Some of my house rules

Beholder Bob

First Post
A use for healing - so you may still take the skill after 3rd LV.
Healing: can be used to enhance magic or psionic healing, taking 1 full minute per die of healing with item, spell, ability, or psionic power – to increase the minimum number rolled with the healing. Both subject & healer are prone & provoke attacks of opportunity. A natural 1 results in minimal healing results (as if all 1’s were rolled). The new minimum may never exceed the die type rolled.

DC 20 1 becomes a 2
DC 25 1-2 becomes a 3
DC 30 1-3 becomes a 4
DC 35 1-4 becomes a 5



MISSILE WEAPONS AND CONDITION AFTER BEING FIRED

Sling Bullet
Miss (d6) 1-5 recover, 6 broke [MW] (d8) 1-7 recover, 8 broke
Hit (d6) 1-4 recover, 5+ broke [MW] (d8) 1-6 recover, 7+broke

Arrow, Bolt, Dart
Miss (d6) 1-3 recover,4+ broke [MW] (d6) 1-4 recover,5+broke
Hit (d6) 1-2 recover, 3+ broke [MW] (d6) 1-3 recover, 4+ broke

Dagger, Shuriken, Orc Shotput
Do not normally break when used

Javelin, Hand Axe
Miss (d10) 1-9 recover, 10 broken [MW] does not break
Hit (d10) 1-8 recover, 9+ broke [MW] does not break

Broken weapons can be salvaged for ½ the cost to make item, magic arrows/bolts that survive still lose enchantment
 

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I’m swiping your healing rule and turning it into a feat, Bob. Thanks for the inspiration.

How does this feat look to you:


Improved Healing (General)

You have mastered the art of healing, mixing divine power and practical knowledge to close wounds and save lives.

Prerequisite: Heal skill, ability to cast Cure spells

Benefit: When casting a cure spell, the caster may extend the casting time to one minuet per die in order to channel additional positive energy and increase the amount of healing done. The caster must make a healing check and consult the following table:

Check Result Effect
20+ All 1’s rolled become 2’s
25+ All 1’s and 2’s rolled become 3’s
30+ All 1’s 2’s and 3’s rolled become 4’s
35+ All 1’s 2’s 3’s and 4’s rolled become 5’s

Special: If the check result is a natural 1 on D20, the healing energy is mischanneled and any healing is minimized; all dice are treated as if 1’s were rolled. If the natural role is not 1, but the check result is less than 20, add the dice normally.
 
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I like it as a feat, and I agree with the logic of making it one. I'm using it as a skill only as part of an attempt to make skills and their higher "development" more interesting. That slant is inspired by the game Alternity, in which skills grant new uses as you gained higher ranks in them.
 

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