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2ovarzo18 Lemmy’s Magnificent Calacion of Hauserules! - Document Gaogle Lemmy’s Magni icent Collection of House Rules! Disclaimer ‘Skip to Summary While I obviously like the house rules proposed here (I'm the one who created them, after all), my priority is that all players have fun. None of the rules mentioned here are set in stone, so I'm open to discussion about any and all of them, Constructive criticism and suggestions are always welcome, this is not just the GM's game, afterall | don't mind removing or adding any number of house rules if that will make the game more fun for everyone involved. That is the ultimate goal of every game, after all. Pathfinder included. | cannot promise I'll agree with your idea, but | can promise I'll take it in consideration. Especially if more than one player wants it. | tend to be a very permissive GM, and usually err on the side of indulgence. If i's not game-breaking or clearly ‘overpowered, chances are I'l allow it, whatever it may be. Whenever I'm in doubt of how a rule works, | wll most likely rule it in the way most favorable to the players, then look it up and rule it correctly the next ime it comes. up. Rule of Cool tends to play a big role in games where I'm the GM. That doesn’t mean | allow cheating or fumble dice, but Ill often give players a considerable bonus for clever and/or daring acts. ‘Similarly, good roleplaying might afford you bonuses. | won't force players to role play their Diplomacy checks, nor will | penalize them if they don't want to. But I'll give them significant bonuses if they do it. Did you make an inspiring speech or convincing argument instead of simply saying “I use Diplomacy/Bluf" and rolling dice? Did you describe how you look for traps, instead of simply ralling Perception and Disable Device? Chances are I'll give you a good bonus to that check. These bonuses are usually a +2 or +4, but they have no real limit, +8 bonuses are not unheard of. Good roleplaying, creativity, clever thinking and cinematic action should be encouraged, in my opinion, You'll notice my house rules listed here focus on balancing mechanics rather than flavor. That is intentional. | believe players, not rules, should be the ones to define their characters’ background, personality and overall flavor. If you want a Barbarian who describes Rage as some unique variance of Lycanthropy, Mythic Combat Trance or really bizarre Bardic Performance, | won't mind, as long as you don't use fluff to justify a mechanical change. Stuff with the annotations “Under Consideration’ or “Under Revision’ is stuff I'm not so sure about, so | can probably be easily convinced to modify or remove it altogether, Any ideas for rules changes that | happen to have during the campaign will be discussed with the players and only be implemented if each and every player is okay with it, so don’t worry about me changing rules on a whim, it won't happen. Goto Summary hitpsidocs google. com/documenfs3xqjRLOJUBix-gK3OLI3LjOyiLmke-LIWUrIDkiedit 131 2ovarzo18 LLemmy's Magnificent Colleton of Houserules! - Document! Google Chapter Index Click to go straight to the chapter of interest haracter Creation and Advancement Character Creation Character Advancement Hit Dice & Hit Points Races Universal Adjustments Race-specific Adjustments Classes Universal Adjustments Class-specific Adjusiments Archetypes Banned/Removed Archetypes, Modified Ar Universal Class Variants Unarmed & Unarmored Class Variant Feats Banned/Removed Feats Modified Feats New Feats Traits Magic & Spells Casting in Combat Casting Defensively ‘Spontaneous Casting ‘Spell Progression Known Spell Metamagic Feals Banned Spells Modified Spells Skills Combat 1ck Penal I Fall Starting Combat Flat-Footed Movement Followed by Multiple Attacks Aimin Alignment Character Conditions Environment Lighting & Visibility Weapons and Armor Equipment Return to Summary ntpsildocs.google.com/decumentitfs3xgjRLOdUBii-gkK3OUBiLjOytLmke-LWUHIDKed 2a 2ovarzo18 Lemmy’s Magnificent Calaction of Hauserules! - Document Google Character Creation and Advancement Character Creation = 20 or 25 point buy. Depending on campaign difficulty and character advancement expectation. = 2 traits Selected from this list. Other traits may be allowed on a case-by-case basis. All Core and Featured races allowed, as well as some Uncommon races. 3.6 races may or may not be. allowed on a case by case scenario, If they are, minor adjustment might be made to make them balanced with Pathfinder race.( e.g.: Shifters lose their penalty to Int, Changelings (the ones from Eberron) get a +2 bonus to one attribute of their choice, etc.) 3.5, 3PP and homebrew Material is allowed on a case-by-case basis, but I'm always willing to consider all ideas and | tend to be quite permissive in this aspect, so I will most likely allow you to at very least give it a try. = Books Allowed: CRB, APG, ARG, ACG, UM, UC, UE and Dreamscarred Press’ Ultimate Psionics. A and UI, as well as other Paizo books and 3p and homebrew stuff is allowed on a case-by-case basis. Not because I want to ban them, but because there's so much stuff out there that I do not feel comfortable giving it all a blanket permission. I honestly have no idea what is in some of those books. ‘As with any other rule or material, RAW or not, I reserve the right to reconsider my decision if something proves to be too powerful or disruptive to the game. ‘Character Advancement Ability Scores All characters are considered to have a +0 enhancement bonus to all ability scores at 1st level. Every even-numbered level, characters gain a +1 increase to the enhancement bonuses of two ability scores of their choice. Every bonus can be increased again by selecting the same ability score again, but the character must wait at least 3 levels before selecting the same bonus again. ‘As an special case, at 20th level, characters gain and additional +1 increase to all enhancement bonuses to ability scores (including the one gained at 20th level) Al ofthis is in addition fo the usual inherent bonus gained every 4 levels, This progression may or may not continue unchanged beyond 20th level. I'm still undecided on that matter. General Bonuses Every level, all characters select one of the following benefits: +1 Deflection bonus to AC +1 Enhancement bonus to Natural Armor +1 Resistance bonus to all saving throws +1 Untyped bonus to all skills +1 Untyped bonus to all concentration checks +2 known languages. Every bonus can be increased by +1 by selecting it again, however, the character must wait at least 4 levels before selecting the same bonus again (so levels 1 and 5, 2 and 6, 3 and 7, and so on). That means all bonuses should be at +5 by 20th level. Hit Dice & Hit Points ‘The number of hit points a character gets when she levels up depends on the hit die of the class she took a level in. Except for the first 3 levels, when characters get maximum hit points from their class HD, the hp per level is a hitpsidocs.google.com/documentafs3xqjRLOJUBix-gK3OLI3LjOyiLmke-LWUrIDkiedit iat 2ovarzo18 Lemmy’s Magnificent Calaction of Houserules!