Notices


Rules Updates

   
Rules Updates

Cure/Rejuvenate Spells

Cure spells have been furthered modified so that all ones are rerolled.

Similarly, Rejuvenate Eidolon has been given similar treatment as Cure spells, requiring only one, scaling, first level spell slot, and also adding close range rather than touch:







Primary Mental Ability Scores

The following classes are now able to choose between two different ability scores as their primary mental ability score. This affects spellcasting and any other class features that are based on a mental ability score:

Hexblades can choose either charisma or intelligence.

Ninjas can choose either charisma or intelligence.

Paladins can choose either charisma or wisdom.

Rangers can choose either intelligence or wisdom.

Rogues can choose either charisma or intelligence.

Ranger Archetypes

Ranger archetypes that replace spellcasting will now accrue special abilities at an earlier level:

The Hunter's Tricks feature of the Skirmisher, and The Traps feature of the Trapper, are now gained at level 3, level 5, and every two levels thereafter.

Close Range Magus Arcana

(Bold sections have been rewritten)

Benefit: The magus can deliver any spell on his spell list that delivers damage, or inflicts a negative status effect as a melee touch spell. He can use spells that normally target more than one creature (such as scorching ray), or spells that normally target an area (such as fireball), but he makes only one melee touch attack to deliver one of these effects; additional ranged touch attacks from that spell are wasted and have no effect, and area of effect spells are converted to touch spells that affect only a single creature. These spells can be used with the spellstrike class feature.



Fighter Class Features Rewritten (Again)

(Hopefully to make it easier to comprehend)

Fighters will now have the ability to further customize their class features, choosing alternative features from within various fighter archetypes and effectively doubling the total number of class features they receive, as follows:

Fighter Level -> Features gained
2 -> Bravery plus one alternative feature that normally replaces Bravery OR two features that normally replace Bravery.
3 -> Armor Training 1 plus one alt. feature that normally replaces Arm. Train. 1 OR two features that normally replace Arm. Train. 1
5 -> Weapon Training 1 plus one alt. feature that normally replaces Weap. Train. 1 OR two features that normally replace Weap. Train. 1
7 -> Armor Training 2 plus one alt. feature that normally replaces Arm. Train. 2 OR two features that normally replace Arm. Train. 2
9 -> Weapon Training 2 plus one alt. feature that normally replaces Weap. Train. 2 OR two features that normally replace Weap. Train. 2
11 -> Armor Training 3 plus one alt. feature that normally replaces Arm. Train. 3 OR two features that normally replace Arm. Train. 3
13 -> Weapon Training 3 plus one alt. feature that normally replaces Weap. Train. 3 OR two features that normally replace Weap. Train. 3
15 -> Armor Training 4 plus one alt. feature that normally replaces Arm. Train. 4 OR two features that normally replace Arm. Train. 4
17 -> Weapon Training 4 plus one alt. feature that normally replaces Weap. Train. 4 OR two features that normally replace Weap. Train. 4
19 -> Armor Mastery plus one alt. feature that normally replaces Arm. Mast. OR two features that normally replace Arm. Mast.
20 -> Weapon Mastery plus one alt. feature that normally replaces Weap. Mast. OR two features that normally replace Weap. Mast.

Ninja Trick: Wholeness of Body

Now Available as a ninja trick (works like the modified monk feature):

Wholeness of Body: By spending 1 ki point as a standard action, a ninja can heal himself of 1d4 hp for every two ninja levels, rounded down. There is no limit to how many times wholeness of body can be used, as long as the ninja has enough ki points to spend.

Cleric Domain Casting

Clerics will receive spells from BOTH of their chosen domains as bonus spells known, and can cast these out of their normal spell slots as normal cleric spells.

They will no longer receive extra spell slots with which to ONLY cast domain spells.

Alchemist

Alchemists do not gain 0-level extracts.

They will gain a bonus feat at level 1 in place of Brew Potion.

