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 Post subject: The doors of town Hall - rules and news
PostPosted: Fri Jan 15, 2010 10:28 am 
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"Calling all Adventurers! The Good Haflings of the shires seek adventurers to clear the slums of Phlan (formerly Fort Doom). Many of the Barons evil minions still infest the city and must be pushed out to make way for the good folk of the Barony. Speak to the council clerk for specific assignments."

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"This massacre is the work of Ninjas"


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 Post subject: Re: The doors of town Hall - rules and news
PostPosted: Fri Jan 15, 2010 3:51 pm 
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The Rules
This game will be what I like to call 3.5 lite. The goal is to play more and calculate less. Most of us like 3.5 but let’s admit its combat system takes too long.
All characters start at 1st level. Roll attributes as normal 3 sets of 4d6.
Books Allowed for players
• PH
• Racial Classes from Unearthed Arcana, Racial levels are considered a favored class for a race
Books Allowed for DM
ANY required. Once the DM introduces a book it may be available to players on a limited basis
Rules Changes
• No attacks of opportunity without combat reflexes
• Limited Swift and Immediate actions
• Grappling may be attempted Once per turn only, not by number of attacks
• No XP penalty for multiclassing
• Choosing your races favored class gives you +1 HP per level and +1 skill point. This means that if humans take the class they have the highest number of levels in they receive +1HP and +2 skill points.
• Critical Fumbles per our standard FPQ variant, roll a one if you miss again you fumble, turn is over. It doesn’t matter in what order you rolled the dice in as soon as you roll a fumble your attacks are over

Religions
The people of Mystara worship immortals, here is a list of immortals a player may choose to follow. When choosing domains you may choose any 2 but you must have a valid reason to have that domain. I.E I worship Ares I have the Strength and War domains, not I worship Ares I have the Healing and Love domains.
Also you may venerate one of the beasts of entropy or the saviors of light. If you worship a beast of entropy you select only one domain, but all of your evil, destruction, necromancy and chaos spells are +1 CL. If you worship a savior of light you select only one domain and all your Healing, Law and Good spells are +1 CL. If you worship Rivenesh you select no domains but all of your divine spells are +1 CL.
Immortals
Wotan - Greater immortal
Ares - war god/Evil
Myria - Time goddess
Ulric - war god/Neutral
Dion - Goddess of Pleasure/Consumption
Hera - Greater immortal
Loki - God of luck/Mischief
Titan - God of strength/athletes
Charon - Goddess of Death
Maple - god/goddess of Nature

demons - beasts of entropy
Orcus - Lord of Undead, Herald of War
Tyrantharaxus - The Lord of Fire
Azmodeus - The Lord of Lies, The Great Enemy
Azaduhaka - Patron of Evil Dragons, The First Dragon
Rahu - Lord of torture and secrets

Arch Angels - saviors of light
Rivenesh (Fallen elf) - neutral - Former Elven Patron, Patron of doomed Love, Skill in battle
Rapheal - The Healer, Friend of Mortals
Eros - The Lover
Tyr - The Tactician
Tempus - Dwarf Father, Holy Earth
Lathander - The Herald of the Sun, Dawns Champion

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"FREEDOM... IS THE SOVEREIGN RIGHT OF EVERY AMERICAN." -Liberty Prime
"you'll hear from my trans-dimensional attorneys!" - Krang
"This massacre is the work of Ninjas"


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 Post subject: Re: The doors of town Hall - rules and news
PostPosted: Sun Mar 21, 2010 3:51 pm 
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Feat Updates
Toughness - Gain One HP per Level, May be taken multiple times it's effect stack
Two-Weapon Attack - Requires Two-Weapon Fighting, May make an attack with your primary and off hand as a standard action.
Heavy Weapon Training - Requires proficiency with existing weapon, May use a one handed heavy weapon in one hand without the -2 penalty. Normal - using a heavy weapon in one hand without special training suffer a -2 penalty.

Substitution Level
Angelic Cleric
Entropies Foe - Replaces Turn undead if select. A Follower of one of the Angelic Powers may choose to focus there channeling of energy to turn back enemies of Light. He may turn evil outsiders just like a cleric turns undead.

