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Does anyone still play Dragon Star?
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<blockquote data-quote="Storyteller01" data-source="post: 3448305" data-attributes="member: 20931"><p>I'm getting the same PM message. It's probably for paying supporters.</p><p></p><p>Here are my house rules. They're a hodge podge of rules, either made up by me or incorporated from other sources. They're there to help add to the flavor I'm after, not for any failings in the system (although piloting can slow down the game dramatically).Hope it helps.</p><p></p><p>PS: It needs updating...</p><p></p><p>Campaign House Rules</p><p></p><p> </p><p>Racial Changes:</p><p>Elf:</p><p>-Favored Class is Druid </p><p></p><p>Gnome:</p><p>-Favored class is Bard </p><p></p><p>Half-elves:</p><p>-Do not exist</p><p></p><p>Half Breeds:</p><p>-Dragon Aspect: ECL +1</p><p>-Dragon Blood (Dragon Child): ECL +2</p><p>-Dragon Child (Half Dragon): ECL +3</p><p></p><p>Racial Option: Techno-Gnome:</p><p>-No bonus to save against illusions</p><p>-No spell like abilities</p><p>-Gains the Gearhead feat for free at first level</p><p>-Gains a +2 to Craft, Disable Device, Open Lock, Repair, and Use Device skills. This is in addition to changes listed in the SHB.</p><p>-Favored Class: Mechanist</p><p> </p><p>Class Changes:</p><p>Favored Class Bonuses:</p><p>-Player characters do not take experience points penalties for taking levels in non- favored classes.</p><p>-Each race gains a bonus skill points when taking levels in their favored class (+4 at 1st level, +1 per every level there after).</p><p>-Races other than humans with ‘Any’ listed as their favored class must choose a favored class at first level.</p><p></p><p>Bards:</p><p>-Use the modified 3.0 Bard with the FFG rules variant.</p><p></p><p>Psions/Psionic Warriors:</p><p>-Use the 3.5 psionic rules</p><p></p><p>Fighters:</p><p>-Fighters gain Knowledge (Tactics) as a class skill. Knowledge (Tactics) may be used to counter a combat bluff checks, tumble checks, and to counter Sniper Focus users. </p><p>-Contested Knowledge (Tactics) vs Hide against snipers: No range adjustments for rolls. Fighter doesn’t know exact location (they know enough to call-for-fire), but the additional Sniper Focus damage is negated for the encounter.</p><p></p><p>Divine spells casters:</p><p>-These casters must make a Will save (DC: 10 + twice the spells level) to cast a spell. The spell is not wasted if the check fails, but the action is lost. </p><p>-Spontaneous healing/inflict spells and Domain spells are exempt from this rule. Class abilities do not require a Will save.</p><p>-Divine spellcasters may attempt to cast spells beyond their capability (higher level, beyond the usual amount per day for a level, or normally disallowed [ex: spells of opposite alignment]. When making the attempt, double the DC to cast. If the attempt fails, the caster takes damage equal to twice the amount the save missed by. Metamagic feats cannot be added to a 'powercast' spell. Casting spells of opposite alignment may result in the loss of abilities or other roleplaying penalties.</p><p></p><p>Clerics: </p><p>-Clerics may replace their respective turn/rebuke abilities for an ability similar to one found as a Divine feat. These feats will not be available later in the game.</p><p></p><p>A new god: The Primordial</p><p>Clerics of this god must choose Chaos and one of the four elements for their domains.</p><p>-New Elemental Domain ability: You may command/awe an element of your chosen type. You may turn all other types. You may use this ability 3 + Cha bonus per day. You may NEVER destroy an elemental with this ability.</p><p>-Followers of the Primordial MUST be Chaotic. This god cares not for good or evil.</p><p></p><p>Monks:</p><p>-A monk may make more than one Deflect Arrows attempt per round. Each attempt uses up one attack of opportunity for each deflection/dodge attempt. The Ref DC for this use is the opponent’s attack roll.</p><p>-The monk may use the Deflect Arrows ability during a Total Defense action. Instead of rolling for each attack, apply a straight 30% miss chance to all ranged attacks. The monk must be able to see the incoming attack to effect it with this ability.</p><p>-A monk may choose to take Improved Deflect Arrows instead of taking Improved Trip as a class ability. A monk need not meet the feat requirements.</p><p>-A monk receives their AC bonus from the AC bonus chart below. This supersedes the AC bonus listed in the PHB. A monk may only apply this bonus when not wearing armor. If the monk is wearing any armor, apply the AC level bonus from the appropriate column(s).