[GnG Campaign Intro]  [GnG Rules]  [d20 House Rules]

 

HTML | CSS get Debian get firefox [FSF Associate Member]

EGG.GnG House Rules

Types, Subtypes, and Special Abilities

Construct Type:

A construct is an animated object or artificially constructed creature.

Traits: A construct possesses the following traits (unless otherwise noted in a creature's entry).

Because its body is a mass of unliving matter, a construct is hard to destroy. Unlike other creatures in the EGG.GnG system, a construct may have more than 25 hit points. It gains bonus hit points based on size, as shown on the following table.

Contruct Size Bonus Hit Points
Fine -
Diminutive -
Tiny -
Small 10
Medium 20
Large 30
Huge 40
Gargantuan 60
Colossal 80

Undead Type:

Undead are once-living creatures animated by spiritual or supernatural forces.

Traits: An undead creature has the following traits.

Racial bonus to Soak equal to 1/2 its total Hit Dice.

Races

Race and Languages:

All characters know how to speak the language apropriate to their race and have a +8 racial bonus toward the Speak Language skill for that language. A character who has an Intelligence bonus at 1st level speaks other languages as well, gaining 5 skill points per point of Intelligence bonus as a starting character to spend on the Speak Language skill.

Gnome Favored Class:

Sorcerer. A multiclass gnome's sorcerer class does not count when determining whether he takes an experience point penalty.

Classes

Bard

The bard class is stricken from the EGG.GnG campaign.(T'is a silly class)

Cleric

Spontaneous Casting: A cleric can channel stored spell energy into other spells that the cleric did not prepare ahead of time. The cleric can 'lose' any prepared spell (that is not a bonus domain spell) in order to cast any spell from the domains he has chosen of the same spell level or lower.

Paladin

The Paladin's Mount

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes one tenth damage if it makes a successful saving throw and half damage if the saving throw fails.

Ranger

Evasion (Ex): At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes one tenth damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.

Favored Enemy: Rangers also recieve a +2 to Speak Language checks on the language of their favored enemy.

Rogue

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.

The rogue's attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue attacks from the opponents rear when it is occupied with something in front of it (such as an opponent, a hypnotic illusion, or merely a good book). This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.

Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes one tenth damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Sorcerer

Familiar: A sorcerer must obtain a familiar (see below) in order to refresh his spell slots each day. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.

A character who begins with a level of sorcerer also begins with a familiar at no cost. The character is assumed to have summoned it as part of his training.

The sorcerer may choose the kind of familiar he gets (by capturing and preparing an animal before hand) if he wishes. Otherwise the type of animal is determined for him by the GM. As the sorcerer advances in level, his familiar also increases in power.

Wizard

Familiar: A wizard must obtain a familiar in exactly the same manner as a sorcerer can. See the (modified) sorcerer description and the information on Familiars below for details.

School Specialization

The wizard must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time, she must also give up two other schools of magic (unless she chooses to specialize in divination; see below), which become her prohibited schools.

A wizard can never give up divination to fulfill this requirement.

Spells of the prohibited school or schools are not available to the wizard, and she can't even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited schools later.

The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation.

Spells that do not fall into any of these schools are called universal spells.

Familiars

A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a sorcerer or wizard. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.

Sorcerers and wizards must have a familiar in order to memorize or regain spells. A familiar also grants special abilities to its master, as given on the table below. These special abilities and the ability to memorize or regain spells, apply only when the master and familiar are within 1 mile of each other.

Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level.

Familiar Special
Bat Master gains a +3 bonus on Listen checks
Cat Master gains a +3 bonus on Move Silently checks
Hawk Master gains a +3 bonus on Spot checks in bright light
Lizard Master gains a +3 bonus on Climb checks
Owl Master gains a +3 bonus on Spot checks in shadows
Rat Master gains a +2 bonus on Fortitude saves
Raven1 Master gains a +3 bonus on Appraise checks
Snake2 Master gains a +3 bonus on Bluff checks
Toad Master gains +3 hit points +1 soak
Weasel Master gains a +2 bonus on Reflex saves
 
1 A raven familiar can speak one language of its master's choice as a supernatural ability.
2 Tiny viper.


NPC Classes

Adept

The adept NPC class is stricken from the EGG.GnG campaign.

