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house_rules

====== Gen­er­al ====== Try­ing to run a very stock D&D game. With on­ly a few ad­di­tions to sim­u­late the hero­ic na­ture of the cam­paign. And many, most­ly cos­met­ic I hope, changes to back­ground/fla­vor. e.g. cul­tures have more to do with who one is than one’s race. A hu­man Pelosian has much more in com­mon with a el­ven Pelosian than they do with a hu­man Qa­trun.

Al­so role­play and ter­mi­nol­o­gy changes to in­still a “an­cien­t” non-eu­ro­pean mede­val set­ting. Pal­adins of fist are more like mid-east­ern schol­ar-war­riors than chival­rous knights in shin­ning ar­mor. In­stead of a “longsword” a char­ac­ter may have a “khopesh”(same stat­s)

A few spells are al­tered to re­flect the arid en­vi­ron­ment through­out most of the world. e.g. cre­ate wa­ter, the desert is not much of a threat and there’s lit­tle point for long car­a­van routes con­nect­ing the scat­tered oa­sis if ev­ery low-lev­el cler­ic can churn out gal­lons of wa­ter.

Dead at -Con in­stead of at -10

====== Ex­pe­ri­ence ======

http://www.trea­sureta­bles.org/­fo­rum/in­dex.ph­p?­topic=863.0 http://c­i­ty­ofkayru.blogspot.­com/2007/07/­ex­pe­ri­ence-sys­tem.html

Ex­pe­ri­ence Chip­s:

Over­com­ing ob­sta­cles of any kind earns Ex­pe­ri­ence Chip­s, which are rep­re­sent­ed by pok­er chips of three col­ors: White, Red, and Blue. Chips can be trad­ed in at any time for an equiv­a­lent val­ue of an­oth­er col­or. 4 White Chips = 2 Red Chips = 1 Blue Chip.

Over­com­ing an ob­sta­cle of rough­ly the equiv­a­lent APL will earn each mem­ber of the par­ty one Red Chip. Mi­nor ob­sta­cles (EL less than two un­der the APL) will earn one White Chip for each mem­ber of the par­ty, and ma­jor ob­sta­cles (EL more than two above the APL) will earn each mem­ber of the par­ty one Blue Chip.

Chips will al­so be award­ed spon­ta­neous­ly for role­play, in­no­va­tion, and out­right ?cool fac­tor? of any ac­tion. The GM?s de­ci­sion is fi­nal, but play­ers are en­cour­aged to rec­om­mend each oth­er as ?Chip-­wor­thy?.

Chips can be spent at any time to gain a lev­el, at the price of 20 White, 10 Red, or 5 Blue Chip­s. Lev­els can be gained mid-­com­bat if the char­ac­ter sheet is ready. Hit Points gained will ben­e­fit the char­ac­ter by adding to their cur­rent hit points. (Ex­am­ple: Lord Fool­hardy, at 12 of 20 Hit Points, pulls off a kick­ass com­bat ma­neu­ver that earns his 20th White Chip, and then im­me­di­ate­ly spends them all to gain a lev­el mid-­com­bat, he goes to 20 of 28 Hit Points.)

Chips can al­so be spent at any time to gain a tem­po­rary ben­e­fit, sim­i­lar to Ac­tion Points. Un­like Ac­tion Points, Chips may al­so be spent on oth­er char­ac­ter­s. The Chips fol­low the play­er, not the char­ac­ter, al­though new char­ac­ters will pay a penal­ty cost of half a lev­el (10 White Chip­s, 5 Red Chip­s, or 2.5 Blue Chip­s). This may mean that the new char­ac­ter is a lev­el low­er (and five Red Chips high­er) than the pre­vi­ous char­ac­ter.

The ben­e­fit to ex­pend­ing a chip is com­men­su­rate to the val­ue of the chip: (Note: this part needs the most tweak­ing)

White Chip: Gained for over­com­ing an easy ob­sta­cle (EL<APL-2) Cost in White Chips to lev­el: 20 Ben­e­fit­s: Au­to­mat­i­cal­ly sta­bi­lize when dy­ing, +1d6 to d20 rol­l, use un­trained skill as trained, or mi­nor item or sit­u­a­tion­al ben­e­fit

Red Chip: Gained for over­com­ing a mod­er­ate ob­sta­cle (APL-2<EL<APL+2) Cost in Red Chips to lev­el: 10 Ben­e­fit­s: Ad­di­tion­al stan­dard ac­tion in a round, re-roll any dice roll (take high­est), ad­di­tion­al use of abil­i­ty or feat you al­ready have, cast any ad­di­tion­al in­stance of a spell you know, au­to­mat­i­cal­ly sta­bi­lize at 0 HP, or mod­er­ate item or sit­u­a­tion­al ben­e­fit (con­tac­t, knowl­edge, con­ve­nience, etc)

Blue Chip: Gained for over­com­ing a dif­fi­cult ob­sta­cle (EL>APL+2) Cost in White Chips to lev­el: 5 Ben­e­fit­s: Abil­i­ty to use any feat for 1 hour, ad­di­tion­al spell of any lev­el you can cast (need not be on your list), +4 to any abil­i­ty score for 1 hour, +20 to any sin­gle d20 rol­l, or ob­scure or im­por­tant item or sit­u­a­tion­al ben­e­fit

In ad­di­tion to all the above, a char­ac­ter can be brought back from the dead by the ex­pen­di­ture of Ex­pe­ri­ence Chip­s. For the equi­va

====== Class­es ====== Most these ideas are from http://www.wak­ing­land­s.­com/ht­m_­files/the_­class­es_­page.htm

