- - Reference House Rules
(http://www.myth-weavers.com/showthread.php?t=172106)
Zuriel
Apr 13 '12 5:55am
House Rules
Before I get into the mechanical side of things, a few quick rules that we will be following in this game forum:
No griefing of fellow players. We're all adults here.
Always Ask: There are no dumb questions. Communication is key.
The DM's word is final. There are bound to be disagreements, and I don't mind at all being called out on a mistake; in fact, I insist that you do so, but once an issue has been addressed, let's put it to rest.
There will be no proplonged comparisons between Pathfinder and other game systems in this game forum. I am a fan of other systems as well, but I've decided to run a pure PF game here.
My mission with these house rules is to improve the game experience for everyone, but I should mention, that I have not had the chance to go through each and every rule in the PFSRD with a fine tooth comb. Therefore, I reserve the right to make additional changes should the need arise. Sections where I am almost certain this will happen at some point have been marked with this notation: (wip)
Ok then, let's get to it:
Allowed Sources
This one's really simple. You'll only need a single resource in order to be a player in this game, and it's freely available online:
Please note that all content is subject to approval. The majority of what can be found on the Pathfinder SRD should be allowed with no problem, but there may be some cases where content will need to be slightly modified, and rare cases where content will be disallowed, so if you're choosing a variable class feature, feat or spell, running it by me first is never a bad idea.
Zuriel
Apr 13 '12 6:07am
Basics & Ability Scores
Ability Scores:
For Ability scores you will roll in this thread, using the code 8m4d6v1r1. Of the eight results you will drop the lowest AND highest rolls. This will give you your starting ability scores before racial modifiers. You may re-roll if after dropping the two scores your total modifiers add up to LESS THAN +7.
As your character progresses, you will add one point to two different ability scores at levels 4, 8, 12, 16, 18 and 20.
Restricted Bonuses:
No ability score can be applied to the same stat more than once, regardless of bonus type, even if another character is the source.
Other Basics
Alignment:
No evil-aligned characters will be allowed.
Alignment restrictions on character classes have been lightened. Ask for details.
Hit Points:
All characters will take max hit points at level 1, and will roll for all subsequent levels, using the following codes based on hit dice (these will ensure that you never roll less than half your possible hit points):
d6: 1d6r2
d8: 1d8r3
d10: 1d10r4
d12: 1d12r5
Traits:
All characters will start with two traits, as follows:
Note: Some feats have been converted to traits. See feats section for details.
Starting Gold & Equipment:
Max for first level from whichever of your classes is higher.
No firearms.
Banned Items: none yet (wip)
Zuriel
Apr 19 '12 6:38am
Character Class
All characters wil be gestalt characters starting at level 1.
If you're familiar with gestalt leveling, great.
If not, read this:
There will be no multiclassing or prestige classes.
Gunslinger and Wizard are not allowed.
Cavalier is not recommended.
Witch, you'll have to convince me that the class works properly.
Psionic classes are not allowed.
Changes to Spellcasting Classes
All spellcasting classes will now cast spontaneously with a limited number of spells known.
Any class with access to zero level spells can cast those spells an infinite number of times per day.
Those who can cast up to level 9 spells
Full spellcasting classes will generally see an increase in their number of spells known, and some will gain access to new levels of spells a bit earlier.
All full spellcasting classes will use the same table for spells known, shown here:
All full spellcasting classes will use the same table for spells per day, shown here:
Since clerics will now be spontaneous casters, they will be allowed one additional spell per day as a domain slot, and can use this slot to cast any of their domain spells, even those of a lower spell level than the slot being used. Druids and Rangers who choose a domain as part of their Nature Bond feature will follow these same guidelines.
Clerics will automatically add
These spells replace and simplify the list of cure spells shown in the SRD. Conversely, a neutral or evil cleric can choos Inflict Wounds and Mass Inflict Wounds instead. See magic section for more details on these spells.
Cure wounds and Mass Cure Wounds to their list of spells known. These will not count against the limited spells known shown on the table above.
Druids will automatically add all Summon Nature's Ally spells to their list of spells known. These will not count against the limited spells known shown on the table above.
Those who can cast up to level 6 spells.
Medium spellcasting classes will also see a small increase in spells known, and will all use the same table, shown here:
The Alchemist will not be allowed to copy additional formulaes out of a wizards spellbook or from scrolls.
The Paladin and Ranger classes gain spellcasting earlier than listed, and both are spontaneous casters with a limited number of spells known, as shown here:
Paladins and Rangers have a caster level equal to their class level.
Spell Replacement: Each time a spellcaster with a limited number of spells known gains access to a new level of spells, he can also choose to learn a new spell in place of one he already knows. In effect, the caster "loses" the old spell for a new one. The new spell's level must be the same as that of the spell being replaced, and it must be at least one level lower than the highest-level spell the caster can currently cast.
Other Changes to Classes:
Soothing Performance now provides the effects of the Mass Cure Wounds spell (see Magic section), instead of Mass Cure Serious Wounds.
Exploit Weakness no longer bypasses regeneration.
Gains additional Combat Bonus Feat at level 3.
The bonuses from Weapon Training are now cumulative for all weapon groups selected by the fighter, meaning that when he gains an increase to attack and damge bonus, those bonuses apply to all weapon groups he has thusfar selected with weapon training, including the one he has just chosen.
All fighters will be allowed to select one free archetype from the following list, from which he will receive all of the alterant class features without surrendering his base features (bravery, weapon training, armor training, etc...)
Archer
Armor Master
Brawler
Crossbowman
Free Hand Fighter
Mobile Fighter
Phalanx Soldier
Polearm Master
Roughrider
Shielded Fighter
Thunderstriker
Tower Shield Specialist
Two-Handed Fighter
Two-Weapon Warrior
Unbreakable
A fighter may also select a second archetype from the enitre list on the fighter page of the SRD by trading his base class features as normal.
At level 1, a fighter gains Combat Focus, described here:
Combat Focus provides the fighter with an increasing bonus that can be applied to various class features.
At level 1, the bonus is +1.
At level 5, the bonus increases to +2.
At level 10, the bonus increases to +3.
At level 15, the bonus increases to +4.
At level 20, the bonus increases to +5.
The bonuses are applied to the following class features:
At level 1, a fighter gains Combat Fervor, and now applies his combat focus bonus to all rolls to confirm critical hits.
At level 5, a fighter gains Combat Prowess, and now applies his combat focus bonus to all damage rolls versus flat-footed or flanked opponents.
At level 9, a fighter gains Combat Posture, and now applies his combat focus bonus to his Combat Maneuver Defense score.
At level 13, a fighter gains Combat Instinct, and now applies his combat focus bonus to attack rolls on all attacks of opportunity.
At level 6, a fighter gains Combat Fury, described here:
At level 6, a fighter can choose to double his base weapon damage on attacks with any weapons he is proficient with, but in doing so, his AC is decreased by 2 for the entire round.
At level 12, he instead triples the base weapon damage.
At level 18, he instead quadruples the base weapon damage.
Note: These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Also Note: The extra damage from combat fury does not stack with extra damage from feats that multiply base weapon damage, such as the Vital Strike line of feats.
At level 8, a fighter gains Combat Surge, and now adds 5 feet to his reach with any melee weapon he is proficient with. This extra reach does not stack with extra reach provided by the feat Lunge.
Gains Armored Mage(light and medium) at level 1, instead of the listed levels.
Loses Armored Mage(heavy).
The Magus learns spells according to the table for medium spellcasters.
The Magus casts cantrips an unlimited number of times per day.
Spell Recall gained at level 4, and Improved Spell Recall, gained at level 11, have been modified:
A magus can cast any of his known spells by using points from his arcane pool in place of a spell slot. He can use this ability even if has no more daily spell slots remaining.
The cost in arcane points is equal to the level of the spell being cast.
Using this ability requires a swift action, in addition to the casting time of the spell being cast.
At level 11, the cost in arcane points is now equal to the "recalled" spell's level/2, rounded up, as shown here:
Code:
Spell Point Level Cost
1-2 1
3-4 2
5-6 3
Loses Knowledge Pool, which is replaced by Improvised Spellcasting at level 7:
By spending points from his arcane pool, a magus can cast a spell from the magus spell list that he has not selected as one of his spells known.