Skills

Skill Syngergies

5 or more ranks in... Gives a +2 bonus on...
Autohypnosis Knowledge (psionics) checks
Bluff Diplomacy checks
Bluff Disguise checks to act in character
Bluff Intimidate checks
Bluff Sleight of Hand checks
Concentration Autohypnosis checks
Craft related Appraise checks
Decipher Script Use Magic Device checks involving scrolls
Escape Artist Use Rope checks involving bindings
Handle Animal Ride checks
Handle Animal wild empathy checks (class feature)
Jump Tumble checks
Knowledge (arcana) Spellcraft checks
Knowledge (architecture and engineering) Search checks involving secret doors and similar compartments
Knowledge (dungeoneering) Survival checks when underground
Knowledge (geography) Survival checks to keep from getting lost or for avoiding hazards
Knowledge (history) bardic knowledge checks (class feature)
Knowledge (local) Gather Information checks
Knowledge (nature) Survival checks in aboveground natural environments
Knowledge (nobility and royalty) Diplomacy checks Gather Information
Knowledge (psionics) Psicraft
Knowledge (religion) checks to turn or rebuke undead (class feature)
Knowledge (the planes) Survival checks when on other planes
Psicraft Use Psionic Device checks involving power stones
Search Survival checks when following tracks
Sense Motive Diplomacy checks
Spellcraft Use Magic Device checks involving scrolls
Survival Knowledge (nature) checks
Tumble Balance checks
Tumble Jump checks
Use Magic Device Spellcraft checks to decipher spells on scrolls
Use Psionic Device Psicraft checks to address power stones
Use Rope Climb checks involving climbing ropes
Use Rope Escape Artist checks involving ropes

Concentration (Con)

Special: You can use Concentration to cast a spell, use a spell-like ability, or use a skill defensively, so as to avoid attacks of opportunity altogether. This doesn't apply to other actions that might provoke attacks of opportunity.

The Concentration check is opposed by the opponents attack role (plus the spell's level, if casting a spell or using a spell-like ability defensively). A check must be made against each threatening opponent. If the Concentration check succeeds, you may attempt the action normally without provoking any attacks of opportunity. A successful Concentration check still doesn't allow you to take 10 on another check if you are in a stressful situation; you must make the check normally. If the Concentration check fails, the related action also automatically fails (with any appropriate ramifications), and the action is wasted, just as if your concentration had been disrupted by a distraction.

A character with the Combat Casting feat gets a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while grappling or pinned.

Craft (Int)

Special: A dwarf has a +2 racial bonus on Craft checks that are related to stone or metal, because dwarves are especially capable with stonework and metalwork.

A gnome has a +2 racial bonus on Craft (alchemy) checks because gnomes have sensitive noses.

You may voluntarily add to the indicated DC to craft an item in incraments of +5 (+5, +10, +15, etc). This allows you to create the item more quickly (since you'll be multiplying this higher DC by your Craft check result to determine progress). You must decide whether to increase the DC before you make each weekly or daily check.

To make an item using Craft (alchemy), you must have alchemical equipment and be a spellcaster. If you are working in a city, you can buy what you need as part of the raw materials cost to make the item, but alchemical equipment is difficult or impossible to come by in some places. Purchasing and maintaining an alchemist's lab grants a +2 circumstance bonus on Craft (alchemy) checks because you have the perfect tools for the job, but it does not affect the cost of any items made using the skill.

Diplomacy (Cha) (Complete Skill Rewritten)

Use this skill to ask the local baron for assistance, to convince a band of thugs not to attack you, or to talk your way into someplace you aren't supposed to be.

