Homebrew

Bucklers

All creatures/characters with a proficiency list may add Bucklers to that list for free. Characters that are subject to an Arcane Spell failure will still suffer the 5% spell failure from the use of a buckler if the spell/action they are taking has a somatic component. Additionally, if at any point the character in question performs an action that uses their buckler hand/arm for another task, they no longer benefit from the AC of the buckler until their next turn. Such actions would include, but not be limited to, casting a somatic spell, using a two-handed weapon, climbing, or swimming.    

Enhanced Assistance Rule

Better Assisting your allies is always nice, right? When you asist a party member you are not shooting just for a +2 bonus. Instead you will grant them a +2 per 10 points in your assist roll. So for example, if you assist roll is a 32, you will grant your partner a +6 instead of just a +2. This is limited to the 3 best assist rolls. So if one party member is trying to climb and all 5 other members of the party are trying to help and the resulting rolls are 12, 8, 34, 22, and 18 then only the 34, 22 and 18 will count. This will grant the target a total of +12    

Unhindered Healing

When outside of combat, a trained healer may attempt to rely on mundane knowledge to augment their magical efforts. This process allows them an attempt at maximizing the healing spell at no additional cost. This action will take a full minute. In practice, this means casting your typical cure spell in conjunction with a heal skill check with the following DCs.   Cure Light Wounds: DC15
Cure Moderate Wounds: DC25
Cure Serious Wounds: DC35
Cure Critical Wounds: DC45
  If you fail to meet the DC of the skill check, the spell is resolved as normal.   Note: Mass spells require you to have an extra 'nurse' for each patient involved which will then use their skill check instead of yours for each respective patient.  

Long-term injuries and missing limbs.

HANDS: If your fingers or hand are crippled, but still intact you will take a -2 on checks related to Climb, Craft, Disable Device, Escape Artist, Forgery, Healing, Open Lock, Sleight of Hand and Use Rope, as well as attacks that used that hand. If this is taken at character creation it can be considered as a flaw thus qualifying you for an extra feat as per usual chargen rules.   If your hand is completely missing, you take a -5 on those skill checks, cannot make any attacks that depend upon this hand, lose a ring slot, and lose the ability to wear magic gloves that depend upon both hands. This too would be considered a flaw if taken during character creation.   ARMS: If your arm is crippled by still intact you take a -3 on climb, craft, disable device, escape artist, forgery, open lock, sleight of hand and use rope checks. Additionally, this -3 will apply to attack rolls and strength checks. If this is taken at character creation it can be considered as a flaw thus qualifying you for an extra feat as per usual chargen rules.   Additionally, if your arm is completely missing you take a -6 on those same checks but you cannot make any attacks at all that depend upon this arm. You also lose a ring slot, and you lose the ability to wear any magic bracers or gloves that depend upon both hands. THis will however be treated as TWO flaws if taken at Chargen.    

Prosthetic Weapons

Prosthetic weapon is something D&D missed pretty hard. There are like... 2 in all of D&D and they are pretty much in the 'ultra lame' category, so this is something we have decided to amp up and a fair bit.     First, you may go the discount route of just buying a regular longsword and attach it to your nub of choice with duct tape, bungee cords, and hopes. This will work as a weapon, but with some significant risks. First it shall incur a -4 penalty as an improvised weapon. Second, if you miss your attack you will follow it up with a percentile roll. On a 1-25, you stab yourself as the weapon comes loose. No attack roll, just roll damage and apply strength. After which the weapon is unusable until you have at least 1 minute to untangle yourself and remount it.       As for the purpose made prosthetic weapons. All purpose made prosthetic weapons are masterwork and come at double cost. So your normal dagger is 2gp, a masterwork dagger is 302gp, but your prosthetic dagger will be 604gp. Enchanting prices will be as normal.       So what do you get from this jacked up price? Well first off you are asking for a custom job that's going to require a smith of advanced skill. Billy the back ally tinsmith isn't making these. It's Master Fargor the Twice-Bearded Dwarf. So you get a weapon that's a custom fit to you, so no penalties for a poor fit. It's also got custom straps that will secure the weapon to you arguably better than a real arm/hand would be. As a results you are now completely immune to traditional disarm attempts. Your straps will also be armored enough with iron scales to make them invulnerable to knicks or near misses from an enemy sword. The only way for an enemy to remove your weapon will be to break it with a sunder or to attack the straps with an adamantine blade.    

Armored Flight

Medium and Heavy armor will impose the same penalties as if attempting to fly with a medium or heavy encumbrance load respectively, regardless of a character or creatures' actual encumbrance.    