Using this ability requires a swift action, in addition to the casting time of the improvised spell.
The cost in arcane points is equal to the level of spell being improvised.
The magus can also use Improvised Spellcasting to gain access to a spell one round, and cast it in a later round. Once activated with a swift action, the spell remains stored for use for one minute, or until it is cast, whichever comes first. If holding this spell in this way, the held spell is lost if the magus casts any other spell.
At level 13, the cost in arcane points is now equal to the improvised spell's level/2, rounded up, as shown here:
Code:
Spell Point Level Cost
1-2 1
3-4 2
5-6 3
I haven't had a chance to comb through each and every option for magus arcana in detail, so there may be some that are disallowed, and others that will have some minor changes. We will handle this on a case-by-case basis depending on the interest in the magus class.
Can only select the feat Extra Arcana a maximum of once every other level.
Can be any non-chaotic alignment.
Gains full base attack bonus.
Can select feats that are normally only available to fighters using monk level as effective fighter level, but these must be selected as character level feats, not as monk bonus feats, unless otherwise noted.
The use of Flurry of Blows has been expanded along with the modified versions of Improved Two-Weapon Fighting and Greater Two-Weapon Fighting (see feats section for details). In addition, once per round a monk may make a single extra attack with an unarmed strike or special monk weapon on an attack of opportunity, using his highest base attack bonus, but taking whatever penalty is currently being assessed to his flurry attacks.
Gains Combat Reflexes as a bonus feat at level 3.
Gains additional Bonus Feats at levels 4 and 8 that can be selected from the list in the Monk class profile.
Fast Movement is considered an untyped bonus to base land speed rather than an enhancement bonus.
Gains Opportunistic Surge(ex) at level 5; improves at level 10, 15 and 20:
A monk gains the ability to react to actions taken beyond his current threat range. When an action that would trigger an Attack of Opportunity takes place within the range of the monk's Opportunistic Surge, the Monk may automatically move to within range and take the AoO. This is free movement that is counted separately from any other movement that the monk makes. A monk can only use an Opportunistic Surge once per round.
At level 5, the range of Opportunistic Surge is 5 feet beyond the monk's current threat range.
So a medium sized monk using unarmed strikes or standard melee weapons with a reach of five feet could make an Opportunistic Surge against an opponent ten feet away, but a monk wielding a reach weapon with a reach of ten feet, or a large sized monk with a reach of ten feet could make an Opportunistic Surge against an opponent fifteen feet away.
Note: Extended reach provided by feats such as Lunge, or any other class feature or magical ability, do not contribute to the base threat range used to determine the threat range of opportunistic surge.
At level 10, the range increases to 10 feet beyond the monk's current threat range.
At level 15, the range increases to 15 feet beyond the monk's current threat range.
At level 20, the range increases to 20 feet beyond the monk's current threat range.
Gains Wallwalker(su) at level 6.
By spending 1 ki point as a standard action, a monk gains the ability to walk on vertical surfaces as if they were level ground. The surface must be at no more than a 90 degree angle in relation to the ground or floor.
While using the wallwalker ability, a monk moves at his full movement speed, and may engage in actions that require him to move at greater than his normal movement speed, as if he was on a flat surface, and he has full use of both arms.
Once activated, the effects of wallwalker last for 1 minute, during which the monk can move between horizontal and vertical surfaces at will.
By spending 1 extra ki point, a monk can activate wallwalker as a swift action.
Wholeness of Body, gained at level 7, has been modified as follows: By spending 1 ki point as a standard action, a monk can heal himself of 1d4 hp for every two monk levels, rounded down. There is no limit to how many times wholeness of body can be used, as long as the monk has enough ki points to spend.
Gains Disruptive as a bonus feat at level 7.
Gains Ki Strike(aligned) at level 8 (replaces Ki Strike(lawful)). In addition to being treated as lawful, by spending 1 ki point as a free action, a monk can align his unarmed strikes as either good or evil for the purposes of overcoming damage reduction, although he cannot treat his strikes as an alignment that is in direct opposition to his own.
Once activated, this effect lasts for 1 minute.
Gains Flawless Step(ex) at level 9, as described here:
A monk can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
This ability does not let him move more quickly through terrain that requires a Climb or Swim check to navigate, nor can he move more quickly through terrain or undergrowth that has been magically manipulated to impede motion.
This ability only works while the monk is unarmored.
Gains Ki Strike(metalliine) at level 11 (replaces Ki Strike(adamantine)). In addition to being treated as adamantine, by spending 1 ki point as a free action, a monk can treat his unarmed strikes as any other single material for the purposes of overcoming damage reduction. The strikes take on none of the other benefits or drawbacks of the material they emulate. Once activated, this effect lasts for 1 minute.
Gains Spellbreaker as a bonus feat at level 11.
Gains Skywalker(su) at level 12, as described here:
Works as the spell, Air Walk, except that the effect is supernatural, requiring 2 ki points and a standard action to activate, and only lasts for 1 minute. By spending 1 extra ki point, a monk can activate this ability as a swift action.
Gains Superlative Instincts(ex) at level 15. Whenever a creature that a monk threatens attempts to cast a spell or spell-like ability(even defensively), or activates a supernatural ability, he can make an attack of opportunity against that creature.
A monk can select any Style Feats that he qualifies for as monk class bonus feats.
Gains Additional Ninja Tricks at levels 3, 7, 15, 17 and 19.
Gains unarmored AC Bonus at level 1, as described here:
When unarmored and unencumbered, the ninja adds his INT modifier as an insight bonus to his AC. In addition, a ninja gains a +1 bonus to AC at level 5.
At level 10, the added bonus increases to +2.
At level 15, the added bonus increases to +3.
At level 20, the added bonus increases to +4.
These bonuses to AC apply even against touch attacks or when the ninja is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. If the ninja also has levels in another class that allows an Ability to be added to AC, only the higher of the two Ability modifiers can be used, but class levels stack to determine additional AC bonus.
Ninja tricks allowed are listed below, along with any changes that have been made to their effects:
Ninja Tricks Allowed:
Acrobatic Master
Bleeding Attack
Choking Bomb
Darkvision
Deadly Range
Deadly Range now scales automatically with class level.
At level 1-4 it provides a 10' increase in range.
At level 5, the increase improves to 20'.
At level 10, the increase improves to 30'.
At level 15, the increase improves to 40'.
At level 20, the increase improves to 50'.
Deflect Arrows
Fast Stealth
Feather Fall
Forgotten Trick
Hidden Weapons
High Jumper
Ki Block
Ki Charge
Ki Charge needn't be used only as a standard action. It can be used on one attack as part of a full attack action as well.
By spending 2 ki points instead of 1, the ninja can apply the ki charge effect to all attacks on a full attack action.
bonus gained against ingested poisons is +2 rather than +1.
Lasting Poison
Ledge Walker
Nimble Climber
Positioning Attack
Can be used 2/day instead of 1/day.
Quick Disguise
Resiliency
Rogue Crawl
Snap Shot
Sniper's Eye
Stand Up
Surprise Attack
Swift Poison
Trap Spotter
New Tricks Allowed:
Fast Tumble
you can now move at full speed without penalty while tumbling to avoid an attack of opportunity.
Minor Magic
Upon selecting this trick, the ninja can select either two level 0 spells or one level 1 spell that he can now cast 2 times per day. The ninja's caster level is equal to his class level, and his CHA is used to determine the DC of opposed saving throws (10 + spell level + CHA mod). The ninja must be of a high enough level, and have a high enough CHA score to cast the spell, in order to select this trick.
The spell selected must be from either the enchantment, illusion or transmutation schools of the wizard/sorcerer spell list, or from the assassin spell list.
Special: a ninja can only select this trick a maximum of five times throughout his career, and this limit is cumulative with the master trick, major magic.
Ninja Tricks Allowed:
Assassinate
for every class level or hit dice that the target is over the ninja's class level, they receive a +1 bonus on their saving throw vs assassination.
