All the house rules.
Contents
Skills
- The Diplomacy skill is modified. These changes are also applicable to wild empathy, save that wild empathy uses the creature's Challenge Rating instead of its hit dice.
- When the Intimidate skill is used to demoralize an opponent, any bonuses to saving throws against fear effects (e.g., remove fear, the paladin's aura of courage) are applied to the check DC. Targets immune to fear effects can not be demoralized.
Feats
- The Vital Strike feat may be applied as part of a charge (but not any other type of non-attack action).
- The Heighten Spell metamagic feat's level increase does not stack with that of other metamagic feats -- use whichever is greater. For example a Fireball spell, quickened and heightened by 4 levels is a 7th level spell.
- The Dazing Spell metamagic feat is not allowed.
- Channeling attempts affected by the Maximized Channelling feat consume an extra daily use of channel energy.
- Upon gaining a point of BAB, characters may reassign the Weapon Focus feat to a different weapon.
- The Preferred Spell feat is not allowed.
- The Varisian Tattoo feat is not allowed.
- The Spell Specialization feat can be changed at even caster level, not even class level.
- Arcane Armor Training and Arcane Armor Mastery now provide their ASF reduction at all times to spells with a casting time of 1 swift or 1 immediate action.
Dual Strike
Prerequisites: Two Weapon Fighting, Improved Two Weapon Fighting, Base Attack Bonus +9
Benefit: When taking the attack action or attacking as part of a charge, you may take an additional attack with your off-hand weapon. Normal Two Weapon Fighting penalties apply to both attacks.
Misc
- Clarification: The flatfooted status condition is independent of the start of combat. Creatures who have not yet acted are flatfooted.
- Any offensive ability that specifically affects flatfooted creatures (I'm not sure such abilities even exist) instead affects creatures that have not yet acted in a combat. This change does not affect defensive abilities (e.g., uncanny dodge).
- All rods are now considered wondrous items.
- All rods that is, except metamagic rods, which no longer exist
- Enhancement bonuses to Intelligence do not grant skill points; This ruling does not affect the bonus skill ranks from wearing a Headband of Vast Intelligence (or similar item).
- Crafting a Headband of Vast Intelligence (or similar item) requires that the crafter (or someone assisting the crafter) have ranks in the item's associated skill(s). 5 ranks are required for the first associated skill, 10 for the second, and 15 for the third.
- Save and BAB progressions use fractional summation as follows
- 'Good' saves for a class (i.e., ones that go up every 2 levels) grant 1⁄2 per level. Base (but not Prestige) classes with a good save provide a one-time +2 bonus.
- 'Bad' saves for a class (i.e., ones that go up every 3 levels) grant 1⁄3 per level.
- Classes gain 1⁄2, 3⁄4, or 1 BAB per level.
- Sum up the save and BAB bonuses for all of your class levels, and round down
Spells
- The spell shrink item contains a clause stating that items can be returned to their normal size by tossing them on any solid surface. I am interpreting this as "thrown with sufficient force". This requires either a standard action or at least a 120 ft drop.
- Divination effects no longer grant familiarity with an area for the purposes of teleport and similar effects.
Magic Items
- Gloves of first aid have a market price of 5,000 gp (up from 4,500 gp).
- Bracers of armor do not cease functioning when the wearer gains a larger armor bonus from another source.