Special Materials/Qualities
Jungle Wood - Wood from deep primordial jungles and the most ancient trees. May be used in place of metal in weapons and armor as the dense wood holds an edge and resists damage. Weight 1.25x normal, Weapons +1 damage, Armor +10 HP, DR 1/adamantine

Celestial Granite - Stone from Mount Celestia, Home to the angels. Items made from the stone are incredibly Heavy and as such qualify as "Heavy Weapons". Weight 2x normal, Weapons Increase damage die by one category. -2 to hit when used in one hand without Heavy Weapon Training. Armor is treated as one category heavier, does not count as metal, Good Spells are cast at +1 CL

Dark Steel - Steel Forged by the Dark Elves. From deep within the earth the elves have combined the incredible strength of Adamantine with the superior weight of mithral. Armors count as one category lighter than normal for purposes of movement and other limitations. Armor grants its wearer damage reduction of 1/– if it’s light armor, 2/– if it’s medium armor, and 3/– if it’s heavy armor.
Weapons Bypass hardness of less than 20 and overcome damage reduction of 3/- or less and count as Adamantine. Weight is normal.

Glantrian Steel - Steel infused with the magic used to create it. Armor made from Glantrian steel help conduct magical energies and gain -10% reduction in arcane spell failure chance.

Fallen Steel/Green Steel - Steel from the elven worshippers of rivenesh. It is sometimes called betrayers steel as it is particularly good at hurting Fey creatures. Weight Normal. Weapons, counts as cold iron for over coming damage reduction. Armor +5% arcane spell failure chance, +1 to save against spell effects as the armor naturally interferes with spell energy.

Magical Green jade - Magically treated Jade. When used in a magic items construction other than weapons or armor provides +1 HP to the user.

Magical Blue jade - Magically treated Jade. When used in a magic items construction other than weapons or armor provides +3 HP to the user.

Magical Red jade - Magically treated Jade. When used in a magic items construction other than weapons or armor increases the length of rage like effects by 2 rounds.

Magical Black jade - Magically treated Jade. When used in a magic items construction other than weapons or armor provides -1 HP to the user but causes necromancy spells to do +1 dmg.

Magical White jade - Magically treated Jade. When used in a magic items construction other than weapons or armor provides +10 HP to the user.

Gnomish Spring Water - Water from secret Gnomish springs. when used in a potion the potion has +1 CL

Dragon Blood - Distilled Blood of a dragon. the drinker recieves resistance 5 to an energy type based on the blood used.

Overcharged - The item was crafted to exceed the normal limits of charges for a charged item. Generally dangerous because an item was not meant to contain so much magical energy. number of charges is x2 up to 100 when fully charged. Anytime a charge is used while the item is over 50 charges arcane spell failure applies. When the item reach the 50 or less charges Arcane Spell failure no longer applies.

Item Templates
Elven Craft - Elegent and artistically adorned
Weight: -10%, Hardness: -1 Hit Points: -5 Arcane Spell Failure Chance: -5%
Special: ARMOR - +1 bonus on Bluff checks made to deceive another creature with words.
WEAPONS - are lightweight and fragile, but extraordinarily well balanced. Thus, they are treated as one size category smaller than normal for the purpose of dealing damage. If the weapon would normally be considered one-handed, it can be treated as a light weapon for the purpose of the Weapon Finesse feat, but not for any other purpose. If the weapon would normally be considered light, the wielder can apply his Dexterity modifier instead of his Strength modifier to attack rolls made with it, as if he had the Weapon Finesse feat.

Dwarf Craft - Sturdy and covered in dwarf Runes
Weight: +30%, Hardness: The hardness +1 Hit Points: +5 Arcane Spell Failure Chance: +5% DR:1/- or increase exiting DR by 1
Special: ARMOR - +1 bonus on Intimidate checks
WEAPONS - Are Heavy and sturdy, but extraordinarily well balanced and sharp. Add +1 to the threat range of the item

Mass Produced/Copied - Cheaply and Quicky made by apprentices and merchant Mages looking for practice or to turn a profit. Mass produced items cost -20% in both xp and raw materials to make but generally sell for 5% less than an normal item. Mass produced Items may be crafted at the rate of 2000gp/day and any number of items up to 2000gp may be crafted. Mass produced items are inferior in several ways. All item are -1 CL to a minimum of 1 making mass production popular for cheaper items where the CL doesn't matter. Only items that require a CL of 10 or less may be mass produced.
Weight: +10%, Hardness: -2 Hit Points: -2 Arcane Spell Failure Chance: The arcane spell failure +5% -1 to cha based checks
WEAPONS - Are competently made but not special in anyway, may not have a total bonus greater than +3
ARMOR - Are competently made but not special in anyway, may not have a total bonus greater than +3
ITEMS - Are competently made but not special in anyway -1 CL, may not require a spell over 3rd level

