Test Campaign House Rules

0 House Rules Directory v2

House Rules

General Rules and Etiquette

Changing Rules: Rules may be patched or changed during the campaign. This will only happen between chapters.

Scheduling: Please reply to scheduling messages ASAP. It does not have to be a yes/no immediately, but if it’s a maybe, you should at least give a reason why it’s a maybe. Preferably with an ETA of when you’ll get better information. If a player fails to show up to a session 2 or more times without good reason, they may be removed from the game.

Character Motivations: Regardless of the PCs alignment and personality, I want them to cooperate with each other. For smoothness, I want the party to always be on the same map and to actively help each other during combat. The characters’ motivations must therefore be aligned, at least until the end of a chapter. If character motivations are misaligned, the minority half may have a separate session, or become NPCs until they realign.

Roleplay: Don’t be afraid to tell, not just show. Tell the table why your character acts the way they do. Highlighting your character with your own words is okay!

e.g.:
Orbin doesn’t want to heal you while beside an enemy because he is a coward.
Max is taking the challenge because he is too proud to back down.
Edward is helping the children because they remind him of his brother.

Min/Maxing: I’d like all PCs to be roughly the same power level. Make sure you pick something fun.

Party Combat Roles: If a party member or two wants to deeply specialize into a combat role, other players should give way and pick a different role to work on. I recommend having at least two members that focus on damage.

Currency: We use weightless currency.

Death: The excess damage required to kill a creature is increased to twice its Constitution score.

Experience: Characters will level up after reaching certain milestones.

Enemies: Be aware that enemies may benefit from house rules such as feat taxes.

Character Creation I - General Creation Rules

Starting Level: 3
Starting Wealth: 5,000 gp (higher than the normal 2,000 gp)
Stats: Point-buy 25

Races: First-party races are allowed, others with GM approval
Classes & Prestige Classes: First party and Suwe’s Classes are allowed, others with GM approval.

  • Summoners: You cannot use the Base Summoner class. You must choose the Unchained Summoner class.
  • Bloodragers: You cannot use the Primalist archetype.
  • Monks: Unchained Monks who wish to take chained monk archetypes must ask the GM.
  • Control Limit: The player party cannot have more than 9 turns combined per round. This is important to keep in mind during class selection.

Hit Points: We’ll use Max HD + Con for every level. Enemies and summoned creatures will have the same.

Traits: Take two or three traits. Campaign, Factional, Regional, or Religion traits are subject to GM approval.

Skill Points:

  • Perception Adjustments (v3): You can no longer put points into Perception. Your ranks in Perception is either high (=HD), moderate (=1/2 HD), or low (=1/4 HD), determined by your desired character flavor or party vote. Perception is still modified by Wisdom, items, etc. You can use Knowledge instead of Perception in some cases (e.g., Using Knowledge (Engineering) to spot hidden doors, Using Knowledge (Nature) to spot animals hiding).
    • For a party of 5, I recommend 2 characters with high perception with the rest of the party having moderate or low.
  • Background Skills: We will be using Background Skills.
  • Classes with 2+Int skills points per level have 4+Int skill points per level instead.

Character Creation II - Combat Stamina EitR Feat Taxes, Combat Maneuvers, and Movement

Replacing Feats: If you already have a feat in this section that is marked with R^R you can replace it with another feat.

3rd Party Feats

Potion and Scroll feats: You may select these feats from Kobold Press

Spheres of Might: You may select the Aerial Trip, Dragon’s Tattoos, Zodiac Tattoos, Giantslayer, Titan Breaker, Heroic Resolve, and Muscular Reflexes feats from Sphere’s of Might.

  • Dragon’s Tattoos require an initial investment of 600gp and Zodiac Tattoos require an initial investement of 300gp for inks.
  • Heroic Resolves uses 10 Combat Stamina instead of Martial Focus.

Combat Stamina

We will be using the combat stamina alternative ruleset.

