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# House Rules ### Critial Failure and Success When rolling any d20 roll can critically suceed or fail. Upon rolling a 20 or 1 on the die roll an additional die. If you get another 20 or 1 roll another die. Anytime the total matters such as crafting for determining progress, add the die together then add skill bonus to determine the total. If albert was making an item via blacksmithing and rolled a 20, then 15, with skill bonus of 12, the DC is 25, the first roll of 20 starts critical check, and 15 + 12 = 27 exceeding 25. so he critically succeeded, so in addition to the benefits of critically succeeding he would have a total effective roll of 20 + 15 + 12 = 47 x DC 25 = 1175 silver of progress. |1st Roll|2nd Roll|3rd Roll|Effect|Example| |:---:|:---:|:---:|:---:|:---:| |1 |1 |1 |Cataclysmic failure |One shot yourself, nuclear reactor instantly detonates| |1 |1 |Fail Check |Catastropic failure |One shot yourself, nuclear reactor instantly detonates| |1 |1 |Succeed Check |Critical failure |One shot yourself, nuclear reactor instantly detonates| |1 |Fail Check |- |Critical Failure |Shoot an ally, destroy all the materials| |1 |Succeed Check |- |Failure by more then 5 |Crafting you ruin resources| |20 |Fail Check |- |Automatic Success |Hit the attack, Meet the DC.| |20 |Succeed Check |- |Critical Success |Deal Critical Damage| |20 |20 |Fail Check |Critical Success |Deal Critical Damage| |20 |20 |Succeed Check |Penultimate Success |Critical with higher multiplier, Crafted item is Masterwork at no cost| |20 |20 |20 |Perfect Success |One shot enemy(no save)| ### Weapon Groups Weapons are broken up into small lists of similar items, usually 5-10 different weapons make up a group. Anytime a feat or ability tells you to choose a weapon instead choose a weapon group. ___ - **Axes:** axe-gauntlet, dwarven heavy, axe-gauntlet, dwarven light, bardiche, battleaxe, boarding axe, butchering axe, collapsible kumade, dwarven waraxe, gandasa, greataxe, handaxe, heavy pick, hooked axe, knuckle axe, kumade, kumade, collapsible, light pick, mattock, orc double axe, pata, throwing axe, and tongi. - **Blades, Heavy:** ankus, bastard sword, chakram, cutlass, double, double chicken saber, double walking stick katana, dueling sword, elven curve blade, estoc, falcata, falchion, flambard, greatsword, great terbutje, greatsword, katana, khopesh, klar, longsword, nine-ring broadsword, nodachi, rhoka sword, sawtooth sabre, scimitar, scythe, seven-branched sword, shotel, sickle-sword, split-blade sword, switchscythe, temple sword, terbutje, and two-bladed sword. - **Blades, Light:** bayonet, broken-back seax, butterfly knife, butterfly sword, chakram, dagger, deer horn knife, dogslicer, drow razor, dueling dagger, gladius, hunga munga, kama, katar, kerambit, kukri, machete, madu, manople, pata, quadrens, rapier, sanpkhang, sawtooth sabre, scizore, shortsword, sica, sickle, spiral rapier, starknife, swordbreaker dagger, sword cane, wakizashi, and war razor. - **Bows:** composite longbow, composite shortbow, longbow, orc hornbow, and shortbow. - **Close:** axe-gauntlet, dwarven heavy, axe-gauntlet, dwarven light, bayonet, brass knuckles, cestus, dan bong, dwarven war-shield, emei piercer, fighting fan, gauntlet, heavy shield, iron brush, katar, klar, light shield, madu, mere club, punching dagger, rope gauntlet, sap, scizore, spiked armor, spiked gauntlet, spiked shield, tekko-kagi, tonfa, tri-bladed katar, unarmed strike, wooden stake, waveblade, and wushu dart. - **Crossbows:** double crossbow, hand crossbow, heavy crossbow, launching crossbow, light repeating crossbow, heavy repeating crossbow, pelletbow, dwarven heavy, pelletbow, dwarven light, and tube arrow shooter, underwater heavy crossbow, underwater light crossbow - **Double:** bo staff, boarding gaff, chain-hammer, chain spear, dire flail, double walking stick katana, double-chained kama, dwarven urgrosh, gnome battle ladder, gnome hooked hammer, kusarigama, monk’s spade, orc double axe, quarterstaff, taiaha, two-bladed sword, and weighted spear. - **Firearms:** all one-handed, two-handed, and siege firearms. - **Flails:** battle poi, bladed scarf, cat-o’-nine-tails, chain spear, dire flail, double chained kama, dwarven dorn-dergar, flail, flying talon, gnome pincher, halfling rope-shot, heavy flail, kusarigama, kyoketsu shoge, meteor hammer, morningstar, nine-section whip, nunchaku, sansetsukon, scorpion whip, spiked chain, urumi, and whip. - **Hammers:** aklys, battle aspergillum, chain-hammer, club, earth breaker, gnome piston maul, greatclub, heavy mace, lantern staff, light hammer, light mace, mere club, planson, ram hammer, dwarven, sphinx hammer, dwarven, taiaha, tetsubo, wahaika, and warhammer. \pagebreakNum ___ - **Monk:** bo staff, brass knuckles, butterfly sword, cestus, dan bong, deer horn knife, double chained kama, double chicken saber, emei piercer, fighting fan, hanbo, jutte, kama, kusarigama, kyoketsu shoge, lungshuan tamo, monk’s spade, nine-ring broadsword, nine-section whip, nunchaku, quarterstaff, rope dart, sai, sanpkhang, sansetsukon, seven-branched sword, shang gou, shuriken, siangham, temple sword, tiger fork, tonfa, traveling kettle, tri-point double-edged sword, unarmed strike, urumi, and wushu dart. - **Natural:** unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing. - **Polearms:** bardiche, bec de corbin, bill, boarding gaff, crook, fauchard, giant-sticker, dwarven, glaive, glaive-guisarme, gnome ripsaw glaive, guisarme, halberd, hooked lance, horsechopper, lucerne hammer, mancatcher, monk’s spade, naginata, nodachi, ogre hook, ranseur, rhomphaia, tepoztopilli, and tiger fork. - **Siege engines:** Ballista, bombard, catapult, corvus, firedrake, firewyrm, gallery, ram, siege tower, springal, trebuchet, and all other siege engines. - **Spears:** amentum, boar spear, chain spear, double spear, elven branched spear, harpoon, javelin, lance, longspear, orc skull ram, pilum, planson, shortspear, sibat, spear, stormshaft javelin, tiger fork, trident, and weighted spear. - **Thrown:** aklys, amentum, atlatl, blowgun, bolas, boomerang, brutal bolas, chain-hammer, chakram, club, dagger, dart, deer horn knife, dueling dagger, flask thrower, halfling sling staff, harpoon, hunga munga, javelin, kestros, lasso, light hammer, net, pilum, poisoned sand tube, ram hammer, dwarven, rope dart, shortspear, shuriken, sibat, sling, sling glove, snag net, spear, sphinx hammer, dwarven, starknife, stormshaft javelin, throwing axe, throwing shield, trident, and wushu dart. - **Tribal:** Club, dagger, greatclub, handaxe, heavy shield, light shield, shortspear, spear, throwing axe, and unarmed strike. ### HP Unless the setting