AW Rules and Design Philosophy

The houserules and entities of Kain Darkwind

Moderator: Moderators

AW Rules and Design Philosophy

Postby Kain Darkwind » Fri Apr 04, 2008 1:20 am

Cosmic Entity: A cosmic entity is a creature possessing the [Cosmic] subtype. Cosmic entities do not fail anything on a natural 1*. Cosmic entities are immune to ability damage, ability drain, death effects, disintegration, energy drain, mind affecting, paralysis, possession and transmutations. These immunities can be overcome with an opposed rank check. The attacker and the cosmic entity roll rank checks, adding any bonus they may have. Cosmic entities do not have strata bonuses, nor do gods when dealing with cosmic entities. If the cosmic entity wins, the attack is wasted and the immunity holds. If the cosmic entity loses, the attack ignores the immunity, although the cosmic entity is still entitled to any save or limitations the effect has. For instance, a god that overcomes Baal’s immunity to ability damage will still find that his poison has no effect on the Lord of the First, as Baal is immune to poison.

*Assuming you do not use Alternate World's exploding dice rule.

Cosmic entities can often bend layers of their home planes to their will. A demon cosmic entity that can do this is known as a demon prince. A devil cosmic entity that can do this is known as a Lord. A daemon cosmic entity that can do this is known as an altraloth. There are other cosmic entities, such as slaad lords, tome archons, guardinal paragons and more. Some of these can control their planes, some of them cannot.

For the purposes of those that can control their layer, it is generally done so with the power of a greater god, over as much territory as the cosmic entity lays claim to. This is simply the default however, planar layer control fluctuates. When cosmic control over a layer overlaps with divine control over a divine realm, an opposed rank check is made to determine whether the cosmic control prevails.

A cosmic entity's natural weapons and spell-like/supernatural effects are treated as epic weapons/spells for the purposes of damage reduction, regeneration and incorporeality.


Promotion (Ex): Archfiends can promote lesser fiends into greater forms at will. If the creature in question does not possess the proper HD for the new form, the archfiend receives a number of negative levels equal to the difference. The archfiend must make a Fortitude save (DC 10 + ½ HD + Con modifier) after 24 hours for each of these negative levels or they become permanent level loss.


Gods: A deity is a creature that possesses the [Divine] subtype.

The following changes are made from Deities and Demigods. Greater deities do not maximize every roll. Intermediate deities do not get auto-20s. All effects that read “unless the deity is a higher divine rank” call instead for an opposed rank check to determine success.

Gods are built using Gestalt rules in addition to divine rules. They do not possess outsider hit dice.

1/2 DvR+Con modifier for base natural armor
10+DvR+HD for Spell resistance.
2 xDvR for energy resistance, rounded to the nearest 5.
HD+DvR for SLA caster level.
10+DvR+Cha+spell level for SLA DC

Gods are assumed to have Alter Reality (DDg version, not DF) for free. They may only use it in accordance with their portfolio. They are assumed to have Alter Size and Form for free as well.

Godly avatars are identical to the deity with DvR 0.

When creating magic items by virtue of their godhood rather than magic, gods have an effective caster level equal to their HD + DvR.


Basic Rules:

Damage Reduction: Certain damage reductions require a higher enhancement bonus than +1 or +6. If you do not want to use this variant, ignore the prefix. For the purpose of penetrating damage reduction, a bane weapon does increase the enhancement by +2 and a dread weapon increases the enhancement by +4. Using the power of a defending weapon does not change a weapon’s enhancement for the purpose of damage reduction.


Magic: +1
Greater Magic: +3
High Magic: +5
Epic: +6
Greater Epic: +8
High Epic: +10

Certain damage reduction also requires a more powerful enchantment than ‘holy’ or the other +2 alignment enchantments. This is noted by the prefix ‘major’. A weapon with the +7 enchantment ‘alignment power’ is required to penetrate such damage reduction. In addition, a caster using align weapon at 30th level or higher can cause a weapon to penetrate major alignment damage reduction. A creature of 30 HD or more whose weapons are treated as a particular alignment for overcoming damage reduction also penetrates major alignment damage reduction.

Energy Resistance: Applies per attack, not per round.

Regeneration: If an effect is treated in a particular manner for the purpose of overcoming damage reduction, it is also treated in that manner for the purpose of overcoming regeneration.