System summary: The system defines a stamina pool with maximum stamina points equal to your base attack bonus + your Con mod (excluding temporary Con buffs). A stamina point is regained by 1 minute of uninterrupted rest. Stamina points are used with feats, as detailed in their description. Dropping to 0 stamina points causes you to become fatigued until you have at least 1 point.

For this campaign: You will have the base Combat Stamina feat (shown below) added as a miscellaneous feature, thereby automatically gaining a stamina pool. The combat tricks for feats converted into combat options (such as Power Attack or Deadly Aim) are available once their prerequisites are met. The combat tricks for feats that have been merged (such as Mobility and Dodge) are all available on the merged feat. The combat tricks for completely removed feats (such as Point-Blank Shot or Rapid Shot) are unavailable.

If you have Deft Maneuvers, you gain the combat trick of Improved Dirty Trick, Improved Disarm, Improved Reposition, Improved Steal, or Improved Trip, matching the maneuver for which you have selected the +2 bonus.


Combat Stamina (Combat)

You stop at nothing to drive your attack home.

Prerequisite(s): Base attack bonus +1.

Benefit(s): You gain a stamina pool. After you make an attack roll with a manufactured weapon, unarmed strike, or natural weapon attack with which you are proficient, but before the results are revealed, you can spend up to 5 stamina points. If you do, you gain a competence bonus on the attack roll equal to the number of stamina points you spent. If you miss with the attack, the stamina points you spent are still lost.

Special: Since you have a stamina pool, you can spend your stamina points to use any combat tricks associated with combat feats you possess.


Elephant in the Room Feat Tax Relief:

Certain feats are merged together, made available by default, or have adjusted prerequisites; detailed in this subsection. These rules derive from Elephant in the Room Feat Taxes. You can read about the motivation for these changes here.

Weapon Focus and Weapon Specialization: applies to all weapons of a specified weapon group rather than a specific weapon.

Power AttackR^R, Deadly AimR^R, Combat ExpertiseR^R, and Piranha StrikeR^R: are now combat options available to any character with at least +1 BAB.

Point-Blank ShotR^R: is now removed. Precise Shot replaces it as prerequisite.

MobilityR^R is merged with Dodge. Feats that require Mobility require Dodge instead.

Greater Two-Weapon FightingR^R is merged with Improved Two-Weapon Fighting. You gain the benefits of Improved Two-Weapon Fighting as normal, but once you get 19 Dex and a BAB of +11, you gain the benefits of Greater Two-Weapon Fighting as well.

Whirlwind Attack only requires any two cleave feats (i.e. Cleave and feats that require Cleave) instead of its normal feat prerequisites.

Combat Maneuvers - General

House rules in this subsection are intended to make maneuvers more easily available for most creatures. At the same time however, these rules also considerably increase the power of builds that focus on the Bull Rush, Drag, Reposition, and Overrun maneuvers.

I’m preemptively disabling the potential for “infinite” maneuver combos.

Per Round Limit: You may only attempt the same maneuver on the same target up to twice per round.

Starting off with just the standard feat tax relief.

Improved Trip, Disarm, Dirty Trick, Reposition, Steal are removed and replaced with Deft Maneuvers. If you have one of these feats, replace it with Deft Maneuvers. If you have more than one feat, you may replace the rest with another feat. Nat

A risk/reward option similar to power attack is added for bull rush and drag.

Combat Maneuvers - Forced Movement Maneuvers

Power Maneuver: You may take a -5 penalty on a bull rush or drag maneuver. If you succeed despite the penalty, add +10 ft. to the distance you move the target. This ability is available to any creature with access to Power Attack as a feat or option.

While Bull Rush, Drag, Overrun, Sunder, and Grapple are all categorized as maneuvers, I consider these abilities to be very different from each other. As such, they should be adjusted individually, with more care. Under these houserules, their empowering feats sharpen these moves in different ways.

