User:Tavis McCricket/Sandbox

Kammorremae's DnD 3.5 House Rules (cthulhuninja@aol.com for feedback)

Ground Rules:

 * Powerful Build does not stack with itself. For example, a 10th level dragonkin barbarian only counts as a large creature, not a huge creature.
 * Untyped DR (DR */-) granted by persistant effects stacks with itself. For example, a 10th level dragonkin barbarian wearing an adamantine chainshirt has DR 6/- (adamantine breastplate is not viable since it would consitute heavy armor).

Notes:

 * Iaijutsu Focus was added to give melee players more options in combat, and something other than Craft and Profession to put their skill points into. If you feel like the skill is cumbersome or doesn’t fit the flavor of the campaign, simply don’t take it.  That being said, don’t underestimate it’s power.
 * This is still a work in progress. Some things will be changed.  Some things will be added.  Some things will be axed entirely.

General Changes:

 * Base races that count as outsiders (native) or monstrous humanoids (any) do not gain automatic simple and martial weapon proficiencies. All affected races have their ECL reduced by 1 (This means that Aasimar and Tieflings are finally worth playing).  Races with racial hit dice are excluded from this change.
 * All racial weapons are considered martial weapons to the relative race.
 * All races may take Weapon Specialization with any natural weapon they possess, provided they meet the BAB requirement.
 * Bears do not get low light vision. Apparently they can’t see very well at all.

Catfolk:


 * Medium sized humanoid.
 * +4 Dexterity, -2 Intelligence.
 * A catfolk’s base land speed is 40 feet.
 * Low-Light Vision: Catfolk see twice as far as a human in starlight, moonlight, torchlight, and similar conditions or poor illumination. They retain the ability to distinguish color and detail under these conditions.
 * Natural Attacks: A catfolk is proficient with its claw attacks, which deal 1d4 points of damage each. If it uses a claw as a secondary weapon (along with a weapon held in the other hand), it takes the normal penalties for two-weapon fighting.
 * Racial Skills: Catfolk have a +2 racial bonus on Listen and Move Silently checks.
 * Automatic Languages: Common, Feline. Bonus Languages: Draconic, Goblin, Gnoll, Halfling, Orc, Sylvan.
 * Favored Class: Ranger.

Deathless:


 * Medium sized augmented humanoid (deathless).
 * No Constitution score.
 * A deathless’ base land speed is 30 ft.
 * Darkvision out to 60 feet.
 * Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
 * Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
 * Not subject to critical hits, nonlethal damage, or ability drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution) as well as fatigue and exhaustion effects. Unlike undead, the deathless are subject to energy drain. Like living creatures, deathless are harmed by negative energy and healed by positive energy.
 * Immunity to any effect that requires a Fortitude save, except for energy drain attacks, effects that also work on objects, and harmless effects.
 * Cannot use the run action.
 * Uses Charisma modifier for Concentration checks.
 * Not at risk of death from massive damage, but when reduced to 0 hp or less, it is immediately destroyed. 8
 * Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect the deathless if they are willing. These spells turn deathless creatures back into the living creatures they were before becoming deathless.
 * Evil clerics can turn or destroy deathless creatures as good clerics turn or destroy undead. Good clerics and paladins can rebuke, command, or bolster deathless creatures as evil clerics rebuke, command, or bolster undead.
 * Deathless creatures gain the same benefits from consecrate and hallow as undead do from desecrate and unhallow, and they are hindered by desecrate and unhallow as undead are by consecrate and hallow. Hide from undead and undeath to death also work against deathless. Detect undead and deathwatch also reveal deathless, and allow the caster to distinguish deathless creatures from undead. Evil casters can be stunned by overwhelming auras of deathless creatures as good casters can be stunned by overwhelming undead auras. Use the “undead” line in the detect evil spell description when deathless are in the area of a detect good spell. Deathless are healed by disrupt undead and damaged by unholy water as undead are by holy water. Deathless are not affected by disrupting weapons. Spells that have greater than normal effect against undead. creatures—including chill touch, magic stone, searing light, sunbeam, sunburst, and wall of fire—do not have these enhanced effects against deathless creatures. Deathless take only 1d6 points of damage per two caster levels from searing light. Spells such as command undead, control undead, create undead, create greater undead, and halt undead do not affect or create deathless creatures.
 * Deathless do not breathe, eat, or sleep.
 * Automatic Languages: Common. Bonus Languages: Any.

Dragonkin:


 * Medium sized monstrous humanoid (reptilian).
 * +2 Strength, -2 Dexterity, +2 Constitution. Dragonkin are powerful creatures that derive great abilities from their ancestral tie with the dragons.
 * Powerful Build: The physical stature of dragonkins lets them function in many ways as if they were one size category larger. Whenever a dragonkin is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the dragonkin is treated as one size larger if doing so is advantageous to him. A dragonkin is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A dragonkin can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
 * Dragon’s Blood: Dragonkin count as dragon for purposes of bane weapons, feats, and class requirements. Due to their heritage, they are prohibited from taking levels in Dragonfire Adept, Dragon Disciple, or Dragon Shaman (The draconic and half-dragon templates may still be applied to them).
 * A dragonkin’s base land speed is 20 feet.
 * Natural Attacks: A dragonkin is proficient with its claw attacks, which deal 1d4 points of damage each. If it uses a claw as a secondary weapon (along with a weapon held in the other hand), it takes the normal penalties for two-weapon fighting.
 * Dragonkin can use detect magic at will as a supernatural ability, as a sorcerer whose level is equal to the dragonkin’s HD.
 * +2 natural armor bonus.
 * Automatic Languages: Common and Draconic. Bonus Languages: Dwarf, Gnoll, Goblin, Orc.
 * Favored Class: Barbarian.

Gnoll:


 * Medium sized monstrous humanoid.
 * 2 Strength, +2 Constitution, –2 Intelligence, –2 Charisma
 * Medium size.
 * A gnoll’s base land speed is 30 feet.
 * Natural Attacks: A Gnoll is proficient with its bite attack, which deals 1d6 points of damage. If it uses its bite as a secondary weapon (along with weapons held in hand), it takes the normal penalties for two-weapon fighting.
 * Darkvision out to 60 feet.
 * 1 natural armor bonus.
 * Automatic Language: Gnoll. Bonus Languages: Common, Draconic, Elven, Goblin, Orc.
 * Favored Class: Ranger.

Half-Orcs:


 * No longer take an intelligence penalty.
 * Half-orcs gain all orc racial weapons as martial weapons.