===== Druid ===== Wild Shape (Su): At 5th lev­el, a druid gains the abil­i­ty to turn in­to any an­i­mal that shares their size cat­e­go­ry or one size small­er and back again once per day. The op­tions for new forms in­clude all crea­tures with the an­i­mal type (see the Mon­ster Man­u­al). This abil­i­ty func­tions like the poly­morph spel­l, ex­cept as not­ed here. The ef­fect lasts for 1 hour per druid lev­el, or un­til chang­ing back at will. Chang­ing form (to an­i­mal or back) is a stan­dard ac­tion and does­n’t pro­voke an at­tack of op­por­tu­ni­ty. The form cho­sen must be that of an an­i­mal the druid is fa­mil­iar with. A druid los­es their abil­i­ty to speak while in an­i­mal for­m, lim­it­ed to the sounds that a nor­mal, un­trained an­i­mal can make, but can com­mu­ni­cate nor­mal­ly with oth­er an­i­mals of the same gen­er­al group­ing as their new for­m. (The nor­mal sound a wild par­rot makes is a squawk, so chang­ing to this form does not per­mit speech.) A druid can use this abil­i­ty more times per day at 6th, 7th, 11th, 15th, and 19th lev­el, as not­ed on Ta­ble 3‘8: The Druid. In ad­di­tion, druids gain the abil­i­ty to take the shape of an an­i­mal one size cat­e­go­ry larg­er than their own at 8th lev­el, two size cat­e­gories small­er at 10th lev­el, and two size cat­e­gories larg­er at 14th lev­el. The new for­m’s Hit Dice can’t ex­ceed the char­ac­ter’s druid lev­el. At 12th lev­el, a druid be­comes able to use wild shape to change in­to a plant crea­ture with the same size re­stric­tions as for an­i­mal form­s. (A druid can’t use this abil­i­ty to take the form of a plant that is­n’t a crea­ture.) At 16th lev­el or high­er, the druid may use wild shape to change in­to an air, earth, fire, or wa­ter el­e­men­tal once per day. They can take the form of an el­e­men­tal one size cat­e­go­ry small­er, the same size, or one size larg­er than their own, but nev­er any small­er than Small size and nev­er any larg­er than Huge size. These el­e­men­tal forms are in ad­di­tion to their nor­mal wild shape us­age. In ad­di­tion to the nor­mal ef­fects of wild shape, the druid gains all the el­e­men­tal’s ex­traor­di­nary, su­per­nat­u­ral, and spel­l-­like abil­i­ties. The druid al­so gains the el­e­men­tal’s feats for as long as the wild shape is main­tained, but re­tains their own crea­ture type. At 17th lev­el, a druid be­comes able to as­sume el­e­men­tal form twice per day, and at 18th lev­el can do so three times per day.

===== Sor­cer­er ===== === The­mat­ic Spell­s=== Start­ing at 1st lev­el, a sor­cer­er may cast spells that share a sim­i­lar fo­cus more ef­fi­cient­ly than nor­mal. A sor­cer­er may choose one spell in their reper­toire with a spe­cif­ic de­scrip­tor (like chaotic, fire, or mind-af­fect­ing) or sub­school (like char­m, sum­mon­ing, or tele­por­ta­tion). A sor­cer­er can ap­ply meta­m­ag­ic feats to this spell with­out in­creas­ing the cast­ing time. In ad­di­tion, a sor­cer­er casts this the­mat­ic spell as if aug­ment­ed by the Es­chew Ma­te­ri­als feat (see page 94 of the Play­er’s Hand­book).

If a sor­cer­er gains an­oth­er spell known with an iden­ti­cal de­scrip­tor or sub­school, a num­ber of these match­ing spells equal to their Charis­ma bonus may be linked in­to a group of the­mat­ic spell­s. The sor­cer­er spends a day rec­on­cil­ing the dif­fer­ences be­tween the two spell­s, at the end of which a Spell­craft check is made (DC 15 + the high­er lev­el of the spell­s). New the­mat­ic spells must be linked to the clos­est lev­el the­mat­ic spell that shares the same de­scrip­tor or sub­school.

If the check suc­ceed­s, the sor­cer­er can now ap­ply meta­m­ag­ic feats to the new spell with­out in­creas­ing the cast­ing time and cast such a spell as if ben­e­fit­ing from the Es­chew Ma­te­ri­als feat.

If the check fail­s, the sor­cer­er can­not rec­on­cile the dif­fer­ences be­tween the two spells un­til gain­ing an­oth­er rank in Spell­craft. A sor­cer­er can gain ad­di­tion­al the­mat­ic spells as their Charis­ma in­creas­es, but on­ly per­ma­nent abil­i­ty score in­creas­es coun­t. In the event that a the­mat­ic spell is swapped out and ex­changed for an­oth­er spel­l, the sor­cer­er gains an ad­di­tion­al the­mat­ic spell that must be linked in the nor­mal man­ner. A com­plete list of de­scrip­tors in­cludes acid, air, chaotic, cold, dark­ness, death, earth, elec­tric­i­ty, evil, fear, fire, force, good, lan­guage-de­pen­den­t, law­ful, light, mind-af­fect­ing, son­ic, and wa­ter. A com­plete list of sub­schools in­cludes call­ing, char­m, com­pul­sion, cre­ation, fig­men­t, glamer, heal­ing, pat­tern, phan­tas­m, scry­ing, shad­ow, sum­mon­ing, and tele­por­ta­tion.

At 10th lev­el, a sor­cer­er may choose a sec­ond the­mat­ic spell in their reper­toire with a new de­scrip­tor or sub­school or au­to­mat­i­cal­ly add a new spell to their ex­ist­ing the­mat­ic group with­out mak­ing a Spell­craft check. A num­ber of ad­di­tion­al spells equal to their Charis­ma bonus may be linked to any the­mat­ic group. If the new spell comes from the the­mat­ic group cho­sen at 1st lev­el, then any ad­di­tion­al the­mat­ic spells must al­so be linked to that group. In ad­di­tion, a sor­cer­er may cast their the­mat­ic spells as if aug­ment­ed by ei­ther the Silent Spell or Still Spell meta­mat­ic feat (see page 100 and 101 of the Play­er’s Hand­book, re­spec­tive­ly) with­out us­ing up a high­er-lev­el spell slot. Once you make this choice, it can­not be re­versed.

