Main Page

Default Main Page

House rules

Spells

Custom spells are allowed and encouraged. In addition, many spells will exist in the world with multiple variations. (Often the Pathfinder version and the original D&D 3.5 version) These are considered a single spell with two variations; The caster chooses which version to use when they begin casting the spell. For example:

  • The caster of a Wish spell may choose whether to spend a 25,000 gp diamond (Pathfinder) or 5,000 experience points (D&D 3.5) when they begin casting.
  • Identify may be cast using the default inexpensive component, in which case it grants the normal +10 bonus to skill checks made to identify magical properties of items, or it may be cast with a 100 gp black pearl as an expensive material component, in which case the caster may choose to automatically pass the spellcraft check to identify one (and only one) of the magic items they examine during the spell’s duration, and also identify all of that item’s nonmagical properties as well.

Skills

  1. New Athletics skill. Combines and replaces Swim and Climb. An athletics check also determines the number of consecutive rounds a character may perform the run action before becoming fatigued. (minimum 2) Athletics is a strength-based skill and is subject to double the normal armour check penalty.
  2. Knowledge (Local) is replaced with Knowledge (Civilization). Represents a general knowledge of the necessities and layouts of typical humanoid societies, as well as the various cultural and civil organizations within. Knowledge civilization checks may also be used to identify any humanoid creatures as well as any classes and prestige classes a creature may have.
  3. Area familiarity. All characters have a certain amount of familiarity with various parts of the world, represented by five points which are spent at character creation. Further points may be acquired via gather information checks, over time, or at the GM’s discretion. A character may have a maximum of five familiarity with any single location. A familiarity check (d20 + 2 x familiarity + int modifier) may be made to recall general information about or locate anyone and anything in the appropriate geographical area, but never reveals statistical information the way a knowledge skill can. Higher level characters will glean more information with familiarity checks than their lower level counterparts.
  4. The DC of Spellcraft checks to identify magic item properties is increased by 10.
  5. Martial lore is considered a class skill for any class with full base attack bonus, as well as battle oracles, cloistered clerics, monks, and loremasters.
  6. Most skills which are traditionally used primarily for flavour (Appraise, Craft, Handle Animal, Heal, Knowledge (Any), Linguistics, Perform, Profession and Survival) Will be given expanded rules and uses which allow them to scale better into high-level play:
    1. Appraise checks may be used to identify special materials (DCs start at 10), extraplanar materials (DCs start at 15), and magic items (DCs start at 20). An especially high result may also glean the effects legend lore spell.
    2. Craft (Alchemy) Checks may be used to harvest poisons from certain creatures at no cost. High checks may also be used to craft alchemical items much more quickly and/or dramatically increase their potency. The list of alchemical items and tools has also been expanded to include some 3rd party material.

Classes

  1. Alignment requirements are flexible for any classes other than divine casting classes, however a character may not possess two classes, feats, or any other abilities or properties with mutually exclusive alignment requirements. (Such as barbarian and monk)

Feats

  • Craft Magic Engines and Artillery (Item Creation)
    You can create siege weapons and vehicles which are imbued with magical effects beyond, and possibly in addition to, those of conventional arms and armour.
    Prerequisite: Caster level 9th.
    Benefit: You can create magic vehicles, siege engines, or artillery. Enhancing a vehicle, siege engine, or artillery takes 1 day for each 2,000 gp in the price of its magical features. To enhance a vehicle, siege engine, or artillery, you must use up raw materials costing half of this total price.
    The vehicle, siege engine, or artillery to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.
    You can also mend a broken magic vehicle, siege engine, or artillery if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.

Main Page

Ring of Fire (Redux) Sethna