</p><p></p><p>Pilot:</p><p>-May purchase the feat ‘Power Armor Proficiency’ without meeting the prerequisites.</p><p>-Pilots may apply their class abilities when wearing power armor.</p><p></p><p>Rangers:</p><p>-Use the Ranger/Scout from the Iron Kingdoms setting (pg 131). </p><p>-‘Sniper Focus’ is a class skill for the ranger.</p><p>-The campaign will use Sniper Concealment rules in IK (pg 138)</p><p></p><p>Sorcerers:</p><p>-Gains a bonus Metamagic feat every 5th level</p><p>-Gains 'Familiarity with Magic' at 8th level. This gives the sorcerer a +2 against spells, spell-like abilities, and supernatural effects. The sorcerer also gains a +2 AC bonus against spells that require attack rolls.</p><p></p><p>Wizards:</p><p>-PHB Wizards are not used. They have been replaced with the 'Runethane' from Arcana Unearthed.</p><p>-Runethanes may only ready spells they have learned. They do not gain bonus learned spells per level. They must research them.</p><p>-Runethanes start with the same amount of spells as wizards</p><p>-Runethanes may specialize in a school of magic, as per the standard wizard.</p><p>-Runethanes may create runeplates without item creation feats.</p><p></p><p>Skills:</p><p>Skill Rolls: </p><p>-Skill rolls are open ended on a natural roll of 20. </p><p>-Rolling a ‘1’ is an automatic fumble</p><p></p><p>Sniper Focus:</p><p>-An ‘Iaijutsu Focus’ variation used with ranged weapons. Maximum range of this skill is the maximum range of the weapon.</p><p>-Sniper Focus and Sneak attack damage do not stack</p><p></p><p>Feats:</p><p>-The campaign will use the item creation feats found in Arcana Unearthed.</p><p>-‘Natural Spell’ now has the following prerequisites: Silent Spell, Still Spell, and Eschew Materials.</p><p></p><p>New Feats: </p><p>Improved Deflect Arrows</p><p> -Prerequisites: Combat Reflexes, Deflect Arrows, BaB +9</p><p> -Benefit: A monk character may make two deflection attempts per AoO spent. The miss chance during a Full Defense increases to 50%.</p><p></p><p>Sword & Gun Defense</p><p>-Prereqs: Dex 15, Two Gun Fighting –OR- Two Weapon Fighting, Sword & Gun Style</p><p>-Benefit: While wielding a light ranged weapon in the off-hand and a melee weapon in the other, the character does not generate AoO’s while making ranged attacks.</p><p></p><p>Sword & Gun Style</p><p>-Prereqs: Dex 15, Two Weapons Fighting –OR- Two Gun Fighting.</p><p>-Benefit: While fighting with a light weapon in the off-hand (melee or ranged) and the opposite type of weapon (melee or ranged) in the other, a character may gain an additional attack with their off-hand weapon. All attacks are made with a -2 penalty for that round.</p><p></p><p>Improved Weapons Finesse</p><p>-Prereqs: Weapon Finesse in an appropriate weapon, BaB +6</p><p>-Benefit: You may add your Dex bonus (instead of Str) to damage with a weapon you have taken Weapon Finesse with. </p><p></p><p>Vehicles:</p><p>REMINDER: Consider the following when applying an opponent’s speed modifier for Sensor use: said modifier is a bonus to detect the vehicle, and a penalty to acquire the vehicle as a target.</p><p></p><p>-Changing speed is a now a free action that can be done without a skill check. If the vehicles speed is changed by up to its listed stat the next action may proceed with no additional penalty. If the speed is changed past the listed stat, up to twice the listed stat, the next action taken with the vehicle receives a -2 penalty. If the speed is changed by more than twice the listed speed, the next action taken receives a -4 penalty. Speeds cannot be changed past four times the listed stat. This penalty stacks with the vehicles new speed penalty.</p><p></p><p>-Sensor use: Finding a vehicle gains the following additional information, based on the roll:</p><p>* Succeeded by up to 5 more than the vehicles stealth: the stealth, exposed weapons, AC, and basic specs of a stock or lightly modified vehicle.</p><p>* Succeeded by up to 10 more than the vehicles stealth: the stealth, exposed weapons, AC, and basic specs of a heavily modified vehicle.</p><p>* Succeeded by up to 15 more than the vehicles stealth: the stealth, exposed weapons, AC, and basic specs of n exotic or unique vehicle</p><p>-.If the vehicle is manned by more than one pilot, use either the lowest initiative or the captain’s initiative (as denoted by the vehicle having a ‘captain’ post).</p><p>-When attacking an unacquired target, apply range and all speed penalties to the attack roll. Apply half these penalties if both vehicles are moving in the same direction.</p><p>-If attacking an acquired target, apply only the target’s speed penalty to the roll.