At 20th lev­el, a sor­cer­er may choose a third the­mat­ic spell in their reper­toire with a new de­scrip­tor or sub­school or au­to­mat­i­cal­ly add a new spell to an ex­ist­ing the­mat­ic group with­out mak­ing a Spell­craft check. A num­ber of ad­di­tion­al spells equal to their Charis­ma bonus may be linked to any the­mat­ic group. If the new spell comes from a the­mat­ic group cho­sen at 1st or 10th lev­el, then any ad­di­tion­al the­mat­ic spells must al­so be linked to that group or group­s. In ad­di­tion, a sor­cer­er may now cast their the­mat­ic spells as if aug­ment­ed by both the Silent Spell and Still Spell meta­mat­ic feat (see page 100 and 101 of the Play­er’s Hand­book, re­spec­tive­ly) with­out us­ing up a high­er-lev­el spell slot.

Any time a sor­cer­er casts a the­mat­ic spell with no ver­bal, so­mat­ic, or ma­te­ri­al com­po­nents, has no XP cost, and does not re­quire a fo­cus, that spell may be cast as a spel­l-­like abil­i­ty. Spel­l-­like abil­i­ties can­not be used to coun­ter­spel­l, nor can they be coun­ter­spelled.

=== Re­versible Spells === At 5th lev­el, a sor­cer­er may com­bine spells that are the re­verse of each oth­er in­to a sin­gle spel­l. If a sor­cer­er gains a spell known, the ef­fects of which counter and dis­pel an­oth­er spell in their reper­toire at the same lev­el (like en­large and re­duce, ar­cane lock and knock, or haste and slow), a num­ber of these re­versible spells equal to their Charis­ma bonus may be com­bined. The sor­cer­er spends a day rec­on­cil­ing the dif­fer­ences be­tween the two spell­s, at the end of which a Spell­craft check is made (DC 15 + the lev­el of the spell­s).

If the check suc­ceed­s, the sor­cer­er has in­tu­itive­ly re­moved the ar­cane dis­tinc­tions that sep­a­rate the two spell­s, which now on­ly take up a sin­gle spells known slot, and can fill the emp­ty spells known slot with a new spell of the same or low­er lev­el than the re­versible spell­s.

If the check fail­s, the sor­cer­er can­not rec­on­cile the dif­fer­ences be­tween the two re­versible spells un­til gain­ing an­oth­er rank in Spell­craft.

The process of fill­ing a new slot takes 24 hours, re­gard­less of the spel­l’s lev­el.

At 15th lev­el, a sor­cer­er may com­bine any num­ber ad­di­tion­al re­versible spell­s.The­mat­ic Spell­s: Start­ing at 1st lev­el, a sor­cer­er may cast spells that share a sim­i­lar fo­cus more ef­fi­cient­ly than nor­mal. A sor­cer­er may choose one spell in their reper­toire with a spe­cif­ic de­scrip­tor (like chaotic, fire, or mind-af­fect­ing) or sub­school (like char­m, sum­mon­ing, or tele­por­ta­tion). A sor­cer­er can ap­ply meta­m­ag­ic feats to this spell with­out in­creas­ing the cast­ing time. In ad­di­tion, a sor­cer­er casts this the­mat­ic spell as if aug­ment­ed by the Es­chew Ma­te­ri­als feat (see page 94 of the Play­er’s Hand­book). If a sor­cer­er gains an­oth­er spell known with an iden­ti­cal de­scrip­tor or sub­school, a num­ber of these match­ing spells equal to their Charis­ma bonus may be linked in­to a group of the­mat­ic spell­s. The sor­cer­er spends a day rec­on­cil­ing the dif­fer­ences be­tween the two spell­s, at the end of which a Spell­craft check is made (DC 15 + the high­er lev­el of the spell­s). New the­mat­ic spells must be linked to the clos­est lev­el the­mat­ic spell that shares the same de­scrip­tor or sub­school.

If the check suc­ceed­s, the sor­cer­er can now ap­ply meta­m­ag­ic feats to the new spell with­out in­creas­ing the cast­ing time and cast such a spell as if ben­e­fit­ing from the Es­chew Ma­te­ri­als feat. If the check fail­s, the sor­cer­er can­not rec­on­cile the dif­fer­ences be­tween the two spells un­til gain­ing an­oth­er rank in Spell­craft. A sor­cer­er can gain ad­di­tion­al the­mat­ic spells as their Charis­ma in­creas­es, but on­ly per­ma­nent abil­i­ty score in­creas­es coun­t. In the event that a the­mat­ic spell is swapped out and ex­changed for an­oth­er spel­l, the sor­cer­er gains an ad­di­tion­al the­mat­ic spell that must be linked in the nor­mal man­ner. A com­plete list of de­scrip­tors in­cludes acid, air, chaotic, cold, dark­ness, death, earth, elec­tric­i­ty, evil, fear, fire, force, good, lan­guage-de­pen­den­t, law­ful, light, mind-af­fect­ing, son­ic, and wa­ter. A com­plete list of sub­schools in­cludes call­ing, char­m, com­pul­sion, cre­ation, fig­men­t, glamer, heal­ing, pat­tern, phan­tas­m, scry­ing, shad­ow, sum­mon­ing, and tele­por­ta­tion.

