artistpartyplusplus

 

Variant Rules

Page history last edited by Dr. D. M. Bird 2 yrs ago

This is a more or less organized list of the variant rules that exist in and/or are unique to, the Artist Party ++ campaign.

 


 

Racial Variants

Elf

Non-elfy elves need a full 8 hours of sleep to recover HP, spells per day, etc. By taking the 4 hours of trance that they normally get, elves will avoid fatigue and other effects brought on by lack of sleep, but won't gain any benefits.

 

Half-Elf

When creating a half-elf character, a player chooses one of the following:

  • "Favored class: Any"
  • "Favored class: Wizard" and "Weapon Proficiency: Longsword, rapier, longbow, shortbow."

 

In other words, they can have either the versatility of their human counterparts or the specialized talent of their elven ancestors.

 

 

Class Variants

Cleric

  • Clerics of St. Cuthbert may now also be Lawful Evil, in addition to Lawful Neutral and Lawful Good.

 

Druid

  • No "Natural Spell" feat allowed (it doesn't exist).

 

Knight

  • Must be either Lawful or Neutral, but cannot be Chaotic.

 

Monk

  • Unarmed damage caps at 2d8. This does not change the normal progression of unarmed damage; only the damage at Level 20.
  • Doesn't have to be Lawful.
  • Improved Grapple: See variant in "Feat variants" section.
  • You can't use special attacks such as trips, disarms, etc. as part of a Flurry of Blows. You can, however, use them as part of a full attack.

 

Paladin

  • Can be any corner alignment (LG, CG, LE, CE).
  • Paladin mounts can only be ridden on (aka no Celestial Pack Mules/Scouts).

 

 

Skill Variants

General

Knowledge skills can be used untrained if your class has that as a skill (for example, Rangers can use "Knowledge: Geography" untrained but not "Knowledge: Alchemy")

 

Appraise

  • Do opposed appraise checks. For every 1 point, the winner gets a 2% price advantage. For example, if Raevynn roles a 20 on her Appraise against the merchant's 15, she gets a 10% discount on her Hand Crossbow, making it cost 90 gp instead of 100.
  • This discount caps at 20%, except in VERY SPECIAL circumstances. Like having sex with them.
  • All players participating can make a check.

 

Diplomacy

Makes people like you more, however it is up to your roleplay savvy to get them to do what you want.

 

Concentration

Any skill that provokes an attack of opportunity requires a concentration check (DC listed on pg 70).

 

Craft

  • Same as p. 70 but requires an amount of down time to complete (i.e. in town for awhile or on a boat) but not partial days or traveling on foot.
  • Can't be used untrained (needs ranks in order to actually do it).

 

Forgery

To get the +8 you need a weeks worth of uninterrupted study as with crafting.

 

Jump

There is no limit to how high or far you can jump with a jump check.

 

Knowledge

Retry is not possible (already in book but should point it out). You can attempt knowledge checks for class skills that you have no ranks in, but success is impossible against a DC greater than 10 in this instance.

 

Perform

  • Must perform at least 4 hours to make money.
  • For every additional 4 hours, make an additional check with a -2 for each 4 hours you've performed already. So if Olio's already played 8 hours today, she'll take a -4 on her Perform check.
  • Multiple characters can Perform at once.
  • DM roles for crowd attitude/wealth to determine money made. Best performer (highest check result) gets full amount. Second-best gets half, third-best gets fourth, and so on. Players can split money differently if they wish.

 

Search

"Add use to find useful stuff on bodies." That's what was written, I think it means "you have to specify what you're looking for in order to find it," but I can't be sure.

 

To find objects on fallen enemies, you can take 20 on the check given the right circumstances, but taking 10 is not allowed.

 

Sense Motive

Player who's character fails a Sense Motive against another PC or NPC must fess up and tell the truth. Come on guys.

 

Speak Language

Now a Feat. See Feats section. Also, in order to learn any language (even a bonus language you learn mid-game) you have to buy a 50 GP primer.

 

Tumble

  • DC 15: Move at half-normal movement speed while on ground. (normal movement is crawling, which is 5 feet as a full-round action and still provokes attacks of opportunity)
  • DC 20: Stand up w/o attacks of opportunity (now a move action)
  • Every threatening enemy beyond the first adds an additional +2 to DC.