- Document Gaogle defined value based on class hd: d6:4 hp d8: 6 hp d10: 8 hp d12: 10 hp Races Universal Adjustments Characters can give up one of their racial attribute bonuses in exchange for not suffering their racial attribute penalty. (e.g.: An Elf could give up the Int bonus in exchange for not suffering the Con penalty, and a Dwar ‘could give up is Wis bonus in exchange for not suffering the Cha penalty). Race-specific feats, spells and archetypes can be taken by characters of any race, as long as the character has all the relevant racial abilties (if any). (e.g.: A Human couldn't take a Dwart-only feat if that feat required or changed darkvision in any way, since humans don't have that special sense, but a Hal-Orc could do it, since that race does have darkvision). Race-specific Adjustments Androl = Androids can choose to gain a bonus to Str instead of Dex. = Androids can get the Empathy feat for free at ‘st level, even if they don’t fulfil the prerequisites. EI Elves can choose to gain a bonus to Wis instead of Int. ~ Elves can trade Elven Weapon Familiarity for Weapon Focus with one of those weapons. Gnome = Gnomes can choose to gain a bonus to Int instead of Cha. Halfling Halfling movement speed is increased to 30 ft Human = Humans get 1 additional trait at 1st level, Lizardfolk - Lizardfolk get low-light vision. Oread = Oread movement speed is increased to 30 ft. Vanara = Climb speed is increased to 30 ft hitpsidocs.google.com/documenfs3xqjRLOJUBix-gK3OLI3LjOyiLmke-LIWUrIDkiedit aia 2ovarzo18 Lemmy’s Magnificent Calaction of Hauserules! - Document Google Classes Universal Adjustments - Every class that only gains 2 skill points per level now gets 4 skill points per level. The only exceptions are Arcanist, Witch and Wizard, as well as classes that are specifically noted to get a different number of skill points. = All classes get +1 additional skill point per level that must be assigned to a Craft, Perform or Profession skil This point may not be used on skills that fuel class features (such as a Bard's Versatile's Performance), but it may be assigned to a different one each level, = There is a modified Spells Known progression for spontaneous casters. Check the Magic & Spells section Channel Energy: Add the following changes: = Channel Energy heals and additional number of hit points equal to [levels in class that grant Channel Energy] Number of daily uses of Channel Energy is equal to [1 + Cha modifier + half (class level] (min. 1) Flurry of Blows: Change all instances of FoB/Brawler’s Flurry to the following: Flurry of Blows: ‘Once per turn, when you make an attack using [weapon usable with FoB!}, you can spend a free action to make an additional attack. This attack uses your total aitack bonus and must be made with a [weapon usable with FoB]. Starting at ‘1th level, during a full attack, you ean use this ability twice per turn. Flurry of Blows cannot be used in conjunction with Two-Weapon Fighting or Multattack, but also counts as those feats feat for he purpose of fullling prerequisites for feats and prestige classes, Monks can't use Flurry of Blows while wearing armor, using a shield, or carrying a heavy load, Trap Finding: Change all instances of Trapfinding to the following: Trap Finding You add a +1 bonus to Reflex saves to avoid traps, AC against attacks made by traps, to your AC against attacks made by traps, to all Disable Device and to Perception and Sense Motive skill checks made to detect traps and ambushes or avoid being surprised by a foe. This bonus increases by +1 at 6th level and every 3 levels thereafter, to a maximum of +6 al 18th level. You can use Disable Device to disarm magic traps, ‘Spontaneous Casting: Spontaneous casters use a different spell progression, Return to Summary hitpsidocs.google.com/documentafs3xqjRLOJUBix-gK3OLI3LjOyiLmke-LWUrIDkiedit 51 2ovarzo18 Lemmy's Magnificent Calaction of Hauserules!- Document Google Class-specific Adjustments (Classes not listed here are unchanged. That's either because I don't think they need any changes or because | don't know the class well enough to make proper adjustments to it) Barbarian - Rage Powers limited to once per rage get an additional use per Rage for every 5 Barbarian levels, but are limited to once per round. (e.g.: A 10th level Barbarian could use Strength Surge 3 times in the same Rage). ~ Starting at 11th level, Barbarians gain immunity to fear while raging, - Can trade their armor proficiency for a bonus to natural armor equal to their Con modifier. However, this bonus is not increased by Rage’s morale bonus to Constitution. - You can use either the Normal or Unchained version of any Rage Power. No matter what version of the class you're using Bard Whenever a Bard gets a new versatile performance, he can rearrange skill points from one or both of the replaced skils, ~ Skill ranks assigned to Versatile Performance skills count as ranks in the skills they're replacing Cavalier - Every level in Cavalier automatically gives you a rank in both Handle Animal and Ride. - At 8th level, Cavaliers gain Blossed War Rider as a bonus feat. Cleric - Clerics of deities who have unarmed strike as their favored weapon get the Improved Unarmed Strike feat as a bonus feat. Can spontaneously convert prepared. spells of Sth level or higher into Breath of Life. Druid = Can use thelr Survival bonus in place of their Handle Animal bonus, = Can choose to have spontaneous casting. In which case they use the Oracle spell progression but automatically learn Summon Nature's Ally |-IX as spells known instead of Cure spells. Fighter - Use the Fighter found here. Gunslinger - Firearms work differently. Check the Weapons & Armor session ~ Gun Training affects all firearms. ~ Disable Device, Escape Artist and any 2 other skills (chosen at 1st level) are class skils. - Number of Grit points is equal to Wis modifier + 1 (min. 1) = Can make Kn (Engineering) skill checks in place of Craft (Alchemy) skill checks. ~ At 6th level, Gunslingers no longer need a free hand to reload firearms. - Reduce all firearms! misfire chance by 1 for every 6 Gunslinger levels. (min 0). = Get a +1 bonus for every 3 Gunslinger levels against all fear, possession and mind control effects. = Immunity to fear effects at 10th level, for as long as you have at least 1 grit point remaining, = Can spend one grit to get a bonus equal to your class level on your next Dex-based skill check (except Stealth) hitpsidocs.google.com/documentafs3xqjRLOJUBix-gK3OLI3LjOyiLmke-LWUrIDkiedit et 2ovarzo18 Lemmy/s Magnificent Callacion of Houserules!