Post by Edivad on Apr 24, 2009 18:34:18 GMT
Assume we're using the SD's New Coast House Rules(found at cosmichorror.proboards.com/index.cgi?board=newcoast&action=display&thread=20), unless rules below contradict them.
FATE POINTS
You start with a number of Fate Points equal to 4 + Charisma ability modifier. Extra FPs will be gained relatively frequently, at a sustained pace though there might be 'bursts' for particularly important sessions.
Here are the costs: note that you are supposed to spend Fate Points after the roll, not before, and thus they apply retroactively.
1 point
Convert 1 point into any 2 tokens of your choosing, to be used immediately.
Alternatively, IF you have the 'Child of Omen'Trait: Gain 3 Omen tokens.
2 Points
Gain one of the following benefits:
+1d6 bonus to an attack roll, skill check, ability check or saving throw. You may do this only once per roll.
+1d6 bonus to defense against a single attack. You may do this only once per attack.
3 Points
Gain one of the following benefits:
Pick a feat which you do not possess, but for which you qualify. You gain its benefits for 2 rounds.
Roll twice for an attack roll, skill check, ability check or saving throw, taking the highest (or if you prefer, the lowest) result.
CLASSES
Berserker
Berserker DR starts at 1 and increases by one step/level until it's 1d4 at level 4.
Damage Suffered and Fury Tokens:
You gain 2 extra fury tokens if damage suffered brings you below 1/2 your Max HP, and 4 extra fury tokens if it brings you below 1/4. The benefits stack - thus being taken from over 50% HP to below 25% would earn you 6 extra tokens - but you can only gain them once per encounter.
Dedicate
For purposes of the Combat Instincts feat only, Dedicates are considered to have Good(half your level plus 1) Tactics Feat mastery.
Spiritualist
Upon becoming a Spiritualist, you can pick which mental ability score you will use for determining your Pact Check Bonus and the save DC of your spells.
Skill Groups: Spiritualists have 3 skill groups. Two can be freely chosen, whiles the other must be choosen according to the ability score the spiritualist uses for his spells.
Intelligence: Academia or Mysticism
Wisdom: Wilderness Lore or Perception
Charisma: Theatrics or Social
Spirit Servant: Remove this class feature.
Favored Ritual: Remove this class feature. At any level where you would have gained a Favored Ritual, you gain a bonus Lore feat. Alternatively, you may gain Skill Affinity(Academia) or Skill Affinity(Mysticism).
Aid Another: Spiritualists can use the Aid Another option on other spiritualists to help them gather tokens.
TRAITS
Strong: This only decreases Intelligence, no need to pick an additional ability score.
Prodigy: You also gain the base feat of that feat mastery as soon as you qualify for it.
Stout: Grants +1 DR instead of the Defense bonus.
FEATS
TOUGHNESS [GENERAL]
If your character level is 4 or more, this grants +1 HP/level instead. However, you cannot take this feat more than once.
SKILL AFFINITY [GENERAL]
This now grants a +2 bonus to all skills in a skill group of your choice. Should make it more attractive, especially for large skill groups.
FAVORED RITUAL [LORE]
Base Mastery: 2
Prerequisites: Choose one specific ritual you know.
Benefit: Gain a +2 bonus to all pact checks involving a specific ritual.
Expanded Mastery 4: Gain another +2 bonus to all pact checks involving the ritual. Spells from this ritual now give a -1 rather than -2 penalty to pact checks made after casting them.
Expanded Mastery 6: Gain another +2 bonus to all pact checks involving the ritual. You can now always take 10 on pact checks for that ritual.
Special: You can gain this feat mastery multiple times for different rituals.
SKILLS
Concentration:
This is now Wisdom rather than Constitution based.
You can make Concentration checks to take 10 with other skills in stressful situations - the DC for that will have to be determined.
If you fail this Concentration check, you will not be able take 10 and have to roll with a -2 penalty instead.
MAGIC
Rite of Summoning
Giants can be summoned for the same token cost as Humanoids.
You can summon templated creatures.
This will change the creature's CR and Hit Dice, thus making the summoning harder. For example, an Ogre is a CR 3 Giant, while a Half-Fiend Ogre is a CR 4 Outsider.
Rite of Blessing
(NOTE: this is somewhat experimental, and might be removed/heavily altered before the game starts)
The Rite of Blessing allows the spiritualist to enhance the basic abilities of his allies.
Area of Effect: The Rite of Blessing uses standard utility areas of effect.
Range: The Rite of Blessing uses standard attack spell ranges.
Downside: The Rite of Blessing has a downside. After the effects of the spell ends, creatures which had been affected have to make a Fortitude save against a DC of (10 + tokens spent on 'Bonus' + tokens spent on 'Duration'). On a normal failure they become fatigued, while on a failure by 10 or more they become exhausted.
ARMOUR
In addition to SD's house rules on armour not slowing you down, armour DR now applies against magical weapons, unless the weapon has some specific armour-ignoring property. Basically, change 'DR X/magic' to 'DR X/--'.
