Smugglers of Kristophan
This page will keep an official list of House Rules so there is no confusion (or at least less of it).
- - Rolling a natural 20 on a check other than an attack roll means the player can roll a d6 and add the result to his check result.
- - Rolling a natural 1 on any check means an automatic failure (as per the rules) but generally will also require the player to roll a saving throw. If the saving throw is successful, then nothing further happens, but if the saving throw fails, the check escalates to a “critical failure”. Generally this will involve the player rolling the “die of fate” to determine the severity of the failure. The exact impact of a critical failure is up to the DM and the DM may deviate slightly from the details of this rule if circumstances warrant.
- - The quickdraw feat allows the removal of a potion from a belt pouch and drinking of said potion as a move action.
- - A player may attempt 2 bull rushes if they spend both their standard and move actions to do so. A single bull rush attempt is still a standard action.
- - As per the rules, using a “versatile” weapon two-handed gives a +1 to damage. House Rule states that using two-handed weapons also grants a +1 to damage (assuming proficiency).
- - The Most Notable Player (MNP) award allows the character a 1 time use special D20 roll on any D20 check during the next play session they attend. At the time of the roll, they may choose:
*In advance of the roll, roll using a cheater’s D20 (the “1” is replaced by another “20”).
*After a roll, make a re-roll, player may use either value (neither roll may be a cheater’s D20)
- - Dim light extends 2 squares past any square lit by bright light.
- - If using a feat to multiclass would result in skill training that the character has already been trained in, the character instead receives the skill focus feat for that skill. If the character already has the skill focus feat for that skill, then the character may choose to be trained in a different class skill of the new class.
- - Non-Lethal takedowns are as the written rules, for the most part. However, certain damage types as a rule will be disallowed from being used for a non-lethal takedown such as acid, fire, necrotic, etc. These damage types may be allowed to deal a non-lethal blow under certain circumstances at the discretion of the DM.
- - Using the Intimidate skill in combat now follows these rules:
Can target any creature that can see and hear you
Intimidate vs Will
+2 to skill check if it only targets one creature
Basic Modifiers to target’s Will Defense:
Target is not bloodied: +10
Target is Hostile: +10 (has a particular reason to attack/resist the party)
Target is Unfriendly +5 (creature is just hungry, hired goon, etc.)
+2 per visible ally within line of sight
+10 if target is Elite
Solo creatures are immune to Intimidate until they have been reduced to 0 HP at least once
Other modifiers may apply due to the environment/situation (i.e. if the target is on it’s “home turf”, defending it’s babies, etc.)
Degrees of Success:
Meets DC: target suffers -2 to attack rolls until the end of your next turn
Beats DC by 5: target surrenders or flees at top speed for 1 round
Beats DC by 10+: target surrenders (save ends) or flees at top speed (save ends)
All modifiers and results are subject to change at any time if the DM sees fit for the circumstances. If the target is forced to surrender or flee, it will not automatically rejoin the battle after the effect has ended, but will reevaluate it’s circumstances and decide on it’s course of action considering current battlefield conditions.
- If character is trained in a skill, any natural 1’s on a skill check roll become a 2.
- If a player rolls a natural 20 for initiative, they can take a move action immediately.