At 10th lev­el, a sor­cer­er may choose a sec­ond the­mat­ic spell in their reper­toire with a new de­scrip­tor or sub­school or au­to­mat­i­cal­ly add a new spell to their ex­ist­ing the­mat­ic group with­out mak­ing a Spell­craft check. A num­ber of ad­di­tion­al spells equal to their Charis­ma bonus may be linked to any the­mat­ic group. If the new spell comes from the the­mat­ic group cho­sen at 1st lev­el, then any ad­di­tion­al the­mat­ic spells must al­so be linked to that group. In ad­di­tion, a sor­cer­er may cast their the­mat­ic spells as if aug­ment­ed by ei­ther the Silent Spell or Still Spell meta­mat­ic feat (see page 100 and 101 of the Play­er’s Hand­book, re­spec­tive­ly) with­out us­ing up a high­er-lev­el spell slot. Once you make this choice, it can­not be re­versed.

At 20th lev­el, a sor­cer­er may choose a third the­mat­ic spell in their reper­toire with a new de­scrip­tor or sub­school or au­to­mat­i­cal­ly add a new spell to an ex­ist­ing the­mat­ic group with­out mak­ing a Spell­craft check. A num­ber of ad­di­tion­al spells equal to their Charis­ma bonus may be linked to any the­mat­ic group. If the new spell comes from a the­mat­ic group cho­sen at 1st or 10th lev­el, then any ad­di­tion­al the­mat­ic spells must al­so be linked to that group or group­s. In ad­di­tion, a sor­cer­er may now cast their the­mat­ic spells as if aug­ment­ed by both the Silent Spell and Still Spell meta­mat­ic feat (see page 100 and 101 of the Play­er’s Hand­book, re­spec­tive­ly) with­out us­ing up a high­er-lev­el spell slot.

Any time a sor­cer­er casts a the­mat­ic spell with no ver­bal, so­mat­ic, or ma­te­ri­al com­po­nents, has no XP cost, and does not re­quire a fo­cus, that spell may be cast as a spel­l-­like abil­i­ty. Spel­l-­like abil­i­ties can­not be used to coun­ter­spel­l, nor can they be coun­ter­spelled.

===== Fight­er =====

=== Phys­i­cal Prow­ess (Ex) === Start­ing at 1st lev­el, a war­rior gets a bonus to some as­pect of their abil­i­ty checks that makes them a bet­ter com­bat­an­t. The war­rior gains an ad­di­tion­al bonus at 3rd lev­el and ev­ery two war­rior lev­els there­after (5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th). The bonus must be drawn from the fol­low­ing list.

== Ap­plied Force (Ex) == A war­rior can ef­fec­tive­ly ad­min­is­ter force to the weak­est points of inan­i­mate ob­ject­s, giv­ing the char­ac­ter a +1 bonus on Strength checks to break or burst items (see page 165 of the Play­er’s Hand­book).

== Com­bat Bear­ing (Ex) == A war­rior can quick­ly ad­just when fight­ing in pre­car­i­ous places, giv­ing the char­ac­ter a +1 bonus on Dex­ter­i­ty checks to avoid fall­ing when dam­aged while bal­anc­ing or mov­ing quick­ly across dif­fi­cult sur­faces (see Bal­ance, page 67 of the Play­er’s Hand­book).

== Stami­na Re­serve (Ex) == A war­rior can push their body more than nor­mal, giv­ing the char­ac­ter a +1 bonus on Con­sti­tu­tion checks to con­tin­ue run­ning (see page 144 of the Play­er’s Hand­book) and to avoid non-lethal dam­age from a forced march (see page 164 of the Play­er’s Hand­book).

====== Hero Stones ====== Hero stones are a game me­chan­ic that sup­ports a slight­ly more hero­ic game.

Play­ers start with three Hero stones. The DM awards ad­di­tion­al stones for great role play.

=== Left for dead === When a play­er should die they can spend a stone to be left for dead in­stead.

A char­ac­ter who is left for dead ap­pears dead to a ca­su­al ex­am­i­na­tion, but, is in fact on­ly “most­ly” dead. They have a chance of re­cov­er­ing, par­tic­u­lar­ly if at­tend­ed quick­ly by a char­ac­ter with the Heal skil­l. If they are healed of at least 1 point of dam­age with­in one hour of be­ing left for dead, ei­ther with the Heal skill or by some mag­i­cal or oth­er mean­s, they are con­sid­ered to be sta­ble and at -9 hit points. If they are not healed, they must make a For­ti­tude sav­ing throw (DC 20) af­ter one hour. If suc­cess­ful, they sta­bi­lize and are at -9 hit points. If not they are fi­nal­ly and com­plete­ly dead.

To com­pen­sate for this hero­ic tenac­i­ty for life mag­i­cal means of re­viv­ing dead char­ac­ters are rare.

=== Mighty Blow === Rather than rolling the dam­age dice af­ter a suc­cess­ful hit, a play­er may elect to de­clare a Mighty Blow, at the cost of one stone. A Mighty Blow al­ways deals the max­i­mum pos­si­ble dam­age. This in­cludes any bonus dam­age, such as that rolled for sneak at­tack­s.

A prim­i­tive or stan­dard qual­i­ty mêlée weapon al­ways shat­ters ir­repara­bly when used to de­liv­er a Mighty Blow. Even a Mas­ter­work weapon used to de­liv­er a Mighty Blow has a straight 50% chance of snap­ping in two. Each plus of mag­ic bonus re­duces the change by 10%. E.g. a +2 weapon would have a 30% chance of be­ing de­stroyed. Un­like mun­dane weapon­s, mag­i­cal weapons might be re­pairable if one can find the ma­te­ri­als and a mas­ter crafts­men. (h­m­m­m, smells like sub­plot to me :)

=== With Aplomb ===

Dur­ing a stress­ful sit­u­a­tion, such as com­bat, hang­ing off a clif­f, a play­er may spend one stone to “take 20” for one skill at­tempt with­out the nor­mal time in­crease. The more ex­cit­ing and hero­ic a de­scrip­tion/role-­play­ing ef­fort the play­er pro­vides the more like­ly the DM will al­low the With Aplom­b.