</p><p></p><p>Energy effects on vehicles after Hardness:</p><p>-Acid & Fire: Half damage</p><p>-Electricity: Full damage; Half damage if the vehicle has no electronic systems</p><p>-Laser, Plasma, and Sonic: Full damage</p><p>-Cold: No damage; -1 per spell level to the vehicles hardness; No hardness reduction on a spacecrafts outer hull.</p><p></p><p>EMA's (Extreme Mobility Aircraft):</p><p>-Although classed as an Aircraft, EMA's move at vehicular speeds.</p><p>-Facing: An EMA's facing may be changed as a free action at the beginning of any other action (standard, move equivalent, or partial) without changing the vehicles direction of movement. Doing so requires a Pilot check (DC: 15). Speed penalties before the facing change apply to this check.</p><p>-Apply the listed penalty for any following maneuver, based on the difference between the vehicles facing and its direction of movement (see table 1-1). This penalty is cumulative with the current speed penalty. These penalties do not apply if the vehicle is hovering.</p><p></p><p>TABLE 1-1: EMA POSITION PENALTY</p><p>1 point = -2</p><p>2 points =-4</p><p>3 points = -6</p><p>4 points = -8</p><p></p><p>Combat: </p><p>Initiative:</p><p>-Combatants are never flat footed in the first round of combat unless it is a surprise round.</p><p></p><p>Weapons:</p><p>-Longarms may be used as melee weapons. A Medium to Large longarm will do 1d6 hp Bludgeoning/x2 crit. This method of attack may be used to threaten AoO's. This technique requires a ‘Martial Weapons’ Proficiency to use effectively. </p><p>-Longarms with attached bayonets may be used as double weapons (see 'longarm as melee weapon' above). This feature does not negate the AoO generated when making a ranged attack.</p><p>-Locating a weapons discharge by hearing alone: DC 10, before range modifiers.</p><p>-Laser pistols are considered ‘silenced’ weapons (see silencers below). This does not affect the weapons range.</p><p>-Pistols may be used to make AoO’s. They still generate AoO’s when used to attack.</p><p></p><p></p><p>Suppressive Fire:</p><p>-When using suppressive fire, you create a killzone as a cone out to one range increment of the weapon. Using suppressive fire is a full-round action. A burst of suppressive fire may not use less than 15 rounds. When using suppressive fire, make an attack roll at a -4 penalty. This sets the Reflex save DC for all those in or entering the area. Cover bonuses to reflex saves apply for this roll. Only a number of targets equal to the amount of rounds fired may be forced to make this roll. Targets cannot be targeted twice in one suppressive fire burst.</p><p></p><p>Defense: </p><p>-Characters roll for their defense. They no longer ‘take 10’. Characters gain a dodge bonus to Defense based on their level. The AC bonus received is directly linked to the characters Base Attack Bonus progression (See Table 1-2). Characters multi-classing in standard classes add the respective totals, then subtract 2 for each base class after the first. Characters multi-classing in a Prestige Class only subtract 1 per PrC. This does not drop the character’s AC bonus below what they had before gaining the new level.</p><p>-This bonus is reduced by half when wearing Medium or heavier armor.</p><p>-Defenders rolling a natural 20 on defense automatically evade the attack. This includes critical hits, unless the attacker also rolled a natural 20. If both opponents roll a natural 20, the defender is hit, but ignores critical damage (including sneak attack damage).</p><p>-Archaic armor only adds half its base AC bonus to a characters defense. Magical enhancements add their full total.</p><p></p><p> TABLE 1-2: LEVEL DEFENSE BONUS</p><p>Level Poor Average Good Monk</p><p>1 +1 +2 +2 +2</p><p>2 +1 +2 +2 +2</p><p>3 +1 +2 +3 +3</p><p>4 +2 +3 +3 +3</p><p>5 +2 +3 +4 +5</p><p>6 +2 +3 +4 +5</p><p>7 +3 +4 +5 +6</p><p>8 +3 +4 +5 +6</p><p>9 +3 +4 +6 +7</p><p>10 +4 +5 +6 +8</p><p>11 +4 +5 +7 +9</p><p>12 +4 +5 +7 +9</p><p>13 +5 +6 +8 +10</p><p>14 +5 +6 +8 +10</p><p>15 +5 +7 +9 +12</p><p>16 +6 +7 +9 +12</p><p>17 +6 +8 +10 +13</p><p>18 +6 +8 +10 +13</p><p>19 +7 +9 +11 +14</p><p>20 +7 +9 +11 +15</p><p></p><p>Spellware and Dweoware</p><p>-Spellware will have its base price increased by 50%, same as other typical magic items. However, dweoware will be sold at the mass market price without marking up the base. There's a change you'll lose less with dweoware, but a bad roll means you lose a lot more. The more dweoware you have, the more likely surgery will fail...</p><p>-All dweoware has spellware equivalents. The base homemade price will be increased by 50%. This spellware is as safe as other spellware.