House Rules/Rulings

This is the House Rules thread, which will be updated based on the rulings I need to make (and there'll be lots, I'm sure). If there is any rules questions that need answering, post them in this thread.

Actions that can be taken during your turn

1 standard action
1 full movement action (total speed)
1 immediate action (can be used outside your turn depending on circumstance)
1 swift action
2 free actions

Note: Drawing your weapon is considered a move action. It can be drawn as part of your movement action (that is, move at least 5 feet) if you have a BAB of at least +1. Either action provokes an Attack of opportunity. The feat Quick Draw remedies this problem, and also counts drawing your weapon as a free action.

Magic Items

You'll be coming across magic items, but lot of times it's hard to tell the difference between a +3 ghost bane dagger from a regular knife. You can either test out a new weapon yourself to see its properties (not always a good plan) or cast detect magic to identify its aura. Once the aura has been identified, you can make a Spellcraft check (DC 15 + level of the spell used to create the item in question) to identify the spell used and the item's properties.


Classes gain their spells in certain ways.

Bards: Power of music (self-taught or passed down)
Clerics and Paladins: From their deity (deviating from their deity's path severs the bond, thus losing their powers)
Druids and Rangers: Power of nature (thus carrying the obligation to protect nature and its creatures from unnatural forces, regardless of alignment)
Sorcerers and most arcane classes: Power from within.
Wizards and Archivists: Endless studying.


You gain 1 hit point per level x2 when you rest for 8 hours, and recover twice as much when resting a full 24 hours. Standard rules apply when preparing spells.