Maneuvers such as Dirty Trick, Disarm, Trip, Steal, Grapple essentially limit the target’s actions in some way. The Bull Rush, Drag, and Reposition maneuvers attempt to adjust positional advantages. Although they move creatures, you cannot think of them as a move action tax. Their value is placing targets into hazards or threatened zones. I believe they are more akin to Bluff and Intimidate actions. With that in mind, these houserules target the action cost of these maneuvers.

I will be keeping a close eye on builds that already focus on these maneuvers such as Crashing Wave Style, Knock Back, and Shield Bash.

Quick Shifting Maneuvers:

  • Improved Bull Rush: When you reach Str 13 and BAB +6, you gain the following benefit in addition to its normal effects: On your turn, you can perform a single bull rush combat maneuver in place of one of your melee attacks. You must choose a melee attack that uses your highest base attack bonus to make the bull rush.
  • Quick Bull Rush is removed.
  • New feat: Instant Bull Rush: Prerequisites: Str 13, Improved Drag, base attack bonus +6.; Benefit: Once per round on your turn, you may Bull Rush as a free action when you deal damage with a melee attack.
  • Improved Drag: When you reach Str 13 and BAB +6, you gain the following benefit in addition to its normal effects: On your turn, you can perform a single drag combat maneuver in place of one of your melee attacks. You must choose a melee attack that uses your highest base attack bonus to make the drag.
  • Quick Drag is removed.
  • New Feat Instant Drag: Prerequisites: Str 13, Improved Drag, base attack bonus +6.; Benefit: Once per round on your turn, you may Drag as a free action when you deal damage with a melee attack.

I am preemptively capping and clarifying the power of Crashing Wave Style.

Crashing Wave Fist: The cumulative penalty on attacks done using Crashing Wave Fist last until the start of your next turn. The penalty on attacks given by this feat is cumulative even if you drag different targets or drag the same target multiple times in the same turn. This penalty does not apply to attacks made in other ways such as Attacks of Opportunity.

Reposition moves targets in ANY direction in reach, this versatily compared to Bull Rush (only away) and Drag (only to where you were) cannot be understated. Thus, I think it should be more exclusive than the other two maneuvers. Still, I’m giving it slightly reduced feat tax.

Tactical Reposition: provides the effects of Quick Reposition. If you have both, you may replace Quick Reposition with another feat.

The following changes open up an interesting whip-drag feat line to a few other trip-reach weapons.

Balor Whip: The Balor Whip and Improved Balor Whip feats work with any weapon that has the “drag special feature” (which applies to all weapons with the “trip special feature”) and reach. You may substitute the Weapon Focus (Whip) with the Weapon Focus feat of the weapon you are using for the Balor Whip feat line. Whip Mastery is no longer a requirement.

Ki Throw is the start of several interesting feats for repositioining creatures, but requires tripping, which falls off at higher levels. This change aleviates its scaling issue somewhat.

Ki Throw: can be used against trip immune creatures. If your target is trip immune, treat them as prone immune instead. (You still need to beat their CMD). Ki Throw cannot be used against grapple immune creatures.

Combat Maneuvers - Overrun

As with the other displacement maneuvers, I want overrun to be a more available maneuver. Unfortunately, however, overrun has a potent secondary effect of knocking a target prone, which it is balanced around. I am removing this secondary effect in favour of making the maneuver more available. The wording of several feats are adjusted to accomodate this. Let me know if I missed any.

While agile combatants move through the field with graceful acrobatics, I want Overrun to be an option for heftier combatants.

Combat Maneuver Overrun Knocks Aside instead of Prone: Overrun with checks that pass no longer knock targets prone. A successful overrun maneuver knocks targets aside 5 ft. in a direction perpendicular to your movement and away from you. You may increase this distance by 5 ft. for every 5 that your CMB roll exceeds the target’s CMD. This forced movement does not provoke unless you have Greater Overrun or a similar effect.