Musteval:


 * Tiny native outsider.
 * -4 Strength, +4 Dexterity, +2 Wisdom. Musteval are small, agile creatures with natural intuition.
 * Small: As a Tiny creature, a musteval gains a +2 size bonus to Armor Class, a +2 size bonus on attack rolls, and a +8 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are ½ of those of a Medium character.
 * A musteval’s base land speed is 30 ft.
 * Spell-Like Abilities: At will—detect evil, detect magic, protection from evil (self only) and see invisibility as a sorcerer whose level is equal to the musteval’s HD. The save DCs are Charisma-based.
 * Focused Movement: When moving, a musteval can take a move action and a standard action at any point during the move. The musteval cannot take a second move action during a round when it uses its focused movement ability. Mustevals almost always use this ability to move before and after using a spell-like ability during combat.
 * Skills: Mustevals have good claws for climbing and sharp hearing. They receive a +4 racial bonus on Climb and Listen checks.
 * Automatic Languages: Common and Celestial. Bonus Languages: Any.
 * Favored Class: Scout.

Thri-Kreen:


 * Thri-Kreen that give up Naturally Psionic and Psi-Like Abilities reduce their ECL by 1 (resulting in an ECL of +1).

General Changes:

 * At first level, all players pick one skill. This is now added to his or her list of class skills.  Humans and half-elves pick two skills instead.  If any of the chosen skills are class skills at 1st level, they receive a +2 bonus.
 * The modifier of an attribute cannot be applied to AC twice, regardless of base class or prestige class features.
 * When smiting, all attacks that threaten a critical hit are automatically confirmed. If the target of the smite is not a legal one for purposes of to hit and bonus damage, this ability is negated.
 * All instances of the class ability ‘Sudden Strike’ are replaced with ‘Sneak Attack’, unless otherwise specified.

Ardent:


 * N/A

Artificer:


 * Gain Knowledge (All skills, taken individually) as a class skill.
 * 6 skill points per level (up from 4 per level).

Barbarian:

Bard:
 * Gain Hide, Knowledge (Nature), Move Silently, and Spot as class skills.
 * Barbarians may substitute (Str) for (Cha) on a trained Intimidate check.
 * While raging, a barbarian gains fast healing equal to ½ hit dice, rounded down.
 * DR gain increased:
 * Lvl 1-DR 1/-
 * Lvl 3-DR 2/-
 * Lvl 5-DR 3/-
 * Lvl 7-DR 4/-
 * Lvl 9-DR 5/-
 * Lvl 11-DR 6/-
 * Lvl 13-DR 7/-
 * Lvl 15-DR 8/-
 * Lvl 17-DR 9/-
 * Lvl 19-DR 10/-
 * Gain Put Your Back Into It (Ex): At 5th level, a barbarian can add his bonus strength from raging to out of combat Strength checks (not Strength based skill checks). This doesn’t change his total carrying capacity.  For example, Gia the 15th level barbarian attempts to force a door open.  Her effective Strength on the roll is 32 (22+10 from bestial rage).  On the other side of the wall, she attempts to scale a wall.  Her effective Strength reverts to 22 (the actual score).
 * Gain Powerful Build (Ex), at 10th level.
 * Gain Beastial Rage (Ex): At 15th level, a barbarian can lose himself when raging. He assumes animalistic qualities, granting the following benefits.  His land speed is doubled, and he gains a +10 competence bonus on all Jump, Climb, and Swim checks (as well as climb and swim speeds equal to half his modified base land speed).  He gains an additional +4 Strength when raging, double fast healing, as well as Evasion.  A barbarian that gains beastial rage does not gain silent fury.  A barbarian in a beastial rage cannot voluntarily end the rage, nor can he use consumables (like potions).  A barbarian in a bestial rage cannot decline to make a will save, even against harmless spells.  A barbarian with beastial rage as a class ability becomes chaotic if they are not already.
 * Gain Silent Fury (Ex): At 15th level, a barbarian can be utterly consumed by his rage, yet remain in complete control. Rather than being a frothing madman, he becomes even more cold and calculating, resulting in the following benefits.  He gains his Constitution modifier to his AC as natural armor, and is able to make all skill checks normally.  He gains an additional +4 Constitution when raging, 1.5 times normal DR, as well as Mettle.  A barbarian that gains silent fury does not gain beastial rage.  A barbarian in a silent fury that voluntarily ends his rage take 1d8 damage for each round left in the rage (this damage bypasses all DR).  A barbarian in a silent fury does not benefit from any morale bonuses.  A barbarian with silent fury as a class ability can no longer be chaotic, and may become lawful without negatively impacting any of his class abilities.


 * d8 Hit Dice (up from d6)
 * 8 Skill Points per level base (up from 6 per level)
 * All versions of Bardic Music that grant a persistent buff affect all allies in range.
 * Inspire Courage (Su) advanced:
 * Lvl 1-+1
 * Lvl 5-+2
 * Lvl 10-+3
 * Lvl 15-+4
 * Lvl 20-+5
 * Suggestion (Su) advanced to 5th level, with a requirement of 8 ranks in Perform.
 * Inspire Greatness (Su) advanced to 7th level, with a requirement of 10 ranks in Perform.
 * Inspire Heroics (Su) advanced to 13th level, with a requirement of 16 ranks in Perform.
 * Mass suggestion (Su) advanced to 16th level, with a requirement of 19 ranks in Perform.
 * Gain The Song Must Go On (Ex): At 5th level, a bard can pick up a song where they left off, without expending extra usages of bardic music. When a bard breaks concentration, or perform an action that stops them from Performing (casting a spell, using a command word, etc), a bard may attempt a Perform check (DC 20+minimum ranks needed to use ability).  If the bard succeeds, then the bard may continue as if the performance was never interrupted.  A bard may attempt this a number of times per day equal to their Charisma modifier (minimum of 1).
 * Gain Harmonize (Ex): At 10th level, a bard is able to combine the supernatural effects of two of her songs at once. If a bard is already singing, as a standard action she can add the effect of a second song to the one she is already using.  This action does not interrupt concentration needed to maintain certain effects.  The bard must succeed a Perform check (DC 10+minimum ranks needed to use ability).  If the check succeeds, she is now using two songs at once.  If she fails, the daily usage of bardic music is still expended, but the first song still continues.  The bard cannot take 10 on this check. A bard may attempt this a number of times per day equal to their Charisma modifier (minimum of 1).
 * Gain Sonic Haven (Su): At 15th level, a bard with 18 or more ranks in Perform is able to generate a protective aura around herself that extends outwards. This usage of bardic music creates a 30ft radius around the bard, in which allies gain DR 5/- (this DR stacks with similar DR, like that of a barbarian).  Enemies within this area have their own DR reduced by 5 (this cannot give an enemy negative DR).  Unlike other bardic music, this effect ends as soon as an ally or enemy leaves the affected area, or the bard stops singing.

