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mltillis
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House and Variant Rules

Post by mltillis »

I have decided to incorporate the Magic Rating rules from Unearthed Arcana into my game.



MAGIC RATING

A character’s magic rating measures the power of her spells
and spell-like abilities. It replaces caster level for determining
range, targets, effect, area, duration, dispel checks, diffi -
culty to dispel, caster level checks to overcome spell resistance,
and all other effects of a spell or spell-like ability
based on her caster level. It has no effect on extraordinary
or supernatural abilities.

MAGIC RATINGS FOR STANDARD
CHARACTERS


All character classes have a magic rating, which increases
by level much like base attack bonus. For a multiclass
character, add up the character’s magic ratings from each
of her classes to find the character’s total magic rating.
For example, a 6th-level wizard/4th-level rogue is
treated as a 7th-level caster for determining the range,
duration, and other effects of her spells. Her summon
monster spells last for 7 rounds, her lightning bolts inflict
7d6 damage, she rolls 1d20+7 for dispel checks, caster
level checks to overcome spell resistance, and so forth.
She still doesn’t get 4th-level spells (as a normal 7thlevel
wizard would).

Table 5–1: Magic Rating by Class
Class Level/ A1/ B2/ C3
1st/ 1/ 0/ 0
2nd / 2/ 1/ 0
3rd/ 3/ 1/ 0
4th/ 4/ 2/ 1
5th/ 5/ 2/ 1
6th/ 6/ 3/ 1
7th/ 7/ 3/ 1
8th/ 8/ 4/ 2
9th/ 9/ 4/ 2
10th / 10/ 5/ 2
11th/ 11/ 5/ 2
12th/ 12/ 6/ 3
13th/ 13/ 6/ 3
14th/ 14/ 7/ 3
15th/ 15/ 7/ 3
16th/ 16/ 8/ 4
17th/ 17/ 8/ 4
18th/ 18/ 9/ 4
19th / 19/ 9/ 4
20th/ 20/ 10/ 5
1 Use column A for bard, cleric, druid, sorcerer, and wizard
levels.
2 Use column B for monk, paladin, and ranger levels.
3 Use column C for barbarian, fighter, and rogue levels.

MAGIC RATINGS FOR OTHER CLASSES


For classes not mentioned here, use the following guidelines to
determine a class’s magic rating. The examples are all prestige
classes presented in the Dungeon Master’s Guide.
Use the fi rst column if the class grants . . .
• +1 spellcaster level more than half the times a level is gained.
Examples: arcane trickster, archmage, eldritch knight, hierophant,
loremaster, mystic theurge, thaumaturgist.
• Spells of 6th level or higher.
Use the second column if the class grants . . .
• +1 spellcaster level at least once, but no more than half the
times a level is gained.
• Spells of up to 5th level. Examples: assassin, blackguard.
• Bonus spells. Example: dragon disciple.
• At least three supernatural or spell-like abilities. Examples:
arcane archer, horizon walker, shadowdancer.
For all other classes, use the third column. Examples: dwarven
defender, duelist.

MAGIC RATINGS FOR MONSTERS

The same system applies to the spellcasting ability of monsters.
Each creature with an Intelligence of at least 1 gains a magic rating
based on its type and Hit Dice. As a general rule, a creature of
a certain type uses a certain column on Table 5–1 to determine
its magic rating (treating the monster’s Hit Dice as equivalent to
class level for this purpose):
First Column: fey, outsider.
Second Column: aberration, dragon, elemental, undead.
Third Column: animal, construct, giant, humanoid, magical
beast, monstrous humanoid, ooze, plant, vermin.
Two exceptions exist to the general rule. First, if a creature has
innate spellcasting ability (such as a lammasu) or at least three
supernatural or spell-like abilities (such as a yuan-ti), it uses
either the column for its creature type or the second column,
whichever gives the higher result.
Second, creatures with no Intelligence score (such as vermin,
oozes, some undead, and most constructs) have no magic rating.
If such a creature somehow gains an Intelligence score (such as
by the application of a template that doesn’t otherwise change its
type), use the third column to determine its magic rating.
If a monster has or gains class levels, the magic rating for that
class stacks with the monster’s magic rating from Hit Dice (just
the way it works for multiclass characters). For example, a hound
archon (6 HD outsider) and a dragon turtle (12 HD dragon) both
have a magic rating of 6. If either creature gained a level of sorcerer,
for example, its magic rating would improve to 7 (thanks
to the magic rating of 1 that a 1st-level sorcerer has), and it would
cast its spells at an effective caster level of 7th.
The magic rating system has no effect on the caster level of a
creature’s extraordinary or supernatural abilities. For its spelllike
abilities, use the creature’s normal caster level as given in its
monster description for the starting point, not the magic rating
derived from this system.
For example, a hezrou demon’s spell-like abilities have a magic
rating of 13 (since it casts as a 13th-level caster), rather than a magic
rating of 10 (for its 10 HD, from the fi rst column on the table).
However, if the hezrou later gains class levels, the magic rating for
its spell-like abilities would go up based on the levels gained.
Creatures with different caster levels for different abilities use
whichever generates the most favorable result by the above rules.
For example, a gynosphinx is a 14th-level caster for most of her
spell-like abilities but can use any symbol spell as an 18th-level
caster. She would have a magic rating of 18.
"It's quite a place. A place of good times and bad, of pain and growth, but in the end a place of great hope. - But if you ever do come aboard, remember one thing: No one there is exactly what he seems. But then, who is?"- G'Kar
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mltillis
Marshall
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Re: House and Variant Rules

