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You can return to Munroe's Main Page or visit Munroe's Bestiary.
I don't know what else to tell you really. While you're here, you can view the webpage's changelog if you like.
2024-09-09
- Rule Update: Rewrote the lingering disease template as a house rule so that the potency of remove disease is partially restored.
New collapsible text with details of this change has been added to the sub-section on disease templates:The functionality of the lingering disease template has been modified as a house rule.
Variant Lingering Disease Template
A lingering disease is one that tends to remain with its victims for a long time and is difficult to cure completely. The lingering template can be added to any disease. The disease retains its base statistics except as noted below.
Save The disease’s saving throw DC increases by 2; see text.
Effect Any ability score damage or drain dealt by the disease is reduced by 1 (to a minimum of 1).
Cure The number of consecutive successful saving throws required for the victim to be cured of the disease increases to double the normal amount.
Special After the disease's onset period, any effect that would cause a creature suffering from the disease to be cured of it (including remove disease) instead counts as a single successful save for the purposes of curing the disease through consecutive saving throws. No more than 1 successful save can be accrued in this way within a single period of the disease’s frequency (1 day, for most diseases), even if multiple effects would cure the creature of its disease. Effects that cure the disease during the onset period, or would otherwise cure the disease but are instead applied as successful saving throws during the disease's frequency, also reduce the disease's saving throw DC by 2 per successful effect applied. Finally, even if a creature is completely cured of the disease, small amounts of the disease remain within the creature's system, and there is a 30% chance per day that the creature becomes reinfected and must succeed at a new saving throw, using the adjusted saving throw DC. Failure on this saving throw results in contracting the disease again. This chance decreases by 5% per day, until it reaches 0%.
2024-08-26
- Rule Update: Added a new line entry in the monster modification section to specify that the saving throw from Zombie Fortitude (Ex) doesn't take a penalty from Wound Thresholds. The text of the line entry follows.
Zombies and other zombie‑like corporeal Undead may have the Zombie Fortitude (Ex) ability. The saving throw triggered by Zombie Fortitude (Ex) is not affected by Wound Thresholds penalties. This is an exception to Wound Thresholds penalties applying to saving throws.
- Rule Update: Added a new line entry to the rules on Gritty Mode Wound Thresholds to specify that the Constitution check to stabilize while dying doesn't take a penalty from Wound Thresholds. The text of the line entry follows.
The DC 10 Constitution check made by a dying character attempting to become stable does not receive a penalty from Wound Thresholds. This is an exception to Wound Thresholds penalties applying to ability checks. The DC 10 Constitution check to stabilize while dying already includes a penalty; the standard penalty is not changed.
(The character takes a penalty on this roll equal to their negative hit point total.)
2024-08-05
- Removed text size specification for the div element in the main stylesheet. It was previously set at 10pt.
- Added text size specification for the div element in the @media print section of the stylesheet. It is set at 10pt.
2024-07-25
- Re-ordered the bulleted list items in the "Specific Mechanical Details (Variant Rules and House Rules)" section so the page would have better layout when printed with all list details expanded. This mostly involved moving the monster changes sub-section to the end of the list so that sub-section prints on its own page without leaving so much white space on the previous page. Other list items were essentially moved up to fill the white space. The white space is an effect of some page elements having the {break‑inside: avoid;} property. The {break‑inside: avoid;} property is used to prevent splitting the text of block elements across multiple pages.
2024-07-24
- Revised layout in the "Specific Mechanical Details (Variant Rules and House Rules)" sub-section on Combat Stamina so the collapsible text is displayed as a bulleted list instead of a paragraph of text.
- Rule Update: Updated the details on Combat Stamina feat to clarify that NPCs do not receive Combat Stamina as an automatic bonus feat but still may be assigned the feat as part of regular progression or as a bonus feat from a class or template.
- Rule Update: Added an entry to the "Specific Mechanical Details (Variant Rules and House Rules)" section regarding Called Shots. New collapsible text is added:
The optional Called Shots rule from Ultimate Combat is in effect.
It is highly advised that a character should actually make several attempts to use the baseline called shot ability in-game before selecting the Improved Called Shot feat so the player can be certain they want to invest a feat in the mechanic.
2024-07-23
- Revised the "Campaign Proposal" section so mentions of the campaign being "short" or "3 to 5 sessions" are all commented out, since the campaign length has already exceeded five sessions.
- Corrected an error in the "About the Campaign" section that listed the campaign year as 4712 AR. The campaign begins in Abadius of 4713 AR but I didn't know that yet when I wrote the information.
- Linked to the stylesheet using a query with today's date to force the browswer to refresh the stylesheet. The date can be changed in the link as-needed to force the browser to refresh.