Spells:
Metamagic: Using metamagic does not change the casting time of spontaneous casters.

Holy Word: Holy word, blasphemy and related spells offer a save to higher level characters. Creatures of 21st level and higher can make a Will save against the ‘killed’ effect. Creatures of 26th level and higher can save against the paralyzed effect. Creatures of 31st level and higher can save against the blinded (secondary) effect. Creatures of 36th level and higher can save against the deafened (initial) effect. The save is calculated as normal for a 7th level spell.

Spell-like Abilities: While spell-like abilities (and psi-like abilities) do not require material components, focuses or XP costs, optional XP costs are required to be paid. For instance, miracle does not require an XP cost when used at a base power level. If the creature uses the miracle at the higher power level, it must pay the 5000 XP as normal. If the creature uses wish as a spell-like ability to make a magic item, it must pay the ‘twice the normal XP cost’ portion of the XP. This applies only to creatures who naturally have spell-like abilities and does not override any rules about creatures who artificially gain spell-like abilities.

Corrupt/Sanctified Spell-like abilities: A creature with an innate spell-like ability that is a corrupt spell or sanctified spell does not pay the corruption/purity costs.

Epic Spell-like Abilities: A creature takes no backlash damage, pays no XP and requires no ritual casters for Epic Spell-like Abilities. That said, designers should consider the power level of the epic spell without mitigation before allowing them an epic spell as a spell-like ability.
Epic Spell-like abilities use the following formula to determine their effective spell level. Spellcraft DC/10 + 7 (Minimum 10)

Enhancement bonuses/magic items: No caps exist on creating magical items. A character can only benefit from an enhancement bonus equal to or less than their own ability score. Example: Algor the barbarian has a 20 strength. He can use a belt of giant strength +24 but will only gain a +20 enhancement from it (bringing his total Strength to 40).


Fortification
Light - 25% protection vs criticals and related effects. +1
Can go on any armor, including non armor such as bracers of armor.

Moderate - 50% protection. +3.
Can go on medium or heavier armor.

Heavy - 75% protection. +5.
Can go on heavy or heavier armor.

Epic - 100% protection. +7.
Can only go on armors heavier than heavy armor.

Heavy materials - admantine, dis iron, duminite, gold, platinum.
Exotic armors - battle plate, dendritic, dwarven stone plate, mammoth leather, mountain plate

These armors or armor made from these materials count as one step heavier than their actual classification for the purpose of fortification. Thus, a suit of adamantine chainmail counts as heavy armor, while mammoth leather is considered medium. Although totally useless for ought but trivia, combining a heavy metal with a heavier armor does indeed count as two categories higher, such as adamantine mountain plate.

Note that fortification only prevents the additional damage taken from a critical hit. It does not stop certain effects (like the additional damage from a flaming burst weapon) from activating. Fortification does not protect against vorpal weapons.

Calculating Hit points:

Average: Used for non-unique or unspectacular entities.
Sickly: (Avg – 1) Used for specifically weaker unique entities
Elite: (Avg + 1) Used for ideal and impressive unique entities
Heroic (Max – 1.5) Used for spectacular unique entities (Note: Heroic d4 is 3.5, only exception in the pattern)
Max: Used for divine or cosmic entities.

Natural 20s or 1s

If you roll a natural 20, roll again and add 20. (Successive natural 20s are added as well, so if you roll 3 20s in a row and then a 12, you've "rolled" a 72)
If you roll a natural 1, roll again and subtract 20. (Successive natural 1s are subtracted as well, so if you roll 2 1s in a row and then a 17, you've "rolled" a -23)
If you follow a natural 20 with a natural 1 or vice versa, you stop rolling immediately and assume a roll of natural 10.
No auto hits, no auto misses.

Epic

- BaB progresses without adding iterative attacks. No epic attack bonus.
(If you insist on using epic attack bonus, it only counts from class levels and ignores racial HD and LA entirely.)

- Number of iterative attacks is calculated from your best 20 HD, not your first.

- A creature can take epic feats once its HD exceed 20.

- Designers should make every reasonable attempt to avoid giving epic feats to 20+ HD creatures with CR < 21.

Epic Death Threshold: A creature of 21HD or greater uses its HD total to determine how many hit points it can lose past 0 before it dies. A creature that falls below 0 hit points is still dying and unconscious unless it has some effect (such as Diehard) that mitigates those effects.