</p><p>-Spellware will be treated as other items: legal, police use, military use, and just outright banned. All dweoware is banned, requiring the blackmarket to obtain. Even at the possible price hike, it'll be cheaper than obtaining illegal spellware in the same</p><p>fashion.</p><p>-Paying the surgeon: Typical price is 50 cr per hour in the OR (NOTE: operations last 1 hour per 1,000 cr of the objects base market price). Good doc's will obviously cost more. The price for the services of a black market doc will be haggled for separately, as if</p><p> it were an additional item.</p><p>-Sedative is 50 cr per dose. This will be rolled into the cost pf the</p><p>doc, but some of you might have other uses for the stuff...</p><p></p><p>Miscellaneous Rules:</p><p>Magic item creation:</p><p>-The campaign follows the Iron Kingdom rules. Spellware and Dweoware split the hp damage between the creator and the character receiving the item, but it is based on the receivers percentile roll. Dweoware has a 40% chance of incurring permanent hp loss.</p><p></p><p>Scopes:</p><p>-Divide the distance to target by the scopes rating BEFORE figuring feat and range penalties/bonuses. </p><p>-The cost of a scope is (rating x rating x rating) x 100. Additional features (thermal imagining, etc) add 1 to the rating when figuring cost.</p><p></p><p>Silencers:</p><p>-Increase the DC to hear an equipped weapon discharge by +10, but reduce the weapons range increment by 30 feet. Silencers can only be applied to kinetic firearms.</p><p></p><p>Alcohol Rules (getting drunk!!):</p><p>-Ingested Poison, DC: 11 + 1 per drink ingested during the last hour</p><p>Damage: 1d2 Dex; 1 Dex and -1 to Will saves. Ability damage and Will save penalties gained in this fashion are removed at the rate of 1 point per hour after drinking stops.</p><p>-Failure of a roll by ten or more results in severe alcohol poisoning:</p><p>Damage: 1d4 Dex and 1d4 Con; 1d4 Con and unconsciousness. Ability damage gained in this fashion repairs as normal.</p><p>-Continued drinks after suffering severe poisoning: DC: 14 + 1 per drink ingested during the last hour. Ability damage repairs as normal.</p><p>Damage: 1d4 Dex and 1d4 Con; 1d4 Con and unconsciousness</p><p>-Saves are made for each drink. Effects are cumulative.</p><p></p><p>Energy effects on objects after Hardness:</p><p>-Acid, Fire, & Electricity: Half damage</p><p>-Sonic: Full Damage</p><p>-Cold: No damage taken. -1 per spell level to objects Hardness</p><p></p><p>Panic Rolls:</p><p>-May not be used more than once per game session.</p><p>-A divine spell caster may sacrifice a spell for the day to improve the panic roll of any character they can see (including electronic media). This is a free action. The sacrifice adds the spells level to the Panic roll.</p><p>-The result of the roll may be added to any dice roll. This must be declared after the roll.</p><p>-If used to recover from 0 or fewer hit points, the result of the roll is the characters new current hit point total.</p><p>-A player may allow another character to use their panic roll, but the characters must be aware of each other and their situation.</p><p></p><p>Black Market Rules:</p><p>-Finding a broker requires a level check with the following DC’s:</p><p>* Untraceable civilian equipment: 12</p><p>* Illegally modified civilian equipment: 16</p><p>* Minor illegal (ex: standard law enforcement) equipment: 20</p><p>* Major illegal equipment (ex: high end law enforcement/low end military): 25</p><p>* Extremely illegal or banned items (ex: high end military/dweoware): 30</p><p>* Unique or exceptionally hard to obtain items (ex: tarrasque scale/unicorn horn): 35+</p><p></p><p>-The above roll can be modified as follows:</p><p>* Typical fence (deal check fails on a 1-5): +0</p><p>* Trustworthy fence (deal check fails on a 1-3): +5</p><p>* Scrupulous fence (deal check fails on a 1): +10</p><p>* Fighter or rogue makes the check: -2</p><p>* Character looking for a fence has the Procure feat: -5</p><p>* Gather Information was used before attempting to find a broker: -1 for every three the Gather Information result exceeded 12.</p><p></p><p>-Cutting the deal requires a contested roll with the buyer rolling Diplomacy and the fence rolling Sense Motive. One roll is used for the entire group. Each item must be rolled for separately. The Diplomacy roll is modified as follows:</p><p>* Character is a rogue or fighter: +2</p><p>* Character has the Procure feat: +5</p><p>* Deal is being made with a typical broker: +0</p><p>* Deal is being made with a trustworthy broker: +2</p><p>* Deal is being made with a scrupulous broker: +4</p><p>* Deal is being made on the broker’s turf (increase check failure chance by 2): +2</p><p>* Deal is being made on neutral territory: +0</p><p>* Deal is being made on the character’s turf (decrease check failure chance by 2): +4</p><p></p><p>-Results of a successful check:</p><p>* Check succeeded by up to 5 above what the needed DC: $500 x the items BP or 5 x the base market cost.