Upon selecting this trick, the ninja can select one level 2 spell that he can now cast 2 times per day. The ninja's caster level is equal to his class level, and his CHA is used to determine the DC of opposed saving throws (10 + spell level + CHA mod). The ninja must be of a high enough level, and have a high enough CHA score to cast the spell, in order to select this trick.
The spell selected must be from either the enchantment, illusion or transmutation schools of the wizard/sorcerer spell list, or from the assassin spell list.
Special: a ninja can only select this trick a maximum of five times throughout his career, and this limit is cumulative with the ninja trick, minor magic.
Voidstalker
Three times per day as a standard action, when a ninja gains invisibility by any means he can enter a state that renders him undetctable by means of blindsense, blindsight, scent, or tremorsense, or by the spell See Invisibility or any abilities that mimic that spell. Creatures using these means can still make a Perception to notice him, just as sighted creatures would. In addition, the ninja can flank creatures that have the all-around vision special quality. The effect lasts for one round/ninja level.
This trick can be selected a second time if the ninja chooses, at which time he will gain an additional three uses per day.
No Trace, gained at level 3, has been modified as described here:
The DC to track a ninja using the Survival skill now increases by +2.
In addition, he receives a +2 competence bonus on all Disguise and Stealth checks.
At level 10, the Survival DCs and skill bonuses increase to +4
At level 15, the DCs and bonuses increase to +6
At level 20, the DCs and bonuses increase to +8
Gains Ninjitsu Style at level 5, as described here:
A ninja gains a +2 competence bonus on attack rolls while making a sneak attack against a foe that is flat-footed.
He also gets a +2 competence bonus to his Combat Maneuver Defense.
At level 10, these bonuses increase to +4.
At level 15, these bonuses increase to +6.
At level 20, these bonuses improve to +8.
Light Steps, gained at level 6, works as written, but add the following option: By spending 1 ki point as a free action, a ninja can use Light Steps during a move action, but in this case he can only move a distance equal to his movement speed, rather than twice that.
Gains Nightstalker at level 8. Darkvision can no longer be used to detect the ninja in areas of darkness.
Gains additional Revelations at levels 5 and 13.
Death and Juju mysteries are not allowed.
Of the other mysteries, some may be in need of minor changes, but this will be addressed on a case by case basis.
Can only select the feat Extra Revelation a maximum of once every other level.
A Paladin can be either Lawful Good or Chaotic Good.
Gains Smite at level 1 in place of Smite Evil.
A paladin can make smite attacks against any enemy he chooses. Once activated, the paladin adds his primary mental ability modifier to attack, and his current paladin level to damage on the next melee attack he makes.
The smite ability is usable (Paladin level/2 + primary mental ability modifier) times per day.
A paladin must activate Smite as a swift action. The smite remains active until triggered on the first melee attack, or for one minute if not used by then.
The Mercy class feature has been slightly modified, as shown here:
Mercy can now cure any of the status effects on the list that the paladin is of a high enough level to cure instead of being limited to only a select few status effects, but initially only one effect can be cured per use.
At level 9, the paladin can cure two status effects per use.
At level 15 the paladin can cure three status effects per use.
At level 3 a paladin can remove fatigued, shaken or sickened.
At level 6 a paladin can remove dazed,
as the spell, using the paladin's level as caster level
neutralize poison.
At level 12 a paladin can remove blinded, deafened, paralyzed or stunned.
Gains Bonus Combat Feats at levels 2, 4, 6, 10, 14 and 18.
-
Gains Quick Cast at level 5; improves at levels 10, 15 and 20.
Upon gaining Quick Cast, a paladin can cast any spell with a casting time of one standard action as a swift action instead.
At level 5, a paladin can us quick cast 1/day. At level 10, a paladin can use quick cast 2/day. At level 15, a paladin can use quick cast 3/day. At level 20, a paladin can use quick cast 4/day.
The paladin's quick cast ability can only be used on spells from the paladin spell list.
Gains Planar Disciple at level 6.
At level 6 a paladin gains the ability to summon an extra-planar being called a planar disciple to come to his aid. Summoning the planar disciple is a spell-like ability that can be attempted (paladin level/5 times) per day, rounded down. Unlike other summon spells, this takes only a standard action to cast, although the disciple still does not appear until the beginning of the paladin's next turn. Once summoned, the planar disciple remains for 1 minute/caster level of the paladin.
If a paladin also has a Special Mount, he cannot summon his planar disciple while the special mount is present.
If the planar disciple is reduced to 0 hit points, he is automatically dismissed to his home plane, and cannot be summoned again for 24 hours.
A planar disciple's appearance varies depending on the paladin who summons it, but it is always in the form of a bipedal humanoid, and once summoned the first time, it is always the same creature who appears to each particular paladin.
Items given to the planar disciple are still in its possession the next time it is summoned.
The planar disciple's alignment always matches that of the paladin who summoned it.
Medium Outsider; bipedal humanoid form
Speed: 30
Ability Scores:
16 in either STR or DEX; 12 in the other.
CON 13; INT 9; WIS 11; CHA 13
The rest of the planar disciple's stats are based on the paladin's class level, as shown here:
HD: his is the total number of 10-sided (d10) Hit Dice the planar disciple possesses, each of which gains a Constitution modifier, as normal.
BAB: This is the planar disciple’s base attack bonus. A planar disciple’s base attack bonus is equal to its Hit Dice. A planar disciple gains iterative attacks based on its base attack bonus, as a character class would.
Saves: These are the planar disciple’s base saving throw bonuses. As an outsider, a planar disciple possesses three good saving throws.
Skills: This lists the planar disciple’s total skill ranks. Planar disciples with Intelligence scores above the base value modify these totals as normal (a planar disciple receives a number of skill ranks equal to 4 + its Intelligence modifier per HD, multiplied by 4 for its first HD). A planar disciple cannot have more ranks in a skill than its current Hit Dice+3 for class skills, and half that for non-class skills.
Planar Disciple class skills: Athletics, Concentration, Fly, Heal, Knowledge(religion), Knowledge(the planes), Perception and Persuasion(intimidate).
Feats: This is the total number of feats possessed by the planar disciple. A planar disciple gains one feat at each odd HD.
Natural Armor: This is the total base natural armor bonus possessed by the planar disciple.
Outsider Traits: the planar disciple assumes all traits of the outsider creature type, found here.
Subtypes: the planar disciple assumes both subtypes according to the elements of its alignment.
Link: A paladin and his planar disciple share a mental link allows for communication across any distance (as long as they are on the same plane). This communication is a free action, allowing the paladin to give orders to his planar disciple at any time. In addition, the paladin automatically gains the language spoken by his planar disciple (either celestial, abyssal or infernal) as a bonus language known, if he did not already know it.
Share Spells: The paladin may cast a spell with a target of “you” on his planar disciple (as a spell with a range of touch) instead of on himself. A paladin may cast spells on his planar disciple even if the spells normally do not affect creatures of the disciple’s type (outsider). Spells cast in this way must come from the paladin spell list.
This ability does not allow the disciple to share abilities that are not spells, even if they function like spells.
Ability Score Increase: The planar disciple can add 1 point to any one ability score upon reaching 4 HD, and again upon reaching 8 HD and 12 HD.
Spell-Like Abilities: The planar disciple gains spell-like abilities based on the domains of his patron deity. It learns one new spell-like ability for every even level the paladin gains (this applies retroactively, meaning that the planar disciple starts knowing three spell-like abilities, one each for paladin levels 2, 4 and 6). Once learned, each spell-like ability can be used 1/day.
As the paladin's level increases, the level of spells the planar disciple has access to increases as well, as shown here:
At paladin level 2 (retroactively), planar disciple can learn level 1 spells as spell-like abilities.
At paladin level 6, a planar disciple can learn up to level 2 spells as spell-like abilities.
At paladin level 10, a planar discple can learn up to level 3 spells as spell-like abilities.
At paladin level 14, a planar disciple can learn up to level 4 spells as spell-like abilities, and any level 1 spells it knows can now be cast 3/day.
At paladin level 18, a planar disciple can learn up to level 5 spells as spell-like abilities, and any level 2 spells it knows can now be cast 3/day.