Antique - Made long ago by hand. Generally of superior quality and durability
Weight: +5%, +1 to charisma based checks
WEAPONS - may have either a +1 to damage, +1 to Hit or +1 increase in the threat range
ARMOR - +1 craftsmanship bonus to AC
ITEMS - +2 CL

Experimental - Exceptional, dangerous, or unrefined. Each item is altered in a unique way

Masterpiece - A true work of art. Only the finest craftsmanship went into the creation of the item by a master of the field.
Weight: -50%, Hardness: +1 Hit Points: +5 Arcane Spell Failure Chance: -5%, +2 to charisma based checks
WEAPONS - +1 craftsmanship bonus to hit and damage and +1 increase to threat range
ARMOR - +2 craftsmanship bonus to AC, +1 max dexterity, -1 armor check penalty
ITEMS - +5 CL

Angel Craft - Forged by Angels a truly rare item and powerful item
Weight: -50%, 1 weight category less, Hardness: +2 Hit Points: +10 Arcane Spell Failure Chance: -15%, +3 to charisma based checks
Magic Items work even in antimagic
WEAPONS - +2 craftsmanship bonus to hit and damage and +2 increase to threat range
ARMOR - +3 craftsmanship bonus to AC, +2 max dexterity, -2 armor check penalty
ITEMS - +10 CL, items made with good or law spells are +20CL

Demon Craft - Forged by Demons a truly rare item and evil item
Weight: normal Hardness: +10 Hit Points: +30 Arcane Spell Failure Chance: -20%, -2 to charisma based checks
Magic Items work even in antimagic
WEAPONS - +1 craftsmanship bonus to hit and damage and +1 increase to threat range and critical multiplier increases by 1, may apply poison with no chance to poison the wielder
ARMOR - +4 craftsmanship bonus to AC, +1 max dexterity, -1 armor check penalty
ITEMS - +10 CL, items made with evil or chaos spells are +20CL

Immortal Craft - Forged by Immortals a truly rare item
Weight: normal Hardness: normal Hit Points: normal Arcane Spell Failure Chance: always 0%, +1 to charisma based checks
Magic Items work even in antimagic
WEAPONS - +1 craftsmanship bonus to hit and damage, penetrates all types of damage reduction
ARMOR - DR 5/-
ITEMS - +15 CL

Religous - Forged to display ones faith
Weight: normal Hardness: normal Hit Points: normal Arcane Spell Failure Chance: normal, +1 to charisma based checks when dealing with followers of the faith the item is dedicated to. Maybe used as a divine focus if the owner worships the faith the item is dedicated to.

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"FREEDOM... IS THE SOVEREIGN RIGHT OF EVERY AMERICAN." -Liberty Prime
"you'll hear from my trans-dimensional attorneys!" - Krang
"This massacre is the work of Ninjas"


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 Post subject: Re: The doors of town Hall - rules and news
PostPosted: Tue Mar 23, 2010 8:06 pm 
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Buying and Selling Magic Items.
This section is just a guideline and may be changed at anytime by the DM.

In a world were magic is common and magic items are made to be used and sold by many different people, Magic Items can be compared to art. In the real world art is bought and sold in lots of different ways. From the most valuable and raw either being unpurchasable to the crappy knock off at the local Bed, Bath, and beyond. For instance, a lowly cure light potion, while outside the means of a simple peasant is both common and easy to make for those with the means to purchase them. You might find cure light potions at the local church, general store, or even a traveling street vendor. On the other end of the spectrum are the truly remarkable items, like a vorpal longsword. An item made specifically for the ultra wealthy. Items like this are treasured by the owner and either not for sale or sold at auctions where the value may far exceed it's actual usefulness. Sometimes the only way to get what you want is to find an artist to create it for you. In this endeavor, the quality of the artist will directly impact the end result. So as presented earlier I have created a list of templates that alter the item. When you find or buy an item refer to the template to see how the item is effected. When buying or selling an item the following is a brief guide to understanding how the process works. Keep in mind the DM may see fit to alter this based on location, circumstances, or whatever whim he feels.

