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Zanaikin
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Custom Rulesets

Postby Zanaikin » Thu Dec 18, 2008 9:14 pm

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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great

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Command Auras

Postby Zanaikin » Thu Dec 18, 2008 9:18 pm

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Draconic Aura Modifications

Postby Zanaikin » Sat Dec 20, 2008 6:59 am

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Casting/Manifesting Focus Enhancement

Postby Zanaikin » Sat Dec 20, 2008 7:05 am

CASTING/MANIFESTING FOCUS ENHANCEMENT
A focus enhancement may be applied to magical items that would be part of spellcasting (normally a rod, staff, glove, or holy symbol). A focus enhancement that’s applied to a physical weapon has no effect on weapon attack and damage. Similarly, a weapon enhancement has no effect on spells/powers channeled thru even if the caster/manifester uses it as a focus.
A caster/manifester must have an ability to use the weapon as a focus to be able to take advantage of focus enhancements within a weapon.

Each +1 focus enhancement increases spell attack rolls and total spell damage rolls by +1, as well as spell DC and spell penetration checks. This is an enhancement bonus.

Focus enhancements costs the same as weapon enhancements. If a weapon has both weapon enhancement and focus enhancement, the cost is slightly reduced to be:
(Weapon Enhancement)^2 x 2,000 + (Focus Enhancement)^2 x 2,000 – (Overlapping Enhancement)^2 x 1,000
Where the overlapping enhancement is the enhanced amount for both weapon and focus.
For example, a +5 longsword (+3 focus) would cost:
(5)^2 x 2,000 + (3)^2 x 2,000 – (3)^2 x 1,000 = 59,000gps

Certain special abilities may also be put on a casting/manifesting focus just as special enhancement could be put upon a weapon:

Bane (+1): Select any race (see ranger favored enemies) or subtype. When casting a spell on the selected race, the focus enhancement is treated as +1 higher. Also, if the spell deals damage, it deals an extra +2d6 points of damage to the selected race.
Dispelling (+1): Spells gain +2 bonus on dispel checks.
Enduring (+1): Spells cast are treated as 5 caster levels higher whenever another attempts to dispel or counter your spells.
Focus (+1): Select any school, subschool, or descriptor. When casting a spell with the appropriate school, subschool, or descriptor, the focus enhancement is treated as +2 higher. A focus weapon may only have one Focus special enhancement.
Horizon (+1): Spells gain +50% range.
Magebane (+1): As Bane, except it applies against all arcane spellcasters and invocation users.

Spell-storing ammunition (see below), spellvials, and wands may also have focus enhancement. The cost to enhance a spell-storing ammunition and spellvial costs the same as equivalent weapon enhancement to ammunition (normal cost / 50). Wands however charge full cost to be enhanced.
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Mastercraft Equipment

Postby Zanaikin » Sat Dec 20, 2008 7:08 am

Mastercraft equipment provides a quality bonus to the appropriate stats of the item, which stacks with all magical enhancement bonuses but not with masterwork bonuses. All mastercraft bonuses must be added upon creation of the item. Similar to masterwork bonuses, mastercraft bonuses are non-magical and thus cannot be suppressed by dispels & antimagic effects.

Mastercraft armor provides a +1, +2, or +3 quality bonus to armor class.
Mastercraft weapon provides a +1, +2, or +3 quality bonus to attack and damage rolls.
Mastercraft tools & adventuring gear usually provides a +4, +6, or +8 quality bonus to one skill check.

The mastercraft component is crafted as part of the masterwork component (craft DC 20). Each level of mastercraft raises the DC by +20 and multiplies the cost of the previous step by x5.

+1 mastercraft weapon (cost: +1,500gps, craft DC 40)
+2 mastercraft weapon (cost: +7,500gps, craft DC 60)
+3 mastercraft weapon (cost: +37,500gps, craft DC 80)

+1 mastercraft armor (cost: +750gps, craft DC 40)
+2 mastercraft armor (cost: +3,750gps, craft DC 60)
+3 mastercraft armor (cost: +18,750gps, craft DC 80)

+4 mastercraft tool (cost: +500gps, craft DC 40)
+6 mastercraft tool (cost: +2,500gps, craft DC 60)
+8 mastercraft tool (cost: +12,500gps, craft DC 80)

Mct[+3] weapons are automatically treated as keen, mct[+3] armors are automatically treated as having light fortification.

Due to the crafting skill required to make mastercraft items, they are extremely rare on the market. Even +1 mastercraft items (or +2 for skills) can prove hard to purchase on the open market, where mastercraft items of higher quality usually require special connections to acquire.
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Rechargeable Staves

Postby Zanaikin » Sat Dec 20, 2008 7:11 am

RECHARGEABLE STAVES
Rechargeable staves are spell trigger items functions like normal staves, except the charges within the staff can be reloaded by expending a spell slot of the appropriate level.

