Post by Cameron on Mar 11, 2021 23:22:07 GMT -8
1. Rule #1
__If it's in the Core Rulebook, it's okay. If it isn't, it's probably fine, but I reserve the right to say no.
2. Ability Scores
__15-point buy.
3. Traits
__We are using them. You get two at 1st level. They must be different types.
4. Magic Traps
__Detect magic does not automatically reveal the presence of magic traps. It does, however, help the user find magic traps quickly and at a distance. As long as the user is concentrating on detect magic (a standard action that does not provoke attacks of opportunity), he can make Perception checks to spot any magic traps within the spell's area (a 60-foot cone); the DC to find a magic trap is usually 25 + the level of the highest-level spell used to create the trap (+1 per 10 feet of distance). This check is normally made only once, but a failure due to distance can become a success if the user eventually moves close enough to the magic trap while still concentrating on detect magic. The user can also search for mechanical traps or other hidden things as part of the standard action to maintain his concentration on detect magic.
__Once a magic trap has been found, the finder can use detect magic to study it further, determining its aura's school of magic with a successful Knowledge (arcana) check (DC 15 + spell level for a spell trap, or DC 15 + 1/2 caster level for a magic device trap), and identifying the properties of a magic device trap with a successful Spellcraft check (DC 15 + the trap's caster level). A spell trap can be identified with a successful Knowledge (arcana) check (DC 20 + spell level), with or without the use of detect magic.
5. Gaze Attacks
__Eachopponent creature within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order.
__Before attempting the saving throw, the creature may choose to avert its eyes from the gazing attacker, shut its eyes completely, or neither. This choice remains in effect until just before the creature's next turn begins. Allies of the gazing attacker are presumed to be averting their eyes.
__Creatures that choose to avert their eyes have a 50% chance to avoid needing to make a saving throw against the gaze attack at the beginning of their turn, as well as any active gaze attack. The creature with the gaze attack gains concealment (20% miss chance), however, against that opponent.
__Creatures may avoid having to make any saving throws against gaze attacks (whether passive or active) by accepting the blinded condition for 1 round.
__A creature cannot choose to shut or avert its eyes before its turn in the initiative order. Thus, a flat-footed creature that is actively targeted by a gaze attack cannot avoid having to make a saving throw by averting or shutting its eyes.
6. Regeneration (Ex)
__A creature with this ability is difficult to kill. However, there are always one or more attack forms (acid and fire, unless otherwise stated) that deal non-regenerable damage to a creature with regeneration; when the total amount of such damage equals the regenerating creature's hit points + its Constitution score, the creature's regeneration stops functioning and it dies. Until dead, the regenerating creature naturally heals non-regenerable damage normally (typically at the rate of 1 hit point per HD per 8 hours of rest or 2 hp/HD per full day's rest). It may also be cured magically – however, any regenerable damage the creature has taken is always cured first (see below).
__Hit point damage inflicted on regenerating creatures by other attack forms must be tracked concurrently, because it heals much faster. Each round at the beginning of its turn, the regenerating creature heals a certain number of points of such damage, as given in the creature's entry. This healing continues to function even after the creature dies, and can bring it back to life, as long as its regeneration has not stopped functioning (see above). Regenerating creatures can even regrow severed limbs and other lost portions of their body, given time. Any magical healing a regenerating creature receives is always applied to regenerable damage first; non-regenerable damage can be healed magically only if the creature currently has no regenerable hit point damage.
__Creatures with regeneration still fall unconscious when their current hit points are below 0 (unless they possess some special ability such as ferocity), and regain consciousness if they regenerate enough hit points. Aside from lost or severed body parts, attack forms that don't heal hit point damage are not healed by regeneration. Hit points lost from starvation, thirst, or suffocation are non-regenerable.
The following house rules will be proposed for a group vote:
A. Non-Combat Healing Magic
__Outside of combat, any effects that heal, cure, or repair damage (including but not limited to casting spells, using magic items, and channeling energy) are automatically maximized.