- Document Google Inquisitor - Unlike most spell-ke abilities, the DC for an inquisitor's Discern Lies ability (as well as any other SLA gained from Inquisitor levels) is based on Wisdom, rather than Charisma. = Tracking bonus applies to all Survival skill checks. - Inquisitors of deities who have Unarmed Strike as their favored weapon got the Improved Unarmed Strike feat as a bonus feat, Monk ~ Use the Monk found hore, Or the Unchained Monk, Whichever you prefer, Oracle - Good Fortitude save progression, - Learn their Mystery spell as soon as they have access to the appropriate spell level ~ Can trade their Curse class feature for a Cleric Domain. = Automatically learns Breath of Life as soon as they are able to cast Sth level spells. Paladin & Anti-Paladins ~ Alignment can be Any Good (for Paladins) or Any Evil (for Anti-Paladins) ~ Caster level is equal to your full Paladin/Anti-Paladin level, instead of Paladin/Anti-Patadin level -3. = Diplomacy, Intimidate and Kn(Planes) are class skils, Gain a bonus Combat feat at 4th level and every 6 levels thereafter. Ranger - Acrobatics and any two other skils (chosen at ‘st level) are class skills. = Can choose to have spontaneous casting, (Use Bloodrager spell progression), ~ Caster level and Druid level for Animal Companion is equal to your full Ranger level instead of Ranger level -3 ~ List of Aninial Companion options is the same as a Druid’s, ~ Can trade Hunter's Bond for one of the domains allowed for Druids. ~ Tracking bonus applies to all Survival skill checks and to Knowledae checks about Favored Enemies. - Rangers gain low-light vision at 6th level, Darkvision (60 ft) at 10th level and Scent at 14th level. I they already have one or more of these senses, they instead increase their range at the appropriate levels. - Bonus to all saves made to resist effects caused by one of your Favored Enemies’ spells, SLA and other supernatural abilties, This bonus is equal to half the attack bonus granted by your Favored Enemy class feature against that creature. ~ Can use thelr Survival bonus in place of their Handle Animal bonus. ~At 7th level, Rangers get a +10 fl increase to their base land movement speed. Rogue/Ninja = Use the Rogue/Ninja found here or the Unchained Rogue, whichever you prefer. ‘Shaman - Add Remove Disease, Remove Curse and Summon Nature’s Ally LX to their spell list. Sorcerer ~ Diplomacy is a class skill - Lear their Bloodline spell as soon as they have access to the appropriate spell level = Most 1s level Bloodline powers get unlimited uses per day (claws, minor blasts, eto). hitpsidocs.google.com/documenfs3xqjRLOJUBix-gK3OLI3LjOyiLmke-LIWUrIDkiedit 34 2ovarzo18 Lemmy’s Magnificent Calaction of Houserules!- Document Google ‘Summoner - Summon Monster SLA lasts 1 minute. This duration increases by +1 minute for every 5 Summoner levels. - Unlike other characters, Eidolon stil only get a +1 to a single attribute at 4th, 8th, 12th, 16th and 20th level ‘Summoners can spend a full round action that provokes attacks of opportunity to transfer some or all oftheir enhancement bonuses to the Eidolon - Use the Unchained Summoner's spl lst. = Instead of Gate, summoners get Plane Shift as an SLA Pounce evolution isnot limited to any base form, but costs 3 points and requires Summoner level 6. - SLAs granted by Breath Weapon, Basic Magic, Minor Magic and Major Magic evolutions can be used 3 times a hour. If there is any other similarly limited Evolution you think could use a boost, let me know. ~Eidolons can only have 3 natural attacks at fst. This number increases by +2 at 8th level and again at 15th ‘Swashbuckler ~ Charmed Life is gone, - At ‘st level, Swashbucklers gain a +1 Luck bonus to one save of their choice, At 4th level and every 4 levels. thereafter, they can add a +1 Luck bonus to another save or increase one of the existing bonuses, up toa ‘cumulative total of +6 at 20th level. That means they can choose their second good save. Or have good reflex and “medium For/Will save progression (or have super ultra Reflex save and poor Fort Will). = Swashbucklers get Force of Personality as a bonus feat at 6th level = Panache total is equal to 1 + Cha modifier (minimum 1). = Derring-Do: For as long as you have at least 1 Panache left, you get a bonus equal to your Cha bonus to all Dex-based skill checks (except Stealth and Disable Device). You can spend 1 Panache to get an additional bonus equal to your level on your next Dex or Cha-based check (except Stealth, Disable Device and UMD) - Precise Strike: When wearing light or no armor, not using any shield other than a buckler and not carrying a medium or heavy load, you can add your Dexterity bonus to damage rolls made with melee weapons (up to your level. if you spend 1 Panache point, your attacks also deal precision damage equal to your Swashbuckler level until the start of your next tum. - Swashbuckler Initiative: Changed. Now adds Cha bonus to Initiative checks (up to half Swashbuckler level) - Evasive: Swashbucklers get Uncanny Dodge at 3rd level, Evasion at 7th level and Improved Uncanny Dodge at 11th level, No Panache is required. hitpsidocs.google.com/documenfs3xqjRLOJUBix-gK3OLI3LjOyiLmke-LIWUrIDkiedit 2ovarzo18 Lemmy's Magnificent Calaction of Houserules!- Document Google Archetypes Banned/Removed Archetypes Paladin: Oath of Vengeance Sorcerer: Razmiran Priest ‘Summoner: Synthesist and Master Summoner Wizard: Exoloiter Wizard Modified Archetypes Bard © Archaeologist Bard:Get 1 additional round of Archaeologists Luck per Bard level. ‘© Ecclesitheurge: Add a Luck bonus to AC and CMD equal to their Wisdom bonus for as long as they wear no armor and use no shield, This bonus increases by +1 for every 6 Cleric levels (up to +3 at 18th level), but does not stack. with other abilities that add your Wisdom bonus to AC or CMD, even if they use a different type of bonus. Gunslinger ‘© Bolt Ace: Trades Gunsmith for proficiency with all crossbows. Al 6th level, Bolt Aces no longer need a free hand to reload crossbows. '* Mysterious Stranger: Doesn't have to spend grit to add their Cha-modifier to damage and gets Force of Porsonalty as a bonus feat at 6th level Magus '* Eldritch Scion Magus: Can use Soell Combat normally (doesn't need to have Eldritch Focus activated) and gets 2 additonal skil points per level. Eldritch Focus uses a separate resource pool instead of Magus Arcana (total rounds per day = Cha bonus + Magus level). Witch ‘* Scarred Witch Doctor: Retains its pre-errata Con-based casting. Doesn't gain the pseudo-Int bonus. hitpsidocs.googl.com/documentafs3xqjRLOJUBix-gK3OLI3LjOyiLmke-LWUrIDkledit iat 2ovarzo18 Lemmy’s Magnificent Calaction of Houserules!- Document Google Universal Class Variants These are class variants that can be applied to any class with the necessary class features. For now, there is only a single variant, but | do intend to add a few more. 