Beguiler:


 * BAB equal to ¾ hit dice (up from ½ hit dice)

Cleric:


 * 4 Skill Points per level base (up from 2 per level)
 * Clerics with the War Domain gain Iaijutsu Focus as a class skill.
 * Gain Armor Proficiency (Heavy+).
 * Are permitted to take Weapon Specialization with their god’s favored weapon, provided they meet the BAB requirement.

Divine Mind:


 * N/A

Dragonfire Adept:


 * BAB equal to ¾ hit dice (up from ½ hit dice)
 * Gain proficiency with light armor, and the ability to invoke while wearing it.
 * Breath weapon is placed on a 1d4 round cycle.
 * At 20th level, the dragonfire adept’s type changes to dragon.

Druid:


 * N/A

Duskblade:


 * Gain the ability to cast in heavy armor at 7th level.

Favored Soul:


 * Gain Knowledge (Religion) as a class skill.
 * Gain Armor Proficiency (Heavy).
 * Wisdom is no longer a casting attribute for favored souls. Charisma determines spells per day and their DCs.
 * Gain bonus feats earlier:
 * Lvl 1-Deity’s weapon focus
 * Lvl 6-Deity’s weapon specialization (This is the only way that a favored soul can take Weapon Specialization)
 * DR gain advanced:
 * Lvl 2-DR 1/ (Cold Iron/Silver)
 * Lvl 4-DR 2/ (Cold Iron/Silver)
 * Lvl 6-DR 3/ (Cold Iron/Silver)
 * Lvl 8-DR 4/ (Cold Iron/Silver)
 * Lvl 10-DR 5/ (Cold Iron/Silver)
 * Lvl 12-DR 6/ (Cold Iron/Silver)
 * Lvl 14-DR 7/ (Cold Iron/Silver)
 * Lvl 16-DR 8/ (Cold Iron/Silver)
 * Lvl 18-DR 9/ (Cold Iron/Silver)
 * Lvl 20-DR 10/ (Magic Cold Iron/Magic Silver)

Healer:


 * Are now allowed to wear metal armor.
 * Gain Armor Proficiency (Medium).
 * Lose Cleanse Paralysis, Cleanse Disease, Cleanse Fear, Cleanse Poison, Cleanse Blindness, Cleanse Spirit, Cleanse Petrification, New Limb, and New Life.
 * Gain Healing Pool (Su): A Healer’s Healing Pool has a number of usages in it equal to twice the number of Healing Secrets known by the Healer. These usages can be spent to activate spell-like abilities that the Healer can use to treat her allies.  These secrets are supernatural abilities, and activating them is a standard action unless otherwise noted.
 * Lvl 3-Healing Secret-Remove Paralysis, 1 usage
 * Lvl 4-Healing Secret-Remove Disease, 1 usage
 * Lvl 5-Healing Secret-Remove Fear, 1 usage
 * Lvl 6-Healing Secret-Neutralize Poison, 1 usage
 * Lvl 9-Healing Secret-Remove Blindness/Deafness, 2 usages
 * Lvl 10-Healing Secret-Greater Restoration, 2 usages
 * Lvl 13-Healing Secret-Stone to Flesh, 3 usages
 * Lvl 15-Healing Secret-Regeneration, 4 usages
 * Lvl 20-Healing Secret-True Resurrection, 5 usages. 10 minute activation time, drains all remaining usages from the Healing Pool (still requires minimum of 5 usages to activate).
 * Lose Unicorn Companion.

Hexblade:


 * Gain the ability to cast without chance of failure in medium armor.
 * Increase the rate at which Hexblade earns more daily curses:
 * Lvl 1-Hexblade’s Curse 1/day
 * Lvl 3-Hexblade’s Curse 2/day
 * Lvl 5-Hexblade’s Curse 3/day
 * Lvl 7-Hexblade’s Curse 4/day
 * Lvl 9-Hexblade’s Curse 5/day
 * Lvl 11-Hexblade’s Curse 6/day
 * Lvl 13-Hexblade’s Curse 7/day
 * Lvl 15-Hexblade’s Curse 8/day
 * Lvl 17-Hexblade’s Curse 9/day
 * Lvl 19-Hexblade’s Curse 10/day
 * Increased the advancement of the Hexblade curse:
 * Lvl 1-Hexblade’s Curse -2
 * Lvl 7-Improved Hexblade’s Curse -4
 * Lvl 13-Greater Hexblade’ Curse -6
 * Lvl 19-Dire Hexblade’s Curse -8
 * Bonus feats now apply to all fighter feats as well.
 * All 1st through 4th level spells from the Necromancy school are added to the hexblade’s spell list.
 * Aura of Unluck (Su): Activating this ability counts as a daily usage of hexblade’s curse.

Knight:


 * Gain Iaijutsu Focus, Diplomacy, Knowledge (Military) and Sense Motive as class skills.
 * Gain Armor Proficiency (Heavy+).
 * Fortitude becomes a “good” save.
 * Bonus feat, at 2nd level a knight gains Mobility, even if he does not meet the requirements.
 * Shield Block (Ex) applies to all enemies, not a singular target.
 * Gain Mettle (Ex) at 6th level.

Lurk:


 * N/A

Marshall:


 * Gain Iaijutsu Focus, Knowledge (Military) and Profession as class skills.
 * Gain Armor Proficiency (Heavy+).
 * Add one Major Aura known at 1st level.
 * Major Aura bonus increased:
 * Lvl 1-Major Aura +1
 * Lvl 5-Major Aura +2
 * Lvl 10-Major Aura +3
 * Lvl 15-Major Aura +4
 * Lvl 20-Major Aura +5
 * Are permitted to take Weapon Specialization, provided they meet the BAB requirement.
 * Bonus Feats:
 * Lvl 6-Bonus Feat
 * Lvl 12-Bonus Feat
 * Lvl 18-Bonus Feat

Monk:

Ninja:
 * BAB equal to HD (up from ¾ HD)
 * Are permitted to take Weapon Specialization with unarmed strikes and special monk weapons, provided they meet the BAB requirement.
 * At 1st level, monks gain Stunning Fist automatically, even if they don’t meet the requirements.
 * At 1st level, the monk chooses between Improved Grapple and Improved Initiative as bonus feats (rather than Improved Grapple and Stunning Fist).
 * Flurry of Blows (Ex), and Greater Flurry (Ex) still grant the same number of bonus attacks, but the -2 to hit remains across all attacks.
 * Gain Intuitive Strike (Ex): At 3rd level, a monk gains the ability to strike more precisely with unarmed strikes and any special monk weapon, gaining her Wisdom modifier added to her normal damage roll (This bonus is multiplied on criticals like a Strength bonus). When making an intuitive strike, a monk cannot use a shield, wear any armor, or be carrying a medium or heavy load.  A monk’s intuitive strike only works against creatures vulnerable to sneak attack or critical hit damage.  Fortification also protects against this damage.
 * Ki Strike (Su) advanced:
 * Lvl 1-Ki Strike (Magic)
 * Lvl 5-Ki Strike (Lawful)
 * Lvl 10-Ki Strike (Adamantine)
 * Lvl 15-Ki Strike (Holy [good]/Unholy [evil])
 * Unarmored AC bonus advanced and increased:
 * Lvl 1-+1 AC
 * Lvl 5-+2 AC
 * Lvl 10-+3 AC
 * Lvl 15-+4 AC
 * Lvl 20-+5 AC
 * Wholeness of Body (Su) changed: Beginning at 7th level, a monk with a Wisdom score of 12 or higher can heal her own wounds by touch. Each day she can heal a total number of hit points of damage equal to her monk level × her Wisdom bonus. A monk may choose to divide her healing among multiple usages; she doesn’t have to use it all at once. Using wholeness of body is a standard action.
 * Abundant Step (Su): Activating this ability counts as three daily usages of the Stunning Fist ability.
 * Quivering Palm (Su): The monk can use the quivering palm attack once a day, and in so doing expend all remaining usages of her Stunning Fist ability.

Paladin:
 * Gain Iaijutsu Focus as a class skill.
 * Ki Pool (Su) is now equal to HD+Wisdom modifier.
 * Gain Wholeness of Body (Su) as the monk ability of the same name (from the PBH) at 9th level.


 * Gain Knowledge (Military) and Profession as class skills.
 * Gain Armor Proficiency (Heavy+).
 * Are automatically proficient with their god’s favored weapon.
 * Are permitted to take Weapon Specialization with their god’s favored weapon.
 * Smites per day increased:
 * Lvl 1-Smite Evil 1/day
 * Lvl 3-Smite Evil 2/day
 * Lvl 5-Smite Evil 3/day
 * Lvl 7-Smite Evil 4/day
 * Lvl 9-Smite Evil 5/day
 * Lvl 11-Smite Evil 6/day
 * Lvl 13-Smite Evil 7/day
 * Lvl 15-Smite Evil 8/day
 * Lvl 17-Smite Evil 9/day
 * Lvl 19-Smite Evil 10/day
 * Lay on Hands (Su)-As Dragon Shaman’s “Touch of Vitality”
 * Lose Remove Disease and all improvements of that ability.
 * When a paladin uses Lay on Hands to heal her special mount, all healing is doubled.
 * Lay on Hands is a standard action. A paladin may heal themself and their special mount as a full-round action.
 * A paladin’s special mount is persistent, and not summoned as per 3.5 rules.

Psion:


 * d6 hit dice (up from d4)
 * 4 Skill Points per level base (up from 2 per level)

Psychic Warrior:


 * N/A

Ranger:


 * d10 hit dice (up from d8)
 * Are permitted to take Weapon Specialization with any weapons that complements their chosen combat style (Bows, short swords, etc).
 * Gain their favored enemy bonus on to hit as well.
 * Combat styles also give bonuses to hit and to damage that increase with level:
 * Lvl 2-Combat Style +1
 * Lvl 6-Improved Combat Style +1
 * Lvl 11-Combat Style Mastery +3

Rouge:


 * d8 Hit Dice (up from d6)

Scout:


 * N/A

Shugenja:


 * Gain the ability to turn or rebuke creatures of their chosen element (as the domain power of a cleric).

Sohei:


 * BAB equal to hit dice (up from ¾ hit dice)


 * Bonus Feat, at 4th level a sohei gains Weapon Specialization with the weapon she took Weapon Focus for at 1st level (This is the only way that a sohei can take Weapon Specialization).
 * DR gain increased:
 * Lvl 1-DR 1/-
 * Lvl 5-DR 2/-
 * Lvl 10-DR 3/-
 * Lvl 15-DR 4/-
 * Lvl 20-DR 5/-
 * Gain Greater Ki Frenzy (Su): At 10th level, a sohei gains the ability to enter a greater ki frenzy. In this frenzied state, she temporarily gains +4 to Strength and +4 to Dexterity. Her speed increases by 20 feet, and she can choose to make a flurry of blows with a full attack action in melee, making two extra attacks per round while suffering a -2 penalty on every attack.  This ability functions like ki frenzy in all other regards.

Sorcerer:

Soul Knife:
 * Gain Diplomacy, Intimidate, and Sense Motive as class skills.
 * d6 Hit Dice (up from d4)
 * BAB equal to ¾ hit die (up from ½ hit die)
 * Reduced Chance of arcane spell failure
 * Lvl 1 -5%
 * Lvl 5 -10%
 * Lvl 10 -15%
 * Lvl 15-20%
 * Lvl 20-25%

Spellthief:
 * Gain Iaijutsu Focus as a class skill.
 * 2 Skill Points per level base (down from 4 per level)
 * BAB equal to hit dice (up from ¾ hit dice)
 * Lose proficiency with shields.
 * Mind Blade (Su): can always be manifested as a free action once per round. If sundered or otherwise lost, it can be manifested as a swift action.  Charisma is used in place of Strength on melee damage rolls.  1½ times Charisma bonus is applied when manifesting and wielding a two handed Mind Blade.
 * Soul Knives receive a bonus to AC equal to the Charisma modifier, when wearing light or no armor. This is a deflection bonus.  If the Soul Knives’ power point reserve reaches 0, they lose this bonus.
 * Are permitted to take Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization with the Mind Blade.
 * Mind Blade advancement:
 * Lvl 4-+1 Mind Blade, Mind Blade Enhancement +1
 * Lvl 7-+2 Mind Blade, Mind Blade Enhancement +2
 * Lvl 10-+3 Mind Blade, Mind Blade Enhancement +3
 * Lvl 13-+4 Mind Blade, Mind Blade Enhancement +4
 * Lvl 16-+5 Mind Blade, Mind Blade Enhancement +5
 * Lvl 19-+6 Mind Blade, Mind Blade Enhancement +6


 * N/A

Spirit Shaman:


 * Gain Knowledge (The Planes) as a class skill.

