House Rules

The following House Rules are observed.

1. Ability score generation: Players roll 1d8+8 four times and place these scores in order. They may then place a single 16, and a single 8, anywhere within that order they wish.

2. Spontaneous Casting Classes: Oracles, Sorcerers, and Psychics cast spells as though they were a level higher on their list of spells per day and spells known. E.g., a 3rd level oracle casts and knows spells as though she were a 4th level oracle.

3. Multiclassing: Characters that multiclass add 1/2 of their levels in each class to their effective level in each other class, capped at the level of each class, for the purpose of determining class features. For example, a Fighter6/Rogue2 is treated as a 7th level fighter, and as a 4th level rogue.

4. Magic Item Slots: Characters may wear and gain the benefit of as many of any type of magic item is as feasible (for instance, multiple rings), but may not gain the benefit of more than 16 permanent items at a time.

5. Ability Score Increasing Items: Are rare and of limited use. At 6th level or lower, you can wear only a single +2 boost item. At 7th-12th, you can equip a single +4 or two +2s. At 13-19th, you can equip one +6 or two +4s. At 20th level, you can equip two +6 items.

6. Most X/day 1st level powers are usable at will. 

7. Races: Human gain Ambition (Each level in a favorite class provides 2 of the possible benefits), Half Orcs gain a bonus feat, and replace their ability score bonuses with the following: +2 Str, -2 Int OR -2 Cha, +2 any one ability score. Half-Elves gain +1 skill point per level. All Gnome PCs will die.

8. Bonus Spell Slots: Characters with bonus spells per day based on a high ability score that do not have the spell level in question (e.g. 15 ability score but cannot cast 2nd level spells) add those spell slots to their lower level as a bonus spell per day based on high ability scores.

9. Nonlethal Conversion: Armor transforms an amount of damage equal to its armor bonus into nonlethal damage (e.g. the first 4 points of damage from each attack while wearing a chain shirt is nonlethal damage). 

10. Whips and Chains: Whips are not the useless crippled weapons that the standard books portray them as. They can deal damage to armored creatures and characters. Those with exotic weapon proficiency in them can use them to deal lethal damage in addition to nonlethal.

11. Craft Magic Item: Is a prerequisite feat for all crafting feats that allows you to craft any item you are capable of at 75% cost. The specific feat reduces the price to 50%, as normal.

12. Toughness: Provides +2 hit points per level starting at 5th level, +3 at 10th level, +4 at 15th level, and +5 at 20th level.

13. Base Attack: Starting at Base Attack Bonus 11, you may make your two lower attacks as a standard action (e.g. +6/1). 

14. Death Ward: Death ward provides a sacred or profane bonus (caster dependent) rather than morale. Sacred and profane bonuses do not stack with each other.

16. Athletics: This skill combines Climb, Jump and Swim together, the same way Acrobatics combined Balance, Jump and Tumble. It is a Str based skill. DCs for jumping are identical to Acrobatics. Characters who have ranks in both skills use whichever is better for jumping. If your class has Climb or Swim as a class skill, your class now has Athletics as a class skill.

17. Medium: Will make use of my version.

18. We ignore 90% of Pathfinder Errata, including Crane Wing, Scarred Witch Doctor, and rulings on adding spells to your spell list.

19. Ability Score Increases: at 4th level and every 4 levels thereafter you gain a +1 bonus to two different ability scores. At 5th and 15th level you gain a +1 bonus to one of your 3 lowest scores. At 10th and 20th level you gain a +1 bonus to all of your ability scores.

House Rules

Aluroon's Shattered Star Aluroon