'm always open to suggestions, advice and criticism, Universal Unarmed & Unarmored Class Variant - Evasive Maneuvers: You can exchange your armor and shield proficiency to instead be able to add a Dodge bonus to AC equal to your Int, Wis or Cha modifier (whichever you select at 1st level) when not donning armor or shield of any kind, ‘© Ifyour class has proficiency with medium armor, this bonus increases by +1 at 6th level and every 6 levels thereafter. ‘* _ Ifyour class has proficiency with heavy armor, this bonus increases by +1 at 4th level and every 4 levels thereafter. This bonus does not stack with other class features that allow you to add Wis, Int or Cha bonus to AC, unless said class features allows the character to replace her Dex bonus to AC, and even then, they can't add the same attribute to ACICMD twice, = Unarmed Combat: You get the IUS feat and your Unarmed Strike damage die rises to 146 (14 if you're ‘Small). You'te considered to have the Stunning Fist feat for the purpose of fulfiling prerequisites, Additionally if your class is proficient will all martial weapons, you can exchange this proficiency to instead be proficient with all Monk weapons and a single martial weapon of your choice. Relevant Thread hitpsidocs.google.com/documentfs3xqjRLOJUBix-gK3OLI3LjOyiLmke-LWUrIDkiedit 10131 2ovarzo18 Lemmy/s Magnificent Callacion of Hauserules! - Document Gaogle Feats Banned/Removed Feats Bullseye Shot: Now a combat option, instead of a feat. Doesn't work for ranged touch attacks ‘Cha-to-Will Save Feats: Instead, just take the Force of Personality feat in the “New Feats" session. Clustered Shots: This is the one archery feat I think is too powerful. ‘Combat Expertise: Now a combat option for all characters with BAB +1 Dazing Assault: This is possibly the most broken combat feat in the game. Dazing Spell: No. Just... No. Equipment Trick feats: If you fulfil the prerequisites you can do it without having to pay an extra feat, Leadership: This feat is way too good. | might allow it for obtaining mounts, though. Pummeling Style feat chain: For the same reason as Clustered Shots. Persistent Spell: SoL spells are annoying enough as its, thank you very much Power Attack: Now a combat option for all characters with Str 13 and BAB +1, Power Attack can only be activated when using Strenath on the attack roll. Weapon Finesse: Now a combat option for por any character, Style Master: You're considered to have your style feats active at all times when you would be able to make an unarmed strike (usually all the time, except when unconscious or helpless). Martial/Exotic Weapon Proficiency: There is a better version of these feats, Arithmancy, Sacred Geometry and anything similar to them! Modified Feats Antagonize: As a move action, make a Bluff, Diplomacy or intimidate skill check resisted by your target's Sense Motive check. If you are successful, until the beginning of your next tum, your target suffers a -6 penalty to all attack rolls made against any target other than you and must make a concentration check with a DC equal to [10+ double spell level + your BAB] to cast offensive spells (or use offensive spell-like abilities) that are not aimed at you or do not include you in its area of effect, falling this check means the spell does not work and the spell slot (or use of the spell-ike ability) is wasted. If more than one character use this feat against the same target, the effect only applies to the last character to use Antagonize. Blind-Fight: Scales to its Improved and Greater versions when the character has the appropriate number of skill ranks assigned to Perception. Cleave: When you hit an enemy with a melee attack, you can make an additional attack using the same weapon and attack bonus to a second target your threaten with that weapon. However, once you make this extra attack, you nat make any other attack until the end of your turn. Prerequisites: Str 13, BAB +1 Crane Wing: Use the pre-errata version. Doesn't deflect touch attacks or natural 20s. Cut/Smash From The Air: Instead of using AoO, these feats spend an immediate action. Great Cleave: You can make additional Cleaving attacks for as long as you keep hilting your extra targets (you cannot target the same target twice). All these attacks use the same to-hit bonus of the original attack. Once you use this ability, you cannot make any attack other than your cleaving attacks until the end of your tum. This ability cannot be used with attacks of opportunity. Prerequisites: Str 13, BAB +1, Cleave Return to Summary hitpsidocs.googl.com/documentafs3xqjRLOJUBix-gK3OLI3LjOyiLmke-LWUrIDkledit net 2ovarzo18 Lemmy’s Magnificent Calaction of Houserules!- Document Google Dervish Dance: You can add your Dexterity modifier instead of your Strength modifier to all attack and damage rolls made with one type of one-handed weapon of your choice and all weapons affected by Weapon Finesse. This damage is not increased by any condition or effect that would allow you to increase your Strength bonus to damage (such as wielding your weapon 2-handed), but itis reduced by half for off-hand attacks and secondary natural attacks. You cannot use this ability while donning a shield of any kind. (Prerequisite: BAB +1, Weapon Finesse) Dodge: Get a +1 Dodge bonus to AC and CMD. Increases to +2 at BAB +8 and to +3 at BAB +16. This bonus is. doubled against attacks of opportunity provoked by moving through an opponent's threatened square, (This feat supersedes Mobility and Two-Weapon Defense) Endurance: To make it simpler, the character gets a +4 bonus to all checks and saves made to resist fatigue, suffocation, hunger or thirst, as well as any damage caused by any of these effects. Expanded Weapon Proficiency: You get proficiency with all simple weapons and 1 martial or exotic weapon of your choice. Additionally you become proficient with 1 additional martial or exotic weapon for every +6 bonus in your BAB. Prerequisites: BAB +1 ‘Two-Weapon Fighting: Scales to include Improved TWF at BAB +6 and again to include Greater TWF at BAB #11. You can use Two-Weapon Fighting with a 2-handed weapon and a “0-handed" weapon, Double Slice: Scales to allow characters to treat one-handed weapon as light weapon for the purpose of calculating the penalties for TWF when BAB reaches 46, Scales to allow characters to add 1.5x their Strength modifier to damage rolls made with their main hand when BAB reaches 412. (This feat supersedes Two-Weapon Rend), Improved Channel: Besides raising the Channel Energy's save DC by 2,, it also increase its dice by 1 size category to a maximum of d10, (d6 -> d8 -> d10).This feat can be taken up to 2 times, but the second time doesn't increase Channel Energy's save DC. Improved Unarmed Strike: Raises unarmed damage die to 1d6 (144 for small creatures) and allows characters to deal lethal damage and threaten adjacent squares with their unarmed strikes, Improved : Also allows characters to use the maneuver against opponents of any size category, Scales to include the Greater version of the feat at BAB +6. Its bonus increases by +1 at BAB +12 and again at BAB +18, Prerequisite: Dex 13 (if originally required Combat Expertise) or Str 13 (if originally required Power Attack), BAB +1 Iron Will/Great Fortitude/Lightning Reflex: Include the improved version of the feat as well. The reroll can be used one additional time per day for every 8 character levels, up to a total of 3 times per day at 16th level Piranha Strike: Works with all weapons affected by Weapon Finesse, not just ight weapons. Polearm Training: You can use polearms and other reach weapons to attack adjacent enemies anywhere within your weapon's reach. However, attacks against targets not in the usual threat area of the weapon suffer a -2 penalty, Prerequisite: BAB +3, Precise Shot: Also includes the benefits of (and counts as) Point-Blank Shot, " hitpsidocs.google.com/documenfs3xqjRLOJUBix-gK3OLI3LjOyiLmke-LIWUrIDkiedit 21a 2ovarzo18 Lemmy's Magnificent Calaction of Houserules!