Ruleset

We will be using Pathfinder Classes for core classes.
If you wish to play a non-core class from one of the 3.0/3.5 supplements they will probably be allowed, but check with me first.
All feats from Pathfinder are fair game. [Feats]
Note that we will retain the 3.5 skills, so if you use a core class from Pathfinder you will want to refer to the skill points table in 3.5.


House Rules:

Classes:

.: Wizards :.
Wizards may “ritually recite” utility spells out of their spellbook out of combat.

  • Casting in this manner does not use up any of the Wizard’s daily spells, and the spell remains intact in the book after casting.
  • Spells that normally take 1 action take 1 full minute per spell level to ritually recite
  • This may only be used with spells that give no combat advantage, includes all evocation spells
    • Knock or Comprehend Languages would apply but Invisibility or Bull’s Strength would not

.: Martial Classes :.

  • Non-magic using classes may spend feats on Stances and Maneuvers (similar Swordsage from Tome of Battle but more limited)
  • Stances confer a small passive bonus in certain circumstances
  • Maneuvers are unique to each character, a kind of “signature move”
    • Typically can be used once per encounter
    • May be discovered, honed and improved through battle experience

Skills:

.: Heal skill :.

  • New skill use: Bandaging. This comes as part of the heal skill, allows a character to apply bandages to a wounded character in combat. Bandaging is a full round action and grants temporary hitpoints ( up to max hp). See Bandaging

.: Alchemy :.

  • Skills associated: Craft: Alchemy and Knowledge: Chemistry
  • These skills allow a PC to craft and handle alchemical items: explosives, elixirs, salves & unguents, poisons and miscellaneous itmes (sunrods, tanglefoot bags, etc)
  • While a hobby for adventurers, it is a full-time profession for some NPCs
  • Note that items created through alchemy are strictly non-magical (thus cannot provide magical healing, are not subject to spell resistance, etc)

Additional Skills


Brutal Criticals

  • I usually rule that critical hits dealing a significant portion of the victim’s health can break bones, sever limbs, etc
  • Critical fumbles are also likely to cause mishap (injury, broken weapon, mis-target, etc)
  • This will generally happen to the monsters more than the players (we would run out of PC’s much quicker than monsters!)
    • There is nothing quite as satisfying as slicing a goblin in two on an epic critical
  • However serious injury to a PC from a crit is possible
    • Please contact me if you are uncomfortable with this
  • Additionally you can have an exceptional success at a skill check (well above the DC) or a disastrous attempt (well below the DC)
    • In most cases doing poorly on a skill check just means it takes longer, but you may for example break one of your tools trying to pick a lock, or ruin a first impression on a botched diplomacy check

Spell Casting

.: Spell V,S,M will be used :.
The mechanics of casting are often glossed over in many campaigns. I intend to focus on them in this one.

  • Please include the V,S or M notations to your spells known on your character sheets
  • To cast spells with a Verbal component you need to be able to speak clearly.
    • Bonus if you come up with words to recite ahead of time
  • To cast spells with a Somatic component (gestures) you need to have a free hand.
    • This can cause difficulties for the typical cleric wielding a mace and shield. See Gaining a free hand for tips.
  • We will also use Material components. However, instead of carrying around bat guano and the like, casters have the option of using Personal Foci.
  • Think about the effects of your spells as well. Everyone’s magic is a little different – how do your spells look?

Note that I will allow the related metamagic feats to negate the above (silent spell, still spell, eschew materials) provided you can find someone to teach you. In Pathfinder, Sorcerers automatically get Eschew Materials.

.: Counterspells :.
PHB3.5 p.170 Counterspells “use a spell’s energy to disrupt the casting of the same spell by another character”

  • Under the rules as written you must have readied an action, successfully identified the opponent’s spell being cast and cast the same spell or (in most cases) Dispel Magic.
  • I am also allowing a reverse effect spell to counter or mitigate a spell being cast the same way:
    • For example if your enemy were casting Cone of Cold you could use Burning Hands as a counterspell. Since Burning Hands is a lower level spell it would not completely negate the cold spell but it would reduce the effect.
  • Additionally a counterspell may be attempted as long as a character has not acted yet in the round.
    • This means that you do not have to have a higher initiative and ready an action to potentially counter a spell
    • Countering this way uses the standard action portion of your turn on the opponent’s initiative; you can still move on your own initiative.
  • Whether you had readied an action or “jumped ahead” to counter, your action and a daily spell are expended.

Ruleset

Scars of Suldairia Seraphaguin