HEALING - house rules are underlined.
Treat Wounds is once per day per recipient (ie an overnight rest allows further recovery)
Continual Recovery Feat allows another Treat Wounds every 10 minutes, up to 3 times per day per recipient.
Battle Medicine Feat has its own 1/day limit. It is not Treat Wounds, and does not count as Treat Wounds.
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RITUALS - with adequate research into the ritual, the casting DC can typically be reduced to an at-level check for all participants, rather than a Very Hard (or worse) check. Alternately the primary check may remain Very Hard (or worse) but materials lost on a failed check may be reduced to 20% of the total.
NEW SPELL, NEW RITUAL & NEW ALCHEMICAL CONCOCTION RESEARCH
This is a form of Magical Crafting or Alchemical Crafting. A small tweak to an existing known spell raising it +1 Rank for a slightly increased effect, approximately +20% on one metric (eg a 'Greater' Teleport self +5 instead of self +4 or 120 miles instead of 100 miles, an 'Extended' Raise Dead 4 days instead of 3 days, or an Extended Fireball 600' instead of 500') typically costs the same as a Scroll of that level (so eg 600gp for Rank 6 to 7), whereas entirely new spells with major effects would be at least x10 the scroll cost. Likewise new & improved Alchemical concoctions would use Alchemical Crafting to create new formulas.
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LEVEL OF STARTING CHARACTER
Highest PC Level: Lowest/New PC Level
1: 1
2: 1
3: 2
4: 2
5: 3
6: 4
+1 +1
Typically, if a player plays every session their PC is likely to be +1 above the expected level, while a player who plays only occasionally will have a PC around -1 below expected level. Which hopefully evens out...
Party Level is calculated according to the average level of all PCs, rounding .5s up.
Level Difference from Highest PC : XP Award Modifier
0: x 1
1: x 1.5
2: x 2
Starting PCs at Higher Level
PCs may begin play with a number of Common permanent items as listed below, plus the amount of listed Currency, which may be used to buy Consumable items of a level up to the character's level-1.
Alternately the character may start with the listed lump sum and use it to buy Common items of level up to the character's level-1. eg a level 18 starting PC may start with 45,000gp and use the money to purchase Common items up to level 17.
Legendary Advancement Beyond Level 20
Level 20 characters are already some of the most powerful entities in the Multiverse, able to contend with demon lords and the greatest of dragons. Some possibilities for continued advancement at level 20 are given below. Each advancement costs 1,000 XP.
Gaining a new Trained skill.
Advancing a skill 1 training rank (Trained>Expert>Master etc).
Gaining a Feat.
Gaining a new Spell of any level.
Gaining Hit Points according to the character's base class hp:
Base Class Hit Points Legendary HP Increase
6 +3
8 +4
10 +5
12 +6
The character remains at Level 20 for XP award purposes.
Adversary Level: XP Award (4 PCs)
15 or lower: 0
16: 10 eg Rune Giant
17: 15 eg Ancient Horned Dragon
18: 20 eg Kraken
19: 30 eg Ancient Empyreal Dragon, Runelord Krune
20: 40 eg Nessari Devil, Runelord Belimarius
21: 60 eg Grim Reaper, Tor Linnorm, Runelord Karzoug
22: 80 eg Runelord Alaznist, Thanatotic Titan
23: 120 eg Runelord Sorshen, Solar, Diabolic Archdragon
24: 160 eg Runelord Xanderghul, Fafnheir
25: 240 Demigod, major Duke of Hell or Demon Lord, eg Treerazer, Tarrasque, Oliphaunt of Jandelay, Cayden Cailean, Tar-Baphon
26: 320 Lesser God, Archdevil or Demon Prince, eg Lamashtu, Shelyn
27: 480 Intermediate God, eg Zon-Kuthon
28: 640 Greater God, eg Saranrae, Rovagug(?)

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