Spells must be chosen from the domains or subdomains of the planar disciples patron deity, and if a subdomain spell is chosen, the disciple cannot also choose the domain spell it replaces.
For more information on deities, including a listing of their available domains and subdomains, go here: The Golarion Pantheon.
Devotion: A planar disciple gains a +4 morale bonus on Will saves against enchantment spells and effects.
Lesser Domain Power: A planar disciple gains access to one lesser domain power associated with any of the domains and subdomains associated with his deity.
Lesser domain powers are those that are gained upon choosing a domain and listed first under granted powers, not those described as being gained at a higher level, such as level 6 or 8.
Once chosen, this domain power cannot be changed until the paladin gains another class level. Each time the paladin gains a level, he can choose to reassign his planar disciple's chosen domain power to any other domain available through his deity (See link above for more information on domains).
Wings: A planar disciple grows a pair of angelic wings reflecting his celestial heritage. The wings provide the disciple with a fly speed of 60 with good maneuverability.
Greater Domain Power: A planar disciple gains access to one greater domain power associated with any of the domains and subdomains associated with his deity.
Greater domain powers are those described as normally being gained by clerics at a higher level (typically level 6 or 8), and listed second under granted powers.
Once chosen, this domain power cannot be changed until the paladin gains another class level. Each time the paladin gains a level, he can choose to reassign his planar disciple's chosen domain power to any other domain available through his deity (See link above for more information on domains).
Gains additional combat style feats at levels 4 and 8.
Can choose any two combat styles from the list of styles; combat style feats can be chosen from either of these styles.
Favored Enemy and Favored Terrain have been slightly modified, as follows:
At level 1, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. In addition, he gets a +1 bonus on attack rolls and a bonus of (1d6+1) on weapon damage rolls against them.
Also, a ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At level 5 and every five levels thereafter (10, 15 and 20), the ranger may select an additional favored enemy.
Each time he selects a new favored enemy, a ranger's benefits against all favored enemies, including the one he has just chosen, improve by an additional +2 on the listed skills, an additional +1 to attack and an additional (1d6+1) to damage.
Note: the extra damage against favored enemies is considered precision damage for the purposes of range limitations.
At level 3, a ranger may select a favored terrain (see table below for choices). The ranger gains a +1 bonus on initiative checks, and a +3 bonus on Knowledge(geography or nature), Perception, Stealth and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses).
At level 8 and every five levels thereafter (13 and18), a ranger may select an additional favored terrain.
Each time he selects a new favored terrain, a ranger's benefits in all favored terrains, including the one he has just chosen, improve by an additional +1 to initiative, and an additional +3 on the listed skills.
Note: If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack, nor do they stack if they fall under both a favored terrain and a favored enemy. Use whichever bonus is higher.
Hunter's Bond is now gained at level 3, and is modified, as follows:
Functions as the druid'd Nature Bond, in that a ranger can choose to either have an animal companion, or to gain the benefits of one divine domain.
If he chooses an animal companion, a ranger treats his effective druid level as equal to his ranger class level (including the two levels that have already passed, meaning the companion would start at effective druid level 3).
If he chooses a domain instaed, a ranger can choose one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water or Weather. When determining the powers and bonus spells granted by this domain, the ranger's effective cleric level is equal to his ranger class level. A ranger that selects this option also receives the corresponding level 1 through 4 domain spells, which are gained whenever the ranger would normally gain access to each level of spells. Use of these spells is described above under spellcasters.
For a complete description of the animal companion's abilities, a list of available animal choices, and links to the descriptions for each domain, go here:
As a free action, a ranger can share his favored enemy bonuses with all allies within 30 feet that are able to see or hear the ranger.
Once activated, Hunter's Rally remains active until the start of the ranger's next turn.
A ranger can activate Hunter's Rally a number of rounds/day equal to his class level/2, rounded down.
Note: This bonus does not stack with any favored enemy bonuses possessed by his allies; they use whichever bonus is higher.
Gains Quick Cast at level 5; improves at levels 10, 15 and 20.
Upon gaining Quick Cast, a ranger can cast any spell with a casting time of one standard action as a swift action instead.
At level 5, a ranger can us quick cast 1/day.
At level 10, a ranger can use quick cast 2/day.
At level 15, a ranger can use quick cast 3/day.
At level 20, a ranger can use quick cast 4/day.
The ranger's quick cast ability can only be used on spells from the ranger spell list.
Furious Focus moved to level 2 tier in Two Handed combat style feats.
Cornugon Smash added to level 6 tier in Two Handed combat style feats.
Opening Volley added to level 2 tier in Archery combat style feats.
Gains Additional Rogue Talents at levels 3, 5, 7, 11, 15, 17 and 19.
Gains Skill Focus as a bonus feat at levels 1, 5, 9 and 13 . Note that Skill Focus has been modified, as follows:
Prerequisite: Chosen skill as a class skill.
Benefit: You immediately gain a +3 bonus to the chosen skill.
This bonus improves according to character level.
At level 10, this bonus improves to +5, and you can reroll a check using this skill once/day.
At level 10, this bonus improves to +7.
Special: You can gain this feat multiple times. It's effects do not stack. Each time you take the feat, it applies to a new skill.
Gains Bonus Combat Feats at levels 2, 6, 10, 14 and 18.
Rogue talents allowed are listed here, along with any changes that have been made to their effects:
Rogue Talents Allowed:
Assault Leader
Beffudling Strike
Black Market Connections
Bleeding Attack
Camouflage
Canny Observer
Charmer
Convincing Lie
Cunning Trigger
Distracting Attack
Esoteric Scholar
Can be used a number of times per day equal to the rogue's INT mod.
Expert Leaper
Fast Fingers
Fast Getaway
Fast Picks
Fast Stealth
Guileful Polygot
Hard to Fool
Honeyed Words
Iron Guts
bonus gained against ingested poisons is +2 rather than +1.
Deadly Range now scales automatically with class level.
At level 1-4 it provides a 10' increase in range.
At level 5, the increase improves to 20'.
At level 10, the increase improves to 30'.
At level 15, the increase improves to 40'.
At level 20, the increase improves to 50'.
New Talents Allowed:
Fast Tumble
You can now move at full speed without penalty while tumbling to avoid an attack of opportunity.
Nightstalker
Darkvision can no longer be used to detect the rogue in areas of darkness.
A rogue must have reached class level 8 before selecting this talent.
Ruthless Sneak
Upon gaining this talent the rogue now adds +1 per damage dice to his sneak attack damage.
A rogue must have reached class level 5 before selecting this talent.
At level 10, this bonus increases to +2/damage dice.
Minor Magic
Upon selecting this talent, the rogue can select either two level 0 spells or one level 1 spell. He can now cast each spell he learns two times per day. The rogue's caster level is equal to his class level, and his primary mental ability score is used to determine the DC of opposed saving throws (10 + spell level + primary mental ability modifier). The rogue must be of a high enough level, and have a high enough primary mental ability score to cast the spell, in order to select this talent.
Once a rogue has reached class level 7, he can also use the minor magic talent to choose one level 2 spell, but he can only cast that spell one time per day.
The spell selected must be from either the enchantment, illusion or transmutation schools of the wizard/sorcerer spell list, or from the assassin spell list.
Special: a rogue can only select this talent a maximum of six times throughout his career, and this limit is cumulative with the advanced talent, major magic.
for every class level or hit dice that the target is over the rogue's class level, they receive a +1 bonus on their saving throw vs assassination.
New Master Tricks Allowed:
Deadly Sneak
A rogue must first have the trick Ruthless Sneak before selecting this trick.
A rogue must have reached class level 15 before selecting this trick.
Upon gaining this trick the rogue now adds +3/damage dice to his sneak attack damage.
At level 20, this bonus increases to +4/damage dice.
Major Magic
Upon selecting this trick, the rogue can select two level 1 spells or one level 2 spell. He can cast each spell he learns two times per day. The rogue's caster level is equal to his class level, and his primary mental ability score is used to determine the DC of opposed saving throws (10 + spell level + primary mental ability modifier). The rogue must be of a high enough level, and have a high enough primary mental ability score to cast the spell, in order to select this talent.