Spells cast by a rechargeable staff expends charges based on their spell level:
Level 1: 1 charge
Level 2–3: 2 charges
Level 4–5: 3 charges
Level 6–7: 4 charges
Level 8–9: 5 charges

To recharge the staff, you must expend a spell level corresponding to one of the spells in the staff. For example, if the staff can cast Haste, you may expend a level three slot to increase the staff’s reserve by 2 charges. A rechargeable staff may have a maximum of 50 charges. Recharging the staff requires a standard action, unless you’re charging it at the same time for which you trigger the spell, in which case it requires no additional actions and functions similarly to a runestaff.

A rechargeable staff costs Spell Level x Caster Level x 750gps for its highest level spell plus Spell Level x Caster Level x 375gps for each additional spell after the first.
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Spell-Storing Ammunition

Postby Zanaikin » Sat Dec 20, 2008 7:13 am

SPELL-STORING AMMUNITION
Spell-storing ammunition is one of the most deadly and most expensive weapons to use on the field. These ammunition are essentially contingency based spells inscribe into a projectile or thrown weapon to be activated upon impact. Due to their more complex contingency-based trigger, spell-storing ammunition requires better enhancement than simply applying the Spell-Storing property (which is melee only) to a ranged weapon or projectile.

Crafting spell-storing ammunition requires the Craft Magical Arms & Armor feat and Craft Contingency Spell feat.

A single spell-storing ammunition costs Spell Level x Caster Level x 100. Single targeting spells and area-burst spells can be placed upon the ammunition, but not multi-targeting spells (such as Mass Hold Person) or multi-burst spells (such as Fire Storm). A target struck by a spell-storing ammunition with an area-burst spell does not receive a reflex save, if the spell would normally require one.

Example: Javelin of Lightning
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Item Familiars

Postby Zanaikin » Sat Dec 20, 2008 7:18 am

ITEM FAMILIARS
Item Familiars described in Unearthed Arcana, several custom changes have been made below. These rules are also adapted for all intelligent unanimated items.

Item Familiars receive only one swift action and one standard action per round. Item Familiars may treat any casting or activation time of full-round action as a standard action instead. Item Familiars that do not receive an order (whether verbally, telepathically, or empathically) would often delay their actions or ready an action instead.

Item Familiars may see as normal (rather than limited to 60ft). They have base attack bonus equal to the character and have save modifiers equal to 2 + caster level (not affected by further boosts). Their caster level is equivalent to the character’s level (or their own caster level, whichever is higher).

Invest Life Essence:
This no longer exists, you do not gain additional XP from investing life essence into the Item Familiar. However if an Item Familiar is destroyed, you still lose 200XP times your character level.

Invest Skill Ranks:
You may only invest ranks from concentration and any intelligence-, wisdom-, and charisma-based skills in Item Familiars. You receive a +2 bonus to any skill you invested skill ranks in, plus an additional +1 per 5 ranks invested. Treat this bonus as if your Item Familiar is constantly using aid other action towards your skill checks.

Invest Spell Slots:
You no longer gain bonuses from investing spell slots, except that your Item Familiar may casting them if it has the Spell Use ability.

Invest Maneuvers:
You no longer gain bonuses from investing maneuvers, except that your Item Familiar may recharge them if it has the Martial Recharge ability.

Item Familiar Spellcasting:
An Item Familiar with the Cantrips/Orisons special ability, Spell Use special ability, or item imbued spells may cast spells as a standard action (or longer, depending on spell’s casting time). The Item Familiar must meet the ability score required to cast the appropriate spell. It has a caster level equal to your character level (Cantrips/Orisons special ability), your caster level (Spell Use special ability), or the imbued caster level (determined upon item creation/enhancement). It uses its own ability scores to determine the spell’s DC, if any. It substitutes the verbal components of spellcasting with a command word (normally the spell name). It cannot cast any spell that requires a gp or XP component, but may ignore somatic and material components less than 1gp.
Item Familiars do not require its master’s orders to cast an imbued or invested spell. While Item Familiars loyal to its master avoids frivolous use of spells, it may cast spells on its own judgment to protect its master. Item Familiars with a personality conflict over its possessor may try to cast spells to impede or harm its wielder.