Epic Massive Damage: Creatures of 21HD to 40 HD must take 100 points of damage in a single blow to risk death from massive damage. Creatures of 41HD to 60 HD must take 150 points of damage and so on.

A death from massive damage Fortitude save is equal to 15 + 1 per 2 points of damage past the massive damage threshold. Thus, a 10 HD creature taking 64 points of damage in a single blow must make a Fortitude save DC 22.


Contested Rulings:

Billions (or even thousands) of damage vs Common Sense: Common sense. The gods will send allexi to deal with these things. All the gods. At the same time.

Invulnerability vs Common Sense: Common sense. No Mario Super Stars in Alternate world. If you aren’t in some sort of danger, there is no challenge. If there is no challenge, there is no XP.

JD’s Divinity vs Common Sense: He became an immortal under his own mystic power. Sorry, haters. Been done before, could be done again.

Keen vs Improved Critical: they stack

Pelor vs Good Alignment: No one is certain, even in Alternate world.

Super speed vs Crybabies: It doesn’t need to be balanced and PCs don’t need to get it.

Ward vs MDJ: A ward seed against mage’s disjunction nullifies the disjunction effect. No effect on the ward.


New/Revised Salient Divine Abilities

Salient Divine Abilities
Saves against salient divine abilities are calculated as follows. 20 + ½ deity’s HD + DvR + ability modifier.

Alter Reality
Prerequisite: Cha 29
Benefit: As a one round action, the deity can duplicate the effects of any spell of a level equal to 9 + DvR. The effects are extraordinary in nature and ignore spell resistance. Caster levels where applicable are equal to the deity’s DvR.
The deity can render a magical or supernatural effect permanent. This requires 10 minutes of rest per level of the effect times number of subjects effected, 10 minutes per total Hit Dice of creatures affected, or 10 minutes per 10 foot cube affected. (Use highest value)
The deity can create temporary, non-magical objects that last for one day per rank. These items can weigh no more than 50 pounds per divine rank nor have a volume exceeding 10 cubic feet per divine rank.
The deity can create temporary magic items or creatures that last one hour per rank. These items or creatures can weigh no more than 100 pounds per divine rank nor have a volume exceeding 20 cubic feet per divine rank. Creatures can have class levels equal to the deity’s divine rank or own class levels, which ever is higher. A deity creating creatures must rest for 10 minutes times CR times total HD created. A deity creating magic items must rest for 1 minute per 1000 gold pieces of value.
The deity can reshape a landscape, creating any type of terrain the deity can imagine. Each 10-foot cube of material to be reshaped requires 1 round of effort and the deity must rest for one day per 10-foot cube shaped after the work is completed.

Annihilating Strike
Prerequisite: Divine Rank 11, base attack bonus +20, Str 25
Benefit: Any creature taking damage from a deity’s weapon or natural weapon attacks must make a Fortitude save (DC 20 + ½ HD + DvR + Str modifier) or be immediately slain. This is not a death effect. A deity can also destroy a 10 foot cube of nonliving matter per divine rank with this ability. This ability requires a successful rank check to work against a divine or cosmic being.

Call Creatures
Prerequisite: None
Benefit: The kind of creature the deity can call is noted in the deity’s description. Each creature called can have no more Hit Dice than one half of the deity’s plus the deity’s divine rank, and the deity cannot have more creatures serving it at any given time than the deity has divine rank.

Destroy Weapons:
Prerequisite: Penetrable damage reduction
Benefit: Weapons that have their damage reduced by the deity’s penetrable damage reduction suffer that damage.

Divine Might:
Prerequisite: None
Benefit: When a creature that has an effect that allows it to ignore partial or half damage on a successful save saves against the deity’s attacks, the creature suffers minimum damage instead.

Divine Right:
Prerequisite: None
Benefit: The deity gains a save against no save effects. If the effect is a spell, the DC is 20 + spell level + modifiers. If the effect is supernatural or extraordinary, the DC is 20 + ½ HD + Con or Cha modifier. The DM determines the most appropriate save type for the effect.

Divine Toughness
Prerequisite: Con 35
Benefit: The deity gains a number of hit points equal to its divine rank x its hit dice.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Ad from our Sponsor

by Sponsor » Today

Our sponsor
Sponsor
 
Posts: 1
Joined: Today
Location: Internet

Re: AW Rules and Design Philosophy

Postby Kain Darkwind » Fri Apr 04, 2008 1:24 am

Creature changes in Alternate World

Angels
The current DnD subtype 'Angel' reflects the aasimon and should be renamed to be such. Devas, planetars, solars and cosmars are aasimon.

