Bargaining/Bartering – If a character does not wish to purchase an item at market value (or sell at half market value), he may bargain. Bargaining can be resolved by either a Diplomacy or Intimidate check. In cases where Diplomacy is used, opposed rolls are made. If the winner succeeds by 5 or more, he gains a 5% advantage in the transaction. If the difference is 10 or greater, the winner gains a 10% advantage. In the case a character wishes to Intimidate to gain a price break, the Intimidate check is opposed by the target’s modified level check (as in normal Intimidate checks). If the character succeeds, he gains a 5% advantage in the transaction. If he fails, the target will refuse to deal with the character at all. Whether the check succeeds or fails, the target will likely refuse service to the character on any subsequent transactions, though a successful Diplomacy check may change the target’s attitude. Bartering items directly follows the same rules as above, with the item being “sold” by the character at half its market value. In any event, the character may not know the market value of the item he’s bartering or bargaining over if it hasn’t been appraised, either through magical means or a successful Appraise check.
Cantrips and Orisons – Most arcane and divine casters can prepare an amount of 0 Level spells each day, referred to as cantrips and orisons respectively. They can cast these spells at will as a spell-like ability. Classes that have a fixed spell list and do not normally prepare spells (such as the Beguiler or Warmage) must choose a number 0 Level spells are available to them that day based on their allotted 0 Level spells per day. Divine casters must note that because of this rule, the spells Cure Minor Wounds and Inflict Minor Wounds have been removed, and replaced with Stabilize and Bleed respectively. Please see the Spells section for spell descriptions. Zero Level spells are treated like any other spell cast by the caster in terms of requisite spell components, duration and other variables based on level.
Combat fatigue – A character may fight for a number of consecutive minutes equal to twice his Constitution score. For each round after that, a Constitution check (DC 10 +1 per extra round) is required (note: the +4 bonus from the Endurance feat may be applied to this check). If the check fails, the character becomes fatigued. Fatigue caused by combat can be restored by resting for 1 hour. A character exhausted due to combat may rest for 1 hour to become fatigued, though he must rest the full 8 hours to fully recover from fatigue. The exception to this is the barbarian who becomes fatigued due to his rage ending, and later becomes exhausted due to prolonged fighting. Once combat is over, he immediately is raised from exhausted to fatigued, and recovery from that only requires the standard 1 hour rest.
Critical immune creatures – Many creatures that were once not subject to critical hits or sneak attack damage now have the Fortification property, as the Magic Armor and Shield special ability of the same name. Some creature types, such as elemental, ooze and incorporeal, continue to be immune to critical hits and sneak attack damage.
Critical success/failure – A roll of a natural 1 on a d20 is treated as -10. Conversely, a natural 20 is treated as 30. If an attack roll is a natural 1 and does not hit the target, a Dexterity check (DC 10) is required. If the check fails, the character fumbles his weapon and loses any subsequent attacks (including attacks of opportunity) until his next turn. Remember, spellcasters can score critical hits with spells that require an attack roll. The threat range for a spell is 20 and the damage multiplier is x2.
Familiars and Bonded items – At 1st level, Sorcerers and Wizards (as well as a few other classes), are able to form a bond with an object or a creature. This bond can take one of two forms: The first is a Familiar, following the standard rules for such creatures and the second is a bond with an object, using it to cast spells and enchanting it with even greater powers. Bonded objects can fall into any category, but the object must be worn, wielded, or otherwise held. If a character attempts to cast a spell without the bonded object, a Spellcraft check must be made (DC 20 + spell level) or the spell is lost. A bonded object can be used once per day to cast any one spell that the wizard knows, just as if the character had cast it. This spell cannot be modified by metamagic feats or other abilities. Bonded objects can be enchanted as if the character had the required feats, with any powers added at half the normal cost. If a bonded object is damaged, it is restored to full hit points the next time the character regains his spells. If the subject of an arcane bond is lost or destroyed, it can be replaced after 1 week’s time in a special ritual that costs 200 gp per wizard level. This ritual takes 8 hours to complete.
Hit point re-roll – While leveling up a character, a player may reroll the hit die gained if he does not like the result. The reroll, hoverer, is constrained. The highest possible result on the die is treated as a result of 1 on the first reroll. On the second reroll, the two highest results on the die are treated as a 1, and follows that pattern for each subsequent roll. For example, a player decides to add a level of Fighter when his character levels up. The player rolls a 2 on a d10. Not satisfied with the result, he rolls again this time getting a 10. Since this is the second roll, it is treated as a 1. He decides to roll again, this time getting an 8, which the player accepts since it is his third roll and it is the highest result he can get (a result of 9 or 10 would be treated as a 1).
Instant kill – When a player rolls a natural 20 on an attack roll, a critical roll is made to see if a critical hit is scored. If the critical roll is a natural 20, that’s a threat for an instant kill. If the instant kill roll scores a hit, the target is slain.
Lay alchemy – A character need not be a spellcaster in order to produce items with successful Craft (Alchemy) checks.