 

 

Feat Variants

Arcane Accompaniment

Arcane Flourish is no longer a prerequisite for this feat (PHB 2).

 

Called Shot:

This feat has been removed.

 

Combat Casting:

+4 on Concentration checks while casting defensively (see "Casting on Defensive" in section "Magic Variants")

 

Combat Reflexes:

  • Gives you one additional attack of opportunity, per round, that can only be used on an enemy entering your threat range and not using a 5 foot step. (In our rules you can't take attacks of opportunity on enemies entering your threat range).
  • Can be taken multiple times, up to your Dex modifier. Each time adds an additional attack of opportunity.
  • Note that these extra attacks can be used either on someone entering OR leaving. Normal attacks can only be used on someone leaving.

 

Disguise Spell:

Has "Lyric Spell" as a prerequisite.

 

Improved Grapple:

Improved grapple has several effects:

  • Initiating a grapple doesn't provoke an attack of opportunity.
  • When initiating a grapple, you get a fighter's base attack bonus but not the +4 that Improved Grapple gives.
  • When breaking a grapple, pinning, or doing any other action that requires opposed grapple checks, you get your +4 in addition to a fighter's BAB of equal level.

 

We did this for a certain reason. Some classes (like monks) have a Base Attack Bonus that is significantly inferior to that of a Fighter's (or Paladins, etc.), so our we made it so all characters with the Improved Grapple feat use a Fighter's Base Attack Bonus rather than their own when they are determining their Grapple Modifier.

 

For example: Gnaat as a level 5 monk had a Grapple Modifier of +10 (3 for STR, 3 for BAB, and 4 for Improved Grapple). This means that her modifier to initiate a grapple was a +6. With this kind of bonus, starting a grapple with a fighter of similar experience can be difficult. If she tries to grapple Mydo the level 5 Fighter, his modifier to resist her grab is a +7, which is better than Gnaat's, even though she is physically stronger and has a feat specifically for grappling. With this variant house rule, Gnaat's Grapple Initiation Modifier would be counted as a +8.

 

Improved Overrun

Does not prevent attacks of opportunity. (the original feat didn't either but whatever)

Again, incorrect. Improved overrun does not allow the person being overrun to step out of the way. They still get an attack of opportunity however as the overruner enters the square. I might be wrong on this, but I believe this was the conclusion. Note that all others who would normally get attacks of opportunity during the move action still do.

 

Natural Spell

No longer exists.

 

Quickdraw

You can only Quickdraw if you have a free hand. (go Shiva!)

Note that you only get ONE free action a round. It is reccomended when using thrown weapons to invest in a pouch that can be drawn which holds multiple projectiles.

 

Speak Language:

Every time you take this feat, you may learn an additional language above and beyond your automatic and bonus languages. In order to learn a language, you must buy a 50 GP primer.

 

Toughness (variant):

Instead of 3 HP, you get 1 additional HP at each level. When you do this, you retroactively gain 1 HP for each level you have. You cannot take the Toughness variant multiple times, though you can take multiple original ones.

 

Weapon Focus (Greater)

Doesn't stack with Weapon Focus, just replaces the bonuses it gives you.

 

Weapon Specialization (Greater)

Doesn't stack with Weapon Specialization, just replaces the bonus.

 

Combat Variants

Move Action and Standard Action

Attack actions, spells, or actions that involve attacks (aid another) end the turn. This means you cannot move then attack. However, if splitting a full round action like a spell over two rounds, you can move during the cast. All range rules apply to the point where you finish the casting of the spell.

 

Standing from Prone

There used to be a varient on this one, where standing took a full round action that provokes attacks of opportunity. It is now returned to standard rules, where standing as a move action provokes an attack of opportunity, and standing as a full round action does not.

 

Charging

You must be able to move at least one full movement increment (your race's base land speed) in order to charge. So for example, there must be at least 30' of distance between Raiden and the enemy he's charging in order to charge successfully, even if his maximum movement speed is 20' in heavy armor.

 

Multiple Special Attacks

Disarm, trip, feint, and other special attack actions can only be done once per turn. It's cool if you want to disarm then attack, as your full attack actions, but disarming, then tripping = no.

