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Posted by: RolandRedJack on May 18, 2013 at 11:23:21 PM

Utterly random chart, after watching a few of those HP movies.

Random Wand Table.
Provides a focus point for spellcasting. Each naturally provides a +1 to spell save DCS in addition to various augments based on what the wand is made of and the internal parts. Higher level wands such as he 9 or longer ones provide bonus spell DC buffs.

1: Length and cost 1d8
1. 5 inches. 700 gp
2. 6 inches. 900 gp
3. 7 inches. 1100 gp
4. 8 inhes. 1300 gp
5. 9 inches. +2 spell DCs. 1500 gp
6. 10 inches. +2 spell DCs. 1700 gp
7. 11 inches. +3 spell DCs. 1900 gp
8 12 inches. +3 spell DCs. 2100 gp

2: Wand inner part. 1d20
1. Scroll with words of power. +1 spell per day.
2. Gold nugget. +2 to charisma checks.
3. Silver nugget. +2 to wisdom checks.
4. Ruby. +1 fire damage.
5. Emerald. +1 acid damage
6. Sacred Bone. Grants +1hp

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Posted by: RolandRedJack on Dec 11, 2012 at 12:07:21 AM

I was fiddling about with some ideas for a really low level game with a faint roman flavor/slaves/gladiator and hashed this out :D

Cheap weapons.
Made of poorly cast bronze and low grade iron typically. Dull on a 1. Weigh x2 standard weight. Mass produced and slightly inaccurate -1 to attacks due to poor balance. Cannot be enchanted. Cost 1/3 listed price.

Rusted weapons.
Old iron weapons that have been refurbished. Shatter on a 1. 1/2 standard listed price. Rusted status, must be maintained weekly or degrades into dust in a month. Cannot be enchanted.

Broken weapons.
Chipped, damaged weapons that seem to be barely held together, shatters or breaks on a 1, loses 1 hardness every attack roll. -2 to attack rolls. Weigh 1/2 the regular weight due to condition. Cannot be enchanted. Usually found

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Posted by: RolandRedJack on Dec 4, 2012 at 05:27:33 PM
Weapons and Wonder: Changing Masterwork.


A masterwork weapon of any sort is an example of a well made, finely done weapon that is highly balanced. It also represents the height of craftmanship for a smith. As follows is the basic changes to these weapons.


Cost: Bladed weapons: 500 Silver.
Cost: Blunt weapons: 600 Silver.
Cost: Ranged weapons: 400 Siler.
Duration: 5 days of work.

Special: All masterwork weapons are made of steel alloyed with silver this nets them soft blue and mottled gray hue that seems to shift and swirl.

Properties: All Masterwork weapons net a +1 to hit and a +1 to damage.

Special Property: All masterwork weapons are highly sharpened and well made, this nets all of them the property of Keen/Impact. This will stack with other forms of critical expansion. Hybrid weapons grant ...
Posted by: RolandRedJack on Aug 20, 2012 at 09:32:53 PM

After reading the stronghold builders guidebook, I decided to devise m own system, this is the result of some.. 14 hours of research into houses of the time frame with a dabble of modern working and all more or less translated into 3.5, aside from skill checks which I chose to leave up to the DM to assign/determine. Higher level workers cut the time down, 10% in time/cost/materials per 2 levels of worker.

Construction speed/costs/time.


Average NPC worker Level 1 Stonemason. STR 14-16 range can move between 150-260 pounds of stone, a day.

Average weight of a brick is 1lb.

For simplicity lets say each place is,and is 1500 sq ft that comes out too, 15ftx100ft. Lets say the height of the exterior walls is 10ft. You have two long walls 100ft long times 10ft tall or 1000 sq ft, and two ...
Posted by: RolandRedJack on Mar 31, 2012 at 01:25:46 PM
Rough draft for world generation that I never finished. Used to create backstory/interesting events and so on for game worlds. Gone through several drafts and builds this was the most complete before I stopped working on it for other projects.

Starting Turn/Century of world. Roll 1d100 for thousands of years.

Starting Age: 1d4.
1. First Age.
2. Second Age.
3. Third Age.
4. Fourth Age.