- Document Google ‘Stand Still: When a foe provokes an attack of opportunity for moving through a square you threaten and you successfully hit him, you can give up your damage to instead force your enemy to make a Reflex save (DC: 10 + your BAB). If your enemy fails this save, it cannot move any further for the rest of its tum, (Ifa player prefers the original Pathfinder version of this feat, he can use that one instead). Toughness: In additional to the normal effect, it gives you +1 additional hit for every level in a class with d10 or 12 hd. ling: Also allows Clerics to pick 1 alternate Channeling (granted by one of their domains). They gain the ability use both the chosen alternate channel and its standard version, deciding which one is used each time they channel energy. Weapon Focus: You get a +1 bonus to attack rolls made with an specific type of weapon, This bonus increases to+2. when you reach BAB +8 and again to +3 when you reach BAB +16. Weapon Finesse: Also grant the benefits of Agile Maneuvers. Weapon Specialization: Choose a type of weapon. You double the damage bonus granted by Weapon Training to that weapon. Prerequisite: Weapon Training class feature. Whip Mastery: Scales to include Improved Whip Mastery when the character reaches BAB +5, and again to include Greater Whip Mastery when she reaches BAB +8, hitpsidocs.google.com/documenfs3xqjRLOJUBix-gK3OLI3LjOyiLmke-LIWUrIDkiedit 9091 2ovarzo18 Lemmy's Magnificent Calaction of Houserules!- Document Google New Feats Blademerang (Combat) ‘You can throw your weapon, damage your enemy and still have your weapon return to your hands, Prerequisites: BAB +6; Dex 17; Poini-Blank Shot; Precise Shot; Throw Anything Benefit: You can make a ranged attack with any light weapon you are proficient with, as if it were a thrown weapon with a range of 30 ft. Whether or not you hit your target, your weapon retums to your square after the attack. Catching the returning weapon requires a swift action (a free action, if you have the Quick Draw feat). Spinning Blademerang When you throw an weapon, you hit multiple targets. Prerequisites: BAB +8; Dex 17; Point-Blank Shot; Precise Shot; Throw Anything; Blademerang Benefit: As a standard action, you can make a ranged attack with a thrown weapon, if hit your target, the weapon bounces and strikes one other target who is no further than 30 ft from the first one, This process can be repeated until you miss or have hit a number of targets equal to your Dex modifier (maximum 5), at which point it returns to you. You must roll a separate attack roll for each target. Block The Sun (Combat) You shoot so fast that you cause a verifiable rain of death over a small area Prerequisites: BAB +11; Dex 20; Manyshot or Rapid Reload; Rapid Shot, Benefit: As a full round action that provokes an attack of opportunity, you can use a ranged weapon to rapidly shoot multiple projectiles on a small area (10 ft radius) within the first range increment of the ranged weapon used, dealing damage of the same type caused by your weapon equal to your Dex modifier + 1d6 for every +2 in your BAB (up to Dex modifier + 10d6 at BAB +20) to all creatures in the affected area. Creatures in the area of ‘effect can make a reflex save (DC: 10 + half your BAB + your Dex modifier) to reduce this damage by half. This ability only spends 1 projectile fram the shooter's ammo reserves. Brutal Thrower (Combat) You use brute force, rather than precision, to make thrown weapons bypass your larget’s defenses. Prerequisites: Str 15; BAB +1; Throw Anything Benefit: You can add your Strength modifier in place of your Dexterity modifier to all ranged attack rolls made with thrown weapons Bullseye Your aim is accurate and deadly. Prerequisites: BAB +1; Dex 17; Point-Blank Shot; Precise Shot. By spending a move action to aim properly at a target of your choice, you gain a +1 bonus to the attack and damage rolls of the next ranged attack you make against the chosen target before the end of your turn. Thes bonuses increase by +1 for every +4 in your BAB. Additionally, if you have the Sneak Attack class feature, it applies to the affected attack as ifthe target were flat-footed. This feat has no effect on ranged touch attacks. Tactical Reposition You can move while aiming at your target. Prerequisites: BAB +1; Dex 17; Poin'-Blank Shot; Precise Shot; Bullseye. When you use the Bullseye feat, you can move normally with the same move action used to alm at your target. However, you must be able to see your target at the start and at the end of your movement. Return to Summary hitpsidocs.googl.com/documentafs3xqjRLOJUBix-gK3OLI3LjOyiLmke-LWUrIDkledit aia 2ovarzo18 Lemmy's Magnificent Calaction of Hauserules!- Document Google Burning Blade (Combat) You swing your weapon with such force that the friction with the atmosphere causes it to superheat, Prerequisites: BAB +10; Str 20 or Dex 20 Benefit: When you use a charge or standard action or charge to make a single melee attack against your target, the weapon used in such attack superheats, causing it to glow bright red and/or be enveloped in flames, dealing ++5d6 fire damage in addition to the damage it would normally cause, Following that, for a number of rounds equal to half your BAB (rounded down), your weapon deals +2d6 fire damage per hit in addition to its normal damage. No harm or damage is dealt to the weapon or limb used. The initial damage increases by +1d6 once you reach BAB +12 and every +2 BAB thereafter, up to 10d6 at BAB +10. Celestial Fist (Combat) Through insight and discipline, you learned to harm your opponents by attacking them with precise strikes and superior martial techniques rather than brute strength. Prerequisites: BAB +1 or Monk level 1; Dex 15; Wis 15; Improved Unarmed Strike; Weapon Finesse. Benefit: When attacking with unarmed strikes, natural attacks, monk weapons or your deity's favored weapon, you can apply your Wisdom modifier to damage rolls instead of your Strength modifier. This bonus is not increased by any condition or ability that would allow you to add 1.5x your Strength modifier to damage rolls (such as wielding a weapon 2-handed or using the Dragon Style feat), nor is it reduced for off-hand attacks. Duck Hunter (Combat) You can bring airborne enemies to the ground! Prerequisites: BAB +5; Dex 15; Poini-Blank Shot; Precise Shot Benefit: Every airborne enemy you damage during your turn must succeed on a Reflex