HOUSE RULES

 

Constitution-Based Death
In this variant, the threshold at which a character dies is not set at the –10 hit points standard. Instead, creatures die when their negative hit points equal their current Constitution
score.


For example, Anselm has a Constitution score of 14. His character sustains damage that brings him to –11 hit points. Under the standard rules, he would be dead. With Constitution-based death, he would not be dead until his hit points were reduced to –14 or beyond.

   

Creatures that have no Constitution score instead
use their Charisma score to determine the threshold.

 

 

 

Item Recovery

This house rule allows for a more cinematic way to keep track of character possessions. Any time a character has need of a specific piece of equipment (such as rope) but has not recorded the gear on her character sheet, she may spend an Action Point to "recall" the item.

 

Only mundane items totaling no more than 500 gold can be recalled in this way. The character need not have already possessed the item, but it must make sense that she could have acquired it relatively easy in the past.

 

 Magical items may only be recalled if the character already possessed the item and recalling it is a feasible proposition (according to the GM's discretion).

 

Recalling an item takes a full-round action as your character frantically searches his or her body, equipment, etc. for the item.

 

 

 

VARIANT RULES

 

Class Defense Bonus

In this variant, every character has a defense bonus based on his character level. The defense bonus applies to Armor Class. However, it does not stack with the character’s armor bonus. A character wearing armor gains his armor bonus (including any enhancement to that bonus) or his defense bonus—whichever is higher—but not both. The defense bonus stacks with all other bonuses to AC, including the character’s shield bonus, natural armor bonus, and so forth.

Unlike an armor bonus, a defense bonus does improve a character’s AC against touch attacks.

A character’s defense bonus is derived from his character level and class, as shown on Table: Defense Bonus. For a multiclass character, use the highest defense bonus of those offered by the character’s classes. For example, a 2nd-level barbarian has a defense bonus of +4. If the character gains a level of cleric (becoming a 2nd-level barbarian/1st-level cleric), her defense bonus increases to +7, because the cleric’s +7 at 3rd character level is better than the barbarian’s +5 at 3rd character level.

 

TABLE: Defense Bonus

Level

A1

B2

C3

D4

1st

+2

+3

+4

+6

2nd

+2

+3

+4

+6

3rd

+3

+4

+5

+7

4th

+3

+4

+5

+7

5th

+3

+4

+5

+7

6th

+4

+5

+6

+8

7th

+4

+5

+6

+8

8th

+4

+5

+6

+8

9th

+5

+6

+7

+9

10th

+5

+6

+7

+9

11th

+5

+6

+7

+9

12th

+6

+7

+8

+10

13th

+6

+7

+8

+10

14th

+6

+7

+8

+10

15th

+7

+8

+9

+11

16th

+7

+8

+9

+11

17th

+7

+8

+9

+11

18th

+8

+9

+10

+12

19th

+8

+9

+10

+12

20th

+8

+9

+10

+12

1. Use column A for monk, sorcerer, or wizard.
2. Use column B for bard, ranger or rogue.
3. Use column C for barbarian or druid.
4. Use column D for cleric, fighter or paladin.

 

Defense Bonus for Other Classes

 

For classes not mentioned here, determine a character’s class defense bonus based on the armor proficiency granted by the class (and only that gained from the class—you can’t take an Armor Proficiency feat to improve your defense bonus). Consult Table: Defense Bonus For Other Classes; the defense bonus progression refers to the indicated column on Table: Defense Bonus.

 

TABLE: Defense Bonus for Other Classes

Armor Proficiency Defense Bonus Progression
None Column A
Light Column B
Light and Medium Column C
Light, Medium, Heavy Column D

 

Armor as Damage Reduction

In this system, armor offers two benefits against attacks: a minor bonus to AC, which functions just like the armor bonus in the standard d20 rules but is usually lower in value; and damage reduction. See Table: Armor and Damage Reduction for the armor bonus and DR values for common armor types. (All other armor statistics, such as maximum Dexterity bonus, armor check penalty, and arcane spell failure chance, are unchanged.)