=== Yeah, I Mem­o­rized That ===

For the mere cost of one stone a spell cast­er that nor­mal­ly mem­o­rizes spells may spon­ta­neous­ly con­vert (like cler­ics do with cure/in­flict spell­s) one of his mem­o­rized spells to any known spell of an equiv­a­lent lev­el. They must have and for­feit a mem­o­rized of the same spell lev­el/same spell class as that of the spell they are spon­ta­neous­ly con­vert­ing. Any meta­m­ag­ic aug­men­ta­tions the for­feit­ed spell may have are ig­nored and lost.

=== I Have the Pow­er === A spell cast­er that does not nor­mal­ly mem­o­rize spells may sac­ri­fice a stone to call up­on their in­ner will to re­gain a used spell slot. The slot re­gained must be one used pre­vi­ous­ly to cast a spell one lev­el low­er than the max spell lev­el cast­er can cast or lvl 1 which ev­er is high­er. The re­gained spell slot must be used im­me­di­ate­ly to cast a spel­l. The spell must be known to the cast­er, must be us­able by the class whose spell slot was re­gained, and all oth­er nor­mal cast­ing rules ap­ply.

=== Chan­nel Raw Mana === At­tempt to cast any spel­l/pow­er. An­nounce spel­l, DM must ap­prove, then roll abil­i­ty check us­ing your mag­i­cal abil­i­ty (In­t, Wis, Cha)

Base DC Type of mag­ic 5 known spel­l/pow­er 10 castable by class 15 oth­er class still same type (di­vine, ar­cane, psion­ic) 20 oth­er mag­ic type

+5

sim­i­lar to mag­ic spe­cial­i­ty/­do­main/p­sion­ic school

+2

5 ranks in re­lat­ed knowl­edge

+5

10 ranks in re­lat­ed knowl­edge

+1-5 syn­er­gis­tic bonus for rp/stuff

====== Feats ====== http://www.wak­ing­land­s.­com/ht­m_­files/feat­s.htm

STAL­WART [GEN­ER­AL] You are com­fort­able wear­ing ar­mor day or night. Pre­req­ui­site: En­durance. Ben­e­fit: You may sleep in heavy ar­mor with­out be­com­ing fa­tigued and lessen the ar­mor check penal­ty of any ar­mor you wear by 1. With this feat, you al­so get a +1 bonus on all For­ti­tude sav­ing throws.

STEAD­FAST [GEN­ER­AL] You do not low­er your guard eas­i­ly when fight­ing. Pre­req­ui­site: En­durance. Ben­e­fit: You are im­mune to any ef­fect that caus­es the dazed con­di­tion, but are treat­ed as dazed when­ev­er you would nor­mal­ly be stunned. With this feat, you al­so get a +1 bonus on all Re­flex sav­ing throws.

SUM­MON FA­MIL­IAR [SPE­CIAL] You call a fa­mil­iar in­to your ser­vice. Pre­req­ui­site: Abil­i­ty to cast ar­cane spell­s. Ben­e­fit: This feat al­lows you to gain a fa­mil­iar. See fa­mil­iars, page 52 of the Play­er’s Hand­book, for de­tails on how fa­mil­iars work. Spe­cial: Sor­cer­ers and wiz­ards au­to­mat­i­cal­ly have Sum­mon Fa­mil­iar as a bonus feat. They need not se­lect it.

When­ev­er a char­ac­ter first gains Sum­mon Fa­mil­iar at 1st lev­el or through mul­ti­class­ing, it may be ex­changed for a meta­m­ag­ic feat, an item cre­ation feat, Es­chew Ma­te­ri­als (for sor­cer­ers), or Spell Mas­tery (for wiz­ard­s). The char­ac­ter must still meet all the pre­req­ui­sites for an ex­changed feat, in­clud­ing lev­el re­quire­ments. Any time a char­ac­ter learns Sum­mon Fa­mil­iar af­ter that, as a bonus feat through mul­ti­class­ing, no feat is gained. Sum­mon Fa­mil­iar must be se­lect­ed as a bonus or lev­el-de­pen­dant feat.

SWIFT TRACK­ING [GEN­ER­AL] You can move faster than nor­mal when track­ing your quar­ry across ter­rain. Pre­req­ui­site: Ranger lev­el 6th. Ben­e­fit: You can move at your nor­mal speed with­out dif­fi­cul­ty while fol­low­ing track­s, or at up to twice your nor­mal speed with a ‘10 penal­ty on the check. Nor­mal: A char­ac­ter with­out this feat takes a ‘5 penal­ty on the track­ing check for mov­ing at their nor­mal speed and a ‘20 penal­ty for mov­ing at up to twice their nor­mal speed. Spe­cial: A ranger may se­lect Swift Track­ing as one of their ranger bonus feat­s.

VIG­I­LANT SLEEP [GEN­ER­AL] You re­main aware of your sur­round­ings while rest­ing. Pre­req­ui­site: Alert­ness. Ben­e­fit­s: You can make Lis­ten checks as though awake while still gain­ing the ben­e­fits of med­i­ta­tion or sleep. Nor­mal: A sleep­ing char­ac­ter with­out this feat takes a ‘10 penal­ty on their Lis­ten check­s. Spe­cial: A ranger may se­lect Vig­i­lant Sleep as one of their ranger bonus feat­s.

===== Im­proved Over­run ===== Ac­tor may pre­vent op­po­nent from side-step­ping, in­stead of op­po­nent nev­er be­ing able to side-step.

===== Tough­ness ===== Wow, wtf were they smok­ing. The most worth­less core feat ev­er.

