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<blockquote data-quote="conor" data-source="post: 205807" data-attributes="member: 4795"><p>House rules in my Kingdom's of Kalamar game:</p><p></p><p>1) While a natural 20 is always a hit in combat, always a critical threat, it is not an automatic success. If a skill check or saving throw is made with a "natural 20", but with the addition of modifiers does not succeed... A second attempt is made, with an additional +10 circumstance modifier to the second check. The same goes with a natural 1, while an automatic miss in combat, out of combat, it allows for a second check with a -10 circumstance modifier.</p><p></p><p>2) With a detect magic cast, a spellcraft check is allowed for each spell already in place on an item. The DC for this roll is 20 plus the level of the spell. A successful knowledge check (DC 20) allows for a +2 circumstance bonus to the spellcraft check. Additionally, some items, especially ones that are just a +X item, are self identifying. In this instance a spellcraft check, DC 15, is allowed. A detect magic does not need to be cast when making this check, but an appropriate knowledge skill does not provide a bonus.</p><p></p><p>3) I have added a number of new monster specific knowledge skills. Each skill is specific to a particular monster sub-type. While some existing skills assist in this, Knowledge (undead) being the most obvious, some other existing knowledge skills help too. Knowledge (nature) applies to monsters with the animal descriptor. Knowledge (the planes) offers somewhat more generic information on all outsiders, modifiers will apply based on obscurity. Knowledge (arcana) covers magical beasts. Knowledge (religion) provides information on a subset of both outsiders (demons/devils) and undead, and usually provides a synergy bonus with Knowledge (the planes) or Knowledge (undead). Outside of this, new skills such as: Knowledge (dragon) and Knowledge (giant) have been added, There is a corresponding knowledge skill for each monster type. These skills are generally considered cross class, with two notable exceptions. As wizards have all knowledge skills as individual class skills, these new skills are class to them. In addition, any class that grants a favored enemy, the knowledge skill for that favored enemy is always considered a class skill to that class.</p><p></p><p>4) Created after continious comments on the lack of zero level spells for non-pure spellcasters, such as rangers and paladins... While there is a feat in the KoK player guide that gives you zero level spells per day equal to your Int mod, I modified it so it gives you zero level arcane spells per day equal to your Int or Cha mod, or zero level divine spells per day equal to your Wis mod. Secondly, you can choose to cast one less first level spell, permanently, in order to allow for casting 3 zero level spells per day.</p><p></p><p>5) The -4 modifier applied when shooting into combat is a cover penalty, the cover is the other combatant. Thus a miss caused by the -4 hits the cover. I have the attacker reroll to hit to see if the hit peirces the armor of "the cover". Additionally, I allow you to pick the better cover bonus, they do not stack... someone in combat through a doorway wouldn't get both cover bonuses, nor would a mage in melee combat with the shield spell up, instead they pick which of the cover bonuses they want to use.</p></blockquote><p></p>
[QUOTE="conor, post: 205807, member: 4795"] House rules in my Kingdom's of Kalamar game: 1) While a natural 20 is always a hit in combat, always a critical threat, it is not an automatic success. If a skill check or saving throw is made with a "natural 20", but with the addition of modifiers does not succeed... A second attempt is made, with an additional +10 circumstance modifier to the second check. The same goes with a natural 1, while an automatic miss in combat, out of combat, it allows for a second check with a -10 circumstance modifier. 2) With a detect magic cast, a spellcraft check is allowed for each spell already in place on an item. The DC for this roll is 20 plus the level of the spell. A successful knowledge check (DC 20) allows for a +2 circumstance bonus to the spellcraft check. Additionally, some items, especially ones that are just a +X item, are self identifying. In this instance a spellcraft check, DC 15, is allowed. A detect magic does not need to be cast when making this check, but an appropriate knowledge skill does not provide a bonus. 3) I have added a number of new monster specific knowledge skills. Each skill is specific to a particular monster sub-type. While some existing skills assist in this, Knowledge (undead) being the most obvious, some other existing knowledge skills help too. Knowledge (nature) applies to monsters with the animal descriptor. Knowledge (the planes) offers somewhat more generic information on all outsiders, modifiers will apply based on obscurity. Knowledge (arcana) covers magical beasts. Knowledge (religion) provides information on a subset of both outsiders (demons/devils) and undead, and usually provides a synergy bonus with Knowledge (the planes) or Knowledge (undead). Outside of this, new skills such as: Knowledge (dragon) and Knowledge (giant) have been added, There is a corresponding knowledge skill for each monster type. These skills are generally considered cross class, with two notable exceptions. As wizards have all knowledge skills as individual class skills, these new skills are class to them. In addition, any class that grants a favored enemy, the knowledge skill for that favored enemy is always considered a class skill to that class. 4) Created after continious comments on the lack of zero level spells for non-pure spellcasters, such as rangers and paladins... While there is a feat in the KoK player guide that gives you zero level spells per day equal to your Int mod, I modified it so it gives you zero level arcane spells per day equal to your Int or Cha mod, or zero level divine spells per day equal to your Wis mod. Secondly, you can choose to cast one less first level spell, permanently, in order to allow for casting 3 zero level spells per day. 5) The -4 modifier applied when shooting into combat is a cover penalty, the cover is the other combatant. Thus a miss caused by the -4 hits the cover. I have the attacker reroll to hit to see if the hit peirces the armor of "the cover". Additionally, I allow you to pick the better cover bonus, they do not stack... someone in combat through a doorway wouldn't get both cover bonuses, nor would a mage in melee combat with the shield spell up, instead they pick which of the cover bonuses they want to use. [/QUOTE]
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