For armors not covered on Table: Armor and Damage Reduction, you can determine the new armor values and damage reduction based on the standard armor bonus. To determine the armor’s damage reduction, divide the armor’s normal armor bonus by 2 (rounding down). To determine the armor’s new armor bonus, subtract the DR from the normal armor bonus. For example, studded leather has a normal armor bonus of +3. That gives it a DR of 1/- (half of 3, rounded down) and a new armor bonus of +2 (3 minus 1).
 

Magic Armor

An armor’s enhancement bonus (if any) increases its armor bonus to AC, but has no effect on the armor’s damage reduction. A +3 chain shirt, for example, adds +5 to AC and grants damage reduction 2/-.
 

Stacking Damage Reduction

The damage reduction granted by armor stacks with other damage reduction of the same type (that is, damage reduction that has a dash after the number). A 7th-level barbarian wearing a breastplate has DR 3/- (1/- from his class levels and 2/- from his armor). A fighter wearing full plate armor who is the target of a stoneskin spell, however, has DR 4/- from the armor and 10/adamantine from the spell.
 

Shields

Shields function normally in this variant, granting their full shield bonus to AC. Unlike with armor, a shield’s effectiveness is measured wholly by its ability to keep an attack from connecting with your body.

 

TABLE: Armor and Damage Reduction

Armor

Armor Bonus

Damage Reduction

Light

   

Padded

+1

None

Leather

+1

1/-

Studded Leather

+2

1/-

Chain Shirt

+2

2/-

Medium

 

 

Hide

+2 1/-
Scale Mail +2 2/-
Chainmail +3 2/-
Breastplate +3 2/-
Heavy    
Splint Mail +3 3/-
Banded Mail +3 3/-
Half-Plate +4 3/-
Full Plate +4 4/-

 

 

Action Points

Action points give character the means to affect game play in significant ways, by improving important rolls or unlocking special abilities. Each character has a limited number of action points, and once an action point is spent, it is gone for good.
 

Acquiring Action Points

A beginning (1st-level) character starts the game with 5 action points. A character above 1st level starts the game with a number of action points equal to 5 + 1/2 his current character level.

Every time a character advances, he gains a number of action points equal to 5 + 1/2 his new character level. Some prestige classes might allow a faster rate of accrual, at the GM’s option.
 

NPCs and Action Points

Most NPCs probably shouldn’t have action points, due to the added complexity this would create. In the case of important villains or other significant characters, however, the GM may award them an appropriate number of action points to use against the player characters. A number of action points equal to 1/2 the NPC’s level is a good baseline.
 

Using Action Points

You can spend 1 action point either to add to a single d20 roll, to take a special action, or to improve the use of a feat.

You can spend 1 action point in a round. If you spend a point to use a special action (see below), you can’t spend another one in the same round to improve a die roll, and vice versa.
 

Add to a Roll

When you spend 1 action point to improve a d20 roll, you add the result of a 1d6 to your d20 roll (including attack rolls, saves, checks, or any other roll of a d20) to help you meet or exceed the target number. You can declare the use of 1 action point to alter a d20 roll after the roll is made, but only before the GM reveals the result of that roll. You can’t use an action point to alter the result of a d20 roll when you are taking 10 or taking 20.

Depending on character level (see table), a character might be able to roll more than one d6 when he spends 1 action point. If so, apply the highest result and disregard the other rolls. A 15th-level character, for instance, gets to roll 3d6 and take the best result of the three. So, if he rolled a 1, 2, and 4, he would apply the 4 to his d20 roll.

 

TABLE: Action Point Dice Rolled by Level

 Level Dice Rolled
 1st-7th 1d6
 8th-14th 2d6
 15th-20th 3d6

 


Special Actions

A character can perform certain tasks by spending an action point. In addition to the actions described below, some prestige classes or feats (see below) might allow the expenditure of action points in order to gain or activate specific abilities, at the GM’s option.
 

Activate Class Ability

A character can spend 1 action point to gain another use of a class ability that has a limited number of uses per day. For example, a monk might spend an action point to gain another use of her stunning fist ability, or a paladin might spend an action point to make an additional smite attack.
 