In­stead it grants +2 hp per lev­el, booh yah!

====== Skills ====== http://www.role­play­ingtip­s.­com/ar­ti­cles/­con­ver­sa­tion_skill­s_in_an_ac­tion_game.php When a char­si­ma/­con­ver­sa­tion skill is used, the GM will de­ter­mine a dif­fi­cul­ty and make a skill roll im­me­di­ate­ly. The GM should not use the re­sults of this skill roll to de­ter­mine the suc­cess or fail­ure of the at­temp­t. In­stead, take the skill roll and base the tone of the con­ver­sa­tion and the ini­tial re­ac­tion of the NPC on that rol­l. A suc­cess­ful skill roll means the NPC is fa­vor­ably dis­posed to the PC, or is caught of­f-­guard by the char­ac­ter, and might have use­ful in­for­ma­tion. A failed roll mean the NPC is wary, has no in­for­ma­tion, or is down­right hos­tile. Af­ter this ini­tial rol­l, the play­er’s role-­play­ing skills will de­ter­mine the out­come of the en­counter.

===== Diplo­ma­cy ===== Diplo­ma­cy is too easy http://www.­gi­antit­p.­com/­Func0010.html

Diplo­ma­cy (Cha)

Use this skill to ask the lo­cal baron for as­sis­tance, to con­vince a band of thugs not to at­tack you, or to talk your way in­to some­place you aren’t sup­posed to be.

Check: You can pro­pose a trade or agree­ment to an­oth­er crea­ture with your word­s; a Diplo­ma­cy check can then per­suade them that ac­cept­ing it is a good idea. Ei­ther side of the deal may in­volve phys­i­cal good­s, mon­ey, ser­vices, promis­es, or ab­stract con­cepts like “sat­is­fac­tion.” The DC for the Diplo­ma­cy check is based on three fac­tors: who the tar­get is, the re­la­tion­ship be­tween the tar­get and the char­ac­ter mak­ing the check, and the risk vs. re­ward fac­tor of the deal pro­posed.

The Tar­get: The base DC for any Diplo­ma­cy check is equal to the 15 + lev­el of the high­est-lev­el char­ac­ter in the group that you are try­ing to in­flu­ence + the Wis­dom mod­i­fi­er of the char­ac­ter in the group with the high­est Wis­dom. High­-lev­el char­ac­ters are more com­mit­ted to their views and are less like­ly to be swayed; high Wis­dom char­ac­ters are more like­ly to per­ceive the speak­er’s re­al mo­tives and aim­s. By ap­ply­ing the high­est mod­i­fiers in any group, a pow­er­ful king (for ex­am­ple) might gain ben­e­fit from a very wise ad­vi­sor who lis­tens in court and coun­sels him ac­cord­ing­ly. For this pur­pose, a num­ber of char­ac­ters is on­ly a “group” if they are com­mit­ted to all fol­low­ing the same course of ac­tion. Ei­ther one NPC is in charge, or they agree to act by con­sen­sus. If each mem­ber is go­ing to make up their mind on their own, roll sep­a­rate Diplo­ma­cy checks against each.

The Re­la­tion­ship: Whether they love, hate, or have nev­er met each oth­er, the re­la­tion­ship be­tween two peo­ple al­ways in­flu­ences any re­quest. -10 In­ti­mate: Some­one who with whom you have an im­plic­it trust. Ex­am­ple: A lover or spouse. -7 Friend: Some­one with whom you have a reg­u­lar­ly pos­i­tive per­son­al re­la­tion­ship. Ex­am­ple: A long-­time bud­dy or a sib­ling. -5 Al­ly: Some­one on the same team, but with whom you have no per­son­al re­la­tion­ship. Ex­am­ple: A cler­ic of the same re­li­gion or a knight serv­ing the same king. -2 Ac­quain­tance (Pos­i­tive): Some­one you have met sev­er­al times with no par­tic­u­lar­ly neg­a­tive ex­pe­ri­ences. Ex­am­ple: The black­smith that buys your loot­ed equip­ment reg­u­lar­ly. +0 Just Met: No re­la­tion­ship what­so­ev­er. Ex­am­ple: A guard at a cas­tle or a trav­el­er on a road. +2 Ac­quain­tance (Neg­a­tive): Some­one you have met sev­er­al times with no par­tic­u­lar­ly pos­i­tive ex­pe­ri­ences. Ex­am­ple: A town guard that has ar­rest­ed you for drunk­en­ness once or twice. +5 En­e­my: Some­one on an op­posed team, with whom you have no per­son­al re­la­tion­ship. Ex­am­ple: A cler­ic of a philo­soph­i­cal­ly-op­posed re­li­gion or an orc ban­dit who is rob­bing you. +7 Per­son­al Foe: Some­one with whom you have a reg­u­lar­ly an­tag­o­nis­tic per­son­al re­la­tion­ship. Ex­am­ple: An evil war­lord whom you are at­tempt­ing to thwart, or a boun­ty hunter who is track­ing you down for your crimes. +10 Neme­sis: Some­one who has sworn to do you, per­son­al­ly, har­m. Ex­am­ple: The broth­er of a man you mur­dered in cold blood.