Once a rogue has reached class level 13, he can also use the minor magic talent to choose one level 3 spell, but he can only cast that spell one time per day.
The spell selected must be from either the enchantment, illusion or transmutation schools of the wizard/sorcerer spell list, or from the assassin spell list.
Special: a rogue can only select this trick a maximum of six times throughout his career, and this limit is cumulative with the rogue talent, minor magic.
Voidstalker
Three times per day as a standard action, when a rogue gains invisibility by any means he can enter a state that renders him undetctable by means of blindsense, blindsight, scent, or tremorsense, or by the spell See Invisibility or any abilities that mimic that spell. Creatures using these means can still make a Perception to notice him, just as sighted creatures would. In addition, the rogue can flank creatures that have the all-around vision special quality. The effect lasts for one round/rogue level.
Special: The rogue must have Nightstalker before selecting this trick.
This trick can be selected a second time if the rogue chooses, at which time he will gain an additional three uses per day.
Some bloodlines may be in need of minor changes, but this will be addressed on a case by case basis.
Can only select the feat Extra Evolution a maximum of once every other level.
By spending two daily uses of his Summon Monster spell-like ability, a summoner can use that ability while his eidolon is present.
Summoning your eidolon now requires only a full round action (I am reserving the right to take a closer look at rules that may need to be adjusted as a result of this change, such as benefits that may come from constantly dismissing and re-summoning your eidolon)
The summoner can learn Summon Monster III as a 2nd level spell,
Summon Monster IV as a 3rd level spell,
Summon Monster VI as a 4th level spell,
Summon Monster VII as a 5th level spell,
Summon Monster IX as a 6th level spell.
Changes to the Synthesist Archetype:
The synthesist can choose to use his own base attack bonus, or his eidolon's, whichever is higher.
If a synthesist chooses the Increased Ability Score evolution, the bonus provided is considered an enhancement bonus to the eidolon's ability score.
When taking the Large Size evolution, all resulting increases to ability scores are considered size bonuses and are halved when the eidolon is combined with the synthesist.
If a synthesist chooses the Increased Natural Armor evolution, the bonus provided is considered an enhancement bonus to the eidolon's natural armor.
Can only select the feat Extra Hex a maximum of once every other level.
Zuriel
Apr 19 '12 7:22pm
Feats
All characters will receive one feat per level instead of one every other level.
All feats that have an ability score as a prerequisite will no longer have that as a requirement to select the feat.
Themed feats that normally give a +2 bonus to a couple of different skills no longer exist. Instead, these feats are now considered traits. This includes the following: Acrobatic, Alertness, Animal Affinty, Athletic, Breadth of Experience, Careful Speaker, Childlike, Deceitful, Deft Hands, Hermean Blood, Magical Aptitude, Master Alchemist, Persuasive, Prodigy, Self-Sufficient and Stealthy.
Banned Feats: Extra Mercy*, Leadership, Manyshot**, Master Craftsman***, Natural Spell, Planar Wild Shape, Spell Perfection, Taldan Knight...(wip)
(*See changes to Mercy in class section)(**See Rapid Shot)(***see Craft in skills section)
Changes to Feats: (wip)
These two feats are now combined into a single feat called Dodge/Mobility.
Benefit: You get a +2 bonus on all Fortitude saving throws.
At level 10, this bonus improves to +3, and you can reroll a fortitude save once/day.
At level 20, this bonus improves to +4.
Note: This feat subsumes and replaces Improved Great Fortitude, whch is no longer available as a stand-alone feat.
Benefit: You get a +2 bonus on all Will saving throws.
At level 10, this bonus improves to +3, and you can reroll a will save once/day.
At level 20, this bonus improves to +4.
Note: This feat subsumes and replaces Improved Iron Will, whch is no longer available as a stand-alone feat.
Benefit: You get a +2 bonus on all Reflex saving throws.
At level 10, this bonus improves to +3, and you can reroll a reflex save once/day.
At level 20, this bonus improves to +4.
Note: This feat subsumes and replaces Improved Lightning Reflexes, whch is no longer available as a stand-alone feat.
Instead of affecting only a single type of weapon, these feat give you proficiency in an entire group of weapons, chosen from the weapon groups listed under the Fighter's Weapon Training class feature.
Benefit: When making a full-attack action with a ranged or thrown weapon, you can fire one additional time this round. The extra attack is made at your highest base attack bonus, but all attack rolls made as part of the full attack take a –2 penalty.
Upon Gaining a base attack bonus of +6, you can now make two extra shots on a full attack with a ranged or thrown weapon, but the second is taken at a -5 penalty from your highest base attack bonus.
In addition, you can now make one extra shot at your highest base attack bonus on a standard action to attack with a ranged or thrown weapon, or as part of a Shot on the Run action, but both attacks take a -2 penalty.
Note: This feat subsumes and replaces the feat Manyshot, which is no longer avalable as a stand-alone feat.
Prerequisites: Rapid Shot, character level 11
Benefits: When making a full-attack action with a ranged or thrown weapon, you can fire three additional times this round, but the second and third shots are made at a -5 penalty to your highest base attack bonus.
Upon Gaining a base attack bonus of +16, you can now make four extra shots on a full attack with a ranged or thrown weapon, but the fourth shot is also made at a -5 penalty to your highest base attack bonus.
In addition, there is no longer a -2 penalty when making extra attacks usng rapid shot, regardless of the action type.
Change the phrase "while wielding a two handed weapon" to "while wielding a weapon in two hands."
Works as normal, but you gain additional attacks according to character level.
At level 10, you can now make two attacks as part of a Shot on the Run, but the second is made at a -5 penalty from your highest base attack bonus.
At level 16, you can now make three attacks as part of a Shot on the Run, but the second and third are made at a -5 penalty from your highest base attack bonus.
Note: The extra attacks are in addition to the extra attack you may receive from Improved Rapid Shot.
Works as normal, but you gain additional attacks according to character level.
At level 10, you can now make two attacks as part of a Spring Attack, but the second is made at a -5 penalty from your highest base attack bonus.
At level 16, you can now make three attacks as part of a Spring Attack, but the second and third are made at a -5 penalty from your highest base attack bonus.
Note: The extra attacks are in addition to the extra attack you may receive from Improved Two-Weapon Fighting or Flurry of Blows.
Prerequisite: Chosen skill as a class skill.
Benefit: You immediately gain a +3 bonus to the chosen skill.
This bonus improves according to character level.
At level 10, this bonus improves to +5, and you can reroll a check using this skill once/day.
At level 20, this bonus improves to +7.
Special: You can gain this feat multiple times. It's effects do not stack. Each time you take the feat, it applies to a new skill.
Benefit: The penalty for fighting with two wepons is reduced, and is now -2 with both your main hand and your off hand, even if both weapons are one-handed weapons.
In addtion, once per round, when making an attack of opportunity, you can make one extra attack with your off hand weapon at your highest base attack bonus, but both attacks take the -2 penalty.
Prerequisites: Two-Weapon Fighting, base attack bonus +6
Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty from your highest base attack bonus.
In addition, you can now make a single attack with your off hand weapon at your highest base attack bonus on a standard action attack, at the end of a charge or as part of a Spring Attack action, but both attacks take the -2 penalty.
Also, you now apply your full STR modifier to damage rolls with off-hand attacks.
Prerequisites: Improved Two-Weapon Fighting, base attack bonus +11
Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second and third attack with it, albeit at a –5 penalty from your highest base attack bonus.
In addition, there is no longer a -2 penalty when attacking with two weapons, regardless of the action type.
The extra damage from Vital Strike, Improved Vital Strike and Greater Vital Strike is applied on all weapon damage rolls, regardless of the action type on which the attacks were rolled.
Benefit: Apply your DEX modifier in place of STR modifier to attack rolls AND half your DEX modifier to damage rolls with any weapons that qualify for Weapon Finesse.
If you have a STR of at least 10, you can apply the benefits of weapon finesse to any one-handed weapon.
Weapon Finnesse also allows you to add half your DEX modifier to damage with ranged or thrown weapons.