Combat Maneuver Overrun: When you perform an overrun maneuver, you can attempt to overrun multiple different targets. You take a cumulative –5 penalty on each successive overrun attempt in the same round. If an overrun attempt fails, you cannot make any further attempts until your next round.

  • Improved Overrun: now reduces the successive overrun penalty to -4. And the bonuses are raised from +2 to +4 when you reach BAB +6
  • Greater Overrun now causes targets knocked aside by an overrun attempt that succeeds by 5 or more to provoke attacks of opportunity.
    • It loses the line: “Whenever you overrun opponents, they provoke attacks of opportunity if they are knocked prone by your overrun.”
  • Trample now allows your mount to make one hoof or slam attack against any target whose CMD you beat by 5 or more.
    • It loses the line: “Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.”
  • Bulette Leap now reduces the successive overrun penalty to -2.
    • It loses the line: “Additionally, when you perform an overrun combat maneuver, you can attempt to overrun multiple foes, but you take a cumulative –2 penalty on each successive overrun attempt in the same round.”
  • Bulette Rampage now allows you to forgo knocking aside targets in exchange for knocking them prone if you exceed the check by at least 5.
  • The free action overrun of Charge Through works on multiple creatures with the penalties above. Creatures blocking your path do not prevent you from initiating a charge.
  • The Brute Style/Stomp/Assault feat line is unchanged.

New Condition: Tethered

Tethered: See the Tethered condition

Tethered Condition TLDR: Tethering prevents you from moving away from but not toward each other. Tethering allows drag maneuvers at a distance, with the option to forgo moving away. Tethering weapons tether on hit, and give you a free drag on crit.


Additional Movement:

At higher levels, characters should be able to get into position without depending on Haste.

Haste: Haste effects are unchanged, but the following changes lower its value.

Feet slot wondrous items: grant an enhancement bonus to land speed equal to its caster level, to a maximum of +20 feet. Additionally, you can pay 1,000 gp per +1 CL more to increase the CL of such items by +1 for the purposes of calculating the land speed increase, to a maximum of 5,000 gp for +5 CL. (This upgrade can be applied to existing feet slot items.)

  • For example, Boots of Speed now grants +10 ft. land speed in addition to its usual effects, and you can pay 17,000 gp for a version that gives +15 ft. instead.
  • Boots of Springing and Striding: has its price reduced to 4000gp.

Metamagic

See Spells & Metamagic section.


Other Feats and Features

Flumefire Rage: You may take a version of this for Acid, Electricity, or Ice evocation spells if you find a cool name for it.

Furious Finish: Update its description to read: “While raging, when you use the Vital Strike, Improved Vital Strike, Greater Vital Strike, or similar feats, you can choose not to roll your damage dice and instead deal damage equal to the maximum roll possible on those damage dice. If you do, your rage immediately ends, and you trigger the fatigue effects of ending your rage (even if you normally wouldn’t trigger the fatigue effect).”

Defy Death (Su) (Destined Bloodrager Bloodline): Revised. At 12th level, once per day when an attack or spell that deals damage would reduce you to 0 or lower hitpoints, you can attempt a DC 20 Fortitude save. If you succeed, you are instead reduced to 1 hit point.


Character Progression

Automatic Bonus Progression: Extra progression will be provided by Automatic Bonus Progression (ABP). For our purposes, Weapon and Armor attunements are not included.

Level-Up Ability Scores: You gain +1 to an ability score of choice every 2 levels, instead of every 4.

Bonus Feats: You may take bonus feat every 5HD.

CMB Feat: You can select 1 bonus combat maneuver feat at 2HD. You do not have to qualify for it, but it won’t be active until you do.

Fractional Base Bonuses: Fractional Base Bonuses will apply.

Milestone Progression: EXP won’t determine levels; rather, PCs will level up after completing certain objectives.