Boost Defense

A character can spend 1 action point as a free action when fighting defensively. This gives him double the normal benefits for fighting defensively for the entire round (+4 dodge bonus to AC; +6 if he has 5 or more ranks in Tumble).
 

Emulate Feat

At the beginning of a character’s turn, he may spend 1 action point as a free action to gain the benefit of a feat he doesn’t have. He must meet the prerequisites of the feat. He gains the benefit until the beginning of his next turn.
 

Extra attack

During any round in which a character takes a full attack action, he may spend 1 action point to make an extra attack at his highest base attack bonus. Action points may be used in this way with both melee and ranged attacks.
 

Spell Boost

A character can spend 1 action point as a free action to increase the effective caster level of one of his spells by 2. He must decide whether or not to spend an action point in this manner before casting the spell.

Stable

Any time a character is dying, he can spend 1 action point to become stable at his current hit point total.
 

Improving Feats

The use of action points opens up a whole range of possible feats. However, it’s easier on characters simply to improve existing feats to take advantage of action points—that way, characters needn’t spend their precious feat slots simply to gain the ability to use their action points. Below are a few examples of how action points can be used with existing feats. Unless otherwise stated, each effect requires a free action to activate and lasts 1 round.
 

Blind-Fight

You can spend 1 action point to negate your miss chance for a single attack.
 

Combat Expertise

You can spend 1 action point to double the bonus to Armor Class granted by the feat. For example, if you take a penalty of -3 on your attack roll, you gain a +6 dodge bonus to AC.
 

Dodge

You can spend 1 action point to increase the dodge bonus granted by the feat to +2. The effect lasts for the entire encounter.
 

Improved Critical

You can spend 1 action point to double your critical threat range. Since two doublings equals a tripling, this benefit increases your threat range from 19-20 to 18-20, from 17-20 to 15-20, or from 15-20 to 12-20, including the effect of your Improved Critical feat. This benefit stacks with the benefit from Improved Critical, but not with other effects that increase threat range.
 

Improved Initiative

You can spend 1 action point to double the bonus on initiative checks granted by the feat, from +4 to +8.
 

Metamagic Feats

You can spend 1 action point to add the effect of any one metamagic feat that you have to a spell you are casting. The spell is cast at its normal level (without any level adjustment because of the feat) and takes no extra time to cast.

Heighten Spell automatically raises a spell’s effective level to the highest level of spell you are capable of casting. For example, if a 7th-level wizard with the Heighten Spell feat casts burning hands and spends 1 action point to heighten the spell, the spell is treated as if it were a 4th-level spell in all respects even though the wizard prepared it normally (as a 1st-level spell).
 

Power Attack

You can spend 1 action point to double the bonus on damage rolls granted by the feat. For example, if you take a penalty of -3 on your attack roll, you add +6 to your damage roll.
 

Spell Focus

You can spend 1 action point to double the increase to save DCs granted by the feat, from +1 to +2.
 

Spell Penetration

You can spend 1 action point to double the bonus on caster level checks granted by the feat, from +2 to +4. The effect lasts for the entire encounter.


 

 

Spell Points

The spell point system presented here allows casters to more freely pick and choose which spells they cast each day.

Every spellcaster has a reserve of spell points based on class and level (see Table: Spell Points Per Day). Characters also gain bonus spell points from a high ability score (just as a normal spellcaster would gain bonus spells from a high ability score; see Bonus Spell Points and Bonus Spells, below). These spell points provide the magical power behind the caster’s spells: He spends a number of spell points appropriate to the spell’s level to cast the spell (see Casting Spells, below). Once spent, spell points are expended until the caster has sufficient time to rest and prepare new spells (see Preparing Spells, below).