Special: Once you take Weapon Finesse, you can now make special attacks called Surgical Strikes with any weapons that qualify. Surgical Strikes work in a similar way to how Power Attacks work for STR-based attacks, as shown here:
You can do increased damage by making exceptionally accurate attacks.
You can choose to take a –1 penalty on all attack rolls that are using the benefits of weapon finesse to gain a +2 bonus on all melee damage rolls. This bonus to damage remains the same regardless of the type of weapon you are using to make the attack.
When your base attack bonus reaches +4,and every 4 points thereafter,the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll,and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
These bonuses cannot be combined with Power Attack.
Prerequisite: Proficiency with weapon.
Note: Instead of affecting only a single type of weapon, this feat applies to an entire group of weapons, chosen from the weapon groups listed under the Fighter's Weapon Training class feature.
Benefit: You gain a +1 bonus to attack rolls and a +2 bonus to all damage rolls with the chosen weapons group.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Note: This feat subsumes the feat Weapon Specialization, which is no longer available as a stand-alone feat. It also qualifies you for anything that has Weapon Specialization as a prerequisite.
Prerequisites: Weapon Focus with chosen weapon, Fighter level 8
Note: Instead of affecting only a single type of weapon, this feat applies to an entire group of weapons, chosen from the weapon groups listed under the Fighter's Weapon Training class feature.
Benefit: You gain an additional +1 bonus to attack rolls and a +2 bonus to all damage rolls with the chosen weapons group. These bonuses stack with those provided by the feat Weapon Focus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
Note: This feat subsumes the feat Greater Weapon Specialization, which is no longer available as a stand-alone feat. It also qualifies you for anything that has Greater Weapon Specialization as a prerequisite.
Zuriel
Apr 19 '12 8:04pm
Skills
All classes that normally gain only 2+INT skill points/level will now gain 4+INT/level. All other classes remain the same.
Consolidated Skills: Climb and Swim will now be combined into one skil called Athletics. If a class has either Climb or Swim as a class skill, it now has Athletics as a class skill.
The feat Skill Focus has been modified to scale with character level. See feats section above for details.
Important: Limit on Skill Bonuses: There will be a cumulative maximum bonus of +10 allowed to any one skill check derived from the following sources of magic: magic items, spells, spell-like abilities, regardless of the listed bonus type.
Changes to Skills:
The Big Three:
Stealth: I often find that stealth needs to be clarified, usually because its uses and effects are poorly described by the designers, so, here it is:
There is no need to be a certain number of feet from a shadowy area in order to hide, and the language about cover and concealment needs to be removed to avoid confusion.
Cover and concealment are mechanical terms that can be applied to anyone, even if they have no ranks in hide. They are situational and automatically present regardless of whether you are being observed or not.
You do not need cover or concealment to use stealth. You can sneak up on, or past an individual in almost any conditions. Stealth is a situational skill, and whether or not you can use it needs to be determined by your DM based on the current situation.
So what does the hide skill do? Well, it allows a character, who has yet to be detected by his enemy, target, pursuer, etc... remain undetected. This can benefit the stealthy character in a number of ways, such as, 1) allowing you to bypass security and gain entry into a guarded area without being detected, 2) finding a good hiding place to escape while you are being chased, allowing your pursuers to pass you by, or 3) allowing you to sneak up on an unaware enemy and mount a surprise attack. In the latter case, the stealthy character's prize for succeeding on a stealth vs perception check is being entitled to a surprise round before initiative is even rolled.
In all three of these cases, I will tend to ask for the least amount of rolls possible in order to carry out the desired action. See a single guard from several hundred yards away, and want to sneak up and attack him? One roll. If you win the check you have successfully closed the distance and can then decide how to proceed with your surprise round: sniping attack, knife in the back, or you may change your mind and decide to sneak right by him, in which case the same roll will still suffice, since no modifiers have changed.
If you want to make a melee attack from a hidden position, and then continue hiding, then you can only make a single attack, just as in the case of sniping (The exception being characters fighting with two weapons. In these cases you would be able to get off one attack with each weapon simultaneously), and you take a -20 penalty on your attempt to hide again after attacking.
Also, Camouflage and Hide in Plain Sight no longer exist. Camouflage, because it is no longer necessary, since we've already established that you can hide in almost any conditions, and Hide in Plain Sight because it is a blatant contradiction to what hiding is, and frankly, it makes my head hurt.
On the flipside, I am willing to work with players who are running stealthy characters to develop ways to get around things like darkvision and other extraordinary senses, through class features, feats, etc...
If anyone has any questions, or would like further examples of how the stealth(hide) skill will work, please feel free to ask.
Persuasion: When I mention Persuasion, I am referring to circumstances that would normally be handled with a Diplomacy check, although in this game, if you have ranks in either Bluff or Intimidate, you'll be allowed to use those skills in place of diplomacy to make the modified checks described below.
Persuasion checks will no longer simply adjust the attitude of your counterpart, but instead, they will be used to accomplish a specific goal in a social encounter. For example, you can use a persuasion skill check to ask the local baron for assistance, to convince a band of thugs not to attack you, talk your way into someplace you aren't supposed to be, or just about any other use of persuasion that you can come up with.
Check: You can propose a trade or agreement to another creature with your words; a Persuasion check can then convince them that accepting it is a good idea. Either side of the deal may involve physical goods, money, services, promises, or abstract concepts like "satisfaction."
The DC for the Persuasion check is based on three factors: who the target is, the relationship between the target and the character making the check, and the risk vs. reward factor of the deal proposed.
The Target: The base DC for any Persuasion check is equal to the 15 + level of the highest-level character in the group that you are trying to influence + the Wisdom modifier of the character in the group with the highest Wisdom. High-level characters are more committed to their views and are less likely to be swayed; high Wisdom characters are more likely to perceive the speaker's real motives and aims. By applying the highest modifiers in any group, a powerful king (for example) might gain benefit from a very wise advisor who listens in court and counsels him accordingly. For this purpose, a number of characters is only a "group" if they are committed to all following the same course of action. Either one NPC is in charge, or they agree to act by consensus. If each member is going to make up their mind on their own, roll separate Persuasion checks against each.
The Relationship: Whether they love, hate, or have never met each other, the relationship between two people always influences any request.
-10 Intimate: Someone who with whom you have an implicit trust. Example: A lover or spouse.
-7 Friend: Someone with whom you have a regularly positive personal relationship. Example: A long-time buddy or a sibling.
-5 Ally: Someone on the same team, but with whom you have no personal relationship. Example: A cleric of the same religion or a knight serving the same king.
-2 Acquaintance (Positive): Someone you have met several times with no particularly negative experiences. Example: The blacksmith that buys your looted equipment regularly.
+0 Just Met: No relationship whatsoever. Example: A guard at a castle or a traveler on a road.
+5 Acquaintance (Negative): Someone you have met several times with no particularly positive experiences. Example: A town guard that has arrested you for drunkenness once or twice.
+10 Enemy: Someone on an opposed team, with whom you have no personal relationship. Example: A cleric of a philosophically-opposed religion or an orc bandit who is robbing you.
+15 Personal Foe: Someone with whom you have a regularly antagonistic personal relationship. Example: An evil warlord whom you are attempting to thwart, or a bounty hunter who is tracking you down for your crimes.
+25 Nemesis: Someone who has sworn to do you, personally, harm. Example: The brother of a man you murdered in cold blood.
Risk vs. Reward Judgement: The amount of personal benefit must always be weighed against the potential risks for any deal proposed. It is important to remember to consider this adjustment from the point of view of the NPC themselves and what they might value; while 10 gp might be chump change to an adventurer, it may represent several months' earnings for a poor farmer. Likewise, a heroic paladin is unlikely to be persuaded from his tenets for any amount of gold, though he might be convinced that a greater good is served by the proposed deal. When dealing with multiple people at once, always consider the benefits to the person who is in clear command, if any hierarchy exists within the group.
-10 Fantastic: The reward for accepting the deal is very worthwhile, and the risk is either acceptable or extremely unlikely. The best-case scenario is a virtual guarantee. Example: An offer to pay a lot of gold for something of no value to the subject, such as information that is not a secret.
