arnon
Explorer
It's still some months ahead, but i'm going to run a (short?) Skull & Bones game.
I'm working on some house rules and this is what i've got so far.
(needless to say, any comments are welcomed)
1. Feats:
Characters gain a new Feat at every odd character level (1st, 3rd, 5th, etc.), as opposed to every 3rd character level, in addition to any feat gained from their Class.
2. Skills:
All skills are considered class skills.
2.1. Synergy: Synergy bonuses are given as normal, except that the bonus increases over time. A skill with 10 ranks grants a +3 synergy bonus; a skill with 15 ranks grants a +4 synergy bonus; and a skill with 20 ranks grants a +5 synergy bonus.
2.2. Folded Skills:
Acrobatic (Dex) = Balance & Tumble
Disable Device (Int) = Disable Device + Open Lock
Notice (Wis) = Listen & Spot
Stealth (Dex) = Hide & Move Silently
2.3. New ways to use:
Acrobatic:
Tumbling to avoid attack of opportunity is opposed by the enemies attack roll.
Tumbling through square occupied by enemies has a DC= 5+opponents attack roll.
Stand up from prone as a free action (rather than move action): DC = 20.
3. Language:
Characters gain two skill points per Intelligence bonus to spend on languages as described bellow.
All languages have two levels of competence: basic and fluency. One skill points grants basic competency in both speech and comprehension, while investing two skill points grants fluency (notice that this does not say you can speak with the correct accent). Characters start with a fluency in their native tongue. You cannot go from zero competence to fluency in one shot.
Having basic competence in a language gives you a -2 penalty on all Charisma checks using that language.
Learning an alphabet (if the language is a written one) cost two skill points. At which point the character gains the same level of written competence as he has competence in the spoken language.
4. Combat:
4.1. Weapon Finesse for everyone. If you want, you may take the Weapon Finesse feat and apply it to any particular weapon you wish. Yes, any weapon.
4.2. Standing up from prone does not provoke an Attack of Opportunity.
5. Classes:
Fighter: A fighter may choose to have either her Fortitude or Reflex save as her strong save (the one starting at +2 at 1st level).
A fighter gains 4+INT skill points per level.
Rogue: Whenever a rogue gains an additional Sneak Attack dice, she may opt to take a feat instead from the following list: Acrobatic, Agile, Alertness, Athletic, Crimp*, Deceitful, Deft Hands, Diligent, Investigator, Negotiator, Nimble Fingers, Persuasive, Port Savvy*, Seagoing*, Self Sufficient, Skill Focus, Stealthy. A rogue must still meet all prerequisites for a bonus feat. *From Skull & Bones.
6. Multiclassing:
No multiclassing penalty.
I'm working on some house rules and this is what i've got so far.
(needless to say, any comments are welcomed)
1. Feats:
Characters gain a new Feat at every odd character level (1st, 3rd, 5th, etc.), as opposed to every 3rd character level, in addition to any feat gained from their Class.
2. Skills:
All skills are considered class skills.
2.1. Synergy: Synergy bonuses are given as normal, except that the bonus increases over time. A skill with 10 ranks grants a +3 synergy bonus; a skill with 15 ranks grants a +4 synergy bonus; and a skill with 20 ranks grants a +5 synergy bonus.
2.2. Folded Skills:
Acrobatic (Dex) = Balance & Tumble
Disable Device (Int) = Disable Device + Open Lock
Notice (Wis) = Listen & Spot
Stealth (Dex) = Hide & Move Silently
2.3. New ways to use:
Acrobatic:
Tumbling to avoid attack of opportunity is opposed by the enemies attack roll.
Tumbling through square occupied by enemies has a DC= 5+opponents attack roll.
Stand up from prone as a free action (rather than move action): DC = 20.
3. Language:
Characters gain two skill points per Intelligence bonus to spend on languages as described bellow.
All languages have two levels of competence: basic and fluency. One skill points grants basic competency in both speech and comprehension, while investing two skill points grants fluency (notice that this does not say you can speak with the correct accent). Characters start with a fluency in their native tongue. You cannot go from zero competence to fluency in one shot.
Having basic competence in a language gives you a -2 penalty on all Charisma checks using that language.
Learning an alphabet (if the language is a written one) cost two skill points. At which point the character gains the same level of written competence as he has competence in the spoken language.
4. Combat:
4.1. Weapon Finesse for everyone. If you want, you may take the Weapon Finesse feat and apply it to any particular weapon you wish. Yes, any weapon.
4.2. Standing up from prone does not provoke an Attack of Opportunity.
5. Classes:
Fighter: A fighter may choose to have either her Fortitude or Reflex save as her strong save (the one starting at +2 at 1st level).
A fighter gains 4+INT skill points per level.
Rogue: Whenever a rogue gains an additional Sneak Attack dice, she may opt to take a feat instead from the following list: Acrobatic, Agile, Alertness, Athletic, Crimp*, Deceitful, Deft Hands, Diligent, Investigator, Negotiator, Nimble Fingers, Persuasive, Port Savvy*, Seagoing*, Self Sufficient, Skill Focus, Stealthy. A rogue must still meet all prerequisites for a bonus feat. *From Skull & Bones.
6. Multiclassing:
No multiclassing penalty.