Here are the house rules we will be using in our game:
To identify a magic item or scroll, you must first cast detect magic then make a spellcraft check.
- The DC for items is 15 + the item’s caster level
- The DC for scrolls is 20 + the spell’s level.
If you fail to identify the item or scroll, you must wait 1 day before you can try again.
PCs can sample a potion to identify what is inside with a Perception check.
- The DC is 15 + the spell level of the potion
If you fail to identify the potion, you must wait 1 day before you can try again.
To use magic devices, you must make a use magic device check. Here are the DCs:
|Decipher a written spell||25 + spell level|
|Use a scroll||20 + caster level of the spell|
|Use a wand||20|
When activating blindly, the following rules apply:
- +2 bonus on your check if you’ve activated the item once before.
- If you fail by 9 or less, you fail to activate the device.
- If you fail by 10 or more, you suffer a mishap and take 2d6 points of damage.
Spell level is just that – the level of a spell.
Caster level (CL) is an attribute that every magic item has. CL determines the relative strength of a magic item. For example: Ring of Protection +1 has a CL of 5. The CL of a scroll is determined by who created it. A scroll can only be created by someone could cast the spell to begin with. So for example: fireball is a third-level wizard spell. Wizards need to be level 6 to cast third-level spells, so the minimum CL for a scroll of fireball would be 6 (although the person making the scroll could in theory be a higher level and make the scroll at a higher level which could make it more powerful – see magic missile).
- Melee attack bonus = BAB + STR bonus + Size modifier
- Ranged attack bonus = BAB + DEX bonus + Size modifier + Range penalty
- If you are using a composite bow and your STR bonus is below its STR rating, you suffer -2 to attack
- Melee, slings and thrown weapons: Weapon Damage + STR bonus
- 2-handed weapons: Weapon Damage + 1.5 STR bonus
- Off-hand weapons only get 1/2 STR bonus (or full STR penalty to damage)
- When using any bow with a negative STR bonus, you suffer that penalty to damage
- Composite bows can receive STR bonus to damage up to their rating.
Two Weapon Fighting
- You get two attacks per round
- -6 to ATK with primary, -10 to ATK with secondary
- If off-hand weapon is light, then you get penalties for both reduced by 2
- Double weapons function in the same way
- Thrown weapons function the same way (darts and shurikens are treated as light weapons)
- A natural 20 always hits.
- A roll of 20 is a “threat.” You must then confirm by rolling again with the same modifiers. If you hit on the second roll, you have critically hit.
- Default threat range is 20 and default multiplier is x2.
- Scenario: An enemies AC is 19. You have an increased threat range of 18-20. You roll an 18. You did not hit and you did not threat. You only threat if you hit.
- Charging is a full-round action
- Must move before you attack
- Must move at least 10 ft.
- May move up to double your speed
- Must have line of sight to target before moving
- Must move to the closest position for which you would be able to attack
- If anything blocks or hinders you on the way, or occupies the closest position to an attack, you cannot charge
- You get +2 to attack and -2 to AC until start of your next turn
- Instead of attacking, you can use a bull rush (no damage)
- Can use it instead of your attack on a charge
- Target gets an attack of opportunity against you
- Your CMB vs their CMD
- Success = you push them 5 ft. backwards
- For every 5 over their CMD you can push them another 5ft. backwards
- You may move with the opponent if you have enough movement left
- May bull rush creatures in a row, but you roll for each one beyond the first at -4