-5 Favorable: The reward is good, and the risk is tolerable. If all goes according to plan, the deal will end up benefiting the subject. Example: A request to aid the party in battle against a weak goblin tribe in return for a cut of the money and first pick of the magic items.
+0 Even: The reward and risk are more or less even, or the deal involves neither reward nor risk. Example: A request for directions to someplace that is not a secret.
+5 Unfavorable: The reward is not enough compared to the risk involved; even if all goes according to plan, chances are it will end up badly for the subject. Example: A request to free a prisoner the subject is guarding (for which he or she will probably be fired) in return for a small amount of money.
+10 Horrible: There is no conceivable way the proposed plan could end up with the subject ahead, or the worst-case scenario is guaranteed to occur. Example: A offer to trade a bit of dirty string for a castle.
Success or Failure: If the Diplomacy check beats the DC, the subject accepts the proposal, with no changes or with minor (mostly idiosyncratic) changes. If the check fails by 5 or less, the subject does not accept the deal but may, at the DM's option, present a counter-offer that would push the deal up one place on the risk-vs.-reward list. For example, a counter-offer might make an Even deal Favorable for the subject. The character who made the Diplomacy check can simply accept the counter-offer, if they choose; no further check will be required. If the check fails by 10 or more, the Diplomacy is over; the subject will entertain no further deals, and may become hostile or take other steps to end the conversation.
Other Variables:
Sense Motive: If you are using the Bluff skill to make a Persuasion check, and the target of your Persuasion has ranks in Sense Motive, they will be allowed a check to see if they see through your bluff. This will be an opposed check with their sense motive result being compared against your persuasion check. If you win, the persuasion is resolved as normal. If you lose, they see through your bluff and the persuasion check automatically fails. If you have a different persuasion skill (diplomacy or intimidate), you may be able to continue the negotiation (see Try Again, below), albeit with a +10 added to the DC of the next Persuaion check.
Counter-Persuasion: If the target of your persuasion check has ranks in any of the persuasion skills, he may make an opposed persuasion check representing some sort of counter-offer in response to yours. Since persuasion-based skills will never be used to force decisions on player-characters, the results of this opposed check will manifest in one of two ways: If your original check beats the opposed check, the conditions of the counter offer will improve in your favor, but if the opposed check beats your original check, the conditions of the counter offer will become more unfavorable.
Action: Making a request or proposing a deal generally requires at least 1 full minute. In many situations, this time requirement may greatly increase.
Try Again: If you alter the parameters of the deal you are proposing, you may try to convince the subject that this new deal is even better than the last one. This is essentially how people haggle. As long as you never roll 10 or less than the DC on your Diplomacy check, you can continue to offer deals.
Note: There are other factors that are left up to DM discretion when it comes to using Persuasion-based skills, as described in the Pathfinder rules for Diplomacy.
Also note that the guidelines listed above do not affect other uses of persuasion-based skills, such as using diplomacy to gather information, using bluff to feint or cause distractions in combat, or using intimidate to demoralize.
Crafting has been improved so that it can actually be used in the game, as shown here:
I would love to see the craft skill get more use, but unfortunately the skill is poorly designed for all but the most detailed, reality-simulation type of games. Play-by-post makes it even worse since the slower pace doesn't allow for the downtime needed to create most items. Add to that the fact that the craft skill needs to be coupled with special feats, and that there are spells that can easily duplicate the results, and it's no surprise that the skill gets little use.
I will address this by making the following changes:
The time needed to complete items will be decreased tenfold by calculating in days rather than weeks, and by at least that much again by calculating in gold rather than silver pieces. (Note: if your need for realism causes you to feel uncomfortable with this major decrease in crafting time, think of it as a project you have been planning, preparing for and/or working on over a period of time, and are now getting around to finishing). It will also be made more balanced by using a flat multiplier to determine completion time, rather than basing it on the craft DC.
You will no longer need separate feats to craft magic items, and will be able to do so by using the appropriate craft skill only.
The spell, Fabricate, cannot be used to create masterwork or magical items.
By casting a modified version of the spell, Secure Shelter, you can conjure a building that is sufficient to be used as a workshop or laboratory; however, the structure will not receive the protective benefits normally provided by that spell. By halving the duration, you can receive both the workshop elements, and the protective benefits.
The Process:
In order to craft an item, the following elements must be in place:
First you must have the crafting skill that corresponds to the item you are trying to create. There will be a variety of craft skills available, but here is a list of those that will likely be the most commonly used, along with examples of some of the types of items that each skill will allow you to create:
Armorer: create metal armor, shields, gauntlets, helmets, etc...
Bowyer/Fletcher: create bows and arrows; create crossbows at a +5 increased DC.
Clothwork: create clothing, bags, cloaks, specific hats and masks, etc...
Construction: handled slightly differently than other skills as far as completion time. Create large items like wagons, siege items, small structures, etc...
Enchantment: although using any skill to create a magic item would seem to include enchantment, this is a specific title for the skill that will create magic wands and staffs, and also may include odd items that fall into no other category. It can also be used to recharge wands and staffs. Unlike other skills, there are no mundane items that can be created with enchantment. Also, enchantment is the only craft skill that can be used to disenchant items:
To disenchant a magic item you will use the same DC that would have been required to create the item. If successful, you will then have an amount of raw materials that can be applied to the creation of any other magic items.
Gemcutting: can turn raw gemstones into precious gems of value. Can create magic gems, stones, crystals, shards, etc...
Leatherwork: create leather armors, sheaths, quivers, boots, bracers, gloves, belts, armor fortifications, etc... Also includes any items that are made of animal hide or scales.
Mechanics: create crossbows, traps, and all manner of mechanical gadgetry.
Musical Intruments: self explanatory.
Scribe: create scrolls, tomes and other written items. (Note: for the sake of simplicity, this will also include bookbinding)
Weaponsmith: create all manner of metal melee weapons, and even weapons with metal heads and wooden hafts, if you so choose.
You need to either have possession of the raw materials needed, or have access to them (normally by being in an area where they are readily available).
You need to have access to a workshop/laboratory where the work can be completed.
When creating magic items, you will need some way to access the specific spell needed to enchant the item, either by knowing the spell yourself, having one of your companions know the spell, or by employing an NPC caster to do it for you.
When creating magic items, you also need to be of a character level that is at least equal to the caster level needed to create the item. I mention character level because at times you may need to have someone else who knows the particular spell needed do the enchanting for you, but you can never create an item with a required caster level higher than your current character level, regardless of who does the actual casting.
Note: You will not be able to bypass any elements of this process simply by raising the DC on your craft check.
Once you have all of the required elements in place, you can proceed to the crafting formula.
The Formula:
Step 1:Pay 1/5 of the item's total cost for raw materials.
Step 2: For Magic Items, pay 1/10 of the item's total cost in xp. This cost is paid in a new form of currency called negative xp:
Negative Experience Points are a new form of currency that allow you to craft magic items and cast spells that carry an xp cost without the need to jockey around the end/beginning of character levels.
Instead of paying for the craft/spell in actual xp, the cost will bearded to a reserve of "virtual" points called Negative XP.
Negative XP can never cause you to lose a character level. Instead, they will remain in reserve until you gain new experience points, at which time you will be required to apply half of the new xp earned to pay off the negative xp you are carrying.
The amount of negative xp available to a character will be equal to one half of the total xp it would require to move from the beginning of your current character level, to the beginning of the next highest character level.
Step 3: Roll a craft check with all applicable modifiers.
-For masterwork items, you simply add 3 to the craft DC instead of creating the masterwork component separately.
-For magic items, add 5 points to the DC (this is in place of, and not in addition to the increased DC for masterwork items), plus 1 point for every 500 GP of the item's total cost.
-If the craft check is successful, you have made progress on the item. Proceed to the next step to determine amount of progress.
-If the craft check is uncuccessful by 4 or less, you make no progress. If the craft check is unsuccessful by 5 or more, your raw materials are ruined and you must pay 1/5 of the item's total cost for new raw materials.