The subtype Angel in Alternate World is as follows.
Immune to two energy types.
Immune to mind affecting and petrification
Resistant to (at least) two energy types
Fast Healing
Spell resistance for angels equals 14 + CR.
There are nine known angels. In ascending power, they are the ishim, authorities, powers, principalities, dominions, virtues, thrones, kerubim and seraphim. Angels with the Cosmic subtype are often called archangels or Sarim.


Animals
Intelligence: Animals are not limited to 1-2 Int.

Elder (Overgods)

An elder has the following features.
20-sided Hit Dice.
Base attack bonus equal to total Hit Dice (as fighter).
Good Fortitude, Reflex, and Will saves.
All skills use highest ability score and are trained.

An elder possesses the following traits (unless otherwise noted in a creature’s entry).
Darkvision.
Telepathy (exact range listed in the creature's entry)
Proficient with any weapons mentioned in its entry.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Elders not indicated as wearing armor are not proficient with armor. Elders are proficient with shields if they are proficient with any form of armor.
Elders do not need to breathe, eat or sleep.

Great Old One
This type is identical to aberration save for d12 HD.

Omega
An omega has the following features.
100-sided Hit Dice.
Base attack bonus equal to total Hit Dice (as fighter).
Good Fortitude, Reflex, and Will saves.
All skills use highest ability score and are trained.

An omega possesses the following traits (unless otherwise noted in a creature’s entry).
Darkvision.
Telepathy (exact range listed in the creature's entry)
Proficient with all weapons.
Proficient with all types of armor and shields.
Omegas do not need to breathe, eat or sleep.
Omegas are immune to environmental conditions.



Dire Animal Design
Hit Dice: Max advancement (minimum x2 base) of base animal
+1 size
+2 natural armor
+1 increase natural weapon damage
Ability scores +8 str, +2 Dex*, +4 Con, +4 Cha
Advancement = 2x HD


Legendary Animal Design
Hit Dice: 10 + max HD of base animal. (This means a legendary wolf is 16HD, and a legendary ape is 18HD. A legendary elephant would be 32 HD.
Natural Armor: +8
+2 increase natural weapon damage
Ability scores: +10 Str, +6 Dex*, +10 Con, +6 Int, +6 Wis, +10 Cha
Skills: +4 to any racial skills.
Advancement: Max = 2x base HD.

Old wrote:Legendary Dire Animal
Hit Dice: 10 + max HD of base dire. (This means a legendary dire wolf is 28HD)
Natural Armor: +10
Ability scores: +20 Str, +10 Dex*, +20 Con, +6 Int, +10 Wis, +10 Cha.
Skills: +8 to racial skills
Advancement: Max = 2x base HD.



Dragons
Damage Reduction: Alternate world dragons gain improved damage reduction. A mature adult dragon gains 10/greater magic. A very old dragon gains 15/high magic. A wyrm dragon gains 20/epic. This continues for advanced dragons as well. Three category past great wyrm, the dragon gains 25/greater epic and six categories past it gains 30/high epic.

Keen Senses: Blindsense- a dragon's blindsense extends 10 feet per age category.
See invisibility - a dragon can see invisibility out to a range of 20 feet per age category.

Frightful Presence A dragon that has more than 4x the HD of a creature affected by its presence panics the creature for 1d6 rounds per age category of the dragon. A creature with more HD than this but less HD than the dragon is shaken for 1d6 rounds per age category of the dragon.

Breath Weapons and damage reduction are extraordinary. They do not go away in an antimagic field.

Dragons with innate caster levels gain a bonus on caster level equal to 1/2 of their age category. This does not increase their access to spells, merely the actual caster level. Thus a great red wyrm (19th spellcasting) has a caster level of 25th.


Death and outsiders
Summoned outsiders have no chance of dying, destruction of their form merely returns them to their plane of origin.
Called outsiders, or those who have traveled from their plane via gate or planeshift, have a 25% chance of dying when slain off of their home plane, instead of being returned. Those that do 'die' can make a Charisma check (DC = base form's CR) to merely be weakened for 100 years. They gain a number of negative levels equal to one half of their HD and suffer a -6 penalty to all ability scores until this time is ended.