Simplified Turning/Rebuking – When a good Cleric attempts to Turn Undead, undead within range must make a Will save (DC 10 + 1/2 Cleric level + CHA modifier) or flee for 10 rounds, and take 1d6 positive energy damage for every 2 Cleric levels (i.e. 1d6 at 1st level, 2d6 at 3rd level, 3d6 at 5th level, etc.). Undead successfully making the save take half damage and do not flee. Undead who take damage greater than their hit points crumble to dust and are destroyed. Note: A Cleric character using the Sun Domain granted ability deals double damage to undead who fail their save, and normal damage to those who make their save. Conversely, evil Clerics who Rebuke will instead heal undead by doing 1d6 points of negative energy for every 2 Cleric levels, and Rebukes them normally on a failed save. Undead who fail their save and take “damage” in this fashion which would total greater than their maximum hit points become Commanded by the Cleric. Commanded undead which are Rebuked by their Cleric become Bolstered for 10 rounds, giving them +1 to their Will saves against Turning or Rebuking per every 2 Cleric levels (i.e. +1 at 1st level, +2 at 3rd level, +3 at 3th level, etc.) and a like amount of DR vs. Turning damage.
Skill Points:
- Changes in Intelligence Scores – As a character becomes more or less intelligent, his ability to function in areas he’s been trained likewise changes. Should a character’s Intelligence permanently change, his available skill points change retroactively, much like a character’s Constitution score affects his hit points, with a few minor differences. Only permanent increases or decreases affect his skill points, and these points are added or subtracted to/from skills a character is already trained in. Should a change happen during the course of an adventure, the effects are immediate. If the character has additional skill points due to an increase and nowhere to spend them, he can hold onto those additional points and spend them normally the next time he gains a level. If the character gains additional points while he is leveling up (i.e. due to ability score increases every 4 levels), he must first spend the bonus points toward skills he is already trained, and any extra points can be spent normally.
- Multiclassing and Cross-Class Skills – If a skill is on the skill list of any of a character’s classes, it is considered a class skill for all classes. If a character has purchased ranks in a cross-class skill which later becomes a class skill, those ranks purchased become full ranks instead of half ranks. For example, a 3rd level fighter has spent 6 skill points to purchase 3 ranks in the Tumble skill. Upon attaining 4th level, that character decides to take a level of rogue. Since Tumble is now considered a class skill, he is considered to have 6 ranks in the Tumble skill instead of just 3. Also, should he decide to take another level of fighter later on, he can purchase additional ranks in Tumble as if it were a class skill.
Spell Components – In order to cast spells that require inexpensive material or focus components, a character must possess a spell component pouch (PHB p.130). Each pouch contains 50 “charges,” and one charge is consumed per spell level of every spell that requires an inexpensive material component (e.g. One “charge” for a 1st level spell, 2 “charges” for a 2nd level spell, 3 for 3rd, etc.). Spells that require a focus component also require the possession of a spell component pouch, though such spells do not consume any “charges.” Take a look at 4 1st level spells as an example. One casting of the Sleep spell would consume one “charge” from a spell component pouch. Casting Magic Missile, however, would consume no charges, since it has no material component. Identify requires a material component of value, so it does not consume a “charge” from a pouch, it consumes a 100gp pearl instead. Mage Armor does not consume any charges, but it does require the caster to possess a pouch, since it uses a focus component.
Tumbling and attacks of opportunity – A successful Tumble check to avoid an attack of opportunity is not a guaranteed success. The target that is being tumbled around gets a Reflex save (opposed by the tumbler’s Tumble check) to get the attack of opportunity. For each target after the first, apply a -2 penalty to your Tumble check. This rule replaces the DC 15 Tumble check to avoid attacks of opportunity.
Wounds – If a character loses 50% of his maximum hit point total on single attack, he will be subject to a Fortitude save (DC damage dealt) or receive a wound, with the location determined randomly by rolling 1d6. A -2 penalty is applied to any action that utilizes that part of the body. The penalty goes away once the character is healed. Refer to the following chart to find what checks or rolls are affected due to a wound. Penalties due to two of the same wound do not stack in the case of Hand, Arm or Foot/Leg wounds. Penalties imposed from Head wounds do stack. Two wounds to the Eyes or Ears will cause the character to become blind or deaf. Penalties from different wounds stack. For example, a character that has sustained two Hand wounds only takes a -2 to the affected checks and rolls. Another character with a Hand wound and an Arm wound would take a -4 on Climb checks and attack rolls, but still suffer a -2 on all other affected checks.
Result | Location | Affects… |
1 | Hand | Climb, Craft, Disable Device, Escape Artist, Forgery, Heal, Open Lock, Sleight of Hand, Use Rope, attack rolls |
2 | Arm | Climb, Swim, attack rolls, Strength checks |
3 | Head | All attack rolls, saves and checks |
4 | One Eye | Appraise, Craft, Decipher Script, Disable Device, Forgery, Open Lock, Search, Sense Motive, Spellcraft, Spot, Survival (when tracking), initiative, Dexterity checks, ranged attack rolls, Reflex saves (note: wounds to both eyes causes blindness) |
5 | One Ear | Listen, initiative (note: wounds to both ears causes deafness) |
6 | Foot/Leg | Balance, Climb, Jump, Move Silently, Ride, Swim, Tumble, Reflex saves, Dexterity checks (note: characters with leg or foot wounds may not charge or run) |