saving throw (DC: 11 + half your BAB + your Dex Modifier] at the end of your turn or fall 30 ft. If this ability causes them to reach the ground, they must make a Fly skill check [DC = 10 + your BAB] or fall prone. Earth-Shattering Strike (Combat) You strike the ground with enough force to cause a localized earthquake. Prerequisites: BAB +11; Str 22; Power Aitack; Improved Sunder Benefit: As 2 standard action, you can hammer a solid surface with incredible force, causing it to shake violently. Every creature other than yourself within a 10 ft radius who is standing on the affected surface must succeed on a Reflex save (DC = 10 + half your BAB + your Str modifier) or fall prone. The affected surface area is therefore treated as difficult terrain. Force of Personality ‘You use your ego and confidence, rather than discipline and clarity to shield your mind from harm, Benefit: You replace your Wisdom modifier with your Charisma modifier on all Will saving throws. Special: A Fighter can select Force of Personality as one of his bonus feats. Fighting Prodigy (Combat) You have an unusual talent for warfare. Prerequisite: BAB +2; at least two other Combat feats. Benefit: You get a Combat Prowess from the Fighter's list of basic Combat Prowess’ ‘Special:This feat can be taken up to three times plus one additional time for every 2 Fighter levels you possess above Sth, ‘© Ifyou have no levels in the Fighter class, your effective Fighter level for abilities obtained through this featis 1 ‘© Ifyou have the Advanced Combat Prowess class feature, you can pick an advanced combat prowess When you take this feat. ‘¢ Ifyou have the Greater Combat Prowess class feature, you can pick a greater combat prowess when you take this feat. hitpsidocs.google.com/documenfs3xqjRLOJUBix-gK3OLI3LjOyiLmke-LIWUrIDkiedit 16131 2ovarzo18 Lemmy/s Magnificent Callacion of Hauserules! - Document Gaogle Heavy Strike (Combat) Your attacks are so powerful that they even affect nearby creatures Prerequisites: Str 19; BAB +6 or Monk level 6; Power Attack. Benefit: Once per round, when you successfully deal damage to an enemy while using Power Allack, every ‘enemy adjacent to you or to your target suffers damage equal to your weapon's base damage die plus the bonus damage from Power Atlack, This damage is muttiplied on critical hits. Once you reach BAB +11 or Monk level 11, this damage is dealt to all enemies who are no further than 10 ft. away from you or your target. Impaling Shot (Combat) You can pierce through multiple targets with a single arrow, Prerequisite: BAB +6; Deadly Aim; Point-Glank Shot; Precise Shot Bonefit: As a standard action, you can make a single attack with a ranged weapon. This attack deals damage to all enemies in a 60 ftline. Use the same attack roll for all targets. Creatures hit must succeed on a Reflex save {DC 10 + half your BAB + your Dex modifier) or suffer blood damage equal to your weapon's base damage die every turn Juggernaut Charge (Combat) You charge into battle with extraordinary ferocity and strength, Prerequisites: BAB +11; Con 18; Acrobatics § ranks. Benefit: When you charge, you can ignore difficult terrain and even tread on liquid surfaces (as if under effect of the Water Walk spell) as well as move through enemy squares. During your charge you gain a dodge bonus to ‘AC equal to half your BAB (up to +10 AC for BAB +20) against attacks of opportunity. All enemies you run through, as well as the target of your charge, suffer damage equal to double the base damage die of your weapon (e.g.: 2d8 for a longsword, 4d6 for a greatsword, etc) in addition to any other damage they would suffer. This damage is of the same type caused by your weapon and bypass any damage reduction or eneray sgsistance you would would be capable of bypassing when attacking with your weapon. If you have the Mounted ‘Combat feat, your mount also gains the benefits of Juggernaut Charge when you make a mounted charge. Knife In The Back (Combat) You are adept of stabbing enemies in their weak spots. Prerequisite: BAB +3; Dex 17; Shadow Stiike Benefit: You gain the Sneak Attack ability, except it only deals 144 damage. This damage increases by +104 when you reach BAB +9 and again when you reach BAB +15. Ifyou have the Sneak Attack class feature, you instead raise one of its damage dice by 1 category (d4 > d8 -> d10 -> d12), toa maximum of d12. Ifyou have at least 9 levels in the class that grants the Sneak Allack class feature, you increase the damage of two ofits damage dice. If you have at least 15 levels init, you increase the damage of three damage dice, Misdirection (Combat) You can trick opponents into attacking thin ai Prerequisites: BAB +1 or Sneak Allack class feature; Combat Reflexes or Improved Fein: Blut § ranks Benefit: When hit by a critical it or by an attack that deals precision damage, you can use an immediate action to make a Bluff check. if your check is higher than the attack result, the attack’s critical hit multiplier is reduced by -1 (to a minimum of 1) and it doesn't deal precision damage. You must be aware of the attack and not flat-footed in order to use this abiliy. This ability cannot be used against a Natural 20 One With The Elements Through mental discipline or raw physical toughness, you learned to resist the power of the elements. Prerequisites: Con 15; Wis 15; Endurance feat or Purity of Body class feature. Benefit: Choose one type of elemental damage: acid, cold, electricity, fre or sonic. You gain eneray resistance § against that element, if you have 15 HD or more, this resistance increases to 10. If you already have eneray resistance against the chosen element, it increases by these amounts. Special: This feat can be taken multiple times. its effects do not stack, you must select a different type of ensray resistance each time you take it. ‘Opening Volley (Combat) Return to Summary hitpsidocs.googl.com/documentafs3xqjRLOJUBix-gK3OLI3LjOyiLmke-LWUrIDkledit 16131 2ovarzo18 Lemmy’s Magnificent Calaction of Hauserules!