An outsider slain on its plane of origin has a 100% chance of dying, although they are still entitled to a Charisma check (DC = 10 + base form's CR) to merely be weakened for 1000 years.

An outsider slain by a creature of an opposing subtype (for instance, a lawful outsider slain by a chaotic outsider) takes a -10 penalty to its Charisma check to remain alive.


Undeath and outsiders:
Outsiders have a corpse when they are slain, which typically includes a skeletal system. Outsiders can be animated as skeletons and zombies.

Outsiders are not vulnerable to “catching” undeath, such as that transmitted by a vampire (nor can they conract lycanthropy for that matter) nor can they rise as spawn if slain in a particular manner.

Ritual obtained undeath is possible for outsiders to obtain. A lich-fiend is a demon (or devil, or daemon) that has managed to bind its essence to a phylactery instead of its plane of origin. This process has drawbacks as does true lichdom has for mortals, although it manifests itself in different ways.

Orcus has succeeded in tainting outsiders with his undead blight. These demons often have the [Negative] subtype and other undead qualities. Some of them are so consumed by the negative energy lacing their essence that they become actual undead. This is rare however.

Undead
Death Knights, Liches, Vampires, Gravetouched Ghouls and Risen (mummies) gain Unholy Toughness. This includes draconic versions of these undead as well.
Evolved Undead gain this ability the first time they gain the template.

Undead Special Qualities
Unholy Grace: The creature adds its Charisma modifier to its saves and as a deflection bonus to Armor Class
Unholy Power: The creature adds its Charisma modifier to its melee damage and as a bonus to the DCs of its spell-like, supernatural and extraordinary abilities. (If these abilities already add Charisma, the undead adds that modifier twice)
Unholy Toughness: The creature uses its Charisma modifier to determine bonus hit points instead of its Constitution modifier.


Darkvision: Darkvision has no maximum range. Spot check penalties for range are doubled for those with darkvision.

New Subtype – [Negative]
A creature with the negative subtype is healed by negative energy (such as that from inflict spells) and harmed by positive energy (such as that from cure spells). All undead have the negative subtype by virtue of their type's traits, and qualify as though they possessed the subtype for the purpose of any possible prerequisites.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: AW Rules and Design Philosophy

Postby Kain Darkwind » Fri Apr 04, 2008 1:26 am

Class and feat changes in Alternate World

Alternate World Sorcerer
As SRD plus 1 reserve or metamagic feat at 5th, 10th, 15th and 20th level. Eschew Materials at 1st level.

Alternate World Fighter:

Dexterous fighter variant - a fighter can sacrifice its Medium and Heavy armor proficiency and replace it with Weapon Finesse. Such a fighter can also choose to add its Dexterity bonus instead of its Strength modifier to damage rolls and Combat Maneuver rolls.

Alternate World Monk:

Wholeness of body cures monk level x Con modifier hit points.
(This change applies to Pathfinder monks)

Cantrips: Cantrips and orisons are at will now. A spontaneous caster can cast any 0-level spell they know, at will. A vancian caster can cast any 0-level spell prepared for the day at will. Cure minor wounds no longer exists.

Metamagic: Spontaneous casters do not increase the casting time of their spells while using metamagic.

Multiclassing:
When determining base attack and base saves, you add up all of your classes that use the same formula, be it good/bad save or good/normal/bad BaB. Then you add the classes together.


For instance, a Barbarian 2/Fighter 2 has a Fort save of +4, not +6. A wiz 1/sor 1 has a BaB of +1, not +0.

New/Revised Feats

Epic Ability Focus [Epic]:
Benefit: You add +4 to the DC of one of your special attacks.
Special: You may take this feat more than once. Its effects do not stack; you must choose a different special ability each time.

Epic Toughness [Epic]:
Benefit: You gain additional hit points equal to twice your current Hit Dice. Each time you gain a Hit Dice, you gain 2 additional hit points. If you lose a Hit Die, you lose 2 hit points permanently.

Greater Whirlwind Attack [Epic]
Prerequisites: Whirlwind Attack, BaB 26+
Benefit: You may make two whirlwind attacks as a full round action.