Post by mltillis »

HOUSE RULE: DRUID DOMAINS

Druids may choose a single domain from
the following list: Air, Animal, Earth, Fire, Plant, Sun, and Water.
The druid gains a bonus spell of each spell level, which may be
used only to prepare a domain spell of that level (or of a lower
level, if affected by a metamagic feat). The druid also gains the
domain’s granted power, except as noted below.
Druids who select the Animal domain or the Plant domain
gain Skill Focus (Knowledge [nature]), since Knowledge (nature)
is already a class skill for druids.
A druid who chooses the Sun domain gains the ability to
turn undead 1/day as a cleric of her level, and cannot perform a
greater turning.
"It's quite a place. A place of good times and bad, of pain and growth, but in the end a place of great hope. - But if you ever do come aboard, remember one thing: No one there is exactly what he seems. But then, who is?"- G'Kar
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mltillis
Marshall
Marshall
Posts: 637
Joined: Sun Feb 10, 2008 12:00 am
Location: Charleston, WV

Re: House and Variant Rules

Post by mltillis »

Spontaneous Spellcasting

Characters with the ability to cast a limited number of spells
spontaneously (such as druids, who can spontaneously cast a
summon nature’s ally spell in place of another spell of the same
level) are always treated as having those spells prepared, without
spending any spell slots to do so. Thus, they can cast such spells
any time they have sufficient spells available.

Under this system, the Healing domain loses much of its
appeal, since six of the nine spells associated with that domain
are cure spells and thus available for spontaneous casting by
all clerics who channel positive energy. (To a lesser extent, this
variant diminishes the value of the Destruction domain, but
since only three of that domain’s spells are inflict spells, the
effect is much less severe.) Therefore, clerics who select
the Healing domain are granted the ability to use d12s instead of d8s when
casting cure spells. Thus, such a cleric’s cure light wounds spell
would cure 1d12 damage +1/level, and his caster level is treated
as one higher than normal thanks to the granted power.
"It's quite a place. A place of good times and bad, of pain and growth, but in the end a place of great hope. - But if you ever do come aboard, remember one thing: No one there is exactly what he seems. But then, who is?"- G'Kar
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mltillis
Marshall
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Joined: Sun Feb 10, 2008 12:00 am
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Re: House and Variant Rules

Post by mltillis »

HOUSE RULE: Casters With a DAILY SPELL LIST

This variant spontaneous casting system is designed for spellcasters
who normally prepare their spells in advance (including
clerics, druids, paladins, rangers, and wizards). A spellcaster
using this variant prepares the same number spells per spell
level as normal. However, instead of preparing the exact combination
of spells that she can cast that day (such as two magic
missile spells and one mage armor spell for a 2nd-level wizard
with Int 14), the spellcaster prepares a list of spells for each spell
level from which she can spontaneously cast as she chooses.
For example, that 2nd-level wizard with Int 14 would prepare
four different 0-level spells and three different 1st-level spells.
During the day, she can cast any combination of those four 0-level
spells a total of four times, and any combination of those three
1st-level spells a total of three times. In effect, the character’s list
of prepared spells is treated like a sorcerer’s list of spells known.
Unlike what a sorcerer can do, a spellcaster using this system
can’t cast a lower-level spell in place of a higher-level spell.

Bards and sorcerers obviously can’t use this system, since they
already have their own spontaneous casting method. For bards,
that’s not a big deal—their spellcasting powers are only a portion
of their class features, so no real change is merited. Sorcerers still
have an advantage over wizards in that they can cast more spells
per day, but the versatility gained by the wizard defi nitely infringes
on the sorcerer’s power level. To compensate, the sorcerer is granted
one additional spell per day for every spell level except
his highest. A 1st-level sorcerer would thus be able to cast one
extra 0-level spell each day, while a 6th-level sorcerer would be able
to cast one additional 0-, 1st-, and 2nd-level spell.
"It's quite a place. A place of good times and bad, of pain and growth, but in the end a place of great hope. - But if you ever do come aboard, remember one thing: No one there is exactly what he seems. But then, who is?"- G'Kar
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mltillis
Marshall
Marshall
Posts: 637
Joined: Sun Feb 10, 2008 12:00 am
Location: Charleston, WV

Re: House and Variant Rules

Post by mltillis »

Torture rules per "The Book of Vile Darkness"

The equipment described in this chapter. is usually
found in the possession of evil characters. The Dun-
geon Master may want to limit how much of it, if any, is
available on the open market. Items purchased on the
black market may have inflated prices, twice or even
three times the prices given here. Those inflated black
market prices reflect the scarcity of the items; this equip-
ment is too evil to be found in common markets.