</p><p>* Check succeeded by 6 to 10 more than the needed DC: $300 x the items BP or 3 x the base market cost.</p><p>* Check succeeded by 11 to 20 more than the needed DC: $200 x the items BP or 2 x the base market cost.</p><p>* Check succeeded by 21 or more than the needed DC: $150 x the items BP or 1.5 x the base market cost, plus all further ‘cutting the deal’ checks during the same deal are treated as one level higher.</p><p></p><p>Cash returns when selling merchandise:</p><p>-20 + (1d6 x 10) % of the item’s base market value.</p></blockquote><p></p>
[QUOTE="Storyteller01, post: 3448305, member: 20931"] I'm getting the same PM message. It's probably for paying supporters. Here are my house rules. They're a hodge podge of rules, either made up by me or incorporated from other sources. They're there to help add to the flavor I'm after, not for any failings in the system (although piloting can slow down the game dramatically).Hope it helps. PS: It needs updating... Campaign House Rules Racial Changes: Elf: -Favored Class is Druid Gnome: -Favored class is Bard Half-elves: -Do not exist Half Breeds: -Dragon Aspect: ECL +1 -Dragon Blood (Dragon Child): ECL +2 -Dragon Child (Half Dragon): ECL +3 Racial Option: Techno-Gnome: -No bonus to save against illusions -No spell like abilities -Gains the Gearhead feat for free at first level -Gains a +2 to Craft, Disable Device, Open Lock, Repair, and Use Device skills. This is in addition to changes listed in the SHB. -Favored Class: Mechanist Class Changes: Favored Class Bonuses: -Player characters do not take experience points penalties for taking levels in non- favored classes. -Each race gains a bonus skill points when taking levels in their favored class (+4 at 1st level, +1 per every level there after). -Races other than humans with ‘Any’ listed as their favored class must choose a favored class at first level. Bards: -Use the modified 3.0 Bard with the FFG rules variant. Psions/Psionic Warriors: -Use the 3.5 psionic rules Fighters: -Fighters gain Knowledge (Tactics) as a class skill. Knowledge (Tactics) may be used to counter a combat bluff checks, tumble checks, and to counter Sniper Focus users. -Contested Knowledge (Tactics) vs Hide against snipers: No range adjustments for rolls. Fighter doesn’t know exact location (they know enough to call-for-fire), but the additional Sniper Focus damage is negated for the encounter. Divine spells casters: -These casters must make a Will save (DC: 10 + twice the spells level) to cast a spell. The spell is not wasted if the check fails, but the action is lost. -Spontaneous healing/inflict spells and Domain spells are exempt from this rule. Class abilities do not require a Will save. -Divine spellcasters may attempt to cast spells beyond their capability (higher level, beyond the usual amount per day for a level, or normally disallowed [ex: spells of opposite alignment]. When making the attempt, double the DC to cast. If the attempt fails, the caster takes damage equal to twice the amount the save missed by. Metamagic feats cannot be added to a 'powercast' spell. Casting spells of opposite alignment may result in the loss of abilities or other roleplaying penalties. Clerics: -Clerics may replace their respective turn/rebuke abilities for an ability similar to one found as a Divine feat. These feats will not be available later in the game. A new god: The Primordial Clerics of this god must choose Chaos and one of the four elements for their domains. -New Elemental Domain ability: You may command/awe an element of your chosen type. You may turn all other types. You may use this ability 3 + Cha bonus per day. You may NEVER destroy an elemental with this ability. -Followers of the Primordial MUST be Chaotic. This god cares not for good or evil. Monks: -A monk may make more than one Deflect Arrows attempt per round. Each attempt uses up one attack of opportunity for each deflection/dodge attempt. The Ref DC for this use is the opponent’s attack roll. -The monk may use the Deflect Arrows ability during a Total Defense action. Instead of rolling for each attack, apply a straight 30% miss chance to all ranged attacks. The monk must be able to see the incoming attack to effect it with this ability. -A monk may choose to take Improved Deflect Arrows instead of taking