House Rules


Healing

When healing from wounds through rest, add your constitution modifier to your hit dice to determine how many hit points you recover.


Item Creation

The Item Creation feats are all removed. Item Creation uses the Spellcraft checks and other prerequisites (such as spells required) from the standard rules, but ignores the feat requirements. You may still raise the Spellcraft DC to ignore a prerequisite as per normal rules.

Items are not crafted at half market value. It costs the full listed price to create an item.

Item crafting is much faster than standard rules. It takes one hour of work to create or upgrade an item, regardless of the cost.


Ability Score Advancement

At 4th character level, and every four levels after, you can raise two different attributes by one instead of the standard one attribute.


Hit Point Advancement

When your character gains a level, instead of rolling, you gain a set number of hit points based on hit die.

D6 – 4 hit points per level
D8 – 5 hit points per level
D10 – 6 hit points per level
D12 – 7 hit points per level

You still receive full hit points at first level, and if you multi-class into a class with a better hit die than your 1st level class, you may recalculate as if you had taken it first (feel free to ask for help if this comes up).


Retraining

When your character gains a level, you may retrain one element of your character. You may choose one of the following:

- Reassign favoured class bonuses (as many as you like)
- Move any number of skill points out of a single skill and distribute to any number of skills
- Change a single feat (you are not using as a prerequisite) for a feat you qualified for.
- Change a spell known (cannot be a bonus spell known from bloodline/mystery/etc) for another spell of that level
- Change a selectable class feature (domain/favoured enemy/rogue talent/etc) to another option.

Retraining can never give you any feature you would have been unable to select at the level the original feature was gained.


Other Mechanics Changes

Shooting or Throwing into a Melee:

The –4 penalty on attack rolls has been removed. You may make attacks at engaged targets without penalty. As a result, Precise Shot has also been removed, and is therefore dropped as a prerequisite all places previously listed.

Shield Bash Attacks:

If you use your shield as a weapon, you do not lose its AC bonus until your next turn. As a result, Improved Shield Bash has been removed, and is therefore dropped as a prerequisite all places previously listed.

Leadership

The Leadership feat has been removed. Its effects are better handled by NPC’s reactions to your character’s skills and choices.

Mutagen

The Alchemist’s Mutagen ability (and the mutagens granted by any other class or effect) now grants a +2 alchemical bonus to Natural Armour, so it will stack with innate Natural Armour.

Divine Bond

Paladin’s who use Divine Bond to enhance their weapon may add the phase locking weapon property to their bonded weapon, consuming an amount of bonus equal to the property’s cost as per standard use of the power.

Liberating Command

If the caster targets themself, they can make the escape attempt as a free action instead of an immediate.


The Mulligan

Once per session, you can use your Mulligan to be retroactively more clever. You can ret-con one action, either to have done something, or to erase an action (within reason). This gives people an option to address tactical errors (I totally used my move action to move here so you can get flank), preparatory (I had meant to cast resist energy, as we knew we were passing through a pit of fire), or just sensible (last night, before we dumped those bodies, we broke their jaws to prevent speak with dead).

Obviously, once an action is taken in response to a circumstance, it is no longer possible to Mulligan it away. You cannot Mulligan not leaving your mounts unattended after finding them eaten by wolves. The Mulligan is designed to help you with things your character is less likely to miss, not as a way to respond to a previous situation with new information.

The other use of a Mulligan is to correct errors. If you forgot that the spell you had up increased your damage by two, and your action has already passed, you may use a Mulligan to ret-con the effect.

Each player (and the DM) gets their own Mulligan each session. If something is sufficiently obvious to the character (I forgot I was bleeding to death, and failed to heal despite having the time and resources at my disposal), it will likely not require a use of your Mulligan, at DM discretion. A Mulligan is not required for something left unspecified, but logical (I had my weapon out as we walked down the corridor), but may be required if it is something out of the ordinary.

House Rules

Sunless Sea scottishsinger