TORTURE DEVICES

All manner of devices exist for inflicting pain. Each of the
torture devices described in this section provides a circum-
stance bonus that is added to the Intimidate check made by
a torturer against a victim—the more effective the device,
the greater the modifier.

A torturer seeks to learn something from the victim
through the application of pain, though sometimes tortur-
ers inflict pain for pain’s own sake. The sick thrill felt by a
torturer as she clips the end off one of her victim’s fingers,
and the visceral charge the torturer feels as she pushes a
red-hot brand all the way through her client’s cheek, are
intangible drugs favored by the depraved.

RULES OF TORTURE

The torturer’s victim must first be secured, either by
being tied in place, pinned in a grapple, or successfully
restrained in a stationary torture device. A victim in
such a device can attempt to make an Escape Artist
check every round against the DC associated with
the device (see Table 3–1: Torture Devices, on the
following page). A pinned creature can attempt to
break a grapple. However, the torturer is generally
watching while the victim is being restrained in a
stationary torture device or being grappled by a
third party. If the victim attempts an Escape Artist
check or a grapple check in the knowing presence
of the torturer, whether or not the check suc-
ceeds the torturer can hit the creature with a
coup de grace.

Once the victim is secure, the torturer can
attempt one use of a torture device against a
secured victim (such as thumbscrews on a maid
tied to a chair) in a certain time frame (once per
round unless otherwise noted). Each device has
an associated circumstance bonus that is
applied to the torturer’s Intimidate check when
the torturer attempts to pry desired informa-
tion from the victim. The Intimidate check DC
is 10 + the victim’s level or HD.

Of course, a victim can choose to reveal the
information before torture is applied. Merely
threatening to use a torture device against a
victim can be effective: If the torturer suc-38
ceeds on a Bluff check opposed by the victim’s Sense Motive
check, the torturer can use half of the device’s circumstance
bonus on her subsequent Intimidate check.

When using a torture device, a torturer can attempt mul-
tiple Intimidate checks to attempt to gain the same infor-
mation, unlike the standard use of the Intimidate skill. A
successful Intimidate check indicates the victim yields up
the requisite information.

A victim can attempt to mislead a torturer, pretending
to give up the real information in hopes the torturer will
end the pain. The victim’s Bluff check is opposed by the
torturer’s Sense Motive check if the victim lies or mis-
leads the torturer during the interrogation. Because the
torturer is convinced of her methods—that pain reveals
truth, and that torture can’t be withstood—the torturer is
more likely to believe even the most outlandish lie. The
torturer takes a –3 circumstance penalty on Sense Motive
checks to see through the bluffs of those she tortures.
Even victims who don’t really know the information
sought by the torturer can be compelled to lie to make the
hurt go away.

The tendency of victims to say anything to stop the pain
makes torture impractical in some cases. But even when a
torturer feels as if she’s extracted the truth, she may con-
tinue the torture anyway.

If a victim is brought to 0 hit points or lower through the
use of torture equipment, then later healed, the subse-
quent use of a torture device against that victim doubles
the device’s circumstance bonus on the torturer’s Intimi-
date checks. This doubling only occurs in the second and
subsequent torture sessions.

Torture Devices as Weapons:

Nonstationary items such as
pokers and scalpels make poor melee weapons. In melee,
torture devices deal half the damage given in Table 3–1, if
the device can be used in melee at all. For example, a
Medium-size torturer couldn’t pick up and use an iron
maiden as a weapon.

Masterwork Devices:

Masterwork torture devices can be
made, but do not provide higher circumstance bonuses. They
simply exhibit finer craftsmanship and cost twice as much.

DEVICE DESCRIPTIONS

Additional sinister devices and other forms of torture exist
beyond those presented here. Use the devices described
below as a guide to determine the game effects of other
forms of torture.

Branding Iron/Poker:
Heated in hot coals, this iron rod
is used to create painful but nonfatal burns. The burn deals
1d3 points of damage and allows one Intimidate check.

Dagger:
Any weapon could be used as a device of torture,
though traditional weapons do their jobs too well—the risk
of killing the victim too quickly becomes a concern. If a
dagger is used as a torture device, each use deals 2d4 points
of damage and allows one Intimidate check.