Improved Metamagic [Epic]
Prerequisites: Four metamagic feats, Spellcraft 30 ranks
Benefit: The spell slot modifier of your metamagic is reduced by one level, to a minimum of +1. This feat has no effect on metamagic feats whose spell slot modifier is +1 or less.
Special: This feat can be taken more than once. The effects stack.
A metamagicked spell has a minimum of +1 spell level per metamagic feat applied, regardless of how many times the feat is taken.
Improved Metamagic applies to the total spell level after all metamagic has been applied, not to each metamagic feat individually.

Improved Whirlwind Attack [Epic]
Prerequisites: Whirlwind Attack, BaB 21+
Benefit: Making a whirlwind attack is a standard action.

[Metamagic] Spell-like Ability: 3/day a creature can apply the selected metamagic to his spell-like abilities. The creature can apply the selected metamagic to any combination of his spell-like abilities, but this does not allow him to cast a given spell-like more times per day than he would normally be able to do so.

Legendary Diehard [Epic]: You just won’t ****ing give up!
Prerequisites: Con 27+, Diehard, Epic Endurance, Endurance,
Benefit: Your death threshold is equal to your Constitution score plus your Hit Dice. In addition, strenuous actions while stabilized do not cause you to lose more hit points. You can make a Constitution check (DC = 20 + hit points under 0) to automatically stabilize yourself.

Weapon Finesse:
Prerequisite: Base attack bonus +1.
Benefit: With a one handed weapon made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: A fighter may select Weapon Finesse as one of his fighter bonus feats.
Natural weapons are always considered light weapons.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: AW Rules and Design Philosophy

Postby Kain Darkwind » Fri Apr 04, 2008 1:28 am

True Quicksilver

Quicksilver is mined from the fast time streams in the Temporal Storm, and appears as a silver-white metal when properly treated and forged. When used in arms and armor, it lends its temporal speed to its user.

Melee weapons forged of quicksilver are capable of attacking twice for every normal attack allowed by their wielder.

Ranged weapons forged of quicksilver have twice the range increment of normal weapons of their type.

Ammunition forged of quicksilver deals double base damage of a weapon of its type. (this increase only functions if used as a ranged weapon, not if used in melee)

All weapons forged of quicksilver penetrate silver damage reduction.

Armor forged of quicksilver has no maximum Dexterity bonus or armor check penalty, although characters not proficient in the armor take the normal armor check and nonproficiency penalties and gain none of the special effects. Creatures wearing it gain a +4 dodge bonus to Armor Class, Reflex saves, attack rolls and initiative, as well as a 30 foot enhancement to their base speed. They may take one additional standard action every round.
Quicksilver armor also provides fast healing. The amount depends on the weight of the armor. Light armor provides fast healing 1, medium armor provides fast healing 3 and heavy armor provides fast healing 5.

This overlaps with any similar bonuses gained from an enhanced speed, such as haste spells.

Quicksilver has 20 hit points per inch of thickness and hardness 10.

Quicksilver is rare to the point that even the temporal affiliated cosmic entities have only a limited supply of the material. There is no market price on quicksilver because introducing it to your game is highly imbalancing.


Duminite

Duminite is mined from the slow time streams in the Temporal Storm, and appears as a dull grey metal when properly treated and forged. When used in armor, it resists changes to its wearer.

While wearing a suit of duminite armor, all healing, including magical, fast and natural, is halved. However, the wearer also gains damage reduction 5/- (light), 10/- (medium) or 15/- (heavy) and resistance to energy (all) 10, 20 or 30.

Duminite has 30 hit points per inch of thickness and hardness 15.

Duminite carries all of the imbalance and rarity of true quicksilver.


Dis Iron

Harvested from endless toil in the outlying mines, the iron of Dis is extremely hard and resistant to rusting.

Dis iron carries all of the properties of adamantine, but weapons fashioned from it penetrate damage reduction as cold iron as well. Dis iron is immune to rusting attacks, even those of rust monsters or Dispater himself.

Dis Iron armor is considered one category heavier for the purposes of applying fortification.

Dis iron has 50 hit points per inch of thickness and hardness 20.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: AW Rules and Design Philosophy

Postby Kain Darkwind » Mon Aug 11, 2008 2:54 pm

Pearls of Power: These magic items work for both spontaneous and vancian casters.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: AW Rules and Design Philosophy

Postby Kain Darkwind » Wed Aug 27, 2008 4:54 pm

Skill Synergy: Skills that still exist in Pathfinder which provided synergies for skills that still exist still provide synergies for those skills.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: AW Rules and Design Philosophy

Postby Kain Darkwind » Tue Sep 02, 2008 4:33 pm

Gods have too much stuff to stat block these days, so I'm cutting back on them. The following changes will be in effect for most deity builds.