To go along with the idea that there are different types of vendors for magic items and they deal in different types of items here is a brief list of the places/manufactures of items that can be found to buy/sell items:
1 - Non professional - things like minor potions, not quite expertly made things
2 - Prints/copies/mass produced - anything that is considered to be extremely useful. many people would want copies of the same item.
3 - Professional, starving artist - this would be well crafted original items that are either avante garde or just not in high demand
4 - Professional, commissioned - these would be specific items crafted exactly as the end user wanted
5 - Professional, Masterpieces - these would be items of tremendous value/and/or use, prints and copies of the items may be available but these are superior to those. Maybe the copies are made by lower level apprentices, these are made by the master
7 - Priceless antiquities - artifacts, relics of ancient power, basically anything that would command money that only the richest could hope to have, kings, emperors, lucky adventurers
8 - Fads - items that have less intrinsic value then there cost
9 - Heirlooms
10 - Yard sale/Pawnshop

The listed templates and items may seem to make the process complicated but most of the info is background information about why the system exists. The following is the guidelines on how this works in the game. Keep in mind Roleplaying does affect these rules and they are just guidelines to help the players and the DM understand how and where the players can buy/sell items.

Selling Items

Buying Items


























They do not work together because Improved Two-weapon fighting takes a full round action so anytime you use it you get more attacks but you can only take a 5 foot step. With Two-weapon attack you can move up to your speed and make an attack with your primary hand and your off-hand, I think I will include that it works with spring attack however. so you can make a spring attack with both your primary and your off hand if you have spring attack.
-cF

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"FREEDOM... IS THE SOVEREIGN RIGHT OF EVERY AMERICAN." -Liberty Prime
"you'll hear from my trans-dimensional attorneys!" - Krang
"This massacre is the work of Ninjas"


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 Post subject: Re: The doors of town Hall - rules and news
PostPosted: Sun Mar 28, 2010 2:33 am 
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updated some of the materials and added to them based on found items.

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"FREEDOM... IS THE SOVEREIGN RIGHT OF EVERY AMERICAN." -Liberty Prime
"you'll hear from my trans-dimensional attorneys!" - Krang
"This massacre is the work of Ninjas"


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 Post subject: Re: The doors of town Hall - rules and news
PostPosted: Tue Mar 30, 2010 3:38 pm 
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Held for content - I am removing the first questions so i can expand this section

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"FREEDOM... IS THE SOVEREIGN RIGHT OF EVERY AMERICAN." -Liberty Prime
"you'll hear from my trans-dimensional attorneys!" - Krang
"This massacre is the work of Ninjas"


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 Post subject: Re: The doors of town Hall - rules and news
PostPosted: Tue Mar 30, 2010 3:42 pm 
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Held for content

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"FREEDOM... IS THE SOVEREIGN RIGHT OF EVERY AMERICAN." -Liberty Prime
"you'll hear from my trans-dimensional attorneys!" - Krang
"This massacre is the work of Ninjas"


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 Post subject: Re: The doors of town Hall - rules and news
PostPosted: Tue Mar 30, 2010 4:40 pm 
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Location: The FAIRest VIEW in the PARK
:shock: Lots of questions, but I will hold off until your rules are more complete. :ugeek:

~O

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 Post subject: Re: The doors of town Hall - rules and news
PostPosted: Tue Mar 30, 2010 10:04 pm 
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I probably won't post any more information until after the next session. As I recall you planned to visit Nat Wyler the item dealer from Mirros so I will let you find out in game how it works then post it here.

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"FREEDOM... IS THE SOVEREIGN RIGHT OF EVERY AMERICAN." -Liberty Prime
"you'll hear from my trans-dimensional attorneys!" - Krang
"This massacre is the work of Ninjas"


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 Post subject: Re: The doors of town Hall - rules and news
PostPosted: Sun Jun 06, 2010 2:31 pm 
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Rules Updates and Clarifications
-Rage does not end after you go unconscious, Rage is adreneline based so you still have it until you're rage runs out
-Co-due-grace - DC is the amount of damage dealt not 10+ the amount of damage
-The DC to wake from sleeping on listen check is 10 but sleeping character suffer a -10 to the check

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"FREEDOM... IS THE SOVEREIGN RIGHT OF EVERY AMERICAN." -Liberty Prime
"you'll hear from my trans-dimensional attorneys!" - Krang
"This massacre is the work of Ninjas"


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 Post subject: Re: The doors of town Hall - rules and news
PostPosted: Mon Jun 07, 2010 1:49 am 
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A few questions. First, your feat listed.

Two-Weapon Attack - Requires Two-Weapon Fighting, May make an attack with your primary and off hand as a standard action.

How is this different from what is already allowed in the combat rules for Two-Weapon Fighting on page 160? "If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon." Does two-weapon fighting take a full round action, and if so, where does it say that?