Hot Lead:
The torturer melts lead, then pours it on the
victim’s skin. Often the palm, the arm, or the belly is the
target, but sometimes torturers drip lead on the eyelids or
other delicate tissues. Each use deals 1d3 points of damage
and allows one Intimidate check.

Iron Maiden:
This coffin-shaped iron box is laden with
spikes on the interior surfaces. Anyone placed inside is
pierced dozens of times, and any movement causes more
pain. The iron maiden has several settings that determine
how tightly the two sides come together when the device is
closed. At the low setting, anyone inside takes 1 point of
damage per round. The moderate setting deals 5 points of
damage, the severe setting deals 10 points of damage, and
the terminal setting deals 50 points of damage each round.
Once the iron maiden is closed to any setting, the torturer
can make an Intimidate check every round.

Jaw Breaker:
This wood and metal device is like a reverse
thumbscrew. The torturer inserts the jaw breaker into the
victim’s mouth, then turns a small wheel. As the wheel
turns, two opposing plates force the victim’s mouth wider
and wider, breaking teeth and eventually the jawbone. The
jaw breaker can also be used on the victim in other places.
Each use deals 2d4 points of damage and allows one Intimi-
date check. The jaw breaker must generally be removed for
the victim to speak coherently.

Needle:
Large needles or nails can be inserted into the
flesh of the victim in places that maximize pain and mini-mize real damage. Each needle deals 1 point of damage. Usu-
ally, three or four of these are used on a victim per Intimi-
date check.

Pillory:
This wooden device, consisting of a frame with
holes for the victim’s head and hands, is not a torture device
in and of itself. A pillory is designed to confine and restrain
a victim. When the pillory is located in a public place, the
the torturer, her minions, and even passing strangers can
taunt, assault, and further humiliate the victim. Those who
linger near the pillory commit acts ranging from simple
degradation of the victim to outright physical harm. Each 8
hours of confinement typically deals 1d6 points of damage
and allows one Intimidate check.

Rack:
A long, table-shaped device, the rack is equipped
with chains and winches hooked up to manacles. As a crank
is turned, the rack stretches the victim’s arms and legs. Each
30 minutes spent on the rack deals 1 point of damage and
allows one Intimidate check.

Scalpel/Flenser:
A finely crafted knife with a short,
sharp blade, the scalpel is used by surgeons to cut away dis-
eased flesh. When used by a torturer, the scalpel pares
lengths of skin away, then removes a digit or an earlobe.
Each use of a scalpel deals 1d6 points of damage and allows
one Intimidate check. Flensers are similar knives used to
remove the skin from a body.

Thumb Screws:
This small wood and metal device slowly
crushes the thumb or finger of a victim. It causes a lot of
pain, but deals only 1d2 points of damage per use. Each time
the thumbscrews tighten, the torturer can make another
Intimidate check.

Tied Down:
Anything used to tie down a victim is not a
torture device. But if the victim sees many ancillary and/or
stationary torture devices nearby (as in a typical torture
chamber), the torturer can make an immediate Intimidate
check using half of the circumstance bonus for the item in
question.

Table 3–1: Torture Devices

Device -- Circumstance Bonus -- Escape DC -- Damage -- Cost -- Weight
Branding iron/poker +3 — 1d3 2 gp 4 lb.
Dagger -- +4 -- — -- 2d4 -- 2 gp -- 1 lb.
Hot lead -- +3 -- — -- 1d3 -- 1 sp -- 1 lb.
Iron maiden -- — -- 27 -- — -- 200 gp -- 250 lb.
-- Low setting -- +6 -- — -- 1 -- — -- —
-- Moderate setting -- +8 -- — -- 5 -- — -- —
-- Severe setting -- +10 -- — -- 10 -- — -- —
-- Terminal setting -- +12 -- — -- 50 -- — -- —
Jaw breaker -- +4 -- — -- 2d4 -- 10 gp -- 1 lb.
Needle -- +2 -- — -- 1 -- 1 sp -- —
Pillory -- +2 -- 20 -- 1d6 -- 50 gp -- 50 lb.
Rack -- +5 -- 22 -- 1 -- 150 gp -- 200 lb.
Scalpel/flenser -- +4 -- — -- 1d6 -- 4 gp -- —
Thumbscrew -- +3 -- — -- 1d2 -- 1 gp -- 1 lb.
Tied down -- +0 -- * -- — -- 1 sp -- 1 lb.
*The Use Rope check of the torturer sets the DC for the victim’s Escape Artist check
"It's quite a place. A place of good times and bad, of pain and growth, but in the end a place of great hope. - But if you ever do come aboard, remember one thing: No one there is exactly what he seems. But then, who is?"- G'Kar
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