Campaign of the Month: November 2022
Curse of the Crimson Throne
House Rules
Character Creation Rules
20 Point Buy
Max Start Gold for Class
Use Background Skill Rules
Can Take up to Two traits at start, or Three if you also take a flaw. Can take multiple from same category (ie social, religion, etc – seriously they do so little I don’t care)
Please try to take one trait from the Crimson Throne Player’s Guide
Allowed Races
All Core and Uncommon permitted
Orang-Pendak
Rougarou
Vine Leshy
Half-Dwarf
Other races will require GM approval
If an unchained variant of a class exists it must be used instead of the original (master summoner archetype not allowed too OP)
Monthly Cost of Living:
An adventurer’s primary source of income is treasure, and his primary purchases are tools and items he needs to continue adventuring—spell components, weapons, magic items, potions, and the like. Yet what about things like food? Rent? Taxes? Bribes? Idle purchases? At the start of every game month, a PC must pay an amount of gold equal to the lifestyle bracket he wishes to live in—if he can’t afford his desired bracket, he drops down to the first one he can afford.
Destitute (0 gp/month): The PC is homeless and lives in the wilderness or on the streets. A destitute character must track every purchase, and may need to resort to Survival checks or theft to feed himself.
Poor (3 gp/month): The PC lives in common rooms of taverns, with their parents, or in some other communal situation—this is the lifestyle of most untrained laborers and commoners. They need not track purchases of meals or taxes that cost 1 sp or less.
Traveling Adventurer (5 gp/month): The PC lives in rented rooms of inns and taverns and subsidizes the costs by providing security, entertainment or labor for the establishment. They need not track purchases of meals or taxes that cost 1 gp or less. When the PC leaves a settlement he/she always starts the journey with enough food and water for 5 days. A pc can qualify for this cost of living for free if the player writes up a short summary/synopsis of what their character experienced for each game. This is intended to give the game master insight int their PC’s thoughts and feelings about the events in the session.
Average (10 gp/month): The PC lives in their own apartment, small house, or similar location—this is the lifestyle of most trained or skilled experts or warriors. They can secure any nonmagical item worth 1 gp or less from their home in 1d10 minutes, and need not track purchases of common meals or taxes that cost 1 gp or less.
Wealthy (100 gp/month): The PC has a sizable home or a nice suite of rooms in a fine inn. They can secure any nonmagical item worth 5 gp or less from their belongings in their home in 1d10 minutes, and need only track purchases of meals or taxes in excess of 10 gp.
Extravagant (1,000 gp/month): The PC lives in a mansion, castle, or other extravagant home—they might even own the building in question. This is the lifestyle of most aristocrats. They can secure any non-magical item worth 25 gp or less from their belongings in their home in 1d10 minutes. They need only track purchases of meals or taxes in excess of 100 gp.
Spellcasting Rules
All spell casters ignore spell components costing 10gp or less
Bonus Crafting Feats can be replaced with either
Skill Focus
Spell Focus (or parts of the Spell Focus Chain for which the PC meets the prerequisites)
At first level instead of Eschew Materials Sorcerers may choose a bonus feat from the following for which they meet the prerequisites
Spell Focus
Any metamagic feat
Combat Casting
New Rules for Eschew Materials
Prerequisites: Caster Level 5th
Benefit: You can cast any spell with a material component costing 100 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 100 gp, you must have the material component on hand to cast the spell, as normal.
New Rules for Improved Eschew Materials
Prerequisites: Caster Level 13th
Benefit: You can cast any spell with a material component costing 1000 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1000 gp, you must have the material component on hand to cast the spell, as normal.
Caster Ability Scores Grant Bonus 0-Level Spells Known/Per Day depending on class (equal to casting stat modifier
Quality of Life Changes
Ignore Coin and Gem Weight for encumbrance
Keen & Improved Critical Stack
Firearms – Use emerging firearms rules.