1. Deities gain a number of SDAs according to their strata. Demigods 1, Lesser 2, Intermediate 3, Greater 5.
2. Deities may take SDAs in place of feats. A deity can have no more SDAs than its rank plus its strata bonus.
3. SDA prereqs requiring similar but weaker SDAs are history.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: AW Rules and Design Philosophy

Postby Kain Darkwind » Sat Oct 25, 2008 1:19 am

Radiation Sickness
Level 8 poison, contact; Save Fortitude DC 10 + 2 per dose*
------------------------------------
Effects
Frequency 8 hours (5); Effect 1d6 hit points and 1 Con drain per dose*; Cure 2 consecutive saves


*Radiation damage depends on the dosage received. A character who has received a single dose of radiation has a Fortitude save DC 12 and takes 1d6 hit points and 1 Con drain per 8 hours. A character who has received a triple dose of radiation has a Fortitude save DC 16 and takes 3d6 hit points and 3 Con drain per 8 hours.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: AW Rules and Design Philosophy

Postby Kain Darkwind » Sat Oct 25, 2008 11:53 am

New Subtypes (From Dragonstar)

Radiation: The creature is immune to radiation
Space: The creature is immune to the effects of vacuum, does not need to breathe and is unaffected by radiation.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: AW Rules and Design Philosophy

Postby Kain Darkwind » Sun Oct 26, 2008 1:34 am

Rabies
Level 8 disease, injury; Save Fortitude DC 15/Will DC 15
------------------------------------
Effects
Frequency 3d100 days/1 day; Effect 1d6 Dex damage (Fort) and 1d6 Wis drain (Will); Cure 6 consecutive saves
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: AW Rules and Design Philosophy

Postby Kain Darkwind » Sun Jan 04, 2009 7:16 pm

Craft Magic Item [Item Creation]
Prerequisite Caster level 1st.
Benefit You can create any magic item whose prerequisites you meet. Enchanting a magic item takes one day for each 1,000 gp in its price. To enchant a magic item, you must use raw materials costing 75% of the item's market price.

You can also mend a broken magic item if it is one that you could make. Doing so costs half the raw materials, and half the time it would take to craft that item in the first place.

Some magic items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.

Special This replaces all other non-epic core item creation feats. The caster level prerequisites for those feats are still required to craft such items. Thus, a 5th level wizard with this feat could not forge a magical ring.
Special Wizards gain Scribe Scroll for free. This feature allows them to craft scrolls, but not other magical items without the benefit of this feat.


Craft Epic Item [Item Creation]
Prerequisite Caster level 21st.
Benefit You can create any epic magic item whose prerequisites you meet. Enchanting a magic item takes one day for each 1,000 gp in its price. To enchant a magic item, you must use raw materials costing 75% of the item's market price.

You can also mend a broken magic item if it is one that you could make. Doing so costs half the raw materials, and half the time it would take to craft that item in the first place.

Some magic items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.

Special This replaces all other epic core item creation feats.



Creatures in AW with regular item creation feats will eventually be updated to reflect this new feat, probably when they are updated to PF rules.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Re: AW Rules and Design Philosophy

Postby Kain Darkwind » Fri Jan 16, 2009 10:03 pm

Divine Captain:
Benefit: The deity's crew (and other allies on the deity's ship) gains a divine bonus to attacks, damage, armor class, saves and checks equal to the deity's divine rank. Damage dealt by shipboard weapons is increased by a number of dice equal to the deity's divine rank. All allies on the ship gain fast healing equal to 5 x the deity's divine strata.
The deity can use the aid another action to assist all allies on her ship. The deity can use Intimidate to demoralize all foes on an enemy vessel for a number of minutes equal to the deity's divine rank.
Does there have to be "official support?" Common sense says that Kain's right. -James Jacobs-
User avatar
Kain Darkwind
Site Admin
 
Posts: 13685
Joined: Tue Apr 01, 2008 12:02 pm
Location: Watering by the mudhole

Ad from our Sponsor

by Sponsor » Today

Our sponsor
Sponsor
 
Posts: 1
Joined: Today
Location: Internet


Return to Alternate World

Who is online

Users browsing this forum: No registered users and 1 guest