House Rules and Clarifications

  1. No third party products
  2. Character creation
    1. Point build
      1. 25 point, place as desired, then apply racial bonus.
      2. Initial Stats (Before racial traits) must be between 10 and 17.
  3. Allowed races
    1. Core races only.
    2. No Featured Races.
    3. No Uncommon or Custom races.
  4. Gestalt (we will be playing Gestalt)
    1. Banned classes
      1. Summoner
      2. Undead Lord
      3. Medium
      4. Mesmerist
      5. Occultist
      6. Psychic
      7. Spiritualist
      8. Antipaladin
      9. Ninja
      10. Samurai
      11. Assassin
      12. Any Prestige Class that advances two other classes (e.g., Mystic Theurge).
    2. Gunslinger is allowed (Emerging guns).
    3. Use Unchained variants.
  5. Alignment
    1. Any non-evil alignment is allowed.
  6. Equipment
    1. All characters can have “mundane” equipment of their choosing.
    2. No special materials or properties.
    3. Characters still get starting gold on top of “mundane” equipment.
    4. Ignore encumbrance. It is assumed you can drop your gear at the beginning of battle.
    5. Unlimited “normal” ammunition except in special circumstances.
    6. No technology.
  7. Character Advancement
    1. Use “Milestone Levelling.”
    2. All party members will be at the same level.
  8. Hit Points
    1. Use Max Hit-points.
  9. Spells and Magic
    1. Use Spell memorization per rulebooks.
    2. No Spell components are required.
      1. Players are encouraged to buy:
        1. “Spell Component Pouch.”
        2. “Eschew Material Components” Feat.
    3. Spell Concentration is not used.
    4. Use the spell templates we have created instead of the “grid” spell areas.
  10. Combat
    1. Bleed is not used.
    2. Critical hits
      1. A roll of a 20 is always a critical, unless a 20 is the only way you could hit the opponent. In this case, the Natural 20 is still a hit, but must be confirmed to be a critical.
    3. Surprise Round
      1. If surprised (unaware), you are considered flat-footed until your turn and do not get to act in the surprise round.
      2. If not surprised, you may take a Move or a Standard action.
      3. Even if you have already gone, you are still considered flat-footed vs. undetected (Stealth or Invisible) opponents.
    4. Precision Damage
      1. If any of your attacks qualify for precision damage (backstab) during a round, then all of your attacks versus the same opponent qualify for precision damage.
      2. You cannot use precision damage against an opponent who has concealment.
      3. Sniping (Attack at range, while stealthy)
        1. Can grant precision damage if applicable, typically to a target which has not seen you.
        2. After your attack, if you have not moved, you may make a stealth check. If successful, then you have not been spotted and may attack from stealth the next round.
    5. Movement
      1. Diagonal movement is still 5’ per square; no normal square counts double.
  11. Skill and Ability checks
    1. A roll of a 20 is always a success, and a roll of a 1 is always a failure.
  12. Poison
    1. Characters use the Unchained Poison rules.
    2. Encounters use the rules as written.
  13. Saving throws
    1. A natural 20 is always a success.
    2. A natural 1 is always a failure.
    3. Items do not need to make a check on a natural roll of a 1.
  14. Spell DC’s
    1. Spell DC is based on the highest-level spell the caster can cast, not the spell’s actual level.
  15. Magic items and Items carried
    1. Cannot be damaged or broken unless specifically targeted.
      1. Unless their description says otherwise.
  16. Feats
    1. May use the Elephant in the Room “Weapon groups.”
    2. “Bladed Brush” works with Spell Combat and Spell Strike.
    3. Banned Feats
      1. Leadership.
  17. Traits
    1. Must take at least one Campaign trait.
    2. May take a second trait at no cost.
    3. May take a third trait, but will also take a drawback of GM’s choice.
  18. Fear
    1. Modify the different stages of Fear as follows:
      1. Shaken: -2 Penalty on Attack Rolls, Saving Throws, Skill Checks, Ability Checks.
      2. Frightened: -4 Penalty on Attack Rolls, Saving Throws, Skill Checks, Ability Checks. Cannot take a full round action.
      3. Panicked: -6 Penalty on Attack Rolls, Saving Throws, Skill Checks, Ability Checks. Can only take one action per turn.
  19. Sickened and Nauseated
    1. Modify the different stages as follows:
      1. Sickened: –2 Penalty on all Attack Rolls, Weapon Damage Rolls, Saving Throws, Skill Checks, and Ability Checks.
      2. Nauseated: –4 Penalty on all Attack Rolls, Weapon Damage Rolls, Saving Throws, Skill Checks, and Ability Checks. Can only take one action per turn. Cannot cast spells with a verbal component.