dictates otherwise, you always gain max HP for level up. ### Skills Any class designed for pathfinder gets +2 skills per level. Craft & Profession are always class skills. If any source would grant a class skill you already have, instead gain another skill that uses the same ability score. If all skills that uses the same ability score are class skills, then you gain +1 to the class skill specified. ### Feats ___ - **New Combat Options:** Several feats are now combat options, you gain the ability to use them as soon as you meet the prerequisites for the feats. These do not count as feats know, they are now just alternate combat options. The list below provides all feats that are now combat options instead of feats. - Power Attack, Deadly Aim, Combat Expertise, Scorpion Style(renamed Hamstring), Bullseye Shot(renamed Take Aim), \pagebreak ### Advanced Crafting Techniques ___ - Things you craft are of extraordinary quality. - **Prerequisite:** Craft or Profession 1 rank - **Benefit:** You may now craft mastercraft mods on items you craft. You may add a number of mastercraft mods to an item equal to 3 + your ranks in the related skill. Such items have a mastercraft tier of 1 per mastercraft mod applied. - **Special:** Normally you can make masterwork items with 1 predetermined mastercraft mod based on item type. #### Articulated ___ - **Prerequisite:** Armor - **Benefit:** This mod reduces the armor's arcane spell failure chance by 5%. This mod can only reduce a armor's arcane spell failure chance to 0. - **Cost:** 300g **DC:** 20 **Multiple Applications:** This mod can be applied multiple times to a limit of 1/2 Ranks, rounded up. Each time applied decreases the arcane spell failure chance by 5%. #### Deadly ___ - **Prerequisite:** Item Deals Damage using an attack roll. - **Benefit:** This mod increases the weapon's base weapon damage by 2. - **Cost:** 900g - **DC:** 25 - **Multiple Applications:** This mod can be applied multiple times to a limit of 1/4 Ranks, rounded up. Each time applied increases the base weapon damage by 2. #### Efficiency ___ - **Prerequisite:** An item that expends a resource on use. - **Benefit:** This mod reduces the resources spent on using the item by 10%. If the effect of the item is instantaneous the cost cannot be reduced below 1 unless you reach 100% efficency. - **Cost:** 900g - **DC:** 25 - **Multiple Applications:** This mod can be applied multiple times to a limit of 1/3 Ranks, rounded up. Each time applied reducing the resources expended by 10%. #### Fitted ___ - **Prerequisite:** Armor - **Benefit:** This mod reduces the armor's armor check penalty by 1. This mod can only reduce a armor's armor check penalty to 0. - **Cost:** 150g - **DC:** 20 - **Multiple Applications:** This mod can be applied multiple times to a limit of 1/4 Ranks, rounded up. Each time applied decreases the armor check penalty by 1. - **Normally:** Any armor that is masterwork is considered to have one iteration of this mod on it. #### Flexible ___ - **Prerequisite:** Armor - **Benefit:** This mod increases the armor's max dex bonus by 1. - **Cost:** Light Armor 300g, Medium Armor 600g, Heavy Armor 900g - **DC:** 20 - **Multiple Applications:** This mod can be applied multiple times to a limit of 1/4 Ranks, rounded up. Each time applied increase the max dex bonus by 1. #### Hardened ___ - **Prerequisite:** Any item type - **Benefit:** This mod increase the hardness of an item by 1/5th its base hardness, minimum of 1. - **Cost:** 200g for weapons, 100g for armor or equipment, 500g for structures, 300g for vehicles - **DC:** 15 - **Multiple Applications:** This mod can be applied multiple times, and stacking the benefit. #### Integrated Item ___ - **Prerequisite:** Any item type - **Benefit:** This mod integrates a secondary item into the base structure of the primary item. Any integrated item must be two size categories smaller than the primary item. The integrated item cannot be of a higher mastercraft tier. - **Cost:** The weapon/tool cost +50g. - **DC:** 30 - **Multiple Applications:** This mod can be applied multiple times each time intergrating a new item, up to you maximum mods. \pagebreakNum #### Mighty ___ - **Prerequisite:** Any item cabpable of doing damage. - **Benefit:** This mod increases the weapon's base weapon damage by 2. - **Cost:** 900g - **DC:** 25 - **Multiple Applications:** This mod can be applied multiple times to a limit of 1/4 Ranks, rounded up. Each time applied increases the base weapon damage by 2. #### Output ___ - **Prerequisite:** Any - **Benefit:** You may increase the benefit of the items primary function by 20%. Round down to the nearest whole number. Weapons would do 20% more damage, armor would have 20% more armor bonus, power generators would produce 20% more power, etc. - **Cost:** 900g - **DC:** 30 - **Multiple Applications:** This mod can be applied multiple times to a limit of 1/2 Ranks, rounded up. Each time applied increases the bonus by 20%. #### Precision ___ - **Prerequisite:** Weapon or siege weapon - **Benefit:** This mod provides a +1 circumstance bonus to hit. - **Cost:** 300g - **DC:** 20 - **Multiple Applications:** This mod can be applied multiple times to a limit of 1/4 Ranks, rounded up. Each time applied increases the circumstance bonus by 1. - **Normally:** Any weapon that is masterwork is considered to have one iteration of this mod on it. #### Sturdy ___ - **Prerequisite:** Any item type. - **Benefit:** This mod increases the HP of an item by 1/5th its base HP, minimum of 2 HP. - **Cost:** 200g for weapons, 100g for armor or equipment, 500g for structures, 300g for vehicles - **DC:** 15 - **Multiple Applications:** This mod can be applied multiple times, and stacking the benefit. #### Vicious ___ - **Prerequisite:** Weapon or siege weapon that has a critical multiplier - **Benefit:** This mod increases the weapon's base critical multiplier by 1. - **Cost:** 3000g - **DC:** 25 - **Multiple Applications:** This mod can be applied multiple times to a limit of 1/7 Ranks, rounded up. Each time applied increases the base critical multiplier by 1. \pagebreak # Class Updates ### Fighter