Next, for thrown weapons and two-weapon fighting, "the same rules apply when you throw a weapon from each hand". So, one extra attack per round (reduced difficulty if off-hand is light and two-weapon fighting feat is taken, etc) at ranged. Now, Point Blank Shot reads on page 98, "You get a +1 bonus on attack and damage rolls with ranged weapons at ranges up to 30 feet." This would apply, yes?

Now, does Rapid Shot stack on top of this fighting tree, as page 98 reads, "You can get one extra attack per round a ranged weapon. The attack is at your highest base attack bonus, but each attack you make that round takes a -2 penalty. You must use a full round action to use this feat."

So, theoretically, at sixth level, Faldor the fighter has weapon focus and weapon specialization in light hammers and has the feats Two-Weapon Fighting, Point Blank Shot, and Rapid Shot. He has 2 base attacks at +6 and +1. He wants to throw his hammers at Morduk the Orc Barbarian who is 20 feet away. In a full round attack, Faldor can then throw 4 hammers with the following bonuses:

Base attack (6) + Weapon Focus (1) + Point Blank Shot (1) - Two Weapon Fighting (2) - Rapid Shot (2) =
+4 / +4 / +4 / -1 for (1d4 + 3) damage?

-CLG

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 Post subject: Re: The doors of town Hall - rules and news
PostPosted: Mon Jun 07, 2010 9:16 am 
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under full round attack - as we discussed at the very beginning of the game - from the SRD
Full Attack

If you get more than one attack per round because your base attack bonus is high enough, because you fight with two weapons or a double weapon or for some special reason you must use a full-round action to get your additional attacks. You do not need to specify the targets of your attacks ahead of time. You can see how the earlier attacks turn out before assigning the later ones.

The only movement you can take during a full attack is a 5-foot step. You may take the step before, after, or between your attacks.

If you get multiple attacks because your base attack bonus is high enough, you must make the attacks in order from highest bonus to lowest. If you are using two weapons, you can strike with either weapon first. If you are using a double weapon, you can strike with either part of the weapon first.


under attack also from the srd

Multiple Attacks: A character who can make more than one attack per round must use the full attack action (see Full-Round Actions, below) in order to get more than one attack.



so the feat makes it a standard action, so you can move and use both weapons, and yes when throwing the axes, point blank and rapid shot would work. However you would need some way to draw the axes as a free action to do what you propose. Or, you could through the 2 weapons in your hand using the rapid shot fee and not the 2 weapon fighting feat - making the damage and to-hit slightly better.

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"FREEDOM... IS THE SOVEREIGN RIGHT OF EVERY AMERICAN." -Liberty Prime
"you'll hear from my trans-dimensional attorneys!" - Krang
"This massacre is the work of Ninjas"


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 Post subject: Re: The doors of town Hall - rules and news
PostPosted: Mon Jun 28, 2010 1:13 pm 
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Rules Clarifications
-You may draw up to 2 weapon or weapon like objects as part of a normal move - i.e. moving more than a 5ft step. this does not include move actions like standing, crawling, etc only normal movement.

-Several new spells have been encountered in the game and may be possible for mages and clerics to learn. As posted earlier, by default not all the books are allowed but some content from them may come into the game. As always if you really want something not currently allowed I will likely ok it as long as it fits with the game.

New Item Modifier:
Famous: Famous items are world renowned to people of a certain race. For people of the race the item is famous for the holder may apply a -10 or +10 to the diplomacy check to adjust there attitude. In addition a +1 to diplomacy is always offered just from owning the item.

New Item:
Adventurers Vest - A vest made to fit over adventuring gear and armor. It keeps potions or scrolls in easy reach. Metal studs protect the contents from damage but require a long time to fill and prepare so the item may be used at a moments notice. Potions fitted to an adventurers vest require 1 minute to attach to the vest bu may be retrieved as a free action. Scrolls attached to an adventurers vest require 5 minutes to prepare but may also be retrieved as a free action. Vest come in all sizes and shapes so no 2 seem to be the same as they are typically customized for the user.

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"FREEDOM... IS THE SOVEREIGN RIGHT OF EVERY AMERICAN." -Liberty Prime
"you'll hear from my trans-dimensional attorneys!" - Krang
"This massacre is the work of Ninjas"


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 Post subject: Re: The doors of town Hall - rules and news
PostPosted: Tue Jul 13, 2010 2:17 pm 
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Any chance we can have a "Who's Who" page? I wrote a bunch of stuff down, but am missing some names. Like, the Prince and King...

-CLG

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