HOME | DRAGON HORDE

 

 

 

HOUSE RULES

 

 

Combat Modifiers

Mechanized/Propellant Ranged Weapons

(Crossbows, Shuriken, & Firearms.)

Sitting/Kneeling: +2 to Attack Roll.

Prone: +4 to Attack Roll. Loading time increased by 1 Time Increment.

(1 Standard Action becomes 1 Full-Round Action, etc.).

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Hit Points

PC's, NPC's, and Summoned Creatures all have MAX HP at first level and 75% for levels thereafter.

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Languages

Languages are much the same, though many are no longer spoken (Dwarvish, Elven, Goblinoid, Giant, etc.). Each major region (see campaign setting - regions) also has it's own language in addition to Common. These include: Alphatian, Ethengari, Glantrini, Heldanni, Ierendish, Karameikan, Thyatish, Ylaruamic,

 

Norwold, Soderfjord, Vestland, and Ostland have a shared language; Verdic

 

Minrothad & Darokin use Common as their primary language.

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Skills

 

Craft - Alchemy

(Gunpowder)

- The many sciences of the new world have led to the creation of advanced proceedures in Alchemy. The knowledge and experience gained from crafting simpler alchemical items is a necessary step towards applied Advanced Alchemy. Without at least a base understanding, one cannot hope to comprehend the complex processes required to manufacture gunpowder. Failure on the check to create the desired gunpowder results in a ruined batch. Failure by more than 10 results in a discharge/misfire of the gunpowder.  

Note: Unlike traditional Craft Skills, the creation costs of Gunpowder are not halved.

Gunpowder-Black: DC 25; Cost to Create: 10gp/1day/1pound

Gunpowder-Smokeless: DC 35; Cost to Create: 100gp/1day/1pound

 

 

Craft - Clockwork

Though mithral is still required to craft precision clockwork items, there has become a drive or push in the advances of clockwork craftsmanship, despite the exorbitant costs of their creations. Clockworkers are capable of crafting timepieces, about the size of a fist or larger. Many a small town now sports a massive tower with a shiney new clockwork timepiece at the top. Wealthier towns have the face of the tower clock displayed on more than one side, and many a wealthy person carries a pocket timepiece and has several clocks in their abodes. Clockwork encompasses more than just Timepieces, providing clockwork mechinations such as the Ironhorse, a massive creation with gears and such driven by the pressure of steam.

 

Ironhorse: DC25

Fine - Epic Craft DC.

Diminutive Timepiece (Fist-sized) DC25

Small Timepiece: DC22

Medium Timepiece: DC: 20

Large Timepiece: DC18

Huge Timepiece: DC17

Gargantuan Timepiece: DC16

Collassal Timepiece: DC15

 

 

Craft - Weaponsmithing

 

Ammunition: DC5 (Craft-Blacksmith, DC10)

Arquebus: DC15

Handgonne: DC15

Musket: DC20

Pistol: DC25

 

 

Knowledge [Science Category]

Whether dealing with rudimentary Chemistry, basic Physics, generalized Earth Sciences, the beginnings of Astronomy, or even the oft-thought necromanctic - Biology; the newfound 'magic' of the new world is unstoppable. With humankind's curiosity and incessant questioning, the fields of science are slowly producing applicable results for the layman. For a few, there is a distinct distaste about what science represents, and the possibility of its impact on the decline of magic (if not the cause itself), has been the cause of a number of debates. Since the founding of the first University of Science, the two (magic & science) have been at odds. Nevertheless, there are always a few questionable souls that have worked to connect the two.

 

· Chemistry: This field of science has reached major recent successes with the introduction of new explosive compounds such as that used in Smokeless Gunpowder. Alchemy has become an advanced practice thanks largely in-part to this particular science. 5 Ranks of Knowledge-Chemistry provides a +2 synergy bonus to the Craft-Alchemy skill.

 

· Physics: The Principles of the Universe, as it were; covering all manner of things in the real world, this science has become quite useful when time and preparation can be made. With the application of complex forumlas to normal situations, this science has been able to enhance the situation to the benefit of the scientist. Objects can be broken more easily, structures can be built more securely, etc. 5 Ranks in Knowledge-Physics provides a +2 Synergy Bonus to Knowledge-Architecture/Engineering & Craft checks involving construction.

 

· Earth Sciences: The Earth was once thought to be a living, breathing entity - a god as it were. Volcanic flow, earthquakes, even the weather - all now readily explained by the theories of Earth Sciences. Much of what is learned about Earth Sciences is the weather, initially, allowing weather prediction to a certain degree of accuracy. 5 Ranks in Knowledge-EarthSciences provides the a +2 Synergy Bonus to the Survival skill.

 

· Biology: The study of life is an important one. Not only does Biology provide considerable insight to the healing processes, it also has much to do with aging and the dying processes. Students of Biology often become Anatomists if their skill is strong enough. 5 Ranks in Knowledge-Biology provides a +2 Synergy Bonus to the Heal skill.