Swashbuckler:


 * Gain Gather Information and Knowledge (Local) as class skills.
 * Gain proficiency with bucklers, and the ability to use them without penalty to any class skills or features.
 * Grace now applies to initiative in addition to reflex saves. Stacks with the ability granted by the Duelist PRC.
 * Are permitted to take Weapon Specialization with any weapons that benefit from Weapon Finesse.
 * Lose Insightful Strike
 * Gain Precise Strike (Ex): At 3rd level, a swashbuckler gains the ability to strike more precisely with any light weapon, or weapon that can be used with Weapon Finesse, gaining an extra 1d6 damage added to her normal damage roll. When making a precise strike, a swashbuckler cannot use a shield, wear medium or heavy armor, or be carrying a medium or heavy load.  A swashbuckler’s precise strike only works against creatures vulnerable to sneak attack or critical hit damage.  Fortification also protects against this damage.
 * Lvl 3-Precise Strike +1d6
 * Lvl 8-Precise Strike +2d6
 * Lvl 13-Precise Strike +3d6
 * Lvl 18-Precise Strike +4d6
 * Bonus Feat, at 4th level a swashbuckler gains Combat Expertise, even if she does not meet the requirements.
 * Bonus Feat, at 9th level a swashbuckler gains either Improved Disarm or Improved Feint, even is she does not meet the requirements.
 * Weakening Critical (Ex), changes from 2 points of strength damage to 1d4 point of strength damage.
 * Wounding Critical (Ex), changes from 2 points of constitution damage to 1d4 point of constitution damage.

Warmage:


 * Gain Knowledge (Military) as a class skill.
 * BAB equal to ¾ hit die (up from ½ hit die)
 * Gain Proficiency with one Martial Weapon, picked at 1st level.
 * Armored Mage covers Heavy Armor (progresses medium to heavy rather than light to medium).

Wilder:


 * d8 hit dice (up from d6)
 * Elude Touch (Ex): Now applies fully to AC, not just touch attacks, as a deflection bonus. They lose this bonus if their power points reserve drops to zero.

Wizard:


 * d6 Hit Dice (up from d4)
 * 4 Skill Points per level base (up from 2 per level)
 * Bonus feats (Spell Focus, Greater Spell Focus, Spell Penetration, Greater Spell Penetration, Combat Casting, Defensive Combat Casting, Offensive Combat Casting, Eschew Materials, Energy Gestalt, Practiced Caster, any metamagic, item creation or reserve feat)
 * Lvl 1-Bonus Feat
 * Lvl 5-Bonus Feat
 * Lvl 9-Bonus Feat
 * Lvl 13-Bonus Feat
 * Lvl 17-Bonus Feat

Wu Jen:


 * d6 Hit Dice (up from d4)

General Changes:

 * When a player has multiple classes that provide access to the same spell list (A paladin or black guard with levels in pious templar), that player instead gains an increased caster level with the original spell list, equal to ½ the hit dice of the class with the redundant list (For example, Lucia Di’Mato is a 6th level paladin, 6th level pious templar. Rather than preparing two sets of spells separately each day, she prepares only her paladin spells, as if she was a 9th level paladin).
 * All bonus feats gained via a prestige class are earned regardless of prerequisites being met. If a feat is gained that a character already has selected it, they may then select any other feat they qualify for to take in its place.
 * The modifier of an attribute cannot be applied to AC twice, regardless of base class or prestige class features.
 * When smiting, all attacks that threaten a critical hit are automatically confirmed.
 * All instances of the class ability ‘Sudden Strike’ are replaced with ‘Sneak Attack’, unless otherwise specified.

Acolyte of the Skin:


 * Alignment requirement changed to any evil.
 * Lose Poison (Sp), and all improvements of the ability.
 * Lose Glare of the Pit (Su).
 * Gain Dedicated Caster (Ex): You gain a +1 bonus to your caster level when casting evil spells. You may not cast good spells.
 * Gain Eldritch Smite (Su): At 1st level, you can smite good once per day. This ability functions like the black guard class feature, except that you can apply the effect only to an arcane, divine spell or spell-like ability, that requires a melee or ranged attack roll (such as shocking grasp or scorching ray). In addition to the bonus on the spell's attack rolls and damage rolls, this adds the evil descriptor to the spell.
 * Lvl 1- Eldritch Smite, 1/day
 * Lvl 4- Eldritch Smite, 2/day
 * Lvl 7- Eldritch Smite, 3/day
 * Lvl 10- Eldritch Smite, 4/day
 * Fiendish Glare (Su) gain advanced:
 * Lvl 3-Fiendish Glare, 1/day
 * Lvl 8-Fiendish Glare, 2/day
 * DR gain changed and advanced:
 * Lvl 2-DR 2/ (Cold Iron [Chaotic]/Silver [Lawful])
 * Lvl 6-DR 4/ (Cold Iron [Chaotic]/Silver [Lawful])
 * Lvl 10-DR 6/ (Cold Iron [Chaotic]/Silver [Lawful])
 * Bonus to caster level advanced:
 * Lvl 2-+1 level of existing spellcasting class.
 * Lvl 3-+1 level of existing spellcasting class.
 * Lvl 4-+1 level of existing spellcasting class.
 * Lvl 6-+1 level of existing spellcasting class.
 * Lvl 7-+1 level of existing spellcasting class.
 * Lvl 8-+1 level of existing spellcasting class.
 * Lvl 10-+1 level of existing spellcasting class.

Arcane Archer:


 * Lose Imbue Arrow, Seeker Arrow, Phase Arrow, Hail of Arrows, and Death Arrow.
 * Gain Arrow Tricks (Sp): An arcane archer can use a number of arrow tricks per day equal to the number of arrow tricks known plus her relative casting attribute modifier (Int for Wizards and Duskblades, Cha for Sorcerers and Hexblades, etc). Unless otherwise stated, each trick is a standard action, and costs one usage to trigger.
 * Lvl 2-Arrow Trick-Imbue Arrow, 0 usages
 * Lvl 4-Arrow Trick-Seeker Arrow, 1 usage
 * Lvl 6-Arrow Trick-Phase Arrow, 1 usage
 * Lvl 8-Arrow Trick, Hail of Arrows, 1 usage
 * Lvl 10-Arrow Trick, Death Arrow, 3 usages, expends all remaining arrow tricks for the day, requires a minimum of 3 usages to activate. The arcane archer can increase the DC of the Arrow of Death by 1 for every 2 additional usages she spends when activating this trick.

Assassin:


 * Alignment requirement changed to any non-good.

Dervish:


 * Slashing Blades changed:
 * A dervish treats all one handed slashing weapons as light weapons, for all purposes, including two weapon fighting.

Duelist:


 * Gain Iaijutsu Focus as a class skill.
 * Canny Defense is no longer level dependent; it gives the full Intelligence bonus to AC.
 * Gain proficiency with bucklers, and the ability to use them without penalty to any class skills or features.
 * Lose Precise Strike.
 * Gain Insightful Strike (Ex): At 5th level, a duelist gains the ability to strike more precisely with any light or one handed piercing weapon, gaining her Intelligence modifier added to her normal damage roll (This bonus is multiplied on criticals like a strength bonus). When making an insightful strike, a duelist cannot use a light or heavy shield, wear light, medium or heavy armor, or be carrying a medium or heavy load.  A duelist’s intuitive strike only works against creatures vulnerable to sneak attack or critical hit damage.  Fortification also protects against this damage.