FATE POINTS
You start with a number of Fate Points equal to 4 + Charisma ability modifier. Extra FPs will be gained relatively frequently, at a sustained pace though there might be 'bursts' for particularly important sessions.
Here are the costs: note that you are supposed to spend Fate Points after the roll, not before, and thus they apply retroactively.
1 point
Convert 1 point into any 2 tokens of your choosing, to be used immediately.
Alternatively, IF you have the 'Child of Omen'Trait: Gain 3 Omen tokens.
2 Points
Gain one of the following benefits:
+1d6 bonus to an attack roll, skill check, ability check or saving throw. You may do this only once per roll.
+1d6 bonus to defense against a single attack. You may do this only once per attack.
3 Points
Gain one of the following benefits:
Pick a feat which you do not possess, but for which you qualify. You gain its benefits for 2 rounds.
Roll twice for an attack roll, skill check, ability check or saving throw, taking the highest (or if you prefer, the lowest) result.
CLASSES
Berserker
Berserker DR starts at 1 and increases by one step/level until it's 1d4 at level 4.
Damage Suffered and Fury Tokens:
You gain 2 extra fury tokens if damage suffered brings you below 1/2 your Max HP, and 4 extra fury tokens if it brings you below 1/4. The benefits stack - thus being taken from over 50% HP to below 25% would earn you 6 extra tokens - but you can only gain them once per encounter.
Dedicate
For purposes of the Combat Instincts feat only, Dedicates are considered to have Good(half your level plus 1) Tactics Feat mastery.
Spiritualist
Upon becoming a Spiritualist, you can pick which mental ability score you will use for determining your Pact Check Bonus and the save DC of your spells.
Skill Groups: Spiritualists have 3 skill groups. Two can be freely chosen, whiles the other must be choosen according to the ability score the spiritualist uses for his spells.
Intelligence: Academia or Mysticism
Wisdom: Wilderness Lore or Perception
Charisma: Theatrics or Social
Spirit Servant: Remove this class feature.
Favored Ritual: Remove this class feature. At any level where you would have gained a Favored Ritual, you gain a bonus Lore feat. Alternatively, you may gain Skill Affinity(Academia) or Skill Affinity(Mysticism).
Aid Another: Spiritualists can use the Aid Another option on other spiritualists to help them gather tokens.
TRAITS
Strong: This only decreases Intelligence, no need to pick an additional ability score.
Prodigy: You also gain the base feat of that feat mastery as soon as you qualify for it.
Stout: Grants +1 DR instead of the Defense bonus.
FEATS
TOUGHNESS [GENERAL]
If your character level is 4 or more, this grants +1 HP/level instead. However, you cannot take this feat more than once.
SKILL AFFINITY [GENERAL]
This now grants a +2 bonus to all skills in a skill group of your choice. Should make it more attractive, especially for large skill groups.
FAVORED RITUAL [LORE]
Base Mastery: 2
Prerequisites: Choose one specific ritual you know.
Benefit: Gain a +2 bonus to all pact checks involving a specific ritual.
Expanded Mastery 4: Gain another +2 bonus to all pact checks involving the ritual. Spells from this ritual now give a -1 rather than -2 penalty to pact checks made after casting them.
Expanded Mastery 6: Gain another +2 bonus to all pact checks involving the ritual. You can now always take 10 on pact checks for that ritual.
Special: You can gain this feat mastery multiple times for different rituals.
SKILLS
Concentration:
This is now Wisdom rather than Constitution based.
You can make Concentration checks to take 10 with other skills in stressful situations - the DC for that will have to be determined.
If you fail this Concentration check, you will not be able take 10 and have to roll with a -2 penalty instead.
MAGIC
Rite of Summoning
Giants can be summoned for the same token cost as Humanoids.
You can summon templated creatures.
This will change the creature's CR and Hit Dice, thus making the summoning harder. For example, an Ogre is a CR 3 Giant, while a Half-Fiend Ogre is a CR 4 Outsider.
Rite of Blessing
(NOTE: this is somewhat experimental, and might be removed/heavily altered before the game starts)
The Rite of Blessing allows the spiritualist to enhance the basic abilities of his allies.
Tokens | Bonus | Affects | Duration |
0 | +1 | Concentration | |
1 | +2 | 1 physical ability | 3 rounds |
2 | 5 rounds | ||
3 | +4 | 10 rounds | |
4 | 1 mental ability | 10 minutes | |
5 | +6 | 2 physical abilities | 30 minutes |
6 | 1 hour | ||
7 | +8 | All physical abilities | 4 hours |
Area of Effect: The Rite of Blessing uses standard utility areas of effect.
Range: The Rite of Blessing uses standard attack spell ranges.
Downside: The Rite of Blessing has a downside. After the effects of the spell ends, creatures which had been affected have to make a Fortitude save against a DC of (10 + tokens spent on 'Bonus' + tokens spent on 'Duration'). On a normal failure they become fatigued, while on a failure by 10 or more they become exhausted.
ARMOUR
In addition to SD's house rules on armour not slowing you down, armour DR now applies against magical weapons, unless the weapon has some specific armour-ignoring property. Basically, change 'DR X/magic' to 'DR X/--'.