To accommodate the relative lack of magic items, particularly magic armour and rings of protection, I’ve implemented some rules to increase the overall effectiveness of healing and the ease with which these items can be created.
Hit points – characters get (max hit points for Hit Die + Con modifier) x 150% for starting hit points
Characters gain their level times their Con modifier for 8 hours of rest. They also regain 1 ability point for each score currently damaged.
Dice are rolled for healing spells as though the spell were a weapon one size larger – 1d8 becomes 2d6. Also, the text for healing spells that reads “+1 point per caster level (maximum +x)” should be replaced with “+1 point per caster level (maximum +x) and +1 point per point of ability score modifier for the caster’s casting ability score.” In other words, a 6th level cleric with a Wisdom of 14 heals 2d6+7 point of damage with a cure light wounds.
Cure light wounds restores 2d8+5 hp and should be referred to as a lesser healing potion
Cure moderate wounds restores 3d8+8 hp and should be referred to as a healing potion
Cure serious wounds restores 4d8+12 hp and should be referred to as a great healing potion
Characters with the Survival check or Craft (alchemy) skill can create healing potions without having the Brew Potions feat, and without expending experience for their creation. Healing potions are still effectively 1st, 2nd and 3rd level spells and do still have the appropriate cost associated with them (see the chart on page 551 – any class not listed on the chart should use the paladin\ranger column) and, in the case of the use of Craft(alchemy), also requires access to an alchemy kit. There is no penalty for failure on a skill check other than loss of the ingredients.
|Potion Type||Craft (alchemy) DC||Survival||Time|
|Lesser healing||20||25||2 days*|
|Greater healing||30||35||6 days*|
- time is reduced by 1 day for every 5 by which the creator beats the DC, to a minimum of one day
Characters who have the Brew Potion feat have their costs for potion creation reduced by half. There is no XP cost associated with potion creation. In addition, they can make a skill check as listed above, creating one additional potion for every 5 by which they beat the DC (3 maximum per attempt). More information on how potion creation differs in Asengervald can be found on the Brew Potion page.
At 6th level, all characters can make two attacks as part of their full attack action. Both attacks are made with a -2 penalty.
At 11th level, this penalty is reduced to -1.
At 16th level, there is no penalty.
These rules replace the standard rules for iterative attacks for manufactured weapons – attackers using natural weapons do not gain iterative attacks.
Aid Another (Combat Option)
Once per combat round as an immediate action, you can give a +2 bonus to AC or to attack for either an adjacent ally or an ally who is adjacent to an opponent you threaten.
The party has a pool of 25 actions points. You can spend an action point (max 1 per round) to:
Improve a d20 roll by 1d6 before outcome is determined.
Re-roll a d20 after outcome is determined
Negate a critical threat
Automatically confirm a critical threat
Gain a critical threat against a target that would ordinarily be immune (undead, construct, etc.)
Take an additional move option.
Automatically stabilize when reduced to less than 0 hp.
Be raised or resurrected (can spend 3 AP to negate the 1 level/2 Constitution penalty inflicted by certain resurrection methods)
Regaining action points
You gain 1 AP for going up a level. Each player who participates in a Quest or Milestone gains at least 1 AP for the pool, possibly more.
The use of action points is intended to supplement the “tugging on the threads of fate” mechanic I’d developed earlier. As such, Quests and Milestones that involve an embracing of or a changing of one’s fate will often impact action points.
Action Point Enhancements
At 4th level, PCs can choose from the following enhancements:
The action die increases by one step.
When rolling to improve an attack roll, roll two action dice and take the higher result.
When rolling to improve a saving throw, roll two action dice and take the higher result.
On your turn, gain a dodge bonus to AC equal to the roll of an action die that will last until your next action.
Every three levels following, PCs can elect another enhancement from the list above or improve an existing enhancement by one step (eg. Roll three action dice when rolling to improve a d20 on an attack roll, etc.)