Improved Trip as a class ability. A monk need not meet the feat requirements. -A monk receives their AC bonus from the AC bonus chart below. This supersedes the AC bonus listed in the PHB. A monk may only apply this bonus when not wearing armor. If the monk is wearing any armor, apply the AC level bonus from the appropriate column(s). Pilot: -May purchase the feat ‘Power Armor Proficiency’ without meeting the prerequisites. -Pilots may apply their class abilities when wearing power armor. Rangers: -Use the Ranger/Scout from the Iron Kingdoms setting (pg 131). -‘Sniper Focus’ is a class skill for the ranger. -The campaign will use Sniper Concealment rules in IK (pg 138) Sorcerers: -Gains a bonus Metamagic feat every 5th level -Gains 'Familiarity with Magic' at 8th level. This gives the sorcerer a +2 against spells, spell-like abilities, and supernatural effects. The sorcerer also gains a +2 AC bonus against spells that require attack rolls. Wizards: -PHB Wizards are not used. They have been replaced with the 'Runethane' from Arcana Unearthed. -Runethanes may only ready spells they have learned. They do not gain bonus learned spells per level. They must research them. -Runethanes start with the same amount of spells as wizards -Runethanes may specialize in a school of magic, as per the standard wizard. -Runethanes may create runeplates without item creation feats. Skills: Skill Rolls: -Skill rolls are open ended on a natural roll of 20. -Rolling a ‘1’ is an automatic fumble Sniper Focus: -An ‘Iaijutsu Focus’ variation used with ranged weapons. Maximum range of this skill is the maximum range of the weapon. -Sniper Focus and Sneak attack damage do not stack Feats: -The campaign will use the item creation feats found in Arcana Unearthed. -‘Natural Spell’ now has the following prerequisites: Silent Spell, Still Spell, and Eschew Materials. New Feats: Improved Deflect Arrows -Prerequisites: Combat Reflexes, Deflect Arrows, BaB +9 -Benefit: A monk character may make two deflection attempts per AoO spent. The miss chance during a Full Defense increases to 50%. Sword & Gun Defense -Prereqs: Dex 15, Two Gun Fighting –OR- Two Weapon Fighting, Sword & Gun Style -Benefit: While wielding a light ranged weapon in the off-hand and a melee weapon in the other, the character does not generate AoO’s while making ranged attacks. Sword & Gun Style -Prereqs: Dex 15, Two Weapons Fighting –OR- Two Gun Fighting. -Benefit: While fighting with a light weapon in the off-hand (melee or ranged) and the opposite type of weapon (melee or ranged) in the other, a character may gain an additional attack with their off-hand weapon. All attacks are made with a -2 penalty for that round. Improved Weapons Finesse -Prereqs: Weapon Finesse in an appropriate weapon, BaB +6 -Benefit: You may add your Dex bonus (instead of Str) to damage with a weapon you have taken Weapon Finesse with. Vehicles: REMINDER: Consider the following when applying an opponent’s speed modifier for Sensor use: said modifier is a bonus to detect the vehicle, and a penalty to acquire the vehicle as a target. -Changing speed is a now a free action that can be done without a skill check. If the vehicles speed is changed by up to its listed stat the next action may proceed with no additional penalty. If the speed is changed past the listed stat, up to twice the listed stat, the next action taken with the vehicle receives a -2 penalty. If the speed is changed by more than twice the listed speed, the next action taken receives a -4 penalty. Speeds cannot be changed past four times the listed stat. This penalty stacks with the vehicles new speed penalty. -Sensor use: Finding a vehicle gains the following additional information, based on the roll: * Succeeded by up to 5 more than the vehicles stealth: the stealth, exposed weapons, AC, and basic specs of a stock or lightly modified vehicle. * Succeeded by up to 10 more than the vehicles stealth: the stealth, exposed weapons, AC, and basic specs of a heavily modified vehicle. * Succeeded by up to 15 more than the vehicles stealth: the stealth, exposed weapons, AC, and basic specs of n exotic or unique vehicle -.If the vehicle is manned by more than one pilot, use either the lowest initiative or the captain’s initiative (as denoted by the vehicle having a ‘captain’ post). -When attacking an unacquired target, apply range and all speed penalties to the attack roll. Apply half these penalties if both vehicles are moving in the same direction. -If attacking an acquired target, apply only the target’s speed penalty to the roll. Energy effects on vehicles after Hardness: -Acid & Fire: Half damage -Electricity: Full