House Rules

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ybn1197
Rider of Rohan
Rider of Rohan
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Joined: Tue Feb 28, 2012 12:24 pm
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House Rules

#1 Post by ybn1197 »

All characters start with full HP at 1st level. Every level afterwards there are 2 choices for additional hp.
  1. Player rolls and takes hp as indicated by the die. If the player is not satisfied with the roll, the player can have the DM roll the die for additional hp but result of that die roll is mandatory even if it is lower than the player's roll.
  2. Take half the highest amount of the die and forgo rolling any die.
Clerics
A cleric’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful-chaotic axis or the good-evil axis, but not both). A cleric may not be neutral unless his deity’s alignment is also neutral.

Spontaneous Casting
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name).

An evil cleric (or a neutral cleric of an evil deity), can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with "inflict" in its name).

A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead.

Shields Shall be Splintered
As an immediate action, anyone can choose to interpose a physical object already held in hand to intercept a single blow per round. This must be an item you are already holding. Any item can be used in this way, but some are better than others. The item will not necessarily negate the blow, instead abrogating some amount of the damage the blow would deal.

When an attack is intercepted, the player rolls a die determined by the object being interposed and reduces the damage by that amount (see below). If the damage from the attack is reduced to 0, then any special effects of the attack (poison, tripping, pushing, etc.) are also negated.

Weapons used to block in this way reduce the damage by their damage die (thus a dagger will reduce the damage by 1d4, while a greatsword will reduce it by 2d6). Magical bonuses apply to this roll, as do feats which augment the damage of a specific weapon (such as Weapon Specialization): so a Fighter with Greater Weapon Specialization in the greatsword, could reduce the damage from a blow by 2d6+4.

Improvised items (such as chairs or tables) will reduce the damage by an amount determined by their size: d4 for small objects (like a vase), d8 for medium-sized objects (like a chair), d12 for large objects (like a bench), or d20 for very large objects (like a table or door).

Actual Shields reduce damage according to the type of shield being used. Shields with a magical plus, gain one additional die per plus (thus a +1 Buckler would reduce the damage by 3d4, and a +2 Tower Shield would reduce the damage by 3d20). Note that, while wooden shields provide the same AC bonus as metal shields, the metal shield is able to take a greater blow before breaking.
ShieldDamage Abrogation
Buckler2d4
Shield, Light Wooden1d8
Shield, Light Steel2d6
Shield, Heavy Wooden1d10
Shield, Heavy Steel2d8
Shield, Tower1d20
After blocking a blow, the item gains the "broken" condition. Having the broken condition does not decrease the amount of damage an item can absorb (but will significantly decrease its effectiveness otherwise). If an item that already has the broken condition is used to block a blow, the item is destroyed.

An improvised item is destroyed (rather than just broken) after intercepting a single blow. Magical items used to block a blow are not completely destroyed, but instead keep the broken condition and permanently lose one “plus” each time they would be destroyed. Thus a +2 shield could block a total of 4 blows before becoming useless. If the magic item is repaired after taking the first blow, it does not lose any magical bonuses. Any bonuses lost prior to the repair are gone permanently.

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