- Added <del> and <ins> to the stylesheet and customized their colors as dark gray and gray respectively. Also removed the underline from <ins> tag appearance.
- Changed date formatting on various pages from my previously used format of YYYY.MM.DD to my current preferred format of YYYY-MM-DD.
- Rule Update: Revised the entry on starting XP for characters that join the game after first level so it is less punishing for new players:
Updated Text:
Player Characters joining the game after the start of level 2 will join at the start of the level that matches the median party level or, if the average party XP is over halfway through that median level, will join at the halfway XP for progress through that level.
(Previous Rules Text)
Player Characters joining the game after the start of level 2 will join at the start of the level shared by the lowest existing character or, if that character is over halfway through the level, will join at the halfway XP for progress through that level.
2024-04-03
- Added individual footer sections to individual pages rather than calling /javascript/footer.js to generate a standardized footer, so that browsers that block javascript still see the pages as intended.
- Rule Update: Added an entry to the "Specific Mechanical Details (Variant Rules and House Rules)" section regarding changes to items. Only one item is listed at this time. New collapsible text is added:
There is a change to treatment of an item in the campaign.
- The Battle Aspergillum simple weapon, as it appears in Ultimate Equipment and Advanced Player's Guide, counts as a Light Mace simple weapon for purposes of feats and other requirements. Battle Aspergillum is simply a Light Mace with added functionality.
2024-03-29
- Added some @media print stylesheet details using the {break‑inside: avoid;} property in an attempt to prevent so many widows‑and‑orphans paragraphs. I didn't notice these additions having any effect in the print previews of the page though.
- Rule Update: Added the following text as a new bullet point to the rules on critical hits:
In a Coup de Grace, regardless of the critical damage multiplier specified on the Critical Hit card, the automatic critical hit can deal no fewer dice of damage than those specified by the weapon delivering the Coup de Grace. If the Critical Hit card would increase the damage dice of the critical hit, the damage dice are still increased. Other critical effects of the Critical Hit card resolve normally in a Coup de Grace.
2024-02-14
- Added the blockquote.mechanics class and set it to use the monospace font‑family.
- Changed layout of the Ambush Drop and Convulsion Launch abilities so they're in blockquotes.
- Rule Update: Added the listing for the minion subtype, including full mechanical details of the subtype.
Some creatures may have the minion subtype. This subtype changes creature properties so they're more conducive to horde combat.
Minion Subtype:
Minion Restrictions: Minions never use heroic classes. They use either racial hit dice or NPC classes. Minions generally should not wield magical weapons or magical items, and any treasure beyond NPC gear should be shared among their group of minions.
Minion Experience: A minion is worth 1/4 the experience of the base creature; minions should be encountered in multiples of four.
Minion Hit Points: Minions have 1 hit point per hit die, plus their constitution modifier (or whatever ability modifier contributes to their hit points). Minions with the toughness feat gain 3 hit points, but do not gain additional hit points per hit die or per level.
Minion Defense: Minions never take damage from a missed attack or after a successful save.
Minion Weaknesses: Any critical hit that deals damage automatically kills a minion. Minions are treated as having half of their actual hit dice for the purposes of effects related to hit dice, such as Turn Undead, panache, grit, or sleep.
Minion Damage: Minions deal average damage for any successful attack they make or spells they cast which deal damage. Minions cannot score critical hits, but still automatically hit on a natural 20.
2024-01-30
- Defined the appearance of the blockquote element in the stylesheet.
- Rule Update: Added the following bullet to the main page, detailing changes to diseases in the campaign:
-
The campaign employs a mix of Disease Templates and Horrifying Diseases from Horror Adventures.
- Disease Templates are applied to multiple diseases in the campaign, including some that monsters carry and inflict. These diseases may not function as they appear in the monster entries in the Bestiary. A prominant example is lingering zombie rot transmitted by diseased zombies.
- Horrifying Diseases from Horror Adventures are a more narrative-focused variation of the Unchained Diseases from Pathfinder Unchained. They function as diseases that progress in multiple stages rather than just triggering the same mechanical penalty each time a save is failed. A prominent example is ghoul distemper, a horrifying disease carried by some creatures with the ghoul subtype.
- Some diseases have been completely replaced with variants. All instances of zombie rot are lingering zombie rot and all instances of bubonic plague are treated as horrifying bubonic plague, a custom version of the disease using both Horrifying Diseases rules and Disease Template rules.
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2024-01-24
- Rule Update: Changed some wording in the Gritty Mode Wound Thresholds section without change to functionality, specifically noting that the penalties are cumulative ‑2 penalties, then parenthetically listing the specific penalties, and parenthetically noting the hit dice when penalties take effect alongside their corresponding character levels.