damage; Half damage if the vehicle has no electronic systems -Laser, Plasma, and Sonic: Full damage -Cold: No damage; -1 per spell level to the vehicles hardness; No hardness reduction on a spacecrafts outer hull. EMA's (Extreme Mobility Aircraft): -Although classed as an Aircraft, EMA's move at vehicular speeds. -Facing: An EMA's facing may be changed as a free action at the beginning of any other action (standard, move equivalent, or partial) without changing the vehicles direction of movement. Doing so requires a Pilot check (DC: 15). Speed penalties before the facing change apply to this check. -Apply the listed penalty for any following maneuver, based on the difference between the vehicles facing and its direction of movement (see table 1-1). This penalty is cumulative with the current speed penalty. These penalties do not apply if the vehicle is hovering. TABLE 1-1: EMA POSITION PENALTY 1 point = -2 2 points =-4 3 points = -6 4 points = -8 Combat: Initiative: -Combatants are never flat footed in the first round of combat unless it is a surprise round. Weapons: -Longarms may be used as melee weapons. A Medium to Large longarm will do 1d6 hp Bludgeoning/x2 crit. This method of attack may be used to threaten AoO's. This technique requires a ‘Martial Weapons’ Proficiency to use effectively. -Longarms with attached bayonets may be used as double weapons (see 'longarm as melee weapon' above). This feature does not negate the AoO generated when making a ranged attack. -Locating a weapons discharge by hearing alone: DC 10, before range modifiers. -Laser pistols are considered ‘silenced’ weapons (see silencers below). This does not affect the weapons range. -Pistols may be used to make AoO’s. They still generate AoO’s when used to attack. Suppressive Fire: -When using suppressive fire, you create a killzone as a cone out to one range increment of the weapon. Using suppressive fire is a full-round action. A burst of suppressive fire may not use less than 15 rounds. When using suppressive fire, make an attack roll at a -4 penalty. This sets the Reflex save DC for all those in or entering the area. Cover bonuses to reflex saves apply for this roll. Only a number of targets equal to the amount of rounds fired may be forced to make this roll. Targets cannot be targeted twice in one suppressive fire burst. Defense: -Characters roll for their defense. They no longer ‘take 10’. Characters gain a dodge bonus to Defense based on their level. The AC bonus received is directly linked to the characters Base Attack Bonus progression (See Table 1-2). Characters multi-classing in standard classes add the respective totals, then subtract 2 for each base class after the first. Characters multi-classing in a Prestige Class only subtract 1 per PrC. This does not drop the character’s AC bonus below what they had before gaining the new level. -This bonus is reduced by half when wearing Medium or heavier armor. -Defenders rolling a natural 20 on defense automatically evade the attack. This includes critical hits, unless the attacker also rolled a natural 20. If both opponents roll a natural 20, the defender is hit, but ignores critical damage (including sneak attack damage). -Archaic armor only adds half its base AC bonus to a characters defense. Magical enhancements add their full total. TABLE 1-2: LEVEL DEFENSE BONUS Level Poor Average Good Monk 1 +1 +2 +2 +2 2 +1 +2 +2 +2 3 +1 +2 +3 +3 4 +2 +3 +3 +3 5 +2 +3 +4 +5 6 +2 +3 +4 +5 7 +3 +4 +5 +6 8 +3 +4 +5 +6 9 +3 +4 +6 +7 10 +4 +5 +6 +8 11 +4 +5 +7 +9 12 +4 +5 +7 +9 13 +5 +6 +8 +10 14 +5 +6 +8 +10 15 +5 +7 +9 +12 16 +6 +7 +9 +12 17 +6 +8 +10 +13 18 +6 +8 +10 +13 19 +7 +9 +11 +14 20 +7 +9 +11 +15 Spellware and Dweoware -Spellware will have its base price increased by 50%, same as other typical magic items. However, dweoware will be sold at the mass market price without marking up the base. There's a change you'll lose less with dweoware, but a bad roll means you lose a lot more. The more dweoware you have, the more likely surgery will fail... -All dweoware has spellware equivalents. The base homemade price will be increased by 50%. This spellware is as safe as other spellware. -Spellware will be treated as other items: legal, police use, military use, and just outright banned. All dweoware is banned, requiring the blackmarket to obtain. Even at the possible price hike, it'll be cheaper than obtaining illegal spellware in the same fashion. -Paying the surgeon: Typical price is 50 cr per hour in the OR (NOTE: operations last 1 hour per 1,000 cr of the objects base market price). Good doc's will obviously cost more. The price for the services of a black market doc will