Starting Population Base: 1d10 x 1d6
1: 50,000.
2: 100,000
3: 150,000
4: 200,000
5: 250,000
6: 300,000
7: 350,000
8: 400,000
9: 450,000
10: 500,000

Starting Age and accessible advancement. 1D20
1-14: Stone age. Accessible Advancement: Choose two. Fire, Flint weapons. Hunting training. Fur working. Cooking. Spirit worship(+1 faith). After 3 phases/turns have passed choose 1 thereafter remaining on the list every 3.
15-16: Copper...
Posted by: RolandRedJack on Mar 2, 2012 at 10:25:47 AM
I've never really cared for the fact that bows do flat damage, arrows came in may forms. A result of this is below.

Spike Arrow: hardened penetrator tip 1d8 ignore 5 ac 
Fork Arrow: multiple sharp points 1d10 
Screamer Arrow: shaped to cause screaming effect 1d4 sonic. AOE 30ft
Light Arrow: made lighter to travel farther 1d6 +50ft
Exploding Arrow: small explosive tip 2d6 AOE -20ft range.
Arrow of Terror: Coated with a powerful if short living hallucagenic toxin, enemies damaged see horrible and bizarre things. Will save DC 18 Deals 1d4 temp int damage. 4 silver
Token Arrow: Has a slot for mounting a token on, deals damage, effects like the token would.
Flash Arrow: Ignites as torch in the air. Works as a flare, deals 1d6 fire damage if hits target. 
Messanger Arrow: Can carry any ...
Posted by: RolandRedJack on Mar 2, 2012 at 01:02:11 AM

Random Familiar/Companion Chart.
1d12
1. Undead
2. Construct.
3. Normal animal.
4. Dire animal.
5. Tiny animal.
6. Planar creature-small.
7. Planar creature-large.
8. Normal animal.
9. Fiendish animal.
10. Intelligent animal.
11. Animal with template.
12. Divine animal.

Animal stats.
1d6
1. Normal.
2. Slightly above average (+1 to all)
3. Above average. (+2 to all)
4. Extraordinary. (+3 to all)
5. less then normal (-1 to all)
6. Partially normal, partially not. (+2 to 3 stats -2 to 3 stats.)

Animal alin.
1d6
1. Any Good.
2. Any Evil.
3. Any Chaotic
4. Any Neutral.
5. Any Lawful.
6. As Player Character.

Animal abilites.
1d12
1. Standard SRD
2. Spell like (+1 ability)
3. Multiple Spells. (1d4+1)
4. From another monster of similar type.
5. From any other monster.
6. As Player Character.
7. 1 Class Ability.
8. 1d4 Skill related.

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Posted by: RolandRedJack on Mar 2, 2012 at 12:57:20 AM

Character death is usually a bad thing and one of a few options happen. Below is a possible way to continue playing the character without adding too many templates,re rolling, etc.

Usually when a char dies one of the following happens.
1: Re roll a char.
2: Char is subject to a raise dead/Resurrection/etc spell.
3: GM fiddles the rules to bring the char back or it's the '2nd' of the char.

Suggestions:
1. Death is not permanent: Dying in a fight doesn't kill you. Your HP bar is the same as a stamina bar. When it reaches 0 you take a -5 to all combat actions, skills and so on until the HP is recovered and can take only a single action a round. To 'die' you must be dropped to -15 or more HP a 0 HP score means you are incapacitated and can recover via healing.

2. Everyone get's one: Each character

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Posted by: RolandRedJack on Feb 25, 2012 at 11:26:46 AM
As follows are various rules changes I use for my games, that I would think would fit the new edition coming up, enjoy. 

Combat:
All weapons melee do damage as one step better. (1d4 becomes 1d6, etc)
All melee weapons have a Unified crit range. 18-20x3
All ranged weapons have a Unified crit range. 19-20x4
All ranged/thrown weapons add 10ft per damage dice to the range. 

All weapons can do a grevious severing or crushing attack on a double 20 on crit confirm. You dictate damage, etc and where you hit the target, limb hits sever, head or chest hits kill the target. Refer to variant critical rules if needed.

Gain narrative control over any attack when a double20 crit is rolled. 
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All characters have a wound scale. Wound scale is twice Con score+1. Say you have a 18 Con, your Wound...