Gang Up Rule – When two allies have flanked an enemy and granted each other a +2 to attack each additional ally who threatens the enemy grants an additional +1 to hit for all allies attacking the target.
Food supplies will be tracked when players are not in town even for characters above the destitute cost of living. (varies based on campaign)
Ammunition with a base cost < 1gp each will neither need to be paid for or tracked
Combat Expertise & Power Attack (or piranha strike) are combined into one feat
Deadly Aim and Point-Blank Shot are combined into one feat
Weapon Finesse, Agile Maneuvers, and Graceful Athlete are all combined into one feat.
Cleave Feats
Cleave
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: When you successfully hit a foe with a melee attack you can then make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make on se additional attack per round with this feat.
Great Cleave
Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +4.
Benefit: When you successfully hit a foe with a melee attack you can make an additional attack (using your full base attack bonus) against a foe that is within your reach. If you hit, you can continue to make attacks against foes within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Cleave Through
Prerequisites: Str 13, Cleave, Power Attack, base attack bonus+11
Benefit: When using Cleave or Great Cleave, if your initial attack hits, you may take a single 5-foot step as a free action before making your additional attacks. If doing s places a creature within your threatened area, that creature becomes a legal target for your additional Cleave attack(s) as long as it meets all the other prerequisites
Cleaving Sweep
Prerequisites: Str 15, Cleave, Improved Trip, Weapon Focus with a Two-Handed Weapon, base attack bonus +11.
Benefit: When using a full-attack action with a two-handed weapon, you can give up your regular attacks and instead attempt a trip combat maneuver at your highest base attack bonus against each opponent within reach. You must attempt a separate combat maneuver check against each opponent.
Surprise Follow-Through
Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +1.
Benefit: When using Cleave or Great Cleave, the second foe you attack on your turn is denied its dexterity bonus against you.
Improved Surprise Follow-Through
Prerequisites: Str 13, Cleave, Great Cleave, Power Attack, Surprise Follow Through, base attack bonus +8.
Benefit: When using Great Cleave, each opponent you attack on your turn (other than the first) is denied his Dexterity bonus against you.
Goblin Cleaver
Prerequisites: Str 13, Cleave, Power Attack, dwarf.
Benefit: When using Cleave or Great Cleave, additional attacks you make against goblinoids gain a +2 circumstance bonus on attack rolls.
Orc Hewer
Prerequisites: Str 13, Cleave, Power Attack, dwarf. Benefit: When using Cleave or Great Cleave, additional attacks you make against orcs gain a +2 circumstance bonus on attack rolls.
Giant Killer
Prerequisites: Str 13, Cleave, Power Attack, dwarf.
Benefit: When using Cleave or Great Cleave, additional attacks you make against giants gain a +2 circumstance bonus on attack rolls.
Called Shots
Called Shots feat chain is allowed however if you critical hit on a called shot you use the called shot rules instead of drawing a critical hit card.
Improved Called Shot
You are skilled at landing blows right where you want to.
Prerequisites: Int 13, Combat Expertise.
Benefit: You receive a +2 bonus on attack rolls when making a called shot. As a standard attack action you make a single attack which is a called shot.
Normal: You can make one called shot per round as a full-round action.
Greater Called Shot
You can make multiple called shots where others could land but one.
Prerequisites: Int 13, Combat Expertise, Improved Called Shot (see above), base attack bonus +6.
Benefit: When taking a full-round or standard action that gives you multiple attacks. You can only make one called shot per round. Your called shots inflict additional penalties. Inflict the penalties as listed under the normal “Critical Called Shot” however the ability damage last only for the same duration as the penalties (based on the targeted spot)
Debilitating Blow
Prerequisites: Int 13, Combat Expertise, Improved Called Shot, Greater Called Shot base attack bonus +11.
Benefit: Your called shots inflict additional penalties. Inflict the penalties as listed under the normal “Critical Called Shot” however the ability damage dealt is not temporary. Additionally instead of a normal Called Shot as a full round action you can make a Debilitating Blow – use the debilitating blow entry for each target spot. You must choose to either make a normal called shot or a debilitating blow.
