their size.  Magical changes in size do NOT affect your five-foot step.  In hopes of removing all doubt, if the creature or player doesn’t live their regular lives at a larger size it isn’t considered their “natural size” and they cannot take advantage of the greater step.

When a perception roll is called for it will be a level check plus the players best ability score modifier or the appropriate skill they are using.  Players will have to be much more active in stating what they are paying attention to or looking for.


Heal Skill (*Modified)

 


First Aid:  (DC 15, Standard action.) As a standard action, a person with the heal skill can spend one use of a healer’s kit to tend to a creature and restore 1d6 plus 1 hit points per two levels of the creature being tended to. If you exceed the DC by 5 or more, add the healers Wisdom modifier (if positive) to this amount. A creature can’t regain hit points from this skill use again until it finishes a short or long rest. First aid also stops a character from losing hit points due to effects that cause bleed. Hit point damage is healed separately from (wp) deadly wounds.

Treat Deadly Wounds: When treating deadly wounds, you can restore wound points (wp) to a severely injured creature. Treating deadly wounds restores 2 wound points per two levels of the creature being healed. If you exceed the DC by 5 or more, add the healers Wisdom modifier (if positive) to this amount. A creature can only benefit from their deadly wounds being treated within 24 hours of being so injured and can’t regain wound points from this skill use again until it finishes a long rest. A healer must expend two uses from a healer’s kit to perform this task. (DC 20, One hour.)

Magical Healing: Magical healing restores lost Hit Points before Wound Points.  Any player may make a Spellcraft/Use Magic Device DC 20 to direct healing magic to Wound Point Damage prior to complete healing of hit points.   Magical healing used in this manner is at half efficiency.  Example: Player 1 is critically hit by a bugbear who deals eight points wound damage due to his great strength.  Player 2 moves behind player 1 with a wand of cure light wounds and rolls his Use Magic Device check which ends up being a 22, Success!  He rolls a D8 +1 for a total of 5.  Because he is targeting wound points, the roll is reduced by half, rounding down healing player one for 2 points of wound damage and consuming a charge off the wand of cure light wounds


Body Slots not only limit the number of magic items that you can have but also the number of spells that can be on an individual.  Any spell of duration greater than instantaneous takes up an empty body slot on the person it is cast upon.  Detrimental spells like curse or a prayer that works against you also take up body slots.  If body slots are full the detrimental effect takes over the lowest level spell filling a body slot.  If all body slots are full from magic items, the magic item effect is suppressed for the duration of the detrimental spell.  The affected player chooses which magic item is suppressed.  This rule has very little impact at low levels.



 


Underdark Orphanage House Rules

1.        A potion is a magic liquid that produces its effect when imbibed. Potions vary incredibly in appearance. Magic oils are similar to...