Iaijutsu Master:


 * Reduced the PRC from 10 to 5 levels.
 * d8 hit dice (down from d10).
 * All saves are ‘good’ saves.
 * Gain Strike from the Void (Ex), at 3rd level.
 * Gain One Strike, Two Cuts (Ex), at 4th level.
 * Gain Strike with no Thought (Ex), at 5th level.

Invisible Blade:


 * Unfettered Defense is no longer level dependent; it gives the full Intelligence bonus to AC.

Kensai:


 * Reduced the PRC from 10 to 5 levels.
 * BAB equal to hit dice (up from ¾ hit dice)
 * Fortitude becomes a ‘good’ save.
 * Are permitted to take Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization with their signature weapon, provided they meet the BAB requirement.
 * Gain Iaijutsu Focus as a class skill.
 * Gain Armor Proficiency (Heavy+).
 * Count all character levels for purposes of imbuing signature weapon.
 * Gain Power Surge (Ex), at 1st level. Duration is one-half character level, not class level.
 * Gain Ki Projection, at 2nd level.
 * Gain Withstand (Ex), at 3rd level.
 * Gain Instill (Ex), at 4th level. Death of ally results in a loss of 250 XP per character level, not death.
 * Gain Ki Warlord, at 5th level.

Mind Spy:


 * Anticipate is no longer level dependent; it gives the full Charisma bonus to AC.

Pious Templar:


 * Gain Armor Proficiency (Heavy+).
 * DR gain increased:
 * Lvl 1-DR 1/-
 * Lvl 4-DR 2/-
 * Lvl 7-DR 3/-

Reaping Mauler:


 * Gain Exotic Weapon Proficiency: Armor Spikes
 * Gain Superior Unarmed Strike at1st level, rather than Improved Grapple.
 * The save for Devastating Grapple (Ex) is Strength based, not Wisdom based.

Ronin:


 * Gain Iaijutsu Focus as a class skill.
 * Gain Armor Proficiency (Heavy+).
 * No alignment requirement.
 * Infamy (Ex): In addition to it’s listed penalty, Infamy can work in the ronin’s favor. The penalty can become a bonus if the check plays to the ronin’s past.  For example, if a ronin tries to bluff and convince a magistrate that he’ll kill a hostage, he gets a +4 to that roll, rather than a -4.
 * Bonus feats may be any fighter feat.

Spellsword:


 * Gain proficiency with all simple and martial weapons, and all armors.
 * Lose Reduced Arcane Spell Failure, and any improvements of that ability.
 * Gain Armored Mage:
 * Lvl 1-Light Armor
 * Lvl 5-Medium Armor
 * Lvl 10-Heavy Armor
 * Bonus to caster level advanced:
 * Lvl 2-+1 level of existing spellcasting class.
 * Lvl 3-+1 level of existing spellcasting class.
 * Lvl 4-+1 level of existing spellcasting class.
 * Lvl 6-+1 level of existing spellcasting class.
 * Lvl 7-+1 level of existing spellcasting class.
 * Lvl 8-+1 level of existing spellcasting class.
 * Lvl 10-+1 level of existing spellcasting class.
 * Spellswords cannot take the feat Battle Caster. The ability Armored Mage granted by this PRC does not stack or synergize with the ability of the same name granted by warmages.

Streetfighter:


 * Sneak Attack gain increased:
 * Lvl 2-+1d6
 * Lvl 4-+2d6

Multi-Classing Changes:

 * When multi-classing between base classes or when prestiging, a player may pick a number of class skills equal to the number of levels he has in the class that he is “leaving”. These skills remain class skill for the player.  These skills cannot be changed, although more can be added at a later date.  A player cannot gain a sum of class skills in this manner that exceed ½ his or her hit dice.
 * When multi-classing between base classes or when prestiging, BAB is calculated across all class levels. If a player possesses multiple classes with similar BAB progression (Good, Average, or Poor), those levels stack for calculating BAB.  For example, a 3rd level wizard/3rd level sorcerer normally has a BAB of +2.  Under the new rules, it would be +3.
 * Prestige classes do not count towards a players limit when multi-classing.

Additional Skills:

 * Iaijutsu Focus (Cha): Use this skill to gather your personal energy (ki) in an iaijutsu duel.
 * Check: If you attack a flat-footed opponent immediately after drawing a melee weapon, you can deal extra damage, based on the result of an Iaijutsu Focus check. In addition, if you and your opponent both agree to participate in a formal iaijutsu duel, your Iaijutsu Focus check replaces your initiative check for the ensuing combat. In an iaijutsu duel, you and your opponent make opposed Iaijutsu Focus checks, and the winner accumulates extra damage dice according to the accompanying table.

Check Result             Extra Damage

10-14                           +1d6

15-19                            +2d6

20-24                           +3d6

25-29                            +4d6

30-34                            +5d6

35-39                            +6d6

40-44                           +7d6

45-49                           +8d6

50+                            +9d6 (maximum)

You can also use Iaijutsu Focus in preparation for striking an inanimate object, assuming no distractions. Your extra damage is halved, just like your ordinary damage. This is the technique martial artists use to shatter objects.

General Changes:

 * Advanced Feat Progression. All classes gain feats as follows:
 * Lvl 1-Two Feats
 * Lvl 3-One Feat
 * Lvl 6-Two Feats
 * Lvl 9-One Feat
 * Lvl 12-Two Feats
 * Lvl 15-One Feat
 * Lvl 18-Two Feats
 * Any feat that modifies a barbarian’s rage ability also modifies a sohei’s ki frenzy ability
 * Any feat with the preface or suffix ‘Ascetic’ also counts all levels for purposes of calculating stunning fists per day.
 * Any feat with the preface or suffix ‘Stalker’ also counts all levels for purposes of calculating total ki pool.
 * Any feat with the preface or suffix ‘Devoted’ also counts all levels for purposes of smite damage.
 * Dragonfire Adepts and Dragon Shamans are permitted to take metabreath feats from Draconomicon.