- Rule Update: Added wording in Gritty Mode Wound Thresholds house rules to make it clear that penalties accumulate below zero hit points for creatures of all hit dice.
2024-01-14
- Rule Update: Added a rule, under the addition of the ghoul subtype, allowing additional saves for the paralyzed condition caused by creatures of the ghoul subtype.
"Creature‑based paralysis effects bestowed by creatures with the ghoul subtype have an additional save to end the paralyzed condition at the end of each turn a creature spends paralyzed. The DC of these saves is reduced by 1 for each round the creature has spent paralyzed, including the current round. This change affects only the paralyzed condition originating from racial abilities of creatures with the ghoul subtype, including racial spell‑like abilities."
2024-01-11
- Rule Update: Added the section on Sanity Rules from Horror Adventures.
- Rule Update: In the section on changes to monsters, added "Wolves (including dire wolves), worgs (including winter wolves), and werewolves (in hybrid and wolf form only) gain Endurance as a bonus feat."
- Rule Update: In the section on changes to monsters, added "Some sentient creatures otherwise immune to mind‑affecting effects may still experience declines in sanity that cause them to experience madnesses."
2024-01-06
- Added the .edition class to the stylesheet, so I can make listings of the edition distinct from listings of the ruleset. I also employed the new class wherever it was appropriate.
- Changed aasimar and tiefling age category entry to identify them collectively as "lesser nephilim (aasimar and tieflings)" instead of "nephilim (aasimar and tieflings)" because nephilim is a distinct creature that appears in Bestiary 3. Because aasimar and tiefling are collectively relabeled in Pathfinder Second Edition Remastered as "nephilim," I was labeling them as nephilim to match the new terminology. Unfortunately that conflicted with existing Pathfinder RPG First Edition lore. So now I'm collectively calling them "lesser nephilim" instead.
2023-12-28
- Rule Update: Added a sentence to the monster modifications section clarifying how the marionette possession works for the extraplanar Outsider and incorporeal creatures that are gaining it as a spell‑like ability. The added line is repeated here: "This spell‑like ablity variant of marionette possession functions as standard marionette possession except the body of the possessing creature vanishes as in the spell greater possession."
2023-11-12
- Fixed a citation in the new content added yesterday and in yesterday's changelog entry. I had erroneously cited Blood of the Night as "Children of the Night," which is actually a series of Ravenloft books.
2023-11-11
- Rule Update: Added notice that the Undead Hunger rule from Blood of the Night is being used, and listed one change to the rule (ghouls can feed on old flesh), one expectation of the rule in-play (random encounters and minions are generally treated as though they have fed recently enough to not be suffering penalties), and one example of an exemption (ghosts do not experience this mechanic).
2023-09-25
- Rule Update: Adjusted the frequency of wound thresholds below zero hit points so they occur less frequently and are less likely to further penalize the Constitution checks of dying characters trying to stabilize.
2023-09-24
- Rule Update: Added the line entry to the Gritty Mode Wound Thresholds section that specifies additional penalties as hit points drop significantly below zero hit points. This rule is specifically added to help make creatures with the Ferocity (Ex) ability easier to deal with as their hit points further decrease, but written in such a generalized way that it can also apply to Player Characters that have regained conscousness under 0 hit points (a very rare occurence) and even to unconscious characters that are making Constitution checks to stabilize while dying.
2023-09-21
- Rule Update: Added line entry under monster changes that specifies that all ooze creatures with a climb speed gain the Ambush Drop (Ex) and Convulsion Launch (Ex) abilities. As these are custom abilities, I also listed what benefit these abilities provide.
2023-09-16
- Added a sub‑section of the website under /nwn that is dedicated to Neverwinter Nights, particularly to documents and images associated with Forgotten Realms Cormyr. I do not plan to update this changelog with further information about changes and additions to that sub‑section. It is not germane to the rest of the site but rather a sub‑site unto itself.
2023-09-02
- Fixed some errors on the main page. In one place a line appearred to have been pasted erroneously and in another place it looked like another pasting issue with a bit of Javascript.
2023-09-01
- Rule Update: Revised Adulthood listing for aasimar, dhampir, ifrit, oread, sylph, tiefling, and undine, reducing Adulthood from 20 to 18. This is still 3 years older than human Adulthood, but earlier than half‑elf Adulthood.
2023-08-28
- Removed the "Page Last Updated" entry on the main page, retaining only the "Rules Last Updated" entry. They were generally the same date anyway and only the "Rules Last Updated" date matters.