This replaces the base fighter, the main change is you gain the advanced training options as a secondary set of abilities instead of replacing a more paint by number feature, Armor/Weapon Training. I also added the Martial Cadence ability to prove that fighters are just better at fighting, while not tweaking damage per hit. | Level | Base Attack Bonus* | Fort Save | Ref Save | Will Save | Special | Weapon Talent | Armor Talent |:---|:---|:---:|:---:|:---:|:---|:---:|:---:| | 1st | +1 | +2 | +0 | +0 | Bonus feat | - | - | 2nd | +2 | +3 | +0 | +0 | Bonus feat, Combat Boost +1 | - | - | 3rd | +3 | +3 | +1 | +1 | Armor training | - | 1 | 4th | +4 | +4 | +1 | +1 | Bonus feat | - | 1 | 5th | +5 | +4 | +1 | +1 | Weapon training | 1 | 2 | 6th | +6/+1 | +5 | +2 | +2 | Bonus feat, Combat Boost +2 | 2 | 2 | 7th | +7/+2 | +5 | +2 | +2 | Armor training | 2 | 3 | 8th | +8/+3 | +6 | +2 | +2 | Bonus feat | 3 | 3 | 9th | +9/+4 | +6 | +3 | +3 | Weapon training | 3 | 4 | 10th | +10/+5 | +7 | +3 | +3 | Bonus feat, Combat Boost +3 | 4 | 4 | 11th | +11/+6/+1 | +7 | +3 | +3 | Armor training | 4 | 5 | 12th | +12/+7/+2 | +8 | +4 | +4 | Bonus feat | 5 | 5 | 13th | +13/+8/+3 | +8 | +4 | +4 | Weapon training | 5 | 6 | 14th | +14/+9/+4 | +9 | +4 | +4 | Bonus feat, Combat Boost +4 | 6 | 6 | 15th | +15/+10/+5 | +9 | +5 | +5 | Armor training | 6 | 7 | 16th | +16/+11/+6/+1 | +10 | +5 | +5 | Bonus feat | 7 | 7 | 17th | +17/+12/+7/+2 | +10 | +5 | +5 | Weapon training | 7 | 8 | 18th | +18/+13/+8/+3 | +11 | +6 | +6 | Bonus feat, Combat Boost +5 | 8 | 8 | 19th | +19/+14/+9/+4 | +11 | +6 | +6 | Armor mastery | 8 | 9 | 20th | +20/+15/+10/+5 | +12 | +6 | +6 | Bonus feat, Martial mastery | 9 | 9
*Martial Cadence is accounted for in the table above. #### Combat Boost At the 2nd level the fighter gains a combat boost, they must select one ability from the [combat boost list](https://www.d20pfsrd.com/classes/core-classes/fighter/fighter-bravery-alternative-options/). #### Armor Talent At 3rd level the fighter gains a [Advanced Armor Talent](https://www.d20pfsrd.com/classes/core-classes/fighter#TOC-Armor-Training-Ex-). As they increase in level they gain additional talents, but talents cannot replace the normal Armor Training progression. #### Weapon Talent At 5th level the fighter gains a [Advanced Weapon Talent](https://www.d20pfsrd.com/classes/core-classes/fighter#TOC-Armor-Training-Ex-). As they increase in level they gain additional talents, but talents cannot replace the normal Weapon Training progression. #### Martial Mastery At the 20th level a fighter chooses one of the following. ___ - **Weapon Mastery:** As fighter ability of the same name. - **Veteran of Endless War:** As the Alternate fighter capstone ability of the same name. - **Warmaster Trance:** You may enter a state of mind that allows you to use profession(soldier) in place of any d20 roll you are required to make while in combat or planning for combat. Warmaster mode is very taxing and deals 1 con burn per minute in combat or per hour out of combat. This burn ignores all immunizes. If you do not have a Constitution score It instead applies to Charisma. If you do not have either score it applies to wisdom. No matter which attribute it applies to if burn caused by warmaster mode causes the ability score to reach 0 or deals burn while your ability score is at or below 0 you are killed/destroyed. Ability burn functions just like ability damage that is recovered at a rate of 1 per hour of rest, but cannot be healed by any other means. \pagebreak # Skill Rules ### Intimidate You may choose to use your strength modifier instead of your charisma modifier. ### Knowledge (Int) ___ - **Arcana** (magic traditions, arcane symbols, magical constructs, magically enhanced monsters) - **Dungeoneering** (dungeon survival) - **Engineering** (buildings, aqueducts, bridges, fortifications) - **Geography** (lands, terrain, climate, people) - **History** (wars, colonies, migrations, the founding of cities) - **Local** (legends, personalities, inhabitants, laws, customs, traditions, civilized species) - **Nature** (Fey, biomes, plants, and animals) - **Nobility** (True Drgaons, country leaders) - **Psionics** (psionic traditions, psionic symbols, psionic constructs, and psionically enhanced monsters) - **Philosophy** (Ethics and Morality, etc.) - **Planes** (Planes, creatures of metaphysical planes) - **Religion** (Gods, mythic history, religious traditions, religious symbols) - **Technology** (Mechanical Constructs, Clockwork, Electronics, really anything that makes metal move with out hands doing the moving.) This is the most important skill with regard to technological subjects. Knowledge (technology) can be used to identify a robot’s abilities and weaknesses. Knowledge (technology) is also used to identify and understand unknown technological objects in a similar manner to how Spellcraft is used to identify the properties of a magic item. The DC to correctly identify and understand an unknown technological object is equal to the object’s Craft DC. An object with a Craft DC of 15 or less can be automatically identified and understood by someone trained in Knowledge (technology) who also has the Technologist feat ### Perception (Wis) All senses have a rating that is used to determine their effectiveness. Most humanoids have average sight, average hearing, bad scent, good touch, average taste. Humanoids without lowlight vision have poor lowlight vision. |Rating|Equivalent Senses|Effect| |:---|:---|:---| |Blind|Blind, Deaf, No sense of smell, No darkvision|Incapable fo making skill checks related to that skill.| |Bad|Blindsense 5ft|Gain a general feel for creatures and direction(akin to blind sense), perception DCs due to distance increase by +1/foot| |Poor|Blindsense 30ft, darkvision 30ft, tremor sense 30ft, Human low-light vision|DCs are increased by 1 per 5ft away from you |Average|Elf low-light vision, darkvision 60ft|Normal DCs |Good|Darkvision 120ft|DCs are increased by 1 per 20ft away from you |Perfect|See in Darkness|DCs are increased by 1 per 100ft away from you \pagebreak # Feat Rules ### Advanced Options The following feats are now advanced options. Advanced options are things that require training but are passively become available upon meeting the prerequisites with no expendature of resoureces. ##### Take Aim ___ - **Prerequisites:** +1 BAB - You may spend a move action to gain +4 to your next attack roll. - If you meet the prerequisite you count as having the Bullseye Shot feat for meeting prerequisites. ### Replace ___ - **Point-Blank Shot** Precise Shot replaces Point-Blank Shot in all cases except where the feat is expanding on close combat ranged attacks. - **Weapon Finesse:** All normally finessable weapons can just be used that way, the feat allows you to treat a weapon group as if it was finessable. - **Weapon Proficency:** All feats and features that target a single weapon now have you select a weapon group instead. ### Removed Feats Feats that have been completely removed from the game, usually due to redundancy with new or altered feats: ___ * Combat Expertise * Deadly Aim * Exotic Weapon Proficiency * Improved Bull Rush * Improved Disarm * Improved Feint * Improved Grapple * Improved Overrun * Improved Sunder * Improved Trip * Improved Two-Weapon Fighting * Improved Unarmed Strike * Martial Weapon Proficiency * Mobility * Power Attack * Scorpion Style > * Stand Still > Now a Special Combat Maneuver * Throw Anything > Rolled into Catch Off Guard * Weapon Finesse > Now just a function of the weapons. \pagebreak ### Feats #### [Elephant in the Room](https://mammothisland.itch.io/elephant) We are using Elephant in the Room's most recent printing, please download the book for most accurate information if your version is not the same. Any feats presented in this book override the elephant in the room versions. #### Adroit [GENERAL] You are particularly adept at dex based skills. ___ - **Prerequisites:** Dex 12. - **Benefits:** All Dex based skills are considered class skills for you. - You gain +2 skill points per Hit Die. You may only spend these skill points in the associated skills. #### Craft Undead [ITEM CREATION] You learn the art of making the dead walk through ritual and long preparation. ___ - **Prerequisite:** Caster level 1, ability to cast necromancy spells or the death sphere - **Benefit:** You can create any undead whose prerequisites you meet. The act of animating an undead takes one day for each 1,000 gp in its market price. To create an undead, you must use up raw materials costing half of its base price, plus the full cost of the basic body created for the undead. Each undead has an entry in the Undead Creation handout or special section that summarizes its costs and other prerequisites in its entry. If no entry exists review with GM for undead creation requirements. A newly created undead has average hit points for its Hit Dice. #### Dodge [GENERAL] You are particularly adept at Strength based skills. ___ - **Prerequisites:** Str 12. - **Benefits:** All Str based skills are considered class skills for you. - You gain +2 skill points per Hit Die. You may only spend these skill points in the associated skills. #### Diehard [General] You are a tenacious opponent, even whilst on the brink of death. ___ - **Prerequisite:** Endurance, Con 14. - **Benefit:** You gain regeneration 0. This functions as normal regeneration, save that you do not heal any damage each round. Any lethal damage taken is halved ronded up, and you take nonlethal damage equal to the remaining damage minus your nonlethal DR from Endurance. - No form of attack overcomes your regeneration while you are conscious. All forms of attack overcome your regeneration while you are unconscious. - You do not lose consciousness from nonlethal damage until you suffer nonlethal damage equal to your maximum hit points. #### Elder [GENERAL] You are particularly adept at wisdom based skills. ___ - **Prerequisites:** Wis 12. - **Benefits:** All Wis based skills are considered class skills for you. - You gain +2 skill points per Hit Die. You may only spend these skill points in the associated skills. #### Eldritch Life [Story] You have uncovered the secret to maintaining your body through force of magic with more research you may unlock the secret of immortality. ___ - **Prerequisite:** Primary Casting Attribute 19, ability to cast 5th level arcane spells, living at time of acquiring - **Benefit:** By sacrificing a arcane spell you may heal 1d4 hp per spell level and an additional amount equal to primary casting mod, as a standard action. This healing is arcane in nature and heals regardless of type. This functions similar to fast healing and applies to anything that can benefit form fast healing. - **Goal:** Heal 2000hp via this feat. Actual HP must be healed to count. Damage self inflicted such as jumping off a cliff to take damage or cutting ones self, or be inflicted at your behest such as having someone else push you off a cliff or cut you, damage dealt by these means counts as -2 damage healed per damage taken. Damage taken due to innately dangerous environments (I.E. volcanic area) or damage taken due to feats used to protect allies such as constant guardian still do not count as long as the attacker actually wishes the death of the ally and is not an ally to you. - **Completion Benefit:** The healing increases 1d6 per spell level instead of 1d4. Additionally you may expend arcane spell levels equal to twice your HD upon death to revive as a Arcane Animus. One spell sacrificed must be of the highest level you can cast and no lower than 5th level. Spell levels can be either spell slots or prepared spells, or any equivalent magic of arcane source. #### Great Fortitude You can resist attacks on your body ___ - **Benefit:** Your base Fortitude save increases to 1/2 your character level +4. This replaces your normal save progression. - **Replaces:** This feat replaces the great fortitude feat. - **Credit:** Feat by Rferries #### Iron Will Your will is indomitable. ___ - **Benefit:** Your base Will save increases to 1/2 your character level +4. This replaces your normal save progression. - **Replaces:** This feat replaces Iron Will feat. - **Credit:** Feat by Rferries #### Knock Senseless [Combat] You can move quickly when needed. ___ - **Benefit:** As the revised feat stunning fist. - **Replaces:** This feat is just a renaming for the Revised Feats Stunning Fist feat feat. - **Special:** Revised feats does not replace the stunning fist feat instead use the pathfinder version. \pagebreakNum #### Lightning Reflexes You can move quickly when needed. ___ - **Benefit:** Your base Reflex save increases to 1/2 your character level +4. This replaces your normal save progression. - **Replaces:** This feat replaces the lightning reflexes feat. - **Credit:** Feat by Rferries #### Lightning Reflexes You can move quickly when needed. ___ - **Benefit:** Your base Reflex save increases to 1/2 your character level +4. This replaces your normal save progression. - **Replaces:** This feat replaces the lightning reflexes feat. #### Luminary [GENERAL] You are particularly adept at charisma based skills. ___ - **Prerequisites:** Cha 12. - **Benefits:** All Cha based skills are considered class skills for you. - You gain +2 skill points per Hit Die. You may only spend these skill points in the associated skills. #### Masters Skin Suit [Second Skin] You cloak of flesh and blood is just as much your skin as the nightmarish form you truly are. ___ - **Prerequisite:** Int 7, undead creature that was originally humanoid, Skin Suit, Swift Don Skin, Skin Shade, Resilient Skin, Night Suit, Skin of a Thousand Faces, 13th character level, Cha 17, - **Benefit:** Your skin suit can be used at-will and you can maintain it when it would be lost as an immediate action. All benefits provided by your Skin Suit become an extraordinary ability. Gain Shapechanger subtype. Changing between people with Skin of a Thousand Faces does not require