Thread: Storm the Gate! - LotFP

Now my House Rules. Specialist Class Others The Specialist Class is barred from play, this is because I am giving all classes Skill points at the same progression as the Specialist. Also barred from play are the DwarfElfHalfling Classes. If you want to have hairy feet or pointy ears, just say so. 1d30 Once per session a Player may opt to roll a 1d30 in place of a 1d20. Shields Shall be Splintered A Character can choose to sacrifice their shield to ignore all damage from a single attack. Or against an area of effect attack for an automatic save for half damage. Shield is then broken and no longer grants an AC Bonus. Armour may also be sacrificed. Natural 20 Natural 20 roll does maximised damage on the damage dice. Second Wind After Taking Damage a Character may use their tun to heal themselves for 14th of their total HP value. Usable once per session. Healing Binding Wounds After Combat has concluded, or any encounter where a Character has taken damage, any Character may heal for 1d4-1 point of HP Heavy Drinking Characters may, at any point while sober, drink an entire wineskin or bottle of liquor and recover 1d61lvl worth of HP. In addition they are considered drunk for the next hour. Before any non-damage roll a Player must roll a d4. 1. -1 to roll 2. -2 to roll 3. -3 to roll 4. 4 to roll Chain Smoke At the beginning of a Session a Player can declare that their Character has been smoking heavily. Begin play with -1 HPlvl. Gain 2 against Fear, can spend a Turn smoking which allows them to reroll against SpellsEffects afflicting a Characters mental state and regain 1d41lvl HP. Additional Spell Spell Casters may prep one more additional spell per day per level. This does not increase spells cast per day per level. Spell Retention When a Spell Caster casts a spell they may roll a d6, on a 1WisClericIntMagic-User. If they succeed they retain the spell. Spell Selection A Magic User may select up to their Int bonus in spells. Weapon Exptertise In the hands of a Fighter a weapon counts as doing one Dice size larger for damage. Only functions for melee and one weapon at a time. Two-Weapon Fighting Any individual may fight with two weapons and make two attacks a round, so long as they are one handed weapons. They can apply their Attack Bonus to either attack however they desire. If they do not attack with the second weapon then they can designate one Target for which the weapon will grant a 1 AC bonus against Melee. Arrow in Hand A Character utilising either a Short Bow or Long Bow may make additional attacks in a round up to their lvl, dividing their Attack Bonus between them as they desire, at short range. Firing Into Melee If a Character is to fire into Melee there will be a -1 to hit per each Individual engaged in combat with the Target. If the Character takes the time to aim they reduce the penalty by 1. Quiver Full Players will start with 5 tokens to represent 5 combats worth of ammunitions. They can opt during a battle to wager and additional token for a bonus to hit. At the end of combat they roll a d6 to determine if the additional taken is lost. If wagered for 1 then a roll of 1-2 means it is lost, 2 1-3, 3 1-4 max. Berserker Rage Any Character may decide to go into a rage. They can not use magic, ranged weapons or complex skill checks while in this state and for 1 Turn afterwards. The rage provides a 2 to Hit and Damage for 1d6Con Mod once per day. Strength Bonus If a Character has a Str bonus they may ignore 1 Level of Encumbrance per Bonus while in Combat, after Combat they count as Twice as many Levels ignored in addition for two hours. Slings Slings may strike twice per round, roll each attack separately. Level Drain There is no Level Drain, instead a character will lose 1d6 HP, will return to normal upon gaining a new level. Fatigue When a character is wounded there Max Damage is restricted by their amount of HP. In example, a character with 4 HP can only do a max of 4 damage. This rule does not apply to characters using mechanical weapons such as crossbows or firearms. Additional Skills Quick Draw - A character may roll for Quick Draw, if they succeed they may draw and use a weapon in that round. GM discretion as to what weapon qualifies. Chemistry - Similar to Tinker, but pertains to the alteration, creation and destruction of Alchemical Elements.