The Background Skill

Perceived Problem: The ability for low skill point classes (2+int/level) to keep a skill relevant to support a backstory of "I use to do X" becomes an arms race of stupidity. Even the more skill focused classes (rogues/bards) can find things like 'reliably tie a rope securely' difficult. This is further counterpointed by the 'I have skills that I need as the game is pushing me into this PrC for story/development/etc reasons that I literally will never care about'.   System reference for solution: https://www.13thagesrd.com/character-rules/#Backgrounds_Skill_Checks   This system instead of having individual skills, relied on a series of Specific Statements to declare who and what your character was. These statements having a rating would be used in place of skill ranks. An acrobat for example would certainly know how to "tumble", would likely know how to juggle.   Relevant Xordandax Homebrew solution: All characters get access to a new skill. This skill is called 'background'. It may only have 1 rank, can never get any other bonuses applied, and will use the appropriate ability modifier as the situation calls for it.   The DC for a 'background' skill check is 10. In the same vein, the result given from this roll will not exceed a skill check result of 10. You have some experience with it, you aren't Good with it, but you are passable at it. Leveraging this skill is at DM discretion where the character has a preestablished reason to be skilled in the task at hand.   Example: A 'background' check to tie off a rope for example. Well, DC 10 gives us the ability to tie a simple knot, and secure a grapple hook. However, no fancy slip knots, no rope splicing, etc is possible with this check. However, the character should have been involved with things in their backstory involving simple knots and ropes.  

Action Points

Each player gets 5 action points, and 1 fate point.
Action points will function as normal, and you will gain one per level up. Further action points may only be gained through exceptional actions during live gameplay. These exceptional actions must meet the approval of both your player and their respective loremaster.
Fate Points are a one-time point your character may use to twist fate to turn away the results of one event. This does assure the player's desired outcome, but it will absolutely divert the outcome that would have occurred otherwise. This can include but is not limited to, preventing the absolute death of the character.  

Bonus Spell Slots

If you are entitled to bonus spell slots for which you do not know a spell for, you may fill these bonus spell slots with lower-level spells. Additionally, you receive bonus slots for cantrips equal to half the number of total bonus spell slots you get for spells level 1-9.  

Paid Training

Current LevelCost per XP(InCP)Full Level
1 1 10gp
2 2 40gp
3 4 120gp
4 8 320gp
5 16 800gp
6 32 1,920gp
7 64 4,480gp
8 128 10,240gp
9 256 23,040gp
10 512 51,200gp
11 1,024 112,640gp
12 2,048 245,760gp
13 4,096 532,480gp
14 8,192 1,146,880gp
15 16,384 2,457,600gp
16 32,768 5,242,880gp
17 65,536 11,141,120gp
18 131,072 23,592,960gp
19 262,144 49,807,360gp
20 524,288 104,857,600gp

Skinning Creatures

The DC to skin a creature is 10+HD
If you match the DC you get a poor quality pelt worth half the HD in GP.
If you beat it by 5 you get an average quality pelt worth equal to the HD in GP.
If yoiu beat it by 10 you get a good quality pelt worth 1.5x the HD in GP.
If you beat it by 15 you get a perfect quality pelt worth 2x the HD in GP.

If a creature has other major prominent features such as a Rhino's horn or a megaraptor's claws you may make an additional role for those.  

Custom Crafting Tools

LevelValueCraft CostSkill BonusNotesDC
Normal 5gp 1.67gp 0 - 10
Masterwork 55gp 18,34gp 2 Normal Consumed 12
+1 900gp 300gp 3 Masterwork Consumed 14
+2 2,500gp 833.34gp 5 +1 consumed 16
+3 4,900gp 1,633.34gp 7 +2 Consumed 18
+4 8,100gp 2,700gp 9 +3 consumed 20
+5 12,100gp 4,033.34gp 11 +4 Consumed 22
+6 16,900gp 5,633.34gp 13 +5 Consumed 24
+7 22,500gp 7,500gp 15 +6 Consumed 26
+8 28,900gp 9,633.34gp 17 +7 Consumed 28
+9 36,100gp 12,033.34gp 19 +8 Consumed 30
+10 44,100gp 14,700gp 21 +9 Consumed 32
You may notice that all of these require consuming the previous level in order to make them. This is because I am going with the strong assumption that these are not just tools you can buy but instead are tools customized to your personal needs.   Additionally, you can craft items with enhancement values on them. So you can craft that +1 Longsword yourself. But still need the mage to add flaming on it.  

Drunkenness

To large of an article to go on this page neatly, so click the link below.
Drunkenness

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