shedding skin suits. #### Night Suit [Second Skin] You cloak of flesh and blood is more resilient to your dark nature. ___ - **Prerequisite:** Int 7, undead creature that was originally humanoid, Skin Suit, Cha 13 - **Benefit:** The skin suit no longer dissolves into a puddle as soon as it is night. Gain or increase turn resistance by +1 per [Second Skin] feat while in Skin Suit. #### Resilient Skin [Second Skin] You cloak of flesh and blood is more resilient to physical harm. ___ - **Prerequisite:** Int 7, undead creature that was originally humanoid, Skin Suit, Cha 13 - **Benefit:** The skin suit does not break upon taking 5 damage or less per [Second Skin] feat, no save is required. Gain +5 to the reflex save vs lethal damage to destroy the skin suit per [Second Skin] feat. While in skin gain DR 1/- per [Second Skin] feat while in the Skin Suit. #### Ritual Summoning You call upon eldritch forces to construct a nonmagical object of your choice. ___ - **Prerequisite:** Caster level 3, Craft(any) 6 ranks(3 ranks in PF) - **Benefit:** The caster spends a few minutes chanting and calling the mystic forces required before leaving the summoning to finish the work. The process takes 1 minute of chanting per 1000g of the objects market value. Each minute you must make a craft check each minute, DC of the item to be made. A failed check requires an additional minute of chanting and a critical failure ends the process and 1/10 of the resources are expended. - The construction is complete in 1 hour per minute of chanting. To start the ritual you must place materials or gold matching 1/3rd the market value of end product in the summoning circle. At the start of the summoning you must expend a spell slot, the materials are consumed in a display fitting the forces being called on. Then a similar display of constructive devices starts swiftly constructing the desired object. - The spell slot expended modifies the rate of construction. The base line rate of construction is 1000g per hour, as shown above. Rate of construction for 0 lvl is 250g/hr, 1st level 500g/hr, 2nd level 1000g/hr, 3rd level 2000g/hr, 4th level 4000g/hr, 5th level 8000g/hr, 6th level 16000g/hr, 7th level 32000g/hr, 8th level 64000g/hr, 9th level 128000g/hr. - Additionally by spending an equal number of minutes you may start unsummoning an object summoned by this feat. The unsummoning takes an hour and returns half the original resources used to pay for the summoning. - **Special:** To craft an object with this feat you must have the required ranks in the craft skill used to make the chosen item. - **Special:** The visualization varies widely person to person. A necromancer may have large bone spurs jut out from the ground slowly piecing together the object from an ethereal stockpile. A druid could have a small seed appear slowly growing to shape the desired object. Regardless of the visualization the process is a solid object that can be damaged. The summoning has a harness of 1/2 the craft DC and hit points equal DC for fine. For every size category larger then fine double the HP. So DC 13 hp would be 13 hp for fine, 26 hp for diminutive, 52 hp for tiny, 104 hp for small. - **Special:** The spell slot requirement can be fulfilled by expending a scroll or charge of a magic item equivalent to casting a spell. Use the spells level to determine the slot level. #### Sage [GENERAL] You are particularly adept at intelligence based skills. ___ - **Prerequisites:** Int 12. - **Benefits:** All Int based skills are considered class skills for you. - You gain +2 skill points per Hit Die. You may only spend these skill points in the associated skills. \pagebreak #### Skin of a Thousand Faces [Second Skin] Your mastery expands to imitation of other's skin. ___ - **Prerequisite:** Int 7, undead creature that was originally humanoid, Skin Suit, Night Suit, Resilient Skin, Skin Shade, Cha 17 - **Benefit:** When activating Skin Suit you may choose to replicate anyone you know or have a piece of (such as strand off hair drop of blood, nail clipping, ETC). When taking the countenance you gain a +3 per [Second Skin] feat to disguise checks. You also gain the same bonus to skill checks to pass as them. You gain any racial traits of the creatures race. You may use your own or the creature your imitating's strength and dexterity, chosen independently. Your voice even takes their natural sound. #### Skin Shade [Second Skin] You cloak of flesh and blood is thick enough to protect against even the sun. ___ - **Prerequisite:** Int 7, undead creature that was originally humanoid, Skin Suit, Night Suit, Resilient Skin, Cha 15 - **Benefit:** The skin suit now provides protection form sunlight and effects that target undead or have a special effect against the undead treat you as living as long as your skin suit remains. Any weakness while in skin gain +2 to saves vs the weakness per [Second Skin] feat. #### Skin Suit [Second Skin] During the daylight hours, you can cloak your unnatural form beneath a veil of flesh and blood. ___ - **Prerequisite:** Int 7, undead creature that was originally humanoid. - **Benefit:** Once per day as a full-round action, you can cloak your body in a thin, fleshy suit that gives you the appearance of yourself as a young adult humanoid. Your appearance changes as per alter self, but this feat doesn’t adjust your ability scores or grant any new abilities. When so disguised, you cannot use slashing or piercing natural attacks, such as bite or claw attacks, without unraveling and destroying your skin suit, nor can you deliver energy drain or ability damage with your undead special attacks (such as a wight or vampire’s slam attacks) without destroying the suit. While wearing a skin suit, your alignment is masked as though by a constant undetectable alignment spell, and you have the aura of a living creature instead of an undead creature for the purposes of detect undead and similar effects. - The skin suit dissolves into a puddle of bloody slurry at sundown, though you can remove it at any time as a standard action. The skin suit does not protect you from the effects of being exposed to direct sunlight. Finally, if you take lethal damage while wearing your skin suit, you must succeed at a Reflex save with a DC equal to the amount of lethal damage or the skin suit is destroyed. - Incorporeal undead gain a strength score based on size + 2 per [Second Skin] feat. Fine 0, Diminutive 1, Tiny 2, Small 6, Medium 8, Large 16, Huge 24, Gargantuan 32, Colossal 40. - **Special:** Gain an additional use per [Second Skin] feat. All functions of this are supernatural abilities. #### Swift Don Skin [Second Skin] You cloak of flesh and blood is manifests in moments. ___ - Prerequisite(s): Int 7, undead creature that was originally humanoid, Skin Suit, 3rd level, Cha 15 Benefit(s): The skin suit can be donned as one step quicker per [Second Skin] feat. Standard with just Swift Don Skin>Move with 2 feats, Swift with 3 feats. Immediate with 4 feats. It cannot be faster than immediate action. Gain or increase fast healing by 1 per [Second Skin] feat. #### Spell Sigil [Item Creation] The city if arcane mysteries bears many but the greatest is their protective magics. ___ - **Prerequisite:** Craft Wondrous Item, Caster level 5th. **Benefit:** You can create any spell sigil whose prerequisites you meet. Enchanting a spell sigil takes one day for each 1,000 gp in its price. To enchant a spell sigil, you must spend 1/25 of the item’s price in XP and use up raw materials costing half of this price. - You can also mend a broken spell sigil if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place. - Some spell sigils incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one. #### Strong Back [GENERAL] You are particularly adept at Strength based skills. ___ - **Prerequisites:** Str 12. - **Benefits:** All Str based skills are considered class skills for you. - You gain +2 skill points per Hit Die. You may only spend these skill points in the associated skills. #### Undead Leadership [LEADERSHIP] You have a talent for gathering undead and swaying their masses. ___ - **Prerequisite:** Character level 7, a means to heal through negative energy or control the undead or count as having undead type - **Benefit:** As leadership feat but you may only garner undead as followers. The undead may be mindless. #### Weapon Focus (Choose Weapon Group) [Combat] You learn to allow instinct to guide your attacks. ___ - **Prerequisite:** BAB +1, Proficiency with the weapon group - **Benefit:** Choose a weapon group. When attacking with a weapon from that group +1 to hit and attack penalty for having more than one attack is reduced by 2, IE Two Weapon fighting, or iterative attacks \pagebreakNum #### Weapon Focus, Greater (Choose Weapon Group) [Combat] Choose one weapon group listed under the fighter’s Weapon Training class feature for which you have already selected Weapon Focus. You are a master at your chosen weapon type. ___ - **Prerequisites:** Weapon Focus with the selected weapon group, base attack bonus +1, 8th-level fighter. - **Benefit:** You gain a +1 bonus on attack rolls you make using the selected weapon group. This bonus stacks with other bonuses on attack rolls, including those from Weapon Focus. Additionally, the penalty reduction increases by an additional 2. - **Special:** You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon group. #### Zen Weapon Training (Choose Weapon Group) [Combat] You learn to allow instinct to guide your attacks. ___ - **Prerequisite:** BAB +1, Wis 13, Proficiency with the weapon group - **Benefit:** Choose a weapon group. When attacking with a weapon from that group you may use your wisdom to determine your attack bonus instead of the normal ability score. \pagebreak ### Traits #### Learned Talents A part of your past you pushed yourself to preform the chosen skill often. ___ - **Benefit:** Choose a skill, it is a class skill and you gain +1 to trait bonus to that skill. #### Tyrannical Leadership You learned growing up its better to be feared, puts you right on top. ___ - **Benefit:** Inverse the benefits and penalties for reputation. +1 to leadership skill, leadership is a class skill. \pagebreakNum ## Magic Items ### Spell Sigils Spell sigils come in may varieties, the most common extend the use of a protective spell over an area, and other times there just to dispel unwanted magics. #### Contingency Sigil A contingency sigil is infused with the power of the spell contingency and one other spell. The contingency event triggers casting of the connected spell. Unlike the contingency spell, a contingency sigil can trigger on any event in the range of the connected spell. Common triggers include dispelling any one that walks in the through a door or igniting/disintegrating secret research materials if not properly opened. Market Value: total of 2000 x 11 x 6 for contingency, plus 1800 x caster level, x spell level. Then multiply the lower price effect by 1.5 and ad the two together for final market value. #### Resonance Sigil A resonance sigil carries the magical effect in a network of sigils. Each sigil work holding the network together. Any other sigil that has a range or area can be linked to a resonance sigil. Linking takes hours equal to the spell level x caster level of the other sigil, unlinking takes 8 hours. To link or unlink requires the Spell Sigl Feat. Resonance sigils double the area of a spell sigil, and range of a contingency Sigil. The resonance sigils are created in pairs and are set up at the edge of the new area on opposing sides. Upon creation the caster sets a maximum spell level and maximum caster level, and the sigil. Market Value:: 2000 x CL x Spell level #### Sigil of Storing A sigil of storing hold the power of a spell with a duration in a stationary location, spells that have "instantaneous" duration or effects like acid arrow cannot be used. Common spells that use this sigil type are Antipathy, Protection form Evil, and Antimagic Field. If a spell is centered on a touched target or on "you" then the spell is centered on the sigil. Spells that target an area have the area defined when the sigil is created. Market Value: 4000 x CL x Spell level x Duration Multiplier. Duration Multiplier: If a spell sigil has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half. \pagebreakNum ## Vehicle Rules ### Basics The following are the basic rules for using vehicles. This is an overview of the rules that all vehicles use. **Drivers** Drivers control vehicles. A driver is a creature with an Intelligence score of at least 3 who is physically able to manipulate a vehicle’s driving device and who is both within the driving spaces of a vehicle and actively manipulating the driving device. Occupants Any creature riding, driving, or serving as crew on a vehicle is considered its occupant. **Facing** Unlike characters, vehicles have a forward facing. A vehicle moves best when it moves in the direction of its forward facing. **Acceleration/Deceleration** Vehicles must accelerate to reach their maximum speed. Each round, with the proper driving action and a successful check, the driver can increase the vehicle’s movement by its rate of acceleration, as long that value is no greater than the vehicle’s maximum speed. Vehicles must decelerate to slow down and are hard to stop at an exact point. **Initiative** A vehicle moves at the start of its driver’s turn. If