Item Familiar Legacy Abilities:
Item Familiars often have Legacy Abilities individual to itself, based on its physical form, imbued magical abilities, and its master’s special abilities. Legacy Abilities are command word triggered abilities that can only be activated by the Item Familiar itself (standard action). Use as Item Familiar spellcasting, you may issue an order (a free action) to the Item Familiar to activate a Legacy Ability. All Legacy Abilities are grouped in four categories: boosts, strikes, counters, and modes.
Boosts – Boosts are abilities that increase the wielder or item’s abilities for a limited duration. Most boosts have a duration ranging from several rounds to an hour and require a standard action to activate. However certain short duration boosts lasts for only one round and requires a mere swift action to initiate. Unless otherwise mentioned, an active boost counts as a spell-like ability and is vulnerable to dispels.
Strikes – Strikes are abilities activated by the item familiar during its wielder’s attack to forge a joint attack effect. A strike will only be successfully executed if the wielder’s attack hits. Strikes require a standard action to activate.
Counters – Counters are abilities activated by the item familiar to defend, maneuver, or retaliate against an opposing attack. Counters require an immediate action to activate.
Modes – Most common to melee and ranged weapons, modes are multiple physical stances of the item familiar that may be changed as a standard action. An item familiar may only be in one mode at any time.
Item Familiars with invested spell slots may often gain the use of more powerful Legacy Abilities that require expenditure of invested spell slots. An Item Familiar may have a number of Legacy Abilities equal to 1 + number of times it takes Improved Sapience.

Item Familiar Special Abilities:
• Ability Use: The Item Familiar may benefit from your class abilities, and may utilize the activated effects of your class abilities just as if you had used it with your own action.
• Assisted Concentration: The Item Familiar may concentration on spells, powers, and other abilities for you. Requirement: Improved Sapience.
• Far Senses: The Item Familiar's darkvision and blindsense extends out to 10ft per character level, and may relay its senses directly to its user through telepathic communication. Requirements: Improved Senses.
• Feat Use: The Item Familiar may benefit from your feats, and may utilize the activated effects of your feats just as if you had used it with your own action.
• Improved Senses: The Item Familiar gains low light vision, darkvision 60ft, and blindsense 60ft, and may relay its senses directly to its user through telepathic communication. Requirement: Improved Sapience.
• Martial Recharge: The Item Familiar may recharge your invested maneuvers for you, expending the same actions it would normally take you. If you have the Adaptive Style feat, it may also take a standard action to change all maneuvers readied that are invested or granted by the item familiar. Requirement: Invest Maneuvers.

Regaining Lost Invested Attributes:
If your Item Familiar is destroyed, you may regain Invested Attributes (other than XP) in the same method as retraining.
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Sizes

Postby Zanaikin » Thu Apr 09, 2009 1:23 pm

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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great

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Spirit Binding

Postby Zanaikin » Tue Jun 02, 2009 2:09 am

SPIRIT BINDING
Spirit binding is a version of pact magic practiced on Chroma which may bind a living creature, either temporarily or permanently, with an Incarnum Spirit, to grant the living creature use of Incarnum power. Spirits have a variety of reasons to accept spirit binding pacts on their own, but mostly (especially spirits of a lesser nature) to directly feed off the emotions generated by their binder. Skilled spirit binders may learn to gain synergistic benefits from binding spirits, such as using the spirit's abilities to draw incarnum power from both souls of the pact.

To forge a spirit bind, a creature must first contact an Incarnum Spirit, whom must be within one alignment step, and then improve their attitude to friendly or better, although more powerful spirits will require an attitude of at least helpful. Forging a spirit bind requires a ritual requiring one minute, and unless one party agrees beforehand to allow the other control, an opposed Charisma check must be made to ascertain who retains control of the unified entity. Spirit bindings usually cannot be formed without willingful consent between both the binder and the spirit, although certain spellcasters and powerful spirits have learnt of spells to force another into a pact.

Upon a successful spirit bind, the creature (and whomever in control) gains the essentia pool and other Incarnum powers of the contracted spirit. Furthermore the creature may use its Charisma score or that of the bound spirit, whichever is higher, for all purposes except to maintain the bind. However, the limits of all Incarnum powers (e.g. maximum essentia investment, HD-based damage) is based on the HD of the bound spirit rather than the HD of the binder. Furthermore, the creature will also show certain changes in appearance which also reveal not only the existence but the nature of the spirit bind. These changes often involve a change in hair color and glowing eyes based on the color of the spirit bound, although more powerful spirits may involve more and/or unique alterations to appearance.

A spirit bind may be broken at will by the controller of the unified entity, or with a successful opposed Charisma check by the other soul, which may be attempted once per round if they so desire.
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"Hurrah, Warsaw's ours!" / "Hurrah, Field Marshal!" - Battle report & promotion notice between Alexander Suvorov & Catherine the Great


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