 

· Astronomy: One of the newer sciences, sort-of. Astronomy has made leaps and bounds in the past few years, since the advent of significantly more powerful Telescopes. Presently, there's no telling what humanity can gain from knowing of the stars - aside from generating many of the newer sentiments on creation and evolution.

 

· Oceanography: Another newer science, the Oceans of the world, and other large bodies of water, confound many a person. Tidal flows and many natural oceanic effects are easily ascertained with the many studies performed throughout the known world. 5 Ranks in Knowledge-Oceanography provides a +2 Synergy Bonus to the Swim skill.

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Spellcasting

 

New Definition:

Spells & Spell-like abilities are relabeled as Rites (Arcane Spells), and Rituals (Divine Spells). The decreased connection the world has to magic requires additional efforts to create what were once easily-cast spells. Casting Times and Components are altered for all Rites and Rituals, always requiring the former and benefitting additionally from the latter.

 

New Spell Component: Perform Rite / Perform Ritual.

Spellcasters gain the Perform (Rites&Rituals) and must succeed on a Perform (Rites & Rituals) check to cast any spell or use any Spell-like ability. The DC for the Perform check is equal to 5+Spell Level. Failure means the spell being cast requires additional time to cast, above and beyond the increases in casting times noted below. Failure by more than 10 means the spellcasting attempt is ruined and the spell is lost. There is no additional benefit for success aside from the proper casting of the spell / spell-like ability.

 

New Spell Component: Enhancement

All Spells can gain benefits from including an Enhancement to their spell components. Typically, this is holy water (for divine rituals), or powdered gemstone (for arcane rites). The cost to include a Spell Component Enhancement is 50GP per Spell Level (25 GP for 0th level spells). Spell Component Enhancements enable the spellcaster to increase the DC of a spell by 2.

 

Rites and Rituals also require additional casting time as follows:

· Immediate Action Casting Time = Immediate Action (These act as interupts, and are unchanged in their mechanical use. Using an Immediate Action on someone else's turn results in the usual effects.

· Free Action Casting Time = Swift Action. You remain limited to 1 Swift Action in a round.

· Swift Action Casting Time = Move Action

· Move Action Casting Time = Standard Action

· Standard Action Casting Time = Full Round Action

· Full Round Action Casting Time = 1 Minute Action (10 Full-Round Actions)

- You're always allowed to take a 5 foot in a given round.

 

Item Creation: This Feat Structure has a new requirement: Inventor Class Feature

Metamagic: This Feat Structure has a new requirement: Mad Scientist Class Feature

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Technology

 

Clockwork:

As described under Craft-Clockwork, the ability to purchase clocks (with inner workings constructed primarily of mithral), is still considered a posh-luxury. Timepieces keep rather accurate time, to within a minute. Some have multiple hands, allowing the user to keep time in upto three alternate locations - a phenomenon discovered in recent Earth Sciences and Astronomy research.

 

Fine: 1" diameter - 5,000gp minimum (Miniature Timepiece)

Diminutive: 5" diameter - 1,000gp (Pocket Timepiece)

Small: 1' Diameter - 1,200gp (Desk-clock)

Medium: 3' Diameter - 750gp (Grandfather Clock)

Large: 6' Diameter - 1,500gp (requires Large Tower; 250gp)

Huge: 12' Diameter - 3,000gp (Requires Huge Tower; 750gp)

Gargantuan: 20' Diameter - 5,000gp (Requires Gargantuan Tower; 1,000gp)

Collassal: 30' Diameter - 10,000gp (Requires Collassal Tower; 1,500gp)

- Cost doubled per additional Time-set.

 

 

Firearms:

As a group of weapons, Firearms all behave similarly, as follows:

· All Firearms require a charge of gunpowder to operate, and are crafted to accept only 1 form of gunpowder.

· Using a different gunpowder than the type required of the firearm results in a ruined firearm following the attack. Craft-Weaponsmith can repair most ruined Firearms.

· Firearms are handled as Ranged Touch Attacks as regards physical, penetratable barriers; bypassing nonmagical Armors, Shields, Natural Armor, and the like. Magical Armor, Force-effects and similar enhancements are apply their AC benefits normally against the firearm attack form.

· Firearm ammunition also ignores Hardness as per Adamantine (ignores the first 20 points of an objects Hardness).

· Firearms are Martial Weapons, requiring the appropriate Martial Weapon Proficiency to Load the weapon.

· Non-Proficiency in a given Firearm means the weapon requires twice as much time to load and doubles the chance of misfire.

· Firearms & AOO's: Normally, loading and triggering a firearm provokes an AOO. If the firearm is useable in melee and ranged attacks (muskets with a Bayonette and combination firearms), or the user is armed with a Melee Weapon in one hand and a pistol in the other (ie. able to participate in an AOO, if needed), then the triggering of the firearm does not provoke an AOO.