Unused Feats/Spells: If you have a feat or spell that you’ve never used, you may retrain them for free between levels.

Divergent Feat Scaling (DFS):

The drawback for ranged builds is shifted away from feat tax. Range damage will now be tied to bonus movement speed and hit points. The following changes are intended to allow melee builds to move faster or be sturdier than ranged builds (unless they sacrifice something) and casters.

Rapid Shot is built into other feats. Manyshot is removed. (A relief to Clustered Shots feat tax is also under Combat Adjustments.)

Rapid ShotR^R and ManyshotR^R are removed.

At 1 HD and every even HD (1, 2, 4, 6, 8, etc…), select a feat you have. Then add one of the bonuses below to that feat:

  • +3 ft. increase in base land speed and +2 hit points. This bonus can only be applied to a combat feat but cannot be applied to Point-Blank Shot, Deadly Aim or feats that require these two.
  • +1/4th of a ranged attack you can make at your highest BAB during a full-attack action with only ranged attacks. This bonus can only stack up to 4 times (1 ranged attack.) The bonus attack stacks with Haste and similar effects. This bonus can only be applied to Point-Blank Shot, Deadly Aim, or feats that require either of these two. If you have a partial bonus from this, roll a 1d4 to determine if you get an extra attack during a full-attack.
  • +2 hit points.
  • +3 ft. increase in base land speed.
  • +1 Inspiration: Once per day you may add 1d6 to a skill check for a skill you are trained in. When you take this option again, you increase the number of daily uses, up to thrice.

The same feat cannot be selected more than once. When retraining a feat with an DFS bonus, you can retrain the DFS bonus along with the feat. For simplicity, DFS bonuses are not lost if the feat is disabled.

§ Character Wealth by Level

Character wealth by level will be 2/3rds the core amount, to accomodate ABP.

  • Crafting Pool: Players can spend up to the listed Crafting Pool amount for use with Item Creation feats.
Level Old CWL New CWL Craft Pool
2 1,000 700 175
3 3,000 2,000 500
4 6,000 4,000 1,000
5 10,500 7,000 1,750
6 16,000 11,000 2,750
7 23,500 16,000 4,000
8 33,000 22,000 5,500
9 46,000 31,000 7,750
10 62,000 41,000 10,250
11 82,000 55,000 13,750
12 108,000 72,000 18,000
13 140,000 93,000 23,250
14 185,000 123,000 30,750
15 240,000 160,000 40,000
16 315,000 210,000 52,500
17 410,000 273,000 68,250
18 530,000 353,000 88,250
19 685,000 457,000 114,250
20 880,000 587,000 146,750

Material Transmutation

You may change the material your equipment is made of from one to another. The cost of transmutation is 20% of the current item’s value, plus the price difference between the new and old items, minimum 100 gp.

For example: A +1 dagger costs 2,302 gp and weight 1 lb. To create a mithral masterwork +1 dagger is 2,502 gp. So the transmutation cost is only 0.20×2302+(25022302)=460+200=660\lfloor0.20\times2302\rfloor+(2502-2302) = 460+200 = 660 gp.

Equipment Refunding

Up to GM discretion, you may sell equipment that you bought right before entering the dungeon at full price immediately after exiting the dungeon. I will usually allow this in the unlikely event that you find replacement equipment within the dungeon. (Similar weapon or same slot).

Intent Clarification: This rule is only in place so that you don’t hold back on equipment upgrades because you are expecting equipment to drop in the dungeon.

Combat Adjustments

Bludgeoning Critical Strikes: Whenever you score a critical hit with a bludgeoning-only melee attack, you can forgo the bonus damage to bull rush your target (using the critical confirmation roll), in addition to the normal damage dealt by the attack.

Charging: You may initiate a charge that includes/requires a jump.

A “control limit” is introduced to prevent rounds from taking too long. Abilities like Time Stop are exceptions to this. The intent is only to limit builds with multiple controlled creatures such as summons or followers. These builds are not banned, but you can have only so many extra creatures in a party.