 

TABLE: Spell Points per Day

Level Bard Cleric, Druid, Wizard Paladin, Ranger Sorcerer
 1st 0 2 0 3
 2nd 0 4 0 5
 3rd 1 7 0 8
 4th 5 11 0 14
 5th 6 16 0 19
 6th 9 24 1 29
 7th 14 33 1 37
 8th 17 44 1 51
 9th 22 56 1 63
 10th 29 72 4 81
 11th 34 88 4 97
 12th 41 104 9 115
 13th 50 120 9 131
 14th 57 136 10 149
 15th 67 152 17 165
 16th 81 168 20 183
 17th 95 184 25 199
 18th 113 200 26 217
 19th 133 216 41 233
 20th 144 232 48 249



Preparing Spells

With this variant, spellcasters still prepare spells as normal (assuming they normally prepare spells). In effect, casters who prepare spells are setting their list of “spells known” for the day. They need not prepare multiple copies of the same spell, since they can cast any combination of their prepared spells each day (up to the limit of their spell points).

For example, Boredflak the 4th-level wizard has an Intelligence score of 16. When using the spell point system, he would prepare four 0-level spells, four 1st-level spells (three plus his bonus spell for high Int), and three 2nd-level spells (two plus his bonus spell for high Int). These spells make up his entire list of spells that he can cast during the day, though he can cast any combination of them, as long as he has sufficient spell points.


Bonus Spell Points and Bonus Spells


TABLE: Bonus Spell Points Score Bonus Spell Points

 Score 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
 12-13 1 1 1 1 1 1 1 1 1
 14-15 1 4 4 4 4 4 4 4 4
 16-17 1 4 9 9 9 9 9 9 9
 18-19 1 4 9 16 16 16 16 16 16
 20-21 2 5 10 17 26 26 26 26 26
 22-23 2 8 13 20 29 40 40 40 40
 24-25 2 8 18 25 34 45 58 58 58
 26-27 2 8 18 32 41 52 65 80 80
 28-29 3 9 19 33 51 62 75 90 107
 30-31 3 12 22 36 54 76 89 104 121
 32-33 3 12 24 38 56 78 104 119 136
 34-35 3 12 27 48 66 88 114 144 161
 36-37 4 13 28 49 76 98 124 154 188
 38-39 4 16 31 52 77 110 136 166 200
 40-41 4 16 36 57 84 117 156 186 220
 42-43 4 16 36 64 91 124 163 208 242
 44-45 5 17 37 65 101 134 173 218 269
 46-47 5 20 40 68 104 148 187 232 283
 48-49 5 20 45 73 109 153 205 250 301
 50-51 5 20 45 80 116 160 212 272 323
and so on…                  



Any spellcaster who would normally receive bonus spells for a high ability score receives bonus spell points instead. In effect, the character can simply cast more of his spells each day.

To determine the number of bonus spell points gained from a high ability score, first find the row for the character’s ability score on Table: Bonus Spell Points. Use whichever ability score would normally award bonus spells for the character’s class (Wisdom for clerics and druids, Intelligence for wizards, and so forth).

Next, find the column for the highest level of spell the character is capable of casting based on his class level (even if he doesn’t have a high enough ability score to cast spells of that level). At the point where the row and column intersect, you find the bonus spell points the character gains. This value can change each time his ability score undergoes a permanent change (such from an ability score increase due to character level or one from a wish spell) and each time his level changes.

For example, Boredflak the 4th-level wizard has an Intelligence score of 16 and is capable of casting 2nd-level spells. The number on Table: Bonus Spell Points at the intersection of the 16-17 row and the 2nd column is 4, so Boredflak has 4 extra spell points to spend each day (in addition to the 11 points he gets for being a 4th-level wizard). If Boredflak’s Intelligence were increased to 20 because of a fox’s cunning spell or a headband of intellect +4, he wouldn’t gain any additional bonus spell points, since those effects produce temporary changes, not permanent changes. However, when he reaches 5th level, his bonus spell points would increase from 4 to 9 (since he is now capable of casting 3rd-level spells and thus uses that column), and his overall total would increase from 15 to 25.

A character who would normally receive bonus spells from a class feature (such as from wizard specialization or access to a domain) can instead prepare extra spells of the appropriate levels, domains, and/or schools. The character doesn’t get any extra spell points (and thus can’t cast any more spells than normal), but the added flexibility of being able to use the bonus spell more than once per day makes up for that.