· A Musket with Bayonette and the Combination Weapons are all considered Double-Weapons as respects Two Weapon Fighting.

 

 

Arquebus (Black-powder Firearm): 1d12 (Medium size), x3. 250gp. 150'. 12lb.

Handgonne (Black-powder Firearm): 1d10 (Medium Size), x3. 125gp. 50'. 4lb.

Pistol (Smokeless-Powder Firearm): 1d10 (Medium Size), x3. 250gp. 60'. 3lb

Musket (Smokeless-Powder Firearm): 1d12 (Medium Size), x3. 500gp. 180'. 10lb.

 

Pistol Combiweapon (500gp):

Reinforced and crafted in an odd manner, this weapon provides the melee combatant with an Axe, Hammer, or Sword which contains a pistol in the hand-grip. Attacks made in melee are treated as a hand weapon of the type combined with the pistol (Hand Axe, Light Hammer, Light Mace, or Short Sword). Attacks from the firearm are made with a -5 penalty. During a chance of a critical hit, the user may trigger the firearm for automatic firearm damage.

 

 

Bayonette (1gp): Whether slammed into the barrel (for Arquebus and Handgonne), or attached below the barrel (pistols and muskets), a bayonette is a useful tool and weapon. The blade is long and narrow, like a sharp stiletto, and deals damage as either a dagger (attached to a single-hand weapon), or a short spear (attached to a two-handed firearm). The Bayonette itself can be used in any firearm, and costs 1gp. When not attached to a firearm, it can be used as a Knife. During a chance of a critical hit, the user may trigger the firearm for automatic firearm damage.

 

 

 

Gunpowder, Black:

Firearms can be fashioned to use a charge of dry gunpowder (a mixture of saltpetre, charcoal, and sulphur), in the form of tiny pebbles. An exact dose of gunpowder is required everytime or disasterous results can be had. Gunpowder can also be packed into larger charges or even encased to form a bomb. Each ounce of Black Gunpowder is sufficient for a firearm charge, with 4 ounces yielding a bomb. Black gunpowder fills the 5' square adjacent to the firearm with black smoke. This smoke blocks line of sight for that square, for 1 round. Furthermore, anytime a charge of Black Gunpowder is used, there is a chance (Natural 1 or 2 on the D20 Attack Roll), that the gunpowder causes a misfire, dealing the damage to both user and weapon.

· Under-charged: The weapon deals 2 less HP damage, with a minimum of 1.

· Overcharged: The weapon deals 2 more HP damage, the weapon takes this damage as well.

- Setting a Black Gunpowder Charge requires a Full-Round Action.

- 1 Ounce of Black Gunpowder costs 1 GP.

- 4 Ounce bombs cost 10GP and deal 2d6+2 damage in 10' burst, Weight; 3lbs. Stackable: 6lb bombs cause 3d6+3 to 15', 9lb bombs cause 4d6+4 to 20', etc. upto the monstrous 30lb bomb which deals 11d6+11 out to 55'.

 

 

 

Gunpowder, Smokeless:

A double-base powder, half of which is powdered nitroglycerin, formed into little discs which fit perfectly into the muzzle of firearms, Smokeless Gunpowder is a very new technology. Developed over the past five years, this form of gunpowder creates no spread of smoke like its Black Gunpowder cousin. Smokeless Gunpowder is forever ruined if it becomes wet. Smokeless Gunpowder is often used in larger packaged charges, forming sticks referred to as Dynamite. Undercharging smokeless gunpowder achieves little real effect. Overcharging smokeless gunpowder is especially dangerous, resulting in an immediate misfire of the weapon. Furthermore, anytime a charge of Smokeless Gunpowder is used, there is a chance (Natural 1 on the D20 Attack Roll), that the gunpowder causes a misfire, dealing the damage to both user and weapon.

- Setting a Smokeless Gunpowder Charge requires a Standard Action.

- 1/2 ounce Disc of Smokeless Gunpowder costs 5 GP.

- Dynamite sticks cost 25GP and deal 3d6+3 damage in 10' burst. Weight; 1lb. Stackable (each additional stick adds 1d6+1 damage, to a maximum of 22d6+22; every 5 sticks increases the burst effect by 5 feet). Weight: 1lb per stick

 

 

Dirigible / Airship

Hot air is a wonderful thing, but not nearly as incredible as the many gases which Science has discovered. Hydrogen and Helium have both been given purpose, to bear-aloft ships of feather-weight wicker, like massive baskets. These airships or Dirigibles have massive balloons filled with a mixture of gases, enabling the ships to hold at times up to 20 people equipped for war. Whole fleets have been assembled, with some Arcanists providing limited support and locomotion to the science.

 

Rail-Wagons

As impressive as the Airship, massive beast-like machinations called Iron Horses have been wrought in recent years. Powerful engines worked by steam, these Rail-Wagons represent the beginning of the dawning of a new era; and the death of Magic... None have actually been fully finished, but the designs and the rails needed to steer so large a machine are already being put in place.