Control Limit: The player party cannot have more than 9 turns combined per round.

Clustered Shots shouldn’t be a tax to ranged builds. Melee should not be at a disadvantage due to that feat. Note: this rule applies to player and non-player DR.

Damage Reduction Maximums: Damage reduction and resistances cannot reduce damage beyond 50% of its value.

Dispel Magic and Permanency: When successfully affected by a dispel effect, a spell that has been made permanent is affected as if it were a slotless magic item (typically suppressing it for 1d4 rounds). If the effect breaks a magic item, the spell can be “repaired” by casting permanency on it with 1/5th the original permanency cost.

Dispel Magic and Summons: Dispel magic and similar effects deal 2d8 per point of difference on the caster level check (DC = 11 + the spell’s caster level) as untyped damage to summons instead of outright dismissing them.

Firearms: This campaign won’t involve firearms.

Forced Movement and Grapples: Forced movement can break grapples; however, the forced movement effect must contest the CMD (or save) of the controlling grappler. A controlling grappler may also choose to end the grapple (as a free action outside of his turn) when his grapple target is targeted by a forced movement effect (they must be aware of the forced movement effect and not flat-footed). The decision to end the grapple must be taken before the result of the forced movement effect is known. Teleportation effects still automatically break grapples.

Flying Creatures

Flying and Air/Electricity Effects: Flying creatures have a -2 penalty on Reflex and Fortitude saving throws against effects with the air or electricity descriptor.

Flying Creatures and Damage: Flying creatures that take damage must make a CMB roll or Fly check against a DC equal to the damage. Failure means the creature falls 5 feet per 5 points it rolled below the DC. The DC is halved for ranged attacks.

Flying and CMD: Creatures that are flying or floating without contact with solid ground can be moved 5 extra feet on a successful Bull Rush, Drag, and Reposition maneuver. This distance is doubled when subject to maneuvers in the direction of gravity, but it is lost when opposing gravity.

Free Swap: Once per round at the start of your turn, you may draw an item or swap an item held in hand for one stowed on your person.

Elemental Spells:

  • Versatile Evocation: When using the Versatile Evocation ability of the Admixture school, you only change half the damage to another energy type listed. But you may spend two uses to fully convert damage to another type listed.
  • § Force Damage: Spells with the Force descriptor and spells that deal force damage can be changed into another energy type, but not vice versa, by Elemental Bloodline’s bloodline arcana.

Full-Attacks Targeting Limit: When taking a full-attack action, you may declare attacks against targets within 30 ft. of each other without penalty for spread-out targets. However, each time you add a new target farther than 30 ft. from another, you take a -2 penalty on subsequent attack rolls for that full-attack. The 30 ft. limit increases by +5 ft. for every size category you are above medium.

Spellcraft takes penalties from perception but these penalties aren’t codified for metamagics.

Identifying Spells: A spell with a missing component has a +2 DC to identification (unfavorable conditions), while a spell with all components ommitted have a +5 to its DC (terrible conditions).

Injection: Any method of applying infusions, elixirs, and potions into unwilling creatures allow a Fort save (if they do not already have a save to imbibe) and spell resistance (as Poisoner’s Gloves). This mostly affects stuff like Fire Sneeze Elixir and Skinsend Infusion.

Precision Damage Immunity: Most enemies that were immune to precision damage will have that immunity ability replaced. Full details here. Players and swarms can have critical immunity and precision damage immunities as normal.

Polymorph Limits: Casting a polymorphs spell limits you to forms of creatures with CR equal to or less than your caster level (in addition to regular polymorph rules).

