House Rules

 


Skills:
Fly: This is used instead of acrobatics to move through people's threatened squares and such while flying.
Swim: This is used instead of acrobatics to move through people's threatened squares while swimming.
Intimidate: Attempting to seduce someone through sexuality will use the intimidate skill. Certain modifiers to intimidate (like using strength instead of charisma, or size difference modifiers) will not apply the same. 

The psionic skills are used. (Knowledge psionics, autohypnosis, and using spellcraft/use magic device for psionic effects)

Expanded Craft and Expanded profession skills from Background Skills are used.

NPC Classes:
- In most cases the NPC class doesn't "matter", but for the record i'm making some slight adjustments.
- Experts: They get free skill focus in a background skill, and many have the "skilled" advantage. 
-Aristocrats: They get a few specific bonus social feats based on their situation - like underground contacts or something that doesn't count against their total feats. 

Combat Actions:
  • "Ready to Dodge"- Being ready to avoid attacks is effectively total defense. Taking  readied action to jump to total cover will provide you with a miss chance of 100% minus 2x the number of feet you must go to get to cover. (So if you're readying to run 30' to cover, you get 100-60 or a 40% miss chance), since arrows and bullets and spells are typically faster than people. Alternately, if you are jumping to cover, the person could instead target someone else as you've interrupted their action. 


SPELLS

Spell Development: 
  • If you spend downtime developing spells (with the associated costs) you can develop a spell with an alternate element type (without need for the associated metamagic) at the same level as the original spell. It is still considered the original spell for dispelling and similar purposes. (So an electronic fireball is still fireball for purposes of spell immunity).
  • You can learn a spell that always has a metamagic feat associated with it at the correct level. So you could learn Infused Snowball as a 2nd level spell. You need to have the metamagic feat associated with the spell, and you can't cast the spell without the feat. Traits and such that lower metamagic feats (such as metamagic master) don't affect this as you're learning it as a new spell. Spontaneous casters however can cast the spell without increased casting time. 
Simulacrum: Since this a weakened version of a creature, it does not have all the "top tier" abilities of certain monsters. This includes wish granting, succubi's profane gifts, and other abilities that the DM feels makes simulacrum broken. 

Fabricate: This spell does not work with blood money to create real things. 

Telepathy: Telepathy allows you to send your thoughts. You need to be able to detect thoughts to hear the response of a non-telepath. However, you could send them messages and ask them to respond with innocuous signals (like a wink). 

Divinations: Some divinations are "body" based (blood biography, treasure map). These are based on the body. So a creature who is possessed, body swapped, mind controlled, etc will read as the original biological creature. 

Alchemical Allocation: This spell can duplicate potions with a caster level no higher than your caster level when alchemical allocation is cast. (So you can't use it at 4th level to copy 20th level potions). It cannot be created into a magical item to increase it's caster level.

Animate Dead- When cast by a scroll, the caster level of the scroll determines how many undead you create. Your own caster level controls how many undead you can maintain control of. 

Downtime- Catching up XP only works to catch up based on your own XP misses. You can't take "Slow" progression then use downtime to catch up to someone else on "Fast" progression. 

Wish: 
  • A wish can be used to gain a feat in the same manner as gaining an ability score. (Max 5 from wishing)
  • Wishing for inherent bonuses to ability scores (or feats) do not have to be done immediately after each other in order to get higher than +1.
  • A limited wish with a 10,000 GP component can get you a trait, max 5, similar to wishing for feats.
Familiars:
  • You can use one of your own feats to grant a feat to your familiar instead (to allow your familiar to gain additional feats).
  • Familiars who are active in combat will probably be targeted by enemies. 
Initiative:
  • Familiars, Animal Companions, Eidolons, and Cohorts roll their own initiative rolls, they don't all move on the same action.
  • Summoned creatures move on your action. 

Rules Clarifications
  • A staff can be enchanted as a staff, OR as a weapon. If you want to do both, the weapon portion costs 50% more (as per similar functions). 
Character Death
  • A player can spend 1 week of downtime in prayer and focus. At the end of this time he may make a fortitude save DC 25 to remove a negative level, even a permanent negative level such as from raise dead. A 2nd character can provide long term care during this time to allow him to use his heal check in place of the fortitude save if he wishes. 
  • When a character is reduced from 1 HP or more to "dead" in one hit through one of the following methods: Failing a Massive Damage Check, Coup DeGrace, or taking enough damage to drop straight to negative con- the PC can attempt a DC 10 Fortitude Save. If successful, the PC survives, but takes a permanent disability of some kind, such as a missing eye, destroyed limb, or similar issue. This can generally be fixed with a casting of regeneration. They will be considered unconscious and stable at -9 through the duration of the combat encounter. 
  • If a character is dying through bleed damage (including failing saves at below 0 HP), he can take 1 point of drain to intelligence, wisdom, or charisma, to stave off dying for one more round. He is alive, but taking brain damage due to blood loss. This can be restored with the appropriate restoration spells. 

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