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| rules:houseruled-spells-and-abilities [2024-02-25 16:26] – [Movement and targets] sandra | rules:houseruled-spells-and-abilities [2026-01-08 10:52] (current) – Made some non-alphabetical edits www-data | ||
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| ### Find Familiar | ### Find Familiar | ||
| - | The PHB says “the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast”. For Zakharan characters, the familiar is instead always an elemental instead of its normal type. | + | The PHB says “the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast”. For Zakharan characters, the familiar is instead always an elemental instead of its normal type. On Gåvoplaneten, |
| ### Remove Curse | ### Remove Curse | ||
| Line 165: | Line 165: | ||
| "At the start of your first turn of each combat" | "At the start of your first turn of each combat" | ||
| - | ### Reincarnation in Zakhara | + | ### Reincarnation |
| + | |||
| + | #### Reincarnation in Zakhara | ||
| - 01 Earth Genasi | - 01 Earth Genasi | ||
| Line 184: | Line 186: | ||
| - 77-96 Human | - 77-96 Human | ||
| - 97-00 Goblin | - 97-00 Goblin | ||
| + | |||
| + | #### Reincarnation on Gåvoplaneten | ||
| + | |||
| + | - 01-04 Skunk-Skirm | ||
| + | - 05-21 Daab | ||
| + | - 22-42 Skajra | ||
| + | - 43-46 Klo-Skirm | ||
| + | - 47-52 Kabrid (and retire the character until they can re-reincarnate) | ||
| + | - 53-54 Artificial being (mechanical type — warforged) | ||
| + | - 55-56 Artificial being (vat-grown type — orc) | ||
| + | - 57-60 Härm-Skirm | ||
| + | - 61-68 Slink-Skirm | ||
| + | - 69-70 Mutated human (dao allele) | ||
| + | - 71-72 Mutated human (marid allele) | ||
| + | - 73-74 Mutated human (djinn allele) | ||
| + | - 75-76 Mutated human (efreet allele) | ||
| + | - 77-96 Human | ||
| + | - 97-98 Mutated human (tiefling allele) | ||
| + | - 99 Mutated human (aasimar allele) | ||
| + | - 00 Mutated human (goliath allele) | ||
| ### Zone of Truth | ### Zone of Truth | ||
| A la Pathfinder: you only get one save (when you first enter the zone | A la Pathfinder: you only get one save (when you first enter the zone | ||
| - | the first time) *but* you can choose to fail. | + | the first time) *but* you can choose to fail. We'll use dice cards to hide your decision and the roll. |
| ### Charisma-based Saves | ### Charisma-based Saves | ||
| Line 298: | Line 320: | ||
| #### Keen Mind | #### Keen Mind | ||
| - | Please don't use the 5e version of this feat. One D& | + | Please don't use the 5.1 version of this feat. 5.2 makes more sense. |
| Line 373: | Line 395: | ||
| ## XP and levels | ## XP and levels | ||
| - | ### Injuries and XP | ||
| - | |||
| - | Injuries help you level faster as long as you remember to bring them | ||
| - | in play. See [[School of the hard knocks]] for details. | ||
| ### Trading and XP | ### Trading and XP | ||
| Line 387: | Line 405: | ||
| If you establish holdings you can get better prices in a region, as does | If you establish holdings you can get better prices in a region, as does | ||
| clearing out trouble and danger from the region. | clearing out trouble and danger from the region. | ||
| - | |||
| - | ### Monster XP | ||
| - | |||
| - | Overcoming challenges (such as monsters) gives you XP (killing them, | ||
| - | sneaking past them, or any other way). You can't double dip (if you | ||
| - | kill a monster that you earlier snuck past, you don't get more.) | ||
| - | |||
| - | You don't get this XP right away. It's withheld until you succeed on | ||
| - | goals; the default goal is finding treasure (optionally a character | ||
| - | might have some other goal; decide with DM and group ahead of time). | ||
| - | |||
| - | I just freestyle it to the best of my ability: I eyeball it and go | ||
| - | like "OK, this seems like a big treasure, but they don't have that | ||
| - | much withheld XP left, so how about 300 xp for them". | ||
| ### Sidekicks and henches | ### Sidekicks and henches | ||