Armor Qualities
Reinforced
The dwarves have developed a technique for enhancing armor to be resistant to certain types of damage (bludgeoning, piercing, slashing).
Bludgeoning resistant armors contain flexible plating/crumple zones in the armor to help with blunt impacts. This cannot be added to light armors or any other armor made of cloth or leather.
Piercing resistant armors use either specially hardened plates or cloth weaves that snare piercing weapons and keep them from making full impact.
Slashing resistant armors are more rigid and are enhanced with extra plates in vital areas.
The cost for adding the resistance is 200 gp per DR point. The cost is doubled for medium armor and quadrupled for heavy armor. Giving a maximum of DR 5/bludgeon, slashing or piercing to a light armor/cloth is 1000gp, medium is 2000gp, heavy is 4000 gp
Only one type of damage reduction can be added to an armor (bludgeoning, piercing or slashing) and must be done so during the armor’s creation. It can be stacked with other DR sources such as adamantine, sunsilk, and magical enhancements.
Sunsilk
Clothing made from sunsilk grants its wearer DR 3/- vs light piercing weapons and ammunition. Sunsilk can be incorporated into any suit of armor without hampering the armor’s other qualities, typically as an inner layer of soft lining.
Sunsilk adds 500 gp to the cost of a garment garment or light armor, 1000 gp to cost of medium armor, and 2000 gp to the cost of heavy armor.
Drugs and Addictions
Drugs are categorized as poisons. The saving throws on them are instead to resist the damaging effects of the drugs.
Undead and other creatures immune to poisons are immune to the effects of drugs.
Arcanists, Witches, Wizards and Spellbooks
Spells Copied from Another Spellbook or Scroll: An arcanist can also add a spell to his book whenever he encounters one on a magic scroll or in another arcanist or wizard’s spellbook. No matter what the spell’s source, the arcanist must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell’s level). An arcanist or wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty school.
Writing a New Spell into a Spellbook
Once a arcanist understands a new spell, he can record it into his spellbook.
Time: The process takes 1 hour per spell level. Cantrips (0 levels spells) take 30 minutes to record.
Space in the Spellbook: A spell takes up one page of the spellbook per spell level. Even a 0-level spell (cantrip) takes one page. A spellbook has 100 pages.
Materials and Costs: The cost for writing a new spell into a spellbook depends on the level of the spell, as noted on Table: Spell Level and Writing Costs. Note that a arcanist does not have to pay these costs in time or gold for spells he gains for free at each new level.
Spell Level Writing Cost
0 5 gp
1 10 gp
2 40 gp
3 90 gp
4 160 gp
5 250 gp
6 360 gp
7 490 gp
8 640 gp
9 810 gp
Learning Spells from Alternate Sources
Wizards and Arcanists can very easily exchange magical knowledge and copying from each other’s spellbooks works just the same so long as the spell is on their class list. Additionally, an arcanist or wizard can learn a spell from a witch if the spell is on their class list and vice versa. Doing so takes more time and effort for all parties involved. The Writing costs and time are increased by 50% and the Spellcraft DC is increated to 20 + spell’s level. A witch’s familiar can learn spells from spellbook so long as the spell is on the Witch Spell list. To accomplish this, the witch and familiar must spend the same gold and time cost as a wizard learning a spell from a witch in ritual communion with her familiar. At the end of this time, the witch whose familiar is learning a spell must make a Spellcraft check (DC 20 + spell level). If the check succeeds, the familiar has learned the spell and the witch may utilize it the next time she prepares spells. If the check fails, the familiar has failed to learn the spell and cannot try to learn that spell again until the witch has gained another rank in Spellcraft. While most wizards won’t readily provide this service those that do usually charge the same rate as it cost to scribe the spell into their book to begin with.