Risk vs. Re­ward Judge­men­t: The amount of per­son­al ben­e­fit must al­ways be weighed against the po­ten­tial risks for any deal pro­posed. It is im­por­tant to re­mem­ber to con­sid­er this ad­just­ment from the point of view of the NPC them­selves and what they might val­ue; while 10 gp might be chump change to an ad­ven­tur­er, it may rep­re­sent sev­er­al month­s’ earn­ings for a poor farmer. Like­wise, a hero­ic pal­adin is un­like­ly to be per­suad­ed from his tenets for any amount of gold, though he might be con­vinced that a greater good is served by the pro­posed deal. When deal­ing with mul­ti­ple peo­ple at on­ce, al­ways con­sid­er the ben­e­fits to the per­son who is in clear com­mand, if any hi­er­ar­chy ex­ists with­in the group. -10 Fan­tas­tic: The re­ward for ac­cept­ing the deal is very worth­while, and the risk is ei­ther ac­cept­able or ex­treme­ly un­like­ly. The best-­case sce­nario is a vir­tu­al guar­an­tee. Ex­am­ple: An of­fer to pay a lot of gold for some­thing of no val­ue to the sub­jec­t, such as in­for­ma­tion that is not a se­cret. -5 Fa­vor­able: The re­ward is good, and the risk is tol­er­a­ble. If all goes ac­cord­ing to plan, the deal will end up ben­e­fit­ing the sub­jec­t. Ex­am­ple: A re­quest to aid the par­ty in bat­tle against a weak gob­lin tribe in re­turn for a cut of the mon­ey and first pick of the mag­ic item­s. +0 Even: The re­ward and risk are more or less even, or the deal in­volves nei­ther re­ward nor risk. Ex­am­ple: A re­quest for di­rec­tions to some­place that is not a se­cret. +5 Un­fa­vor­able: The re­ward is not enough com­pared to the risk in­volved; even if all goes ac­cord­ing to plan, chances are it will end up bad­ly for the sub­jec­t. Ex­am­ple: A re­quest to free a pris­on­er the sub­ject is guard­ing (for which he or she will prob­a­bly be fired) in re­turn for a small amount of mon­ey. +10 Hor­ri­ble: There is no con­ceiv­able way the pro­posed plan could end up with the sub­ject ahead, or the worst-­case sce­nario is guar­an­teed to oc­cur. Ex­am­ple: A of­fer to trade a bit of dirty string for a cas­tle.

Suc­cess or Fail­ure: If the Diplo­ma­cy check beats the DC, the sub­ject ac­cepts the pro­pos­al, with no changes or with mi­nor (most­ly id­iosyn­crat­ic) changes. If the check fails by 5 or less, the sub­ject does not ac­cept the deal but may, at the DM’s op­tion, present a coun­ter-of­fer that would push the deal up one place on the risk-vs.-re­ward list. For ex­am­ple, a coun­ter-of­fer might make an Even deal Fa­vor­able for the sub­jec­t. The char­ac­ter who made the Diplo­ma­cy check can sim­ply ac­cept the coun­ter-of­fer, if they choose; no fur­ther check will be re­quired. If the check fails by 10 or more, the Diplo­ma­cy is over; the sub­ject will en­ter­tain no fur­ther deal­s, and may be­come hos­tile or take oth­er steps to end the con­ver­sa­tion.

Ac­tion: Mak­ing a re­quest or propos­ing a deal gen­er­al­ly re­quires at least 1 full minute. In many sit­u­a­tion­s, this time re­quire­ment may great­ly in­crease.

Try Again: If you al­ter the pa­ram­e­ters of the deal you are propos­ing, you may try to con­vince the sub­ject that this new deal is even bet­ter than the last one. This is es­sen­tial­ly how peo­ple hag­gle. As long as you nev­er roll 10 or less than the DC on your Diplo­ma­cy check, you can con­tin­ue to of­fer deal­s.

===== Knowl­edge ===== Ed­u­ca­tion is fun! http://www.­gi­antit­p.­com/­Func0019.html

===== Sun­der ===== Sun­der­ing worn equip­ment is too easy.

====== Spe­cialzed Skills ====== A few races/­cul­tures are giv­en cer­tain skills as bonus class skill­s. Many of these are “spe­cialzed”, a nar­row­er fo­cus than the more gener­ic Play­er’s Hand­book skil­l. Skill points work the same as any class skil­l. The sit­u­a­tions to which the skill is ap­pli­ca­ble are nar­row­er.

The re­lat­ed gener­ic skill pro­vides skill syn­er­gy with the spe­cialzed skill but the re­verse is not true.

Many spe­cial­ized skills can be used in place of the re­lat­ed gener­ic skill but at 1/2 the ranks.

Ex­am­ple: Sur­vival(de­sert) This skill works like the Sur­vival skill in de­sert/arid ter­rain. It may be used at 1/2 ranks in oth­er ter­rain­s. Hav­ing 5 or more ranks in Sur­vival will pro­vide a +2 syn­er­gy bonus.

====== Equip­ment ====== Ad­vanced cul­tures pro­duce iron/s­teel/ti­ta­ni­um(a­ka mithril). The more prim­i­tive ones on­ly have the re­sources to make bronze/­s­tone.

Each ma­jor pow­er lists com­mon arms and ar­mor e.g. .pelos:­cul­ture#­con­flic­t|Pelosian Arms

There are no com­mon­ly avail­able longsword­s. Pelosian broadsword­s, Sunesh Khopesh­es both have the stats of longsword­s.

Bas­tard swords and esp greatswords are rare, Kjore be­ing the on­ly to pro­duce such weapon­s.