Changes to Existing Feats:

 * Adamantine Body changes it's existing DR from DR 2/Adamantine to DR 3/-.
 * Arcane Strike also functions for ranged attacks.
 * Armor Focus tree and Shield Focus tree are mutually exclusive.
 * Ascetic Mage functions for any arcane caster, not only sorcerers. The relevant mental attribute is substituted in place of Charisma.
 * Clever Wrestling now has Improved Grapple as a requisite rather than Improved Unarmed Strike.
 * Combat Form feats have all been altered:
 * Combat Focus- You can maintain combat focus in battle for 10 rounds plus 2 for every combat form feat you possess other than this one. As a full round action, you can require focus mid-combat.  Doing so requires a DC 20 concentration check, which provokes an attack of opportunity.  Being hit does not ruin this attempt, but does increase the DC by the amount of damage dealt.  For example, Ballard the warforged fighter is wading through an army of dragonkin fighters.  His combat focus runs out, so he takes a round to renew his focus.  He provokes, and is struck once, for 12 damage.  The concentration DC is now 32.  Combat focus ends immediately when combat ends.
 * Combat Stability- As is.
 * Combat Defense- Grants an additional +1 dodge bonus. If you have three or more combat form feats, it grants an additional +1 dodge bonus for each foe adjacent to you that you are aware of.
 * Combat Instincts- Now has Combat Defense and Combat Reflexes as requirements. Functionality changed; When you maintain combat focus, if you are subject to a melee attack from an opponent whom you are aware of, and this opponent misses by a margin of 6 or more, you may make an immediate attack of opportunity against that foe.  If you have three or more combat form feats the margin is reduced to 4 (Combat Instincts was not previously a combat form feat, it has been added).
 * Combat Vigor- Grants fast healing 4 while focused, and fast healing 8 when you have three or more combat form feats.
 * Combat Awareness- As is.
 * Combat Strike- All attacks that threaten a critical are automatically confirmed.
 * Dodge now applies to all enemies the player is aware of (does not apply against invisible enemies).
 * Eschew Materials now reduces the total gold cost by 25% for all mandatory spell components. For example, casting Resurrection with Eschew Materials now requires 7500 GP worth of diamonds, rather than 10000 GP.  This is in addition to it's previous benefit.
 * Extra Smiting can be taken by anyone with the smite class feature. It gives two additional daily usages of the smite ability.
 * Flick of the Wrist does not require ranks in Sleight of Hand.
 * Greater Weapon Focus and Greater Weapon Specialization are now cumulative with their lesser versions. The sum of these feats is +3 to hit and +6 damage.
 * Improved Damage Reduction (Warforged) adds DR 1/-, if the warforged already has Adamantine Body.
 * Large and In Charge cannot be taken by a medium sized creature with the Powerful Build (Ex) ability.
 * Melee Weapon Mastery is available to any character with the qualifying feats.
 * Precise Shot no longer has Point Blank Shot as a requisite.
 * Quick Draw also lets you sheathe a weapon as a free action. It also grants +1 to initiative checks.
 * Ranged Weapon Mastery is available to any character with the qualifying feats.
 * Spell Focus now gives +2 to the DC of a saving throw. Greater Spell Focus now gives a non-cumulative +4, which only applies to one school of magic.
 * Toughness now gives +5 HP, and +2 to damage threshold (DT).

New Feats:

 * Big Boned (General Feat):
 * Requirement: Powerful Build as a class or racial ability.
 * Benefit: If you have Powerful Build from two different sources, the benefits stack. For example, a 10th level dragonkin barbarian with this feat counts as a Huge creature, not a Large one.
 * Cursed Invoker (General Feat):
 * Requirement: Ability to curse as a spell-like ability, access to least invocations.
 * Benefit: Your warlock and hexblade levels stack for purposes of calculating your daily allotment of curses, and their strength. Your warlock and hexblade levels also stack for purposes of calculating eldritch blast damage.


 * Cursed Warrior (General Feat):
 * Requirement: Ability to curse as a spell-like ability, proficiency with heavy armor.
 * Benefit: Your fighter and hexblade levels stack for purposes of calculating your daily allotment of curses, and their strength. Your fighter and hexblade levels also stack for purposes of qualifying for weapon feats.


 * Expanded Healing Pool (General Feat):
 * Requirement: Access to a healing pool.
 * Benefit: Gain two additional daily usages to your healing pool. This feat may be taken multiple times.


 * Extra Arrow Tricks (General Feat):
 * Requirement: Ability to use Imbue Arrow as a class ability.
 * Benefit: Gain two additional daily usages of your arrow tricks. This feat may be taken multiple times.


 * Extra Cursing (General Feat):
 * Requirement: Ability to curse as a spell-like ability.
 * Benefit: Gain four more daily usages of your curse ability. These usages may be used to trigger other spell-like abilities normally.  This feat may be taken multiple times.


 * Extra Surging (General Feat):
 * Requirement: Warlock class ability to surge.
 * Benefit: Gain three more daily usages of your surge ability. This feat may be taken multiple times.


 * Forceful Invocation (General Feat):
 * Requirement: 5th level invoker level or higher.
 * Benefit: The caster may add his or her Charisma modifier as a damage bonus to any invocation that deals dice damage, including Eldritch Blast.


 * Improved Death Arrow (General Feat):
 * Requirement: Death Arrow as a class ability.
 * Benefit: Death Arrow no longer drains all remaining usages from an arcane archer’s reserve of arrow tricks. A Death Arrow fired in this manner cannot have it’s DC increased by expending additional arrow tricks.  The arcane archer must decide before the attack is rolled which version of the Death Arrow they wish to use.


 * Rapid Surging (General Feat):
 * Requirement: Warlock class ability to surge.
 * Benefit: You may now surge as part of a full-attack action. Also, you may surge more than once per round.

Death and Dying (or just getting messed up in general):

 * Rather than dying when a subject reaches -10 HP, a character dies when they reach a negative number equal to their constitution score, or ¼ their maximum HP, whichever is higher. For example, Lucia Di’Mato is a paladin with 220 HP.  She is dying between -1 and -54 HP, and dies at -55.
 * The feat Diehard still only allows someone to take actions until -10 HP.
 * The heal DC to stabilize a dying character is 14+Hit Dice. For example, Lucia Di’Mato is a 14th level paladin.  She is dying after being mauled by a paragon dire bear (Don’t laugh, I’ll do it).  The DC to stabilize her is 28.
 * Each character has a unique massive damage threshold. The massive damage threshold is (Con Score*3)+Hit Dice. Whenever they take enough damage from a single attack to meet or exceed this threshold, they must make a Fortitude save (DC15+1 for every 5 points of damage above the threshold), or be reduced to -1 HP instantly.  For example, Lucia Di’Mato is a 14th level paladin with Con 20, so her massive damage threshold is 74.  She takes 112 damage from an evil cavalier’s unstoppable charge.  She now has to make a DC 22 Fortitude save or be dropped to -1.
 * A character receives a bonus or a penalty to their massive damage threshold based on size. For every size larger than medium, the character receives a +10.  For ever size smaller than medium, it’s a -10.  For example, Gia the 15th level halfling barbarian rides Wiggles, the 22 HD wyvern into battle.  Her massive damage threshold is 69 ([18*3]+15), while his is 118 ([32*3]+22+30)
 * A character with the racial or class ability “Powerful Build” counts as one size larger than they actually are for calculating massive damage threshold.
 * If a character takes enough subdual damage to exceed their massive damage threshold, the are at risk of being knocked unconscious for 1d4 minutes. The save is handled the same as if it were lethal damage.