a vehicle has no driver, it moves on the turn of the last creature that was its driver, or on a turn determined by the GM. **Controlling** a Vehicle If a vehicle has a driver, before the driver does anything else on her turn, she must determine what drive action she is taking, and take that action. If the driver takes no action, takes some other action instead of driving the vehicle, or delays or readies an action—or if there is no driver—the vehicle takes the “uncontrolled” action. A driver can only take one action each turn to control a vehicle. Once the driver has selected the action, or takes some other action forcing the vehicle to become uncontrolled, the vehicle moves. **Driving Check** When a driver takes a driving action, she must make a driving check to determine the maneuverability and speed of the vehicle that round. The vehicle’s propulsion determines what skill is used for the driving check. A driver can always make a Wisdom check in place of a driving check. The base DCs for all driving checks are DC 5 and DC 20. Use the lower DC when the driver is not in combat and the higher DC when the driver is in combat. **In Combat** Vehicles and crew members do not threaten any area around them, but their drivers and their non-crew occupants do. Vehicles can enter the spaces of objects and creatures smaller than themselves. Vehicles do not usually have attacks, but they can—and may be required to—make vehicular bull rush, vehicular overrun, and ramming combat maneuvers. Some vehicles may have weapons that can be activated by the driver, melee vehicular weapons always have a Strength modifier of +10 and ranged vehicular weapons use the drivers Dexterity modifier. \columnbreak ### Propulsion Every vehicle has a method of propulsion. The method of propulsion typically affects the speed and maneuverability of a vehicle, but more importantly, a vehicle’s propulsion determines the required skill needed to control a vehicle. The methods of propulsion encountered in this book take two forms: Alchemical and Magical. Alchemical Alchemical engines are the most common forms of propulsion for many vehicles. Crafted from metal to \pagebreakNum ### Arcane Animus Arcane Animus are men and women that have found a way to extend their existence beyond death not quite denying it but delaying it. The nature of the process does very little to preserve their form so the lack of food causes slow decay to a point where they are walking corpse gaunt and pallid in complexion. Some abate the deterioration by maintaining gentle repose preserving their natural appearance, other use illusions or transmutation magic when needed. #### Creating a Arcane Animus “Arcane Animus” is an acquired template that can be added to any living creature (referred to hereafter as the base creature), provided it can compelte the goal of Eldritch Life Feat. A "Arcane Animus" retains all the base creature’s statistics and special abilities except as noted here. ___ - **CR:** Same as the base creature + 1 - **Type:** The creature’s type changes to Construct. Do not recalculate BAB, saves, or skill ranks. - **Senses:** An arcane animus gains darkvision 60 ft. and Low-Light Vision. - **Armor Class:** An arcane animus has a +1 natural armor bonus or the base creature’s natural armor bonus, whichever is better. - **Hit Dice:** Change all of the creature’s racial Hit Dice to d10s. All Hit Dice derived from class levels remain unchanged. Arcane animus use their primary casting modifiers to determine bonus hit points (instead of Constitution), and do not gain the normal bonus HP from size. - **Defensive Abilities:** An arcane Animus Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, and sleep effects. Not subject to ability damage, ability drain, fatigue, exhaustion, or nonlethal damage. +5 save vs all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Immediately destroyed when reduced to 0 hit points or less. Constructs do not breathe, eat, or sleep(though rest for spell recovery is required). - **Arcane Constitution(SU):** The arcane animus uses their primary casting attribute in place of constitution in all cases where constitution would apply. If they expend 1/2 their total spell levels per day or more they become fatigued until they recover their spells per day. If the arcane animus expends 90% of their spell levels they become exhausted. Healing from Eldritch Life heals 1d8 per spell level. Unlike other constructs arcane animus do not gain bonus HP based on size. They cannot heal damage naturally, but can be healed with repair magic or restorative magic not based on positive or negative energy. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality. They are immune to healing or damage form positive or negative energy but are still subject to all other effects based on those energies. - **Abilities:** Being construct, an arcane animus has no Constitution score. \pagebreakNum ## BANNED CONTENT #### Akastarepti This class was designed to be dumbly overpowerd, even more so than the subsystem it is apart of. #### Nilbog The nilbog is too problematic to allow. #### Sacred Geometry This provides too much. #### Sexual Game Content If minors are in the game any content that relies on anything more specific than fade to black can take care of will not be allowed. Rolling to seduce is fine, but things must be kept PG-13. If all players are adults then sexual content may be used as long as it doesn't make other players uncomfortable. If a player is sending you such content and you don't want it or are a minor, notify me and we will deal with it. \pagebreak # Campaign Specific ## Falling ___ - **Core System:** Pathfinder(unless i say otherwise default to PF rules.) - **Other Valid Content:** All Paizo products, and Dream Scarred Press, any pathfinder 3rd party content outside those sources must be reviewed by me. I'll include some of my own homebrew which will be available for the game. Character sheets: In game character sheets are required to be maintained and will be the only place I review your character. - **Starting Level:** Level 3 - **Starting Mythic Tier:** 0 (non mythic) - **Stats:** Roll 2 sets of 6 and pick one set. Place rolls from chosen set in any order. All die must be rolled in the Roll20 game. Copy [[4d6r1d1]] and paste six times then press enter. then press the up arrow and enter again to roll stats. Make sure you copy all 4 brackets or it wont roll right. - **Character Source Universe:** Have a field day. I have had a Sith Inquisitor, DC superhero, Disney Prince, and Vampire>Minotaur as a party in this world. Anything goes except one rule you cannot be from Era'guya. - **Race:** See Universe. I must ok anything not ELC 1 at class level 1. If