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<blockquote data-quote="Thels" data-source="post: 1061518" data-attributes="member: 12176"><p>These are houserules I like to go by. These are debatable. If you can give me a very good reason as to why things should be different, I might change them.</p><p></p><p>House Rules:</p><p>- When a character reaches 0 hit points, he loses consciousness, but remains stable. The character will regain consciousness when regaining a single hit point.</p><p>- Paladin Mounts do not have a duration but are always available. A Paladin can summon his mount to his side from wherever it is once per day for every three class levels beyond those required to summon the mount.</p><p>- If you are multiclassing in 2 classes that both contain the same ability, and the levels added together would give you the ability on both class tables, you receive the ability, even if you haven't advanced far enough in either class to gain the ability.</p><p>- Spell Switching is a Sorceror/Bard class ability, not something that comes with the spell levels. You don't get to swap spells when you gain additional spell levels due to a PrC. This is because the Sorceror doesn't lose enough for taking up a PrC. This does not apply to PrC's that have their own spell progression.</p><p>- Domain Spells is a Cleric ability, not something that comes with the spell levels. You don't get additional domain spells when you gain additional spell levels due to a PrC. This is because the Cleric doesn't lose enough for taking up a PrC.</p><p>- Increased thread ranges from character abilities stack with increased thread ranges from weapon enhancements.</p><p>- To hit and saving throw fractions are culumative. First add the fractions together, then round down.</p><p>- A rogue can take Hide in Plain Sight as one of his Rogue abilities.</p><p></p><p>Critical Misses:</p><p>When you roll a natural 1 in combat you automatically miss. In addition, you have a chance to make a critical miss. Make a BaB check against DC 15. A natural 1 automatically fails. If you succeed, you simply missed. If you fail, you have a critical miss. Roll 1d6 and see what happens:</p><p></p><p>1) Disorientate - You lose orientation. This results in a -2 on all your d20 rolls. You can negate this penalty by orientating, which is a standard action that does not provoke an attack of oppurtunity.</p><p>2) Drop Defence - You provoke an attack of oppurtunity.</p><p>3) Fumble - You fall over. Make a balance check against DC 15. If you fail, you become prone.</p><p>4) Lose Weapon - When wielding a weapon in one hand, you lose your weapon. It flies away 1d6*5-5 feet in a random direction. When wielding a ranged weapon, you accidentally hit someone else. Make another attack without adding BaB at the creature closest to the creature you attacked. You cannot make critical hits or misses with this attack.</p><p>5) Strike Self - You hit yourself. Roll for damage without modifiers for strength or feats.</p><p>6) Stumble - You lose all remaining actions this round. You can only make a partial action next round.</p><p></p><p>Feat Changes:</p><p>DIEHARD [General]</p><p>Prerequisite: Endurance</p><p>Benefit: When reduced to less than 0 hit points, you automatically become stable. In addition, your dying range is extended by 2 hit points. This bonus stacks with the bonus from Toughness.</p><p></p><p>GREATER SPELL FOCUS [General]</p><p>Prerequisite: Spell Focus with selected school.</p><p>Benefit: Add +2 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.</p><p></p><p>POWER ATTACK [General]</p><p>Prerequisite: Str 13.</p><p>Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacksand bonus on damage apply until your next turn.</p><p>Special: If you fight with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add one and a half the number subtracted from your attack. If you fight with a weapon in your off-hand, instead add half the number subtracted from your attack. Add these bonuses to your strength bonus before rounding down. A Fighter may select Power Attack as one of his fighter bonus feats.</p><p></p><p>SPELL FOCUS [General]</p><p>Benefit: Add +2 to the Difficulty Class for all saving throws against spells from the school of magic you select.</p><p></p><p>TOUGHNESS [General]</p><p>Benefit: You gain +3 hit points. In addition, your dying range is extended by 3 hit points. This bonus stacks with the bonus from Diehard.</p><p>Special: You can take this feat multiple times. It's effects stack.</p></blockquote><p></p>
[QUOTE="Thels, post: 1061518, member: 12176"] These are houserules I like to go by. These are debatable. If you can give me a very good reason as to why things should be different, I might change them. House Rules: - When a character reaches 0 hit points, he loses consciousness, but remains stable. The character will regain consciousness when regaining a single hit point. - Paladin Mounts do not have a duration but are always available. A Paladin can summon his mount to his side from wherever it is once per day for every three class levels beyond those required to summon the mount. - If you are multiclassing in 2 classes that both contain the same ability, and the levels added together would give you the ability on both class tables, you receive the ability, even if you haven't advanced far enough in either class to gain the ability. - Spell Switching is a Sorceror/Bard class ability, not something that comes with the spell levels. You don't get to swap spells when you gain additional spell levels due to a PrC. This is because the Sorceror doesn't lose enough for taking up a PrC. This does not apply to PrC's that have their own spell progression. - Domain Spells is a Cleric ability, not something that comes with the spell levels. You don't get additional domain spells when you gain additional spell levels due to a PrC. This is because the Cleric doesn't lose enough for taking up a PrC. - Increased thread ranges from character abilities stack with increased thread ranges from weapon enhancements. - To hit and saving throw fractions are culumative. First add the fractions together, then round down. - A rogue can take Hide in Plain Sight as one of his Rogue abilities. Critical Misses: When you roll a natural 1 in combat you automatically miss. In addition, you have a chance to make a critical miss. Make a BaB check against DC 15. A natural 1 automatically fails. If you succeed, you simply missed. If you fail, you have a critical miss. Roll 1d6 and see what happens: 1) Disorientate - You lose orientation. This results in a -2 on all your d20 rolls. You can negate this penalty by orientating, which is a standard action that does not provoke an attack of oppurtunity. 2) Drop Defence - You provoke an attack of oppurtunity. 3) Fumble - You fall over. Make a balance check against DC 15. If you fail, you become prone. 4) Lose Weapon - When wielding a weapon in one hand, you lose your weapon. It flies away 1d6*5-5 feet in a random direction. When wielding a ranged weapon, you accidentally hit someone else. Make another attack without adding BaB at the creature closest to the creature you attacked. You cannot make critical hits or misses with this attack. 5) Strike Self - You hit yourself. Roll for damage without modifiers for strength or feats. 6) Stumble - You lose all remaining actions this round. You can only make a partial action next round. Feat Changes: DIEHARD [General] Prerequisite: Endurance Benefit: When reduced to less than 0 hit points, you automatically become stable. In addition, your dying range is extended by 2 hit points. This bonus stacks with the bonus from Toughness. GREATER SPELL FOCUS [General] Prerequisite: Spell Focus with selected school. Benefit: Add +2 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus. POWER ATTACK [General] Prerequisite: Str 13. Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacksand bonus on damage apply until your next turn. Special: If you fight with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add one and a half the number subtracted from your attack. If you fight with a weapon in your off-hand, instead add half the number subtracted from your attack. Add these bonuses to your strength bonus before rounding down. A Fighter may select Power Attack as one of his fighter bonus feats. SPELL FOCUS [General] Benefit: Add +2 to the Difficulty Class for all saving throws against spells from the school of magic you select. TOUGHNESS [General] Benefit: You gain +3 hit points. In addition, your dying range is extended by 3 hit points. This bonus stacks with the bonus from Diehard. Special: You can take this feat multiple times. It's effects stack. [/QUOTE]
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