====== Mag­ic ====== See al­so Pelosian bonus spells races#Pelosian

I like this spell point sys­tem http://www.wak­ing­land­s.­com/ht­m_­files/the_spel­l_­points_­page.htm

===== Re­strict­ed Spells ===== Cre­ate Wa­ter is now Gath­er Wa­ter

===== New Spells ===== Shock­ing Lash (http://www.wak­ing­land­s.­com/ht­m_­files/the_spell­s_­page.htm)

Evo­ca­tion [Elec­tric­i­ty] Lev­el: Sor/Wiz 2 Com­po­nents: V, S, F Cast­ing Time: 1 stan­dard ac­tion Range: 0 ft. Ef­fec­t: Whip­like en­er­gy Du­ra­tion: 1 min./lev­el (D) Sav­ing Throw: None Spell Re­sis­tance: Yes

A long, flex­i­ble ten­dril crack­ling with elec­tric­i­ty ex­tends from a rod of con­duc­tive met­al. You wield this whip­like en­er­gy as if it were a pro­fi­cient weapon. At­tacks with the shock­ing lash are melee touch at­tack­s. The lash deals 1d8 points of reg­u­lar or non­lethal elec­tri­cal dam­age (cast­er’s choice at will) + 1 point per cast­er lev­el (max­i­mum +10). Since the lash is im­ma­te­ri­al, your Strength mod­i­fi­er does not ap­ply to the dam­age. The lash is treat­ed as a melee weapon with 15-­foot reach, though you don’t threat­en the area in­to which you can make an at­tack. In ad­di­tion, un­like most oth­er weapons with reach, you can use it against foes any­where with­in reach in­clud­ing ad­ja­cent foes).

Fo­cus: A rod of con­duc­tive met­al. Spell by Richard Hugh­es.

Depilatory (http://www.wakinglands.com/htm_files/the_spells_page.htm)

Trans­mu­ta­tion Lev­el: Brd 0, Sor/Wiz 0 Com­po­nents: V, S, M Cast­ing Time: 1 stan­dard ac­tion Range: Close (25 ft. + 5 ft./2 lev­el­s) Tar­get: One will­ing hu­manoid crea­ture, or one hu­manoid crea­ture of 4 HD or less Du­ra­tion: In­stan­ta­neous Sav­ing Throw: Fort negates Spell Re­sis­tance: Yes

This trans­mu­ta­tion quick­ly re­moves hair from a hu­manoid crea­ture with 4 or few­er Hit Dice by the root. Hu­manoids of 5 or more Hit Dice are not af­fect­ed un­less they are a will­ing re­cip­i­en­t. At the cast­ers op­tion, any giv­en hairs can be spared, so as to cre­ate a pat­tern on the body, or sim­ply use the spell as a morn­ing shave. Hu­manoid crea­tures with hair cov­er­ing their en­tire body, such as gnoll­s, are stag­gered with the pain for one round if the cast­er elects to pluck them bald.

Ma­te­ri­al Com­po­nen­t: A rusty pair of tweez­er­s. Spell by Richard Hugh­es.

Cauterize (http://www.wakinglands.com/htm_files/the_spells_page.htm)

Necro­man­cy Lev­el: Sor/Wiz 0 Com­po­nents: V, S, M Cast­ing Time: 1 stan­dard ac­tion Range: Touch Tar­get: One liv­ing crea­ture Du­ra­tion: 1 hour or un­til dis­charged Sav­ing Throw: For­ti­tude negates Spell Re­sis­tance: Yes

The af­fect­ed crea­ture takes 1 point of neg­a­tive dam­age im­me­di­ate­ly af­ter their hit points fall be­tween ‘1 and ?9. If the tar­get does not die from this neg­a­tive dam­age, the crea­ture au­to­mat­i­cal­ly be­comes sta­ble.

Ma­te­ri­al Com­po­nen­t: A smudge of ash. Spell by Richard Hugh­es.

===== Spon­ta­neous Cast­ing ===== === Di­vine spel­lusers === In ad­di­tion to in­flic­t/harm spells a di­vine cast­er who se­lects do­mains may spon­ta­neous­ly con­vert spells in­to ones from their cho­sen do­main(s). This does not re­place their ex­tra do­main spell slot.

Cler­ics who choose “heal” do­main use a d10’s in­stead of d8’s for, like­wise “de­struc­tion” do­main cler­ics use d10’s for in­flict spell­s.

maybe spon­ta­neos di­vine cast­ers http://www.d20s­rd.org/s­rd/­vari­ant/­class­es/spon­ta­neous­Di­vineCast­er­s.htm

{D­M} === Ar­cane Spe­cial­ists === Ar­cane spe­cial­ists can spon­ta­neous­ly covert mem­o­rized spells (as a cler­ic does with cure/in­flict spell­s) in­to any known spell from their spe­cial­ist school. The cast­er must have and for­feit a mem­o­rized of the cor­rect lev­el. Any meta­m­ag­ic aug­men­taions that spell might have had are ig­nored and lost. This abil­i­ty re­places the +1 spell slot per lev­el spe­cial­ists nor­maly get. This choice must be made at char­ac­ter cre­ation and is per­ma­nen­t. {DM END}

===== Al­ter­na­tive Scrolls ===== Spells can be “in­scribed” on­to things oth­er than pieces of pa­per. In all ef­fects these act ex­act­ly like nor­mal scroll­s(­cost & time to pro­duce, re­quire­ments to ac­ti­vate, etc) These are most­ly for fla­vor or those who feel it’s lame to be read­ing off some parch­ment dur­ing a bat­tle.

Just like nor­mal scrolls un­less care­full pro­tec­tion is pro­vid­ed these are just as like­ly to be dam­aged by en­vi­ron­men­tal or el­e­men­tal at­tack­s. Wa­ter soft­en’s clay, smears tatoo. Fire­ball burns stick, scorch­es tatoo. etc.

== Spell Tatoos == Scroll in­scribed as a tatoo (typ­i­cal­ly on­ly on the body of some­one able to cast that spel­l) Tatoo fades when spell cast. Must be able to see tatoo to read and ac­ti­vate scrol­l. Most hu­manoids can fit one on­to each arm and leg. Pos­si­bly more if read­er has safe calm spot in which to con­tort.

== Spell Sticks == Scrol­ll in­scribed on­to a “s­tic­s”, carved pieces of wood, en­graved clay bars, small met­al rod­s, etc. They are ac­ti­vat­ed by break­ing the stick in two. Read­er must still be able to see the runes/en­grav­ings when they break it in or­der to ac­ti­vate the spel­l.