using pathfinder race builder you may use 20pts however your race has to have a history or a dam good reason why for each trait. - **Class:** You may Gestalt 2 classes. or opt out for benefits below. Any official/DSP is ok, others need approval. - **Feats/flaws/traits/drawbacks:** Unlimited flaws and drawbacks but all must be reviewed by DM. - **Skills:** Craft, Profession, and Psionics use different skills then magic for psicraft, knowledge, and etc. - **Skill Tricks:** Have at. - **Skill Points:** Any official pathfinder class get 2 additional skill points a level. - **Would Threshold:** Gritty Setting are being used - **Sanity:** Is being used. - **Money:** 4500 g. 150% max starting. Point of note USD equals 1 silver. - **Magic/Science/Psionic:** There is no Psi/magi Transparency. Arcane is arcane, Psionic is psionic, Divine is Divine, and Nature(druid/ranger) is nature. - **Monster race:** Generally CR + 1 = effective level. You may use this as a general rule to determine if a monster race is ok to use. Anything not with in limits can be made upon request, just ask. Levels past base HD of the monster race can be either racial HD or a new class. For gestalt any racial HD can be taken along side a class. #### Non-Gestalt Characters **Path Choice:** Pick one of the following. Spheres Rules ___ - **Martial Path:** Gain a Martial Tradition. Gain Expert talent progression, and may choose any attribute for practitioner modifier. - **Mystic Path:** Gain a Magic Tradition. Gain High-Caster talent progression, and may choose any attribute for casting modifier. - **Gish Path:** Gain a Hybrid Tradition. Gain talent progression as a Prodigy, and may choose any attribute for casting/practitioner modifier. If the class grants +.5 BAB per level it grants +1 CL per level. If the class grants +.75 BAB per level it grants +.75 CL per level.If the class grants +1 BAB per level it grants +.5 CL per level. - **Skill Path:** Gain a Hybrid Tradition. Gain talent progression as a Prodigy, and may choose any attribute for casting/practitioner modifier. If the class grants +.5 BAB per level it grants +1 CL per level. If the class grants +.75 BAB per level it grants +.75 CL per level.If the class grants +1 BAB per level it grants +.5 CL per level. - **Generalist Path:** Gain 3 bonus feat at first character level. Gain an additional bonus feat every level thereafter. **Additionally you gain the following:** ___ - **Skills:** Pick 6 skills they are now class skills, Knowledge are chosen individually. Additionally, gain 2 additional skill points per level. - **HP:** Gain +2 HP per level \pagebreakNum ## Dungeon Quest ___ - **Starting Level:** 1 - **Starting Mythic Tier:** 1 - **Class:** You may Gestalt 2 classes. or opt out for benefits below. - **XP:** Normal and Mythic XP will require next level squared to reach level - **Stats:** 2 set of 6 [[3d6!r1]] - **Feats/flaws/traits/drawbacks:** Unlimited flaws and drawbacks but all must be reviewed by DM. - **Skills:** Craft, Profession, and Psionics use different skills then magic for psicraft, knowledge, and etc. - **HP:** (Class Level x Class HD) x Mythic Tier² - **HP Equation:** (((@{mythic-tier} * @{mythic-tier} ) - 1) * (@{hp_ability_bonus} + @{total-hp} + 0)) + 0 - **Would Threshold:** Gritty Setting are being used - **Sanity: Is being used. - **Money:** 150% max starting. The last step of character creation, even after purchases made, is to convert all money into copper then replace cp and that is how much st you have.
##### Currency Conversions |Conversions |1st |1ar |1vg |1sa |1zy| |:---|:---:|:---:|:---:|:---:|:--| |Strart(st) |1st |1/100ar |1/10,000vg |1/1,000,000sa |1/100,000,000zy |Arche'on(ar)|100st |1ar |1/100vg|1/10,000sa|1/1,000,000zy| |Vendergoth(vg)|10,000st|100ar|1vg|1/100sa|1/10,000zy| |Samerin(sa)|1,000,000st |10,000ar|100vg|1sa|1/100zy| |Zyron(zy)|100,000,000st|1,000,000ar|10,000vg|100sa|1zy|
Whether you know a NPC or not is a DC 35 - Mythic Tier - Notoriety. Notoriety is things like runs an inn, is major public figure etc. For one of the Immok DC is 5(Base 35 -16 MT - 14 for being the first). In another dome, the DC may increase due to being a different culture. #### Non-Gestalt Characters Path Choice: Pick one of the following. Spheres Rules ___ - **Martial Path:** Gain a Martial Tradition. Gain Expert talent progression, and may choose any attribute for practitioner modifier. - **Mystic Path:** Gain a Magic Tradition. Gain High-Caster talent progression, and may choose any attribute for casting modifier. - **Gish Path:** Gain a Hybrid Tradition. Gain talent progression as a Prodigy, and may choose any attribute for casting/practitioner modifier. If the class grants +.5 BAB per level it grants +1 CL per level. If the class grants +.75 BAB per level it grants +.75 CL per level.If the class grants +1 BAB per level it grants +.5 CL per level. - **Generalist Path:** Gain 3 bonus feat at first character level. Gain an additional bonus feat every level thereafter. ___ - **Skills:** Pick 6 skills they are now class skills, Knowledge are chosen individually. Additionally, gain 2 additional skill points per level. - **HP:** Gain +2 HP per level #### Adventurer Ranks ___ - Rank 1: Green - Rank 2: Strart - Rank 3: Arche'on - Rank 4: Vendergoth - Rank 5: Samerin - Rank 6: Zyron - Rank 7: Dragon - Rank 8: Vi'per - Rank 9: Ouron - Rank 10: Krynus - Rank 11: Qoos - Rank 12: Magorius - Rank 13: Behemoth - Rank 14: Minor Patrons - Rank 15: Patrons - Rank 16: Grand Patrons Each rank is a new mythic tier. and grants new abilities tied to yourself and your patron, as well as abilities tied to the rank itself. ### Green ___ Mythic Power: Gain a pool of mythic power equal to 3 + (Tier x 2). Recovered when preforming mythic deeds while not using mythic power. Nat 20 recover 1 mp, Besting a mythic Character/Beast recovers 1 mp, Besting an equal tier mythic Character/Beast Mythic Surge: When making a die roll expend a mythic power adding 1d6 + mythic tier³ Hard to Kill: Whenever you are below 0 HP you may spend 1 mythic power to automatically stabilize. Maximum negative hp is equal to Constitution Score x (mythic tier + 1) Mythic Feat: Gain a mythic feat or any feat you desire you meet all level based requirements for. Patron Active: Gain one active ability based on your patron. Patron Passive: Gain one passive ability based on your patron. Mythic Body: Gain bonus to Attack, AC, CMD, Ability and skill checks, and saves + 1/2 highest ability mod per mythic tier + mythic tier ². Additionally gain DR 5/Magic, at mythic tier 2 DR 10/mythic 1, at tier 3 DR 15/mythic 2, etc. Mythic HP: Your HP is equal to your mythic tier squared times your normal HP. Strart Patron Ability: Gain an ability tied to you