Wizard
  • Wizards will now cast spontaneously with a limited number of spells know, using the charts for full casters in the house rules. They will not use a spellbook, nor will they be allowed to gain additional spells over what is shown on the full caster spells known chart by copying them from other spellbooks or scrolls.
  • Wizards will gain one additional spell known per spell level from their chosen school of focus, The bonus spells for each spell level will be gained each time a wizard gains access to a new level of spells.
  • Wizards must still choose two schools as opposing schools, and all spells from those schools will be cast at a -1 caster level.
  • Divination cannot be chosen as an opposing school.
  • If divination is chosen as the wizard's school of focus, only one opposing school must be chosen.
  • Opposing schools have no effect on the crafting of magical items from those schools.
  • Wizards receive Spell Focus in their chosen school as a bonus feat at level one in place of Scribe Scroll.

Feats

Arcane Armor Training/Mastery

Arcane Armor Training and Arcane Armor Mastery are now "always on," and no longer take an action to activate.

Dervish Dance

In addition to improving dex to damage from half to full, Dervish Dance also improves the extra damage done on surgical strikes, as follows:
At bab +6 it will improve to +2 damage/attack point sacrificed.
At bab +11 it will improve to +3 damage/attack point sacrificed.
At bab +16 it will improve to +4 damage/attack point sacrificed.

Shield Focus

The Shield Focus line of feats has been modified to subsume the Shield Specialization line of feats, as follows:





Step Up/Step Up & Strike/Following Step

Step Up has been combined with Step Up & Strike, and Following Step has been modified to accommodate this change. as follows:





Nimble Moves/Acrobatic Steps

These two feats have been combined so that the amount of distance allowed scales with character level, as follows:



Augment Summoning

Augment Summoning now allows you to add 4 points to any two physical ability scores of your summoned creatures.

Also, because it is not stated in the feat's description, Augment Summoning also works on a summoner's summon monster spell-like ability class feature (because why wouldn't a summoner benefit from the most standard summoning feat?)

Hero Points/Spell DCs

Hero Points can now be used to raise the opposed spell DC of a spell you are about to cast. By spending one 1 hero point, you can raise the opposed DC by 4.

Magic Items

Magic Item Body Slots

We will not be using the typical item slot limitations for magic items. You will be allowed to have multiple items in the same item slot beyond the standard limits. I am not going to put a hard limit on any particular body slot, but instead leave it open to your creativity, within reason (for instance, you might have three foot slot items, fluffed as boots, socks and anklets, but wearing six pairs of shoes would approach ridiculousness).

Instead of body slots, there will be a limit of eight total magic items allowed for any one character. This limit will increase by one at character level 10, and every even level thereafter, to a total of fourteen items at character level 20.

Exempt from this limitation are the following items: magical weapons, ammunition, shields, armor and expendable items such as potions, scrolls, wands and staffs.

Magic Item Size

Here is a quote from the PFSRD on magic item size (emphasis mine):
Quote:
Originally Posted by PFSRD
Size and Magic Items

When an article of magic clothing or jewelry is discovered,most of the time size shouldn't be an issue. Many magic garments are made to be easily adjustable,or they adjust themselves magically to the wearer. Size should not keep characters of various kinds from using magic items.

There may be rare exceptions,especially with race-specific items.

Armor and Weapon Sizes: Armor and weapons that are found at random have a 30% chance of being small (01–30),a 60% chance of being Medium (31–90),and a 10% chance of being any other size (91–100).
You'll notice they point out that item size should not keep characters from using magic items, but then they go on to exempt weapons and armor.

So, the new rule is going to be that magical weapons, ammunition, shields and armor can change size up to one size category larger or smaller to accommodate the user.

In order to undergo this change, the item must be possessed for one full minute (thus, it generally will not take place during combat). This rule cannot be used by an individual more than once to continually change the size of an item, so, for instance, if you are a character who has the ability to use larger sized weapons, you must make the decision on a new item's size when you first take possession of it.

Crafting Magic Expendables

When crafting magic expendables, the item's base cost will be increased according to the level of the spell being emulated, as follows:

When crafting potions or scrolls, you will add (100gp x spell level) to the base cost of the item before calculating the formula.

When crafting wands or staffs, you will add (100gp x spell level per charge) to the base cost of the item before calculating the formula.

Mirror Image

Mirror Image has been modified, as follows:



Negative Experience Points

The functionality of negative experience points (used for crafting and casting spells with xp cost) has been slightly modified to accommodate the way PCs are leveling in this game, as follows:






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