For instance, a specialist wizard can prepare one extra spell from the chosen school of each spell level that he can cast. A cleric can prepare one domain spell (chosen from among his domain spells available) of each spell level that he can cast.

For example, if Boredflak were an evoker, he could prepare one additional spell per level, but that spell would have to be from the evocation school. Once it is prepared, he can use that spell just like any of his other spells, casting it as often as he has spell points.

Another example: At 1st level, Haigh the cleric gains a bonus 1st-level spell, which must be selected from one of his two domains. Once it is prepared, he can use that domain spell just like any of his other spells, casting it as often as he has spell points.

For class features that grant bonus spells of a nonfixed spell level (such as the dragon disciple’s bonus spells), the character instead gains a number of bonus spell points equal to twice the highest spell level he can cast, minus 1 (minimum 1 point) each time he gains a bonus spell. This is a fixed value—it doesn’t increase later as the character gains levels—though later rewards may be larger as appropriate to the character’s spellcasting ability.

For example, a 4th-level fighter/4th-level sorcerer who gains a level of dragon disciple gets a bonus spell. Since the character is capable of casting 2nd-level spells, he receives 3 bonus spell points (2 × 2 = 4, 4 - 1 = 3).
 

Spontaneous Spellcasting

Characters who cast all their spells spontaneously—such as bards and sorcerers—don’t have to prepare spells. They can cast any spell they know by spending the requisite number of spell points.

Characters with the ability to cast a limited number of spells spontaneously (such as druids, who can spontaneously cast a summon nature’s ally spell in place of another spell of the same level) are always treated as having those spells prepared, without spending any spell slots to do so. Thus, they can cast such spells any time they have sufficient spell points.

Under this system, the Healing domain becomes a relatively poor choice for good-aligned clerics, since they gain less of a benefit for that domain. See Spontaneous Divine Casters for ways to solve that dilemma.
 

Regaining Spell Points

Spellcasters regain lost spell points whenever they could normally regain spells. Doing this requires the same amount of rest and preparation or concentration time as normal for the class. Without this period of rest and mental preparation, the caster’s mind isn’t ready to regain its power. Spell points are not divorced from the body; they are part of it. Using spell points is mentally tiring, and without the requisite period of rest, they do not regenerate. Any spell points spent within the last 8 hours count against a character’s daily limit and aren’t regained.
 

Casting Spells


Table: Spell Point Costs

Spell Level Point Cost
 0 None1
 1st 1
 2nd 3
 3rd 5
 4th 7
 5th 9
 6th 11
 7th 13
 8th 15
 9th 17
1. 0-level spells cost no spell points to cast. If a spellcaster is capable of casting 0-level spells, he can cast a number of 0-level spells each day equal to three + the number of spell points gained by that class at 1st level.

 


Each spell costs a certain number of spell points to cast. The higher the level of the spell, the more points it costs. Table: Spell Point Costs describes each spell’s cost.

Spellcasters use their full normal caster level for determining the effects of their spells in this system, with one significant exception. Spells that deal a number of dice of damage based on caster level (such as magic missile, searing light, or lightning bolt) deal damage as if cast by a character of the minimum level of the class capable of casting the spell. Spells whose damage is partially based on caster level, but that don’t deal a number of dice of damage based on caster level (such as produce flame or an inflict spell) use the spellcaster’s normal caster level to determine damage. Use the character’s normal caster level for all other effects, including range and duration.

For example, a fireball deals a number of dice of damage based on the caster’s level, so when cast by a wizard using this system, it deals 5d6 points of damage (as if cast by a 5th-level wizard, which is the minimum level of wizard capable of casting fireball). A sorcerer who casts the same spell deals 6d6 points of damage, since the minimum level of sorcerer capable of casting fireball is 6th.

A character can pay additional spell points to increase the dice of damage dealt by a spell. Every 1 extra spell point spent at the time of casting increases the spell’s effective caster level by 1 for purposes of dealing damage. A character can’t increase a damage-dealing spell’s caster level above his own caster level, or above the normal maximum allowed by the spell.