 

Shooting or Throwing into Melee

If your attack roll misses by 4 or less (like, the enemy has an AC of 13 and you roll a 10, 11, 12 or 13 - defender's favor makes it so you have to roll a 14), you hit your ally. You can take a -4 to your attack roll to completely negate this risk, meaning even if you miss you'll never hit your ally.

 

Attacking Into a Grapple

Unless enemy is pinned, you have an equal chance of hitting anyone in that grapple. If the creature is Small, you are half as likely to hit them. If the creature is Large, you are twice as likely to hit them. So for example, if Olio, Gnaat, Noodles, and Mydo were in a grapple and Searil tries to attack Noodles, she has a 1/7 chance of hitting noodles, but a 2/7 chance of hitting Olio, Gnaat or Mydo. So if she rolls a 1 on a d7 (in theory), she would hit Noodles, but otherwise she'd hit her ally.

 

Death-Inflicting Effects

If a spell or other effect that directly kills you (as opposed to dealing damage that can kill you), your HP is reduced to -1d9(-1 through -9) and you cannot be healed. During the following rounds your HP returns to 0 at 1 HP per round. After returning to zero (you're still unconscious) the player can be healed again and bleeds as if dropped to negative HP normally. To mask whether in the unhealable or healable stage, players will have to pick a stabilization number during both stages, but it will fail to work if in the unhealable stage. The status of a character affected by a death effect can be seen either with the Death Knell spell or by performing a DC15 or DC20 heal (15 - HP, 20 - healable state). Failure gives no information. This heal check cannot be retried. If combat ends while a character is under a death effect, all healing works normally again (however, this means the character will be bleeding again).

 

Massive Damage

There as actually a provision already in place for massive damage (p. 145 of the PHB). If you get smacked for 50 HP in a single attack, you have to make a DC 15 Fortitude save or die. So in our campaign, if a troll gets a critical on its rend and deals like 60 damage, you'd have to make that Fort, or die! If the death effect (not the actual HP damage) kills you, it counts as an death-inflicting effect, and you're more or less safe, for the time being (see above).

 

Flanking

  • +2 attack bonuses for flanking stack for each friendly that flanks the opponent with you. This means that if you draw a line between you and your friend, and it goes through the opponent, that opponent is flanked. So if two friendlies are flanking the enemy with you, you get +4.
  • You may flank with a maximum of three friendlies.
  • If you are using a reach weapon (glaive, whip, spiked chain, etc.) and are not directly adjacent to the enemy, you have to threaten him in some way in order to flank him. This may involve injuring him, using intimidation, etc.

 

Adventuring Variants

Equipment Carrying

You can carry equipment on the following areas of your body:

Belt:

The belt has room for _all_ of the following:

  • 4 pouches, thieves' tools, material component pouches, etc. A single pouch can carry 1 application of caltrops, 5 shuriken, 2 thunder stones, 12 tinder twigs, etc. Sun rods, torches, vials or anything larger than, say, a large french fries from McDonald's won't fit.
  • 2 potions / flasks or 4 small vials
  • 2 1-handed weapons, long objects (torches, etc.), manacles
Ok, this can be confusing so the error is understandable. You cannot carry 4 pouches AND theives tools, material components, etc. Each of those are a pouch. Also, you have to replace a pouch slot with the potions/vials etc. The one handed weapon slots are exlusive. So basically, you have 2 1-handed slots and 4 secondary slots that can each hold either: a pouch, 2 potions/flaks, 4 vials, a special bag (components, theives tools, special dart bag, etc.), some weird contraption about the same size, etc.

 

Back

Your back has room _any_ _one_ of the following:

  • 2 two-handed weapons (greatsword, javelin, bow, etc.)
  • 1 battle backpack, net, etc.
  • 1 huge weapon (chains, fullblade, large-size glaive, heavy crossbow, anything else too large and cumbersome to share space on your back)
  • Large and Huge weapons can be secured to your regular (non-battle) backpack, but you would need to un-secure them from your dropped backpack in order to use them in battle. * It's a full-round action to remove something from your backpack.

 

Special Objects

  • A small quiver (10 arrows or bolts) takes up a 1-handed weapon slot. It can hold either arrows or bolts for a bow or light or heavy crossbow.
  • A large quiver (20 arrows or bolts) takes up a 2-handed weapon slot. It holds the same type.
  • A massive quiver (40+ arrows or bolts) takes up your whole back. Same.
  • A hand crossbow quiver (20 bolts) takes up a 1-handed weapon slot.
  • Grappling Hook consumes a 1-handed weapon slot when coiled.