be haggled for separately, as if it were an additional item. -Sedative is 50 cr per dose. This will be rolled into the cost pf the doc, but some of you might have other uses for the stuff... Miscellaneous Rules: Magic item creation: -The campaign follows the Iron Kingdom rules. Spellware and Dweoware split the hp damage between the creator and the character receiving the item, but it is based on the receivers percentile roll. Dweoware has a 40% chance of incurring permanent hp loss. Scopes: -Divide the distance to target by the scopes rating BEFORE figuring feat and range penalties/bonuses. -The cost of a scope is (rating x rating x rating) x 100. Additional features (thermal imagining, etc) add 1 to the rating when figuring cost. Silencers: -Increase the DC to hear an equipped weapon discharge by +10, but reduce the weapons range increment by 30 feet. Silencers can only be applied to kinetic firearms. Alcohol Rules (getting drunk!!): -Ingested Poison, DC: 11 + 1 per drink ingested during the last hour Damage: 1d2 Dex; 1 Dex and -1 to Will saves. Ability damage and Will save penalties gained in this fashion are removed at the rate of 1 point per hour after drinking stops. -Failure of a roll by ten or more results in severe alcohol poisoning: Damage: 1d4 Dex and 1d4 Con; 1d4 Con and unconsciousness. Ability damage gained in this fashion repairs as normal. -Continued drinks after suffering severe poisoning: DC: 14 + 1 per drink ingested during the last hour. Ability damage repairs as normal. Damage: 1d4 Dex and 1d4 Con; 1d4 Con and unconsciousness -Saves are made for each drink. Effects are cumulative. Energy effects on objects after Hardness: -Acid, Fire, & Electricity: Half damage -Sonic: Full Damage -Cold: No damage taken. -1 per spell level to objects Hardness Panic Rolls: -May not be used more than once per game session. -A divine spell caster may sacrifice a spell for the day to improve the panic roll of any character they can see (including electronic media). This is a free action. The sacrifice adds the spells level to the Panic roll. -The result of the roll may be added to any dice roll. This must be declared after the roll. -If used to recover from 0 or fewer hit points, the result of the roll is the characters new current hit point total. -A player may allow another character to use their panic roll, but the characters must be aware of each other and their situation. Black Market Rules: -Finding a broker requires a level check with the following DC’s: * Untraceable civilian equipment: 12 * Illegally modified civilian equipment: 16 * Minor illegal (ex: standard law enforcement) equipment: 20 * Major illegal equipment (ex: high end law enforcement/low end military): 25 * Extremely illegal or banned items (ex: high end military/dweoware): 30 * Unique or exceptionally hard to obtain items (ex: tarrasque scale/unicorn horn): 35+ -The above roll can be modified as follows: * Typical fence (deal check fails on a 1-5): +0 * Trustworthy fence (deal check fails on a 1-3): +5 * Scrupulous fence (deal check fails on a 1): +10 * Fighter or rogue makes the check: -2 * Character looking for a fence has the Procure feat: -5 * Gather Information was used before attempting to find a broker: -1 for every three the Gather Information result exceeded 12. -Cutting the deal requires a contested roll with the buyer rolling Diplomacy and the fence rolling Sense Motive. One roll is used for the entire group. Each item must be rolled for separately. The Diplomacy roll is modified as follows: * Character is a rogue or fighter: +2 * Character has the Procure feat: +5 * Deal is being made with a typical broker: +0 * Deal is being made with a trustworthy broker: +2 * Deal is being made with a scrupulous broker: +4 * Deal is being made on the broker’s turf (increase check failure chance by 2): +2 * Deal is being made on neutral territory: +0 * Deal is being made on the character’s turf (decrease check failure chance by 2): +4 -Results of a successful check: * Check succeeded by up to 5 above what the needed DC: $500 x the items BP or 5 x the base market cost. * Check succeeded by 6 to 10 more than the needed DC: $300 x the items BP or 3 x the base market cost. * Check succeeded by 11 to 20 more than the needed DC: $200 x the items BP or 2 x the base market cost. * Check succeeded by 21 or more than the needed DC: $150 x the items BP or 1.5 x the base market cost, plus all further ‘cutting the deal’ checks during the same deal are treated as one level higher. Cash returns when selling merchandise: -20 + (1d6 x 10) % of the item’s base market value. [/QUOTE]
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