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Home Rules Thread

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Strength & Bodyweight Correlation
Str Score/Body Weight for small to medium-sized humanoids
12/lowest is 56 Kg
13/lowest is 62 Kg
14/lowest is 77 Kg
15/lowest is 85 Kg
16/lowest is 94 Kg
17/lowest is 105 kg
18/lowest is 106 kg
18+/add 15 kgs to lowest bw limit
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Giant-blooded human
Half-Giants As Characters
Half-giant characters possess the following racial traits.
+2 Constitution, +2 Strength, -2 Dexterity.
Medium size (but on the tall and heavy side).
Half-giant base land speed is 30 feet.
Low-light vision.
Strong and Healthy: Half-giants have a +1 racial bonus on Fortitude saving throws .
Giant Blood: For all effects related to race, a half-giant is considered a giant.
Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic).
Favored Class:Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
Level adjustment: +0
This is a modified Half-Giant, see The Expanded Psionics Handbook for half-giants proper
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A Roguish Solution for small parties

All characters with PC classes can use the Search skill to locate traps even when the task has a Difficulty Class higher than 20.
Finding a non-magical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
All characters that are primary spellcasters* can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
They can use spells to aid them in this, like magical hand spells to do it from afar.
A character who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.

*arcane or divine, like wizards, sorcerers, druids or clerics but not secondary spellcasters like paladins and rangers

Hereafter, at 1st level, any character can choose up to 4 skills from the Rogue Class Skill List, and those skills become class skills for him or her. A character gains extra skill points per level, which must be however invested in these skills alone, equivalent to his Intelligence bonus. If the bonus is +0, he still gains 1 skill point. This bonus is not multiplied at 1st level.
A character can use the pool of his other skill points, to raise those 4 skills.

Example; Adoq, a mystaran 1st level Wizard can choose Hide, Move Silently, Disable Device and Open Lock. He has an intelligence of 17 (+3) giving him 3 skill points to invest in those skills per level.
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Bard
Hit Die: d8
Skill points increase to that of the Rogue;
Skills
At 2nd level, and every 2 levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, 20th) a bard may choose a non-class skill and from now on it will be a class skill for him.

Skill Points at 1st Level
(8 + Int modifier) ×4.
Skill Points at Each Additional Level
8 + Int modifier.
Weapon and Armor Proficiency
A bard is proficient with all simple and martial weapons and with all armor up to chainmail and buckler shields. A bard can cast bard spells while wearing up to chainmail armor and wielding a buckler without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing other kinds of armor or using a shield larger than a buckler incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
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Druid

Wild shape is lost.
Animal Companion is lost

1)Druidic added as free language
2)Gains access to the Wizard spells of Chromatic Orb, Web, Lightning Bolt, Improved Invisibility, Chaos, and Chain Lightning, cast as equivalent-level Priest spells.
3)Gains whirling rage* as a barbarian of the same level. He never gains greater, mighty or tireless rage.
4)Gains track, as ranger of the same level.
5)Gains favored enemy as a ranger of the same level.
6)Gains Animal domain at 1st level and Plant domain at 10th level
7)Gains the ability to spontaneously cast healing spells as a cleric can

*A druid with this variant form of rage doesn't gain the normal bonuses when he enters a rage. Instead, when a druid with whirling frenzy enters a rage, he temporarily gains a +4 bonus to Strength and a +2 dodge bonus to Armor Class and on Reflex saves. While in a whirling frenzy, the druid may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity the druid might make before his next action.

Whirling frenzy is otherwise identical to the standard barbarian rage in all other ways.

A character can't use whirling frenzy at the same time that he uses any other form of rage (or similar ability).
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Fighter
Fighters can gain the sneak attack special feature at 2nd level at above, instead of gaining bonus feats.
Fighters can gain the uncanny dodge and improved uncanny dodge at 4th and 8th level, or anytime thereafter, instead of gaining bonus feats.
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DODGER [alternative AC rule for Warrior Classes]

The character has no proficiency in wearing armor, this includes all armor (heavy, medium, and light), but instead gains a dodge bonus to his AC equal to his base fortitude save. Only Barbarians, Fighters, Paladins and Ranger may make this trade, or similar core classes. At 4th level and each 4 levels thereafter, he may apply this dodge bonus to an additional opponent, 3 at 8th, 4 at 12th and so on. In all other ways it is identical to the dodge feat. Wearing armor, whether he becomes proficient in it or not, cancels out the Dodger bonus.
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Gunpowder
Gunpowder can only be extracted from the remains of a specific monster, CR 10+. It would be rarer and impossible to manufacture in a lab from scratch. Attempts to use real-world recipes for gunpowder would simply not produce a substance with the known properties.

The following levels of armor class bonuses make any creature immune to firearms and cannons.
Deflection +2/+4 means that projectiles bounce off and lose all kinetic energy
Natural armor +4/+8 means that projectiles don’t have enough force to cause damage
Insight bonus +4/+8 means they can dodge the projectiles
Sacred/Profane +3/+6 as in deflection

This makes magic stronger and real-world technology weaker
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Hiding Spellcasting
While Silent and Still spell metamagic feats exist, and make hiding a spell a certainty, a spell caster can also use his bluff (cha) skill to attempt to conceal his casting. Checks with Spellcraft and Sense motive of any onlookers may still notice it though. This can conceal verbal and somatic components. Holy symbols and talismans can still be hidden but major components are not. Bluff check DC is 10 + spell level. If this fails, then Spellcraft and Sense motive checks are rolled. Spells whose casting time is greater than 1 standard action cannot be hidden this way. This is a move action. A magic missile has a 1 standard action casting time thus could be bluffed. Standard + move=Full round.
Bluff Check modifiers
Caster is using a spell with a visual effect that emanates from him -20

Spellcraft or Perception modifiers

Target is closely observing by the caster +5
Target knows the target is spell caster +5
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RAISING THE DEAD

Anyone can be raised up to 1d3 times. Known only to the DM, rolled when the character is first made.
Anyone can be reincarnated as many times as they want.
Regardless of method used, no Constitution, XP or levels are lost.
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