Prone: You have limited move actions while prone. You may not climb, use acrobatics, charge, or 5-ft. step. But you may crawl and stand. Crawling moves you 5 ft., provokes and does not remove prone. Standing provokes, removes prone and allows you to move (as if using a move action) immediately up to half your speed (the movement provokes separately). You may use burrow speed while prone. You cannot be prone while swimming. You may also be allowed to redirect/manipulate spells, draw/manipulate weapons and items, and use feats within reason (eg. not Whirlwind Attack).

Prone Assistance: Another creature can pick a prone creature up from prone as a move action, ending the condition. The assisting creature must be at least the target creature’s size or larger. Both creatures provoke during this action.

Slippery Surfaces: Creatures on slippery surfaces such as those created by Grease Lubricate, Ice Slick, and Sleet Storm receive a -2 circumstance penalty to defending against trip, bull rush, drag, and reposition attempts and may be moved 5 ft. further on a successful bull rush, drag, and reposition effect.

Spell Resistance: Players will not encounter spell resistance. It will be replaced in some way on all encountered NPCs. Spell immunities still apply. Players can still have spell resistance.

Squad Tactics: Upon rolling initiative, players controlled creatures can “group” with each other. The max group size is 3. Grouped players have their initial initative set to their median result. While their initiative is together, they can execute their actions in any order.

Swarms: Swarm take double damage from area of effect attacks (increased from 150%).

Items

Potion and Scroll feats: You may select these feats from Kobold Press (Also mentioned under feats).

Homebrew Items: In general, you can only buy homebrew items from in-foundry vendors.

Spells & Metamagic

Cantrips and 1st Level Abilities

Blasting cantrips have damage increased to 1d6 + 1 per caster level (max 1d6 + 5). A blasting cantrip for fire has been added. See this page for details.

1st level Domain, School, and Bloodline abilities that have a base dice and level-scaling damage have increased to: the base damage dice + an additional die of the same size per 2 levels in the class the provides the feature.

Examples:
Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 1d6 for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Acidic Ray (Sp): Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 1d6 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Revised Spells

Grease is renamed to Lubricate. All noun instances of grease in the spell’s description are now lubricant, all verb instances are now lubricate.

Some spells are patched for power or clarity:

  • Lullaby
  • Ball Lightning
  • Bloody Tears and Jagged Smile
  • Fungal Blisters
  • Tears to Wine

Some spells are now merged. Merged spells can be used as one or the other of the original spells.

  • Dancing Lights and Light are merged, but only one of either can be active at a time.
  • Expeditious Construction and Expeditious Excavation are merged.

Hydraulic Push: The caster can choose to deal 2d6 damage when beating the targets CMD via this spell.N^N
Hydraulic Torrent: The caster can choose to deal 4d6 damage to all creatures whose CMD is beaten via this spell.N^N
Phase Step: No longer ends your turn. It can be cast as a move action on yourself. (Can still be used as a standard action on willing creatures.)N^N

New Spells

There are several homebrew spells in this section. They will be available for play in this campaign.

Lynte’s Spell Index

Greater Magic Missile and Magic Blasts from Suweeka are available.

Please keep in mind that the intent is more important than the writing in these rules. Let me know if any information is unclear.

Metamagics

Due to the explosive number of possibilities granted by metamagics combining with a huge breadth of spells, metamagic has often had inconsistencies, ambiguities and edge cases. These rules are here to iron those out and also nerf the most powerful ones.

Authoritative Spell: If the spell provides no save, the target gets a will save to negate the effect of an authoritative spell (DC = 10 + spell level + casting modifier). Creatures can only be affected by the restriction as many times as the original spell’s spell level per casting.

The authoritative metamagic rods costs the same as other +2 metamagic rods: 9,000 gp (lesser), 32,500 gp (normal), 73,000 gp (greater).

Dazing Spell: can only affect the same target once per cast, and targets only need to save once per cast. Targets that make their save are shaken for 1 round.

Dormant Spell: from Kobold Press is available, along with its metamagic rods(3,000gp for lesser; 11,000 for normal; 24,500 gp for greater).

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