- Document Google You can cover your approach with ranged attacks. Prerequisite: BAB +6; Combat Reflexes; Point-Blank Shot; Precise Shot Benefit: As a full-round action, you can make a single ranged attack followed by a charae against a target of your choice. If your ranged attack hit, your target is considered flat-footed against your charge attack. The target must be within your charge range for you to be able use this ability, Piledriver (Combat) When you grapple your opponent, you can take them to Suplex City! Prerequisites: BAB +3 or Monk level 3; |mproved Unarmed Strike; Improved Grapple, Benefit: When you succeed at grappling an opponent, you automatically deal your unarmed strike damage to your target (this damage is doubled if you roll a natural 20 on your grappling attempt). After this damage is dealt, you can choose to release the grapple and cause your opponent to fall prone (airborne targets are brought 30 ft down instead, and only fall prone if they reach the ground). If you have the Stunning Fist feat you can choose to use it on your opponent when you release your grapple instead of causing it to fall prone. Ricochet Shot Impaling Shot (Combat) You can hit multiple targets with a single projectile. Prerequisite: BAB +6; Deadly Aim; Poinl-Blank Shot; Precise Shot Benefit: As a standard action, you make a ranged attack against a target of your choice. If you hit, you may immediately make another attack as a free action against another target no farther than 30 ft from your original target. The second attack is considered to have been shot from the position of the original target, and is incapable of dealing precision damage. ‘Shockwave (Combat) You strike the ground with such force that rippling waves damage everything in front of you. Prerequisites: BAB +9; Str 22; Power Attack; Improved Sunder Benefit: As a standard action, you can strike a solid or liquid mass or surface next to you (usually the ground) to cause a shockwave that causes 1d6 + your Str bonus of bludgeoning and slashing damage for every +2 in your BAB (up to 10d6 + your Str bonus at BAB +20) to every creature in a 30 ft cone in front of you. Surfaces made of particularly harmful substances (such as molten lava or acid) cause an equal number of damage dice of the appropriate type of damage in addition to the normal bludgeoning/slashing damage (e.9.: A character with BAB +12 using this ability on a surface of molten lava would cause 6d6 bludgeoning/slashing damage + 6d6 fire damage + her Str bonus). Targets in the affected area can make a Reflex save (DC = 10 + half your BAB + your Str modifier) to reduce the damage by hall. ‘Shove and Shoot (Combat) You push enemies away from you before striking them, Prerequisites: BAB +6; Power Attack; Improved Bull Rush or Awesome Blow; Combat Reflexes. Benefit: As a standard action, you make a bull «ish or awesome blow attempt against a target of your choice. If successful, the target is pushed back as normal and you can then spend one of your attacks of opportunity to make a follow-up attack against your target. If you can make a bull -ush attempt as part of an attack (e.g. if you have the Shie|d Slam feat), you can make an attack instead of a simple bull rush attempt, hitpsidocs.google.com/documentafs3xqjRLOJUBix-gK3OLI3LjOyiLmke-LWUrIDkiedit iat 2ovarzo18 Lemmy’s Magnificent Calaction of Houserules!- Document Google Slashing Cyclone (Combat) You move with incredible speed, striking multiple enemies on your path. Prerequisites: BAB +5, Dex 15; Combat Reflexes Benefit: You move up to your base movement speed as a full-ound action. You can make a single atlack of opportunity against every creature you threaten at any point during your movement (you can use all your atlacks of opportunity this way, but you can only make 1 of them per target). This movement provokes lacks of opportunity as normal and can’t be used on difficult terrain. If you have BAB +11 or higher, you can move up to double your movement speed when using this feat and this movement is unimpeded by dificult terrain and no longer provokes attacks of opportunity. Song Blade (Combat) You can use sound as a weapon. Prerequisites: Perform (any sound-based) 3 ranks; Cha 18 Benefit: As a standard action, you can release a sharp sonic attack against a target no farther than 60 ft. You must make on a ranged touch attack against your target, using your Cha modifier instead of your Dex modifier. If successful, you deal sonic damage equal to [1d6+ your Cha modifier] to your target. You can make one additional sonic attack for every 8 ranks you have in the selected Perform skil, up to a maximum of three altacks at 16 ranks. This is a supernatural ability In order to use this abilty, you must use the type of instrument necessary for your performance skill (e.g.: a flute for Perform (wind instruments)) or your voice (in the case of Perform (Oratory) and Perform (Sing)). This ability does not work in areas where sound can't exist, such as the area of effect of a Silence spell. Steadfast Determination You draw mental resilience from your physical might. Prerequisites: Wis 10; Endurance: You can add your Constitution modifier Instead of your Wisdom modifier on Will saving throws. Talented You leam new skills faster than most people. Prerequisites: Int 10 Benefit: You gain 4 addtional skill rank per level in any class that gains up to 4 skill points por level and 2 additional skill ranks per level in any class that gains 6 or more skill points per lovel. This feat retroactively applies to all lass levels you have hitpsidocs.googl.com/documentafs3xqjRLOJUBix-gK3OLI3LjOyiLmke-LWUrIDkledit a3 2ovarzo18 LLemmy's Magnificent Calletion of Houserules! - Document! Google War Rider (Combat) You trained or acquired a loyal mount to accompany you in battle Prerequisite: Handle Animals 1 rank; Ride 1 rank Benefit: You get a war-trained boar, bull, camel, doa, horse, elk, orca, ostrich, pony or small cat. This ability functions exactly ike the Druid's Animal Companion ability, except that your effective Druid level is equal to your ranks in the Ride skill. You get a +4 insight bonus to all Handle Animals and Ride checks related to this mount. It takes 72 hours to replace a mount that is dismissed, lost or dead. Blessed War Rider (Combat) Your mount has somehow obtained new fantastic abilties. Prerequisite: Animal Companion or Mount class feature or War Rider feat; Handle Animals 9 ranks; Ride 9 ranks: Benefit: Your mount or animal companion gains darkvision (60 ft) (iit akeady has darkvision, its range increases by 60 ft), Spell Resistance equal to [10 + your ranks in Ride] (which doesnt apply to harmless spells) and the ability to make 5 ft-steps, run and charge even on difficult terrain. Ifyou have at least 11 ranks in both Handle Animals and Ride, your mount becomes able to freely tread on liquid surfaces as if under constant effect of the Water Walk spel. This is a supematural ability. ‘© Ifyou have at least 15 ranks in both Handle Animals and Ride, your mount gains a pair of wings, which grants it a Elight 3f 60 ft with good maneuverability. While these wings may have been acquired through magic, they are not magical in nature and your mount's fight speed is considered a natural ability Return to Summary 8 ntpsildocs.google.com/decumentitfs3xgjRLOdUBii-gk3OUBiLjOytLmke-LWUHIDKed 9131 2ovarzo18 Lemmy's Magnificent Calaction of Hauserules!