__If it's in the Core Rulebook, it's okay. If it isn't, it's probably fine, but I reserve the right to say no.
2. Ability Scores
__15-point buy.
3. Traits
__We are using them. You get two at 1st level. They must be different types.
4. Magic Traps
__Detect magic does not automatically reveal the presence of magic traps. It does, however, help the user find magic traps quickly and at a distance. As long as the user is concentrating on detect magic (a standard action that does not provoke attacks of opportunity), he can make Perception checks to spot any magic traps within the spell's area (a 60-foot cone); the DC to find a magic trap is usually 25 + the level of the highest-level spell used to create the trap (+1 per 10 feet of distance). This check is normally made only once, but a failure due to distance can become a success if the user eventually moves close enough to the magic trap while still concentrating on detect magic. The user can also search for mechanical traps or other hidden things as part of the standard action to maintain his concentration on detect magic.
__Once a magic trap has been found, the finder can use detect magic to study it further, determining its aura's school of magic with a successful Knowledge (arcana) check (DC 15 + spell level for a spell trap, or DC 15 + 1/2 caster level for a magic device trap), and identifying the properties of a magic device trap with a successful Spellcraft check (DC 15 + the trap's caster level). A spell trap can be identified with a successful Knowledge (arcana) check (DC 20 + spell level), with or without the use of detect magic.
5. Gaze Attacks
__Each
__Before attempting the saving throw, the creature may choose to avert its eyes from the gazing attacker, shut its eyes completely, or neither. This choice remains in effect until just before the creature's next turn begins. Allies of the gazing attacker are presumed to be averting their eyes.
__Creatures that choose to avert their eyes have a 50% chance to avoid needing to make a saving throw against the gaze attack at the beginning of their turn, as well as any active gaze attack. The creature with the gaze attack gains concealment (20% miss chance), however, against that opponent.
__Creatures may avoid having to make any saving throws against gaze attacks (whether passive or active) by accepting the blinded condition for 1 round.
__A creature cannot choose to shut or avert its eyes before its turn in the initiative order. Thus, a flat-footed creature that is actively targeted by a gaze attack cannot avoid having to make a saving throw by averting or shutting its eyes.
6. Regeneration (Ex)
__A creature with this ability is difficult to kill. However, there are always one or more attack forms (acid and fire, unless otherwise stated) that deal non-regenerable damage to a creature with regeneration; when the total amount of such damage equals the regenerating creature's hit points + its Constitution score, the creature's regeneration stops functioning and it dies. Until dead, the regenerating creature naturally heals non-regenerable damage normally (typically at the rate of 1 hit point per HD per 8 hours of rest or 2 hp/HD per full day's rest). It may also be cured magically – however, any regenerable damage the creature has taken is always cured first (see below).
__Hit point damage inflicted on regenerating creatures by other attack forms must be tracked concurrently, because it heals much faster. Each round at the beginning of its turn, the regenerating creature heals a certain number of points of such damage, as given in the creature's entry. This healing continues to function even after the creature dies, and can bring it back to life, as long as its regeneration has not stopped functioning (see above). Regenerating creatures can even regrow severed limbs and other lost portions of their body, given time. Any magical healing a regenerating creature receives is always applied to regenerable damage first; non-regenerable damage can be healed magically only if the creature currently has no regenerable hit point damage.
__Creatures with regeneration still fall unconscious when their current hit points are below 0 (unless they possess some special ability such as ferocity), and regain consciousness if they regenerate enough hit points. Aside from lost or severed body parts, attack forms that don't heal hit point damage are not healed by regeneration. Hit points lost from starvation, thirst, or suffocation are non-regenerable.
The following house rules will be proposed for a group vote:
__Outside of combat, any effects that heal, cure, or repair damage (including but not limited to casting spells, using magic items, and channeling energy) are automatically maximized.