Called Shots:

 * A called shot is when someone makes a melee or ranged attack that targets a particular area of an opponent’s body.
 * A called shot is a full round action, which does not provoke an attack of opportunity.
 * A called shot made against a foe with any amount of concealment automatically fails, unless the attacker has means to ignore it.
 * A called shot cannot be made against a foe in melee if the attack does not have Precise Shot.
 * The attacker must declare a called shot before making the attack roll. Upon so doing, the attack takes a penalty of -4 to hit.  If the attack is successful, the called shot is then resolved.
 * A called shot (head) incurs an additional -4 to hit.
 * A d20 is rolled on any successful called shot. The higher the die roll, the more severe the effect.  The attacker may elect to take an additional penalty to hit beyond the -4.  Every -2 the attacker takes in addition to the initial penalty gives a +1 on the d20 roll to determine the result of the called shot.  This bonus can never raise the result above a 19.  For example, Faysteria declares a called shot (right arm) on a Merkaian sniper.  In order to make it count, she elects to take a total penalty of -10 to hit.  In return, she will get a +3 on the d20 roll to resolve her called shot (and thusly her result will be a 4-19).

01 No effect. 02 No effect. 03 No effect. 04 No effect. 05 No effect. 06 Disruption 07 Disruption 08 Disruption 09 Disruption 10 Wound Target 11 Wound Target 12 Wound Target 13 Wound Target 14 Wound Target 15 Cripple Target 16 Cripple Target 17 Cripple Target 18 Critical Hit (x2/x3 vs. Head) 19 Critical Hit (x2/x3 vs. Head) 20 Destruction of target, relative to weapon type (crushing, severing, etc).

Legal Targets: Hands, arms, feet, legs, torso, head (a successful called shot [head] does x2 damage).

Disruption: A disrupted target ceases to function properly for one round (interrupts concentration, penalty of -1 to relevant checks).

Wound: A wounded target ceases to function properly for one round (interrupts concentration, penalty of -2 to relevant checks), and the target takes 1d4 damage each round until a successful Heal check is made (DC 10+HD), or magical healing is administered. A wounded spell caster must make a concentration check (DC 20) to cast while wounded. The DC is increased by 2 if the target was relevant to spell casting.

Cripple: A crippled target ceases to function properly for 2d4 rounds (interrupts concentration, penalty of -4 to relevant checks), and the target takes 2d4 damage each round until a successful Heal check is made (DC 10+HD), or magical healing is administered. A crippled spell caster must make a concentration check (DC 22) to cast while crippled. The DC is increased by 2 if the target was relevant to spell casting.

Critical Hit: The attack is automatically a confirmed critical. If the attack had threatened to critical before the called shot was resolved, roll to confirm. A confirmed critical increases the critical multiplier by 1 if the weapon is x2 critical, by 2 if the weapon is x3 critical, etc.

Destruction of target: A called shot that resolves on a natural 20 automatically destroys the target. Limbs may be lost, head severed, organs destroyed, and what not. The type of destruction is usually irrelevant; the target is rendered permanently inoperable. Depending on the target, death may result.

Status Conditions:

 * Bloodied: A character is considered bloodied any time their total hit points drops below ½ their maximum. When bloodied, a character takes a penalty of -2 on all attack rolls, damage rolls, saves, ability checks and skill checks.
 * Staggered: A character is considered staggered any time they’ve taken a combined total of subdual damage equal to or greater than their current hit points. When staggered, a character takes a penalty of -2 on all attack rolls, damage rolls, saves, ability checks and skill checks.  All further subdual damage is considered lethal damage.
 * Unless otherwise stated in the entry for a status condition, all conditions stack. A character that is exhausted, bloodied, and staggered takes a penalty of -6 on all attack rolls, damage rolls, saves, ability checks and skill checks.

Equipment Changes:
-New Armor:


 * Shield Plate (Heavy Armor+), +10 AC, +0 Dex Mod, -8 Armor Check, 50% Spell Failure, 20ft/15ft, 50 lbs.
 * Light Helmet (Medium Armor), +1 AC, -1 Armor Check, 10% Spell Failure, 4 lbs. Gives an additional +1 AC against confirming critical hits.  Can be enchanted, but the enhancement bonus does not stack with any from other armor .  -2 on listen checks.  For example, Lucia Di’Mato wears a suit of +5Lesser Fire Resistance Shield Plate, and adds a +2 Greater Fire Resistance Light Helmet to her gear.  Her AC only goes up by 1, because the +2 from the helmet is superseded by the +5 from the armor, while the Greater Fire Resistance from the Helmet supersedes that granted by the armor.
 * Heavy Helmet (Heavy Armor), +2 AC, -3 Armor Check, 20% Spell Failure, 9 lbs. Gives an additional +2 AC against confirming critical hits.  Can be enchanted, but the enhancement bonus does not stack with any from other armor.  -5 on listen and spot checks.

-Adamantine:


 * Armor and shields made from adamantine count as one size heavier. Adamantine chain shirt is medium armor, adamantine breastplate is heavy armor, adamantine full plate is heavy+ armor, etc.  This does not impact the DR bonus that these armors grant.
 * Heavy+ armor made from adamantine gives DR 4/-
 * Any shield made from adamantine grant DR 1/-, while bucklers made from adamantine do not grant DR. This stacks with other DR from armor or class abilities.
 * Adamantine shield plate gives DR 5/-.
 * Helmets made from adamantine do not grant DR.

-Burst Weapons:
 * Weapons with the 'burst' enhancement deal bonus damage in increments of d6s, across all elemental types. The base bonus damage is 2d6 on a *2 crit weapon.  All burst weapons deal damage as if they were a lesser elemental version (+1d6 elemental damage).
 * Burst versions of Holy, Unholy, Axiomatic, and Anarchic exist (+3 enchancement), also at a 2d6 base.

-Glass-Steel:
 * As mithril, except it provides DR as adamantine armor of the same size catergory.

-Green Star Metal:
 * As adamantine, except:
 * It grants fast healing 1 to the wearer (only from armor, not for shields or helmets).
 * The item regenerate 1 hp per hour (and thusly is difficult to permanentely destory).

Spell Changes:
N/A

Blast Shape:
-Eldritch Glaive Does not gain bonus damage from Strength, nor does it benefit from Power Attack. Bonus damage from Forceful Invocation does still apply. -Hideous Blow can be used in conjuction with a full attack.