Step 4: Multiply the results of your craft check by 50 for magic items, or by 5 for non-magical items. If your result equals the item's cost in gp, the item is complete (if your result is double or triple the item's cost in gp, then you have completed the item in one half or one third of the time). If your result is less than the item's total cost in gp, than it represents the progress you have made in one day. If you have not completed the item, continue making craft checks until it is complete.
Step 5: Enjoy your new item!
Other Skill Changes: (wip)
Balance: A creature that is required to make a balance check, whether moving or standing still, who beats the balance DC by 10 or more, is not considered flat-footed.
Tumble: The DC to tumble through an opponents threatened space without provoking an attack of opportunity is now 10 + their base attack bonus instead of their combat maneuver defense.
Moving at full speed while tumbling or trying to move at half speed through a space occupied by another creature increases the DC to 20 + their base attack bonus.
Profession is a flavor skill and has no reason to use the same system as skills that offer real character benefits like Hide or Use Magic Device. The following revision makes this clear.
Profession now works like the Speak Language portion of the Linguistics skill: either you know enough to practice a profession or you don't.
Rather than buying ranks, each skill point you put in Profession gets you another Profession you can practice. When practicing
a profession you have trained, you earn one-half your result on a modified level check (d20 + your character level + your Wisdom modifier) gold pieces per week of dedicated work; if for some reason it becomes necessary to make a Profession check, again use this modified level check.
Untrained laborers and assistants (that is, characters without any ranks in Profession) earn an average of 1 silver
piece per day.
Drawing Concealed Weapons: Normally, drawing a weapon hidden with Sleight of Hand is a standard action that doesn't provoke attacks of opportunity.
With a successful sleight of hand check, you can draw a hidden weapon using the rules for openly displayed weapons:
-Less than base attack bonus +1: drawing is a move action.
-Base attack bonus +1: drawing is free as a part of a move action.
-Base attack Bonus +6: drawing is a free action.
The DC for drawing a concealed weapon in this manner is 20.
Stealing Items: The DC to steal an item is 15 + the character level of your target creature.
Zuriel
Apr 19 '12 9:49pm
In-Combat Rules
As far as houserules that directly affect combat go, there is One Rule to Rule Them All:
Any character can spend a swift action to make a full attack as a standard action.
Anyone who has been around this game long enough will realize the immediate impact of this option.
Ok, enough on that...
Other Rules for Combat: (wip)
Iterative attacks shall all be made at a maximum of a -5 attack penalty. So a level 20 character, with good bab progression, would make a base full attack at +20/+15/+15/+15.
Extra attacks provided by any of the following sources will not stack with one another: Flurry of Blows, Rapid Shot line of feats and Two-Weapon Fighting line of feats. If a character has more than one of these feat types, only the highest number of attacks from any one source will be used.
No creature or character who is attacking with only natural weapons will be allowed less attacks in a round then he would be allowed iterative attacks based on his hit dice or class level. In cases where a creature or character currently has less natural weapon attacks than his current number of iterative attacks based on hit dice or level, he will be permitted to make iterative attacks with his primary natural weapon.
All characters with a base attack bonus of +1 will be considered to have the feat Power Attack with any weapon that they are proficient in, and will be allowed to use it according to their current base attack bonus at any time. All characters will be considered to qualify for any feats that require Power Attack as a prerequisite. (Note that characters making dexterity-based attacks will have access to a similar mechanic called Surgical Strike, gained through the Weapon Finesse feat)
All characters with a base attack bonus of +1 will be considered to have the feat Combat Expertise with any weapon that they are proficient in, and will automatically qualify for any feats that require Combat Expertise as a prerequisite.
All characters with a base attack bonus of +1 will be considered to have the feat Point Blank Shot, with any ranged weapon that they are proficient in. All characters will be considered to qualify for feats that require Point Blank Shot as a prerequisite.
All characters with a base attack bonus of +1, and at least two skill ranks in Ride, will be considered to have the feat,Mounted Combat. If so, the character will be considered to qualify for feats that require Mounted Combat as a prerequisite.
Zuriel
Apr 19 '12 11:07pm
Magic (wip)
Other than the guidelines covered in the character class section above, there will be a few general rules in regards to magic:
There is no increased casting time for spontaneous casters using metamagic.
Metamagic rods, along with any other ways of reducing metamagic cost, do not exist.
All spellcasters will get Eschew Materials for free as a bonus feat. Only spells with costly material components will need to have those components.
Divine casters can have their holy symbol added to any masterwork armor, shield or weapon without spending a feat to be able to do so.
All spells that do the following types of damage: acid, cold, electricity, fire or sonic, are not affected by spell resistance. If a spell that does one of those damage types is listed as SR:yes, it is now SR:no. If a spell does one of these types of damage in addition to some other effect, and is listed as SR:yes, it is now SR:partial, with the spell resistance only applying to the extra effect, not the energy damage.
Conjuration (calling) effects no longer exist. If this is the entire purpose of the spell or item (Planar Ally, Planar Binding, etc) those spells do not exist. If the spell or item has other functions (Gate, Candle of Invocation, etc), it still has them but can no longer call creatures. Conjuration (summoning) effects are unaffected.
Other Banned Spells: Mage's Disjunction, Wish... (wip)
Changes to Spells: (wip)
The entire Cure/Inflict line of spells has been modified to include only two spells that a caster will need to learn, as shown here:
Cure Wounds
Conjuration (Healing)
Level: alchemist 1, bard 1, cleric/oracle 1, druid 1, inquisitor 1, paladin 1, ranger 1, witch 1
Casting Time: One standard action
Components: V, S
Range: Close (25 ft + 5 ft/ 2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
Upon casting this spell, you channel positive energy to heal a single creature of 1d6 hp/caster level (max 15d6)
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a will save to take half damage.
Cure Wounds, Mass
Conjuration (Healing)
Level: bard 5, cleric/oracle 5, druid 6, inquisitor 5, witch 6
Casting Time: One standard action
Components: V, S
Range: Close (25 ft + 5 ft/ 2 levels)
Target: One creature/level, no two of which can be more than 30 ft apart.
Duration: Instantaneous
Saving Throw: Will half (harmless) or Will half; see text
Spell Resistance: Yes (harmless) or Yes; see text
Upon casting this spell, you channel positive energy to heal 1d6 hp/caster level (max 15d6) in each selected creature.
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. Each affected undead creature can apply Spell Resistance, and can attempt a will save to take half damage.
Note: Each of the Cure spells above can instead be learned as Inflict spells. If so, they deal 1d6/level hp damage (max 15d6), and they are considered Necromancy spells.
Summoning Spells: Summon Monster and Summon Nature's Ally spells will now be able to summon your choice of three creatures, chosen at the time that the spell is learned. If you also have summon spells of a lower level on your list of spells known, then you can still use the guidelines for summoning multiple, lower-powered creatures, but only for those that you already have on your spell list. You will also be able to choose from a wider variety of creatures than those listed under the Summon Monster and Summon Nature's Ally spells, as follows:
You may choose from the following creature types:
Aberration (with the Celestial or Fiendish template)
Animal (with the Celestial or Fiendish template)
Elemental
Magical Beast (with the Celestial or Fiendish template)
Outsider
Vermin (with the Celestial or Fiendish template)
Note: Applying the Celestial or Fiendish template may change a creatures CR, and thus affect what level of spell it will take to summon them (see below)
You may choose from the following creature types:
Animal
Elemental
Fey
Plant
Vermin
The exact level of spell required to summon each creature will have to be discussed, but you can use the creatures listed along with those spells as a rough guideline.
The Summoner class will follow the guidelines in the previous line item in regards to his Summon Monster class feature.
The spell True Seeing will be raised by one spell level for each class it is available to.
Other Spells will be addressed, and may be modified/banned on a case-by-case basis. I have not had a chance to comb through each and every spell in the Pathfinder system looking for offenders, so we'll have to leave it open for future analysis. If you're looking for an idea of what kinds of spells may fit the bill, well, anything that outright smashes the normal flow of gameplay will be on the table for adjustment. Scry and die tactics are one of my pet peeves, as is long range teleportation in general. I'm not saying this stuff will be banned, it just might not be a good idea to design an entire concept around it. More likely, I'd find a simple way to limit its use.