- Document Google Traits This is a quick lst of generic traits that are allowed in my games. Traits from RAW are allowed on a case by case basis. Unusual Training: At some point in your life, you received some training not usually taught to those who share your line of work. You get a +1 trait bonus to one skill of your choice and that skill becomes a class skill for you. ‘Special: You can select this trait multiple times, you must select a different skill each time. Quick Reactions: You are faster than most to react to danger. You get a +2 trait bonus to Initiative, Focused Mind: You don't let yourself be distracted by simple things such as imminent danger. You get a +2 trait bonus to all Concentration checks. Magical Knack: You have talent for studying and practicing the magic arts. Your caster level increases by +2. This trait cannot raise your CL beyond your total character level, Bit of Sorcery: You show disposition for the arcane, even if you never practiced it. Choose one Oth level spell from the Bard, Magus, Sorcerer/Wizard or Witch spell list. You can cast that cantrip as an SLA at wil. Your caster level for this ability is equal to your total HD, Blessed: You are capable of channeling a small fraction of divine power. Choose one Oth level spell from the Cleric/Oracle, Druid, Inquisitor or Shaman spell list. You can cast that orison as an SLA at will. Your caster level for this ability is equal to your total HD. ‘Sacred Marking: You have a birthmark or tattoo that looks very similar to the holy symbol of the god you chose to worship later in life. This birthmark or tattoo can serve you as a divine focus for casting spells and you gain a +2 trait bonus on all saving throws against charm and compulsion effects. Martial Knack: You have an unusual talent for fighting with your favored weapon. Choose one type of weapon. You get a +1 trait bonus to damage rolls caused by altacks with that weapon. Resili nt: You are surprisingly resilient. You get a +1 trait bonus to all Fort saves. Nimble: Your reflexes are extraordinarily fast. You get a +1 trait bonus to all Reflex saves. ‘Strong-willed: Your will power is unusually high. You get a +1 trait bonus to all Will saves. Sharp of Sight: You lived or worked most of your lfe in dark areas. You gain the low-light vision special sense. If you already have low-light vision, you become able to see 3 times further than normal humans can in dim light. hitpsidocs.google.com/documenfs3xqjRLOJUBix-gK3OLI3LjOyiLmke-LIWUrIDkiedit 20191 2ovarzo18 Lemmy’s Magnificent Calaction of Houserules!- Document Google Magic & Spells Casting in Combat Casting Defensively ‘The DC for casting defensively is equal to 10 + the highest BAB currently threatening the caster + double spell level. This DG increases by +2 for every additional enemy threatening the caster. ‘Special: ifthe caster has the Combat Castina feat, the DC only raises by +1 per additional enemy. Characters with Uncanny Concentration completely ignore the increase in DC for additional enemies. Spontaneous Casting Spell Progression Sorcerers and Oracles get access to their spell levels at the same rate that Wizards and Clerics do. (2nd level spells at character level 3, 3rd level spells at character level 5, etc). Al levels where spontaneous caster get spells they wouldn't have access to while using the normal rules, their number of spells per day of that spell level is 1 fewer than what they would have next level (minimum 1). e.g.: A Sth level Sorcerer gets two 3rd level spells per day. This change does not apply to Arcanists. Known Spells ‘Spontaneous casters start with 2 known ‘st level spells and lear 2 additional spells of any level they can cast whenever they go up a level. Atleast one of these spells must be of their highest spell level available. If they have access to cantrips, they also start with 4 known cantrips/orisons and leam an additional one every 3 levels. ‘Metamagic Feats Metamagic feats do not increase the casting time of spells unless the spell level is increased by 4 levels or more. (Quicken Spall is stil an exception). Banned Spells - Blood Money 20 hitpsidocs.googl.com/documentafs3xqjRLOJUBix-gK3OLI3LjOyiLmke-LWUrIDkledit 2a 2ovarzo18 Lemmy/s Magnificent Callacion of Houserules!- Document Google Modified Spells ‘Animate Dead, Create Undead, etc: The number of undead a character can create and maintain at any given time is limited not by HD, but by CR, A character who uses this spell can have any number of undead minions, as long as their cumulative CR doesn't surpass the character's caster level -2 Baleful Polymorph & Polymorph Any Object: Character are only transformed if they fail both thelr saves or if they fail their Fortitude save and have at least 4 HD less than the caster has caster levels. Charm Person/Monster: Creatures affected by this spell no longer blindly obey the caster. Instead, they treat the character who cast the spell as if she were their best friend and personal hero, (e.g.: The target will do all it can to help you and view everything you say in the best possible light, but it won't kill ts children just because you said so, You'll need Dominate Person/Monster for that.) Confusion: Confused character have a higher chance of acting normally. Check the Character Conditions session. Every tur the target is able to act normally, it can make an extra saving throw to end the effect of the spell. Create Demiplane: “Timeless” property is not available. Create Pit spells: Targets suffer 146 fall damage for every 2 caster levels, to. a maximum of 5d6 at CL 10. Death Ward: Has a 7th level Greater version that offers complete immunity to death spells and all magical death effects. Both versions can be made permanent with the Permanency spell Dominate Person/Monster: The spell lasts for a single day instead of 1 day per caster level. Fear: The target can make a new saving throw every round, although she stil suffers the -2 penalty caused by the Panicked condition. If successful on her saving throw, the target is loses the Panicked condition but is ‘Shaken until the start of their next turn. Feeblemind: The target has its Intelligence and Charisma score reduced by -8 (to a minimum of Int 1 and Cha 1). Additionally, it loses the abilty to cast spells of the 2 highest spell levels it has access to. After 24h, the target, can make another Will save with the same penalty iit fails in this second save, the effects become permanent. Flesh To Stone: Characters are only petrified if they have at least 4 HD lower than the caster level of the spell. Otherwise, they are simply staggered for 1 round per caster level. Characters already staggered by this spell are petrified if fail their save against a second casting of Flesh To stone. Additionally, this spell can be used to return pettified enemies to normal, therefore removing the necessity of the Stone to Flesh spell Gate: When using this spell to summon an specific or unique creature, its casting includes building a shrine to the summoned creature. This shrine takes 1 day to build per HD the summoned creature possess, and it costs at least 1,000gp per construction day. Offerings to the summoned creature can reduce this price by half (e.g, Sacrificing an innocent to a Demon Lord, etc). This explains why cultists build shrines and offer sacrifices instead of simply buying a scroll Glibness: Grants a bonus to Diplomacy and Bluff skill checks equal to your caster level (maximum +10). a hitpsidocs.google.com/documenfs3xqjRLOJUBix-gK3OLI3LjOyiLmke-LIWUrIDkiedit 2a

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