 

Additional Slots

  • An adventurer's outfit as listed in PHB can hold 4 more pouches or 2 potions/4 vials, but can not be accessed while wearing any armor.
  • A monk's outfit as listed in PHB can fit 2 monk weapons and 6 shuriken.

 

Hands

In addition to the above slots, you may hold objecs in your hands during combat or short-term travel (such as walking 600' through a dungeon), but not during extended travel. So for example, Raiden would have to secure his tower shield to his back and have his longsword sheathed while traveling to the Cavern of Monsters, but once in the Cavern of Monsters he could strap his shield on one arm and hold his sword in the other. The DM may allow exceptions, such as a quarterstaff being used as a walking stick.

 

 

Magic Variants

Defensive Casting

You can either cast a spell standardly or defensively. The difference is:

StandardDefensive
Casting TimeNormalDouble
Provokes attacks of opportunity?YesNo
If spell is interrupted by damageAutomatic failureConcentration check

 

If you are struck by damage when defensively casting, you can make a Concentration check (DC = 10 + damage dealt) to keep casting the spell. If you have the Combat Casting feat, you get a +4 bonus on this Concentration Check.

 

So basically a defensive spell takes longer to cast, but conversely is MUCH harder to interrupt.

 

Spell Cost

Spells cost 50 gp per spell level. Cantrips cost as much as 1st lvl spells. Player's can't sell spells from their own spellbook for this price.

 

Divine Spell Preparation

In order to prepare their spells, divine casters (clerics, druids, paladins, rangers, etc.) must perform some sort of ritual or show of worship. This must take place at a certain time of day and must be interruptable. For example, if your ritual is to pray to the sun at noon, but you are underground and can't tell time, then you will be unable to get your spell selection for the day (not sure if this affects other divine class abilities such as Lay on Hands and Wild Shape, though).

 

This is a balancing factor, because arcane casters need a full night's sleep to recharge and typically can't cast spells in good armor. Divine casters don't need any sleep and many can cast spells in heavy armor. In this way, arcane casters will have the advantage in some situations.

 

 

Spell Variants

Disguise Self

Only gives a +10 to Disguise checks for appearance, not for voice.

 

Shadow Conjuration / Shadow Evocation

  • If opponent succeeds on the Will save to recognize spell as illusion, no damage or effect is dealt (as opposed to 20%).
  • "Spell" is cast at 1/2 caster level, rounded down.
  • Formula for illusionary spell's save DC = 10 + stat mod + spell level.
  • So let's say Olio at level 20 (charisma 18) cast's an illusory Fireball (3rd level sorcerer spell). Supposing the opponent fails the DC 19 Will save to realize the Fireball isn't real, he now has to "dodge" it with a Reflex save, DC 17 (10 + 4(cha mod) + 3(spell lvl)), and the fireball will deal 10d6 fire damage (1d6 damage per level, and Olio is casting at half her level).

 

Shatter

Does 1d6 damage per caster level to one object weighing up to 2 pounds per caster level. So Olio at Level 8 could deal 8d6 damage to a large-size Greatsword (16 pounds).

 

Item Varients

Tanglefoot Bag:

This item's price has been changed to 250 gp.

 

Prestige Class Variants

Virtuoso

  • Virtuoso Performances affect foes as well as allies.
  • Cannot cast spells while doing a Virtuoso Performance.

 

 

Variant Rules Pending Introduction

Casting spells from items

Casting a spell from an item takes as long as casting the spell normally and is not interruptable (thus, does not require concentration).

 

Also, casting from an item is not a hidden or 'stealthed' action. Others around the person with the item are allowed all the same actions as if the person had been casting normally.

 

Introduction of this rule will allow a refund for all spell per day magic items recently purchased. This is a one session offer and cannot be used during sessions following the introduction of these rules.

 

Tanglefoot Bag

In retrospect, the variant on tanglefoot bags is too extreme. The price will be reduced to 100gp instead, and it should be kept in mind that particularly tough enemies will probably have defenses against such items. In Mydo's specific case with selling the old tanglefoot bag, it can be repurchased at the price sold to the vendor.

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