For example, even at 7th level, Boredflak’s lightning bolts deal only 5d6 points of damage (just like a 5th-level wizard) unless he spends extra spell points. If he spends 1 extra spell point (making the lightning bolt cost 6 points rather than 5), the spell deals 6d6 points of damage. A second extra spell point would increase the damage to 7d6 points, but he can’t spend more points than this, since his caster level is only 7th. Were he 10th level or higher, he could spend a maximum of 5 extra spell points on this spell, raising the damage up to 10d6, the maximum allowed for a lightning bolt spell.

Similarly, his magic missile spell only shoots one missile unless he spends extra spell points. An extra 2 spell points increases the caster level from 1st to 3rd, granting his one additional missile. He can spend a maximum of 6 additional spell points in this manner, increasing his effective caster level to 7th for damage purposes and granting his a total of four missiles. If he were 9th level or higher, he could spend a maximum of 8 extra spell points, granting his five missiles (just like a 9th-level caster).
 

Metamagic And Spell Points

There is an additional spell point cost to any spell cast with a metamagic feat. This option allows a character maximum flexibility in his choice of spellcasting. Effectively, the character must pay for the spell as if it were a higher-level spell, based on the adjustment from the metamagic feat. If the metamagic effect(s) would increase the spell’s effective level above what he is capable of casting, he can’t cast the spell in that way.

For example, at 7th level Boredflak is capable of casting 4th-level spells. He could empower a 2nd-level spell, or still a 3rd-level spell, or empower and still a 1st-level spell. He couldn’t empower a 3rd-level spell or still a 4th-level spell (since doing either of those things would raise either spell’s effective spell level to 5th).

The spell’s caster level for purposes of damage-dealing effects (see above) doesn’t change, even if the metamagic effect increases the minimum caster level of that spell. For instance, a quickened fireball still deals damage as if cast by a 5th-level caster unless the caster chooses to pay additional spell points to increase the caster level.

For example, if Boredflak empowered his magic missile, it would cost his 5 spell points (as if it were a 3rd-level spell) but would shoot only one missile and deal (1d4+1 × 1.5) points of damage.

If he spent an additional 6 spell points (for a total of 11), the caster level of the magic missile would increase to 7th, and the spell would shoot four missiles dealing a total of (4d4+4 × 1.5) points of damage.

Multiclass Spellcasters

A character with nonstacking spellcasting ability from multiple classes (such as a cleric/wizard) has a separate pool of spell points for each spellcasting class. Such characters may only spend spell points on spells granted by that class. Bonus spell points from a high ability score apply to each pool separately, even if the same ability score is tied to more than one spellcasting class. In the rare situations when a character has prepared or knows the same spell in two different slots (such as a druid/ranger preparing delay poison as both a 2nd-level druid spell and a 1st-level ranger spell), the character can cast the spell using either pool of spell points, but the spell is treated as being cast by a caster of the level of the class from which the spell points are drawn.

For example, a 5th-level cleric/2nd-level bard has 15 spell points (plus bonus spell points for high Wisdom) for his cleric spells and 0 spell points (plus bonus spell points for high Charisma) for his bard spells. When he casts cure moderate wounds, the points for that spell must be drawn from his pool of cleric spell points. If he knows cure light wounds as a bard spell and has also prepared it as a cleric spell, he may cast it either as a cleric or as a bard. As a cleric spell, the spell is cast at 5th level and heals 1d8+5 points of damage; as a bard spell, it is cast at 2nd level and heals 1d8+2 points of damage.
 

Miscellaneous Issues

When a character would lose a spell slot (such as from gaining a negative level), he instead loses the number of spell points required to cast his highest-level spell.

Spells that allow a character to recall or recast a spell don’t function in this system. (It doesn’t make any sense to have a spell that gives you more spell points, since you’re either paying more than you get, getting nothing, or getting more than you paid.) Items that function similarly can work, but differently— they restore a number of spell points required to cast a spell of that level. A pearl of power for 3rd-level spells, for instance, would restore 5 spell points to a character’s pool of available points when activated.