- Rule Update: Added revised Age Categories for aasimar, dhampir, ifrit, oread, sylph, tiefling, and undine. This is to establish definitively the extended lifecycles of these half‑human playable races for the campaign. The layout of the section could use a little more work but the information is there.
2023-08-26
- In the footer of the main page, added the line "This website hosted by NeoCities." This line/link was already in the footer of the other pages.
- Rule Update: Added clarification to the hag subtype section of the monster modifications to specify that the hag subtype causes a creature to be treated as fey in addition to its base creature type, and further clarified that changelings do not gain the hag subtype unless they complete the transformation into hags.
- Rule Update: Added line in the monster modifications section to specify that most, but not all, instances of creature special abilities that function like magic jar instead function like possession or greater possession.
2023-08-24
- Created the /javascript folder.
- Moved /bestiary/footer.js to /javascript/footer.js
- Created /javascript/expand_all.js to expand all details tags on a page to make it more convenient to search within a page. I don't know how to call the javascript in this code snippet though, so for now I'm just saving it until I figure out how to use it.
2023-08-22
- Added the .creature, .creature-type, .creature-subtype, .condition, .curse, .disease, and .poison classes. These classes are not used within stat‑blocks.
- Rule Update: Modified wording in the Expanded Fear Rules section for clarity.
- Rule Update: Added line entry for adding shapechanger subtype to vampires.
- Rule Update: Added line entries listing the subtypes ghoul and hag.
- Rule Update: Added line entry that creatures of demon subtype get Possess Creature (Su) special ability.
- Rule Update: Added line entry that extraplanar Outsider creatures and incorporeal creatures get marionette possession as a spell‑like ability.
2023-08-19
- Modified a sentence in the introduction to the monster on the Vampire Garden Rose page so that it's clearer. This did not affect the monster's stat‑block, rules, or even flavor‑text in any way.
- Added to bestiary/footer.js the line "This website hosted by NeoCities." This acknowledges NeoCities as the hosting provider, of course, but it also provides an easy link inside the pages to get back to the NeoCities page that has links to account management resources.
- On the main page, the last bullet point of the Variant Rules and House Rules section ("Benefits of Harmful Conditions") was converted into a collapsible details/summary entry like all the other bullet points. This change was done in spite of the fact that there is no additional information to reveal when details of this bullet point are revealed.
2023-08-17
- Added non‑breaking dash and non‑breaking space in a few locations on the main page.
- Added the .trait and .rule-element classes to the stylesheet. The .trait class appearance is currently defined the same as the .feat class and the .rule-element appearance is currently defined the same as the .ruleset class.
- Several rules elements have been retagged with the new .rule-element class as they were using the existing .ruleset class.
- Rule Update: Changed a general acknowledgement of expanded skill uses in Occult Adventures into a more specific reference to Occult Skill Unlocks and listed requirements for their availability to characters.
- Rule Update: Added a line to specify that skill unlocks from other source materials are allowed but follow the restrictions for them as presented in their source material.
- Rule Update: Added details about starting Traits and the restriction of Campaign Traits in the campaign.
- Rule Update: Added details about starting wealth, both at level 0/level 1 and when joining with a higher level Player Character later in the game.
2023-08-16
- Typo corrected on the main page.
2023-08-15
Maybe I should use this 404 page as my changelog, but I don't want to maintain a changelog. That's just one more thing that will discourage site growth because it's one more thing I'll need to do whenever I work on the site. I've never been one to do the smart thing though. If I update the changelog here, I may not do it consistently. Anyway, I'd rather post my thoughts and stuff on Mastodon. Check out my Mastodon profile at @munroe@dice.camp as I'm more likely to be posting there than updating this page. I'm still trying to nail down my format for the bestiary right now so I don't have to go back and edit too many bestiary pages once I decide to make a change. To that end, I'll likely be trickling out bestiary entires. But, you know, in the spirit of a changelog:
- Added the Vampire Garden Rose to the bestiary.
- Changed page footers (except on the main page) so they have links to the main page and the bestiary
- Reorganized the rules on the main page using the details tag so the main page isn't just a wall of text.
- Rewrote the proposal section of the main page based on some feedback from @alrecenk@peoplemaking.games.
- Added /bestiary/footer.js and javascript to dynamically load a footer as an include. This should be used everywhere that has access to the bestiary.
Pages that currently use the /bestiary/footer.js are the bestiary page, bogey page, vampire garden rose page, and this 404 page. - Rule Update: Added the rules (and rules section) for starting XP for characters that join after the beginning of the campaign.
- Rule Update: Added the benefit of "or +1d4+1 additional hit points per standard healing die if the recipient's hit points are at zero or below" to wording of modified Critical Cure feat.