Check: You can propose a trade or agreement to another creature with your words; a Diplomacy check can then persuade them that accepting it is a good idea. Either side of the deal may involve physical goods, money, services, promises, or abstract concepts like "satisfaction." The DC for the Diplomacy check is based on three factors: who the target is, the relationship between the target and the character making the check, and the risk vs. reward factor of the deal proposed.

The Target: The base DC for any Diplomacy check is equal to the 15 + level of the highest-level character in the group that you are trying to influence + the Wisdom modifier of the character in the group with the highest Wisdom. High-level characters are more committed to their views and are less likely to be swayed; high Wisdom characters are more likely to perceive the speaker's real motives and aims. By applying the highest modifiers in any group, a powerful king (for example) might gain benefit from a very wise advisor who listens in court and counsels him accordingly. For this purpose, a number of characters is only a "group" if they are committed to all following the same course of action. Either one NPC is in charge, or they agree to act by consensus. If each member is going to make up their mind on their own, roll separate Diplomacy checks against each.

The Relationship: Whether they love, hate, or have never met each other, the relationship between two people always influences any request.

Risk vs. Reward Judgement:

The amount of personal benefit must always be weighed against the potential risks for any deal proposed. It is important to remember to consider this adjustment from the point of view of the NPC themselves and what they might value; while 10 gp might be chump change to an adventurer, it may represent several months' earnings for a poor farmer. Likewise, a heroic paladin is unlikely to be persuaded from his tenets for any amount of gold, though he might be convinced that a greater good is served by the proposed deal. When dealing with multiple people at once, always consider the benefits to the person who is in clear command, if any hierarchy exists within the group.

Success or Failure: If the Diplomacy check beats the DC, the subject accepts the proposal, with no changes or with minor (mostly idiosyncratic) changes. If the check fails by 5 or less, the subject does not accept the deal but may, at the DM's option, present a counter-offer that would push the deal up one place on the risk-vs.-reward list. For example, a counter-offer might make an Even deal Favorable for the subject. The character who made the Diplomacy check can simply accept the counter-offer, if they choose; no further check will be required. If the check fails by 10 or more, the Diplomacy is over; the subject will entertain no further deals, and may become hostile or take other steps to end the conversation.

Action: Making a request or proposing a deal generally requires at least 1 full minute. In many situations, this time requirement may greatly increase.

Try Again: If you alter the parameters of the deal you are proposing, you may try to convince the subject that this new deal is even better than the last one. This is essentially how people haggle. As long as you never roll 10 or less than the DC on your Diplomacy check, you can continue to offer deals.

Synergy: If you have 5 or more ranks in Bluff, you get a +2 synergy bonus to Diplomacy. No other skill provides a synergy bonus to Diplomacy.


Knowledge (Int; Trained Only)

Description: Like the Craft and Profession skills, Knowledge actually encompasses a number of unrelated skills. Knowledge represents a study of some body of lore, possibly an academic or even scientific discipline.
. . .
. . .

Synergy:

. . .

If you have 5 or more ranks in Knowledge (nobility and royalty), you get a +2 bonus on Gather Information checks.


Speak Language (Int; Trained Only)

Description: Speak languages works a little differently from other skills.

The character starts at first level fluent in one language. In addition, he starts with 5 skill points plus 5 skill points x his Intelligence bonus.(If the characters Intelligence bonus is negative, he may loose the 5 skill points allotted to languages, but is always considered fluent in his native tongue.)

Commonly, the speaker will take 10 on the skill check. If the speaker tries to relate a more complex topic than is possible in this fashion, he must either make a skill check or take 20.The same rule applies to the listener. If both the speaker and the listener are involved in discussions more complex than they can handle by taking 10, then they both need to pass skill checks simultaneously or take 20. Conversations of this sort can be very protracted.

Level of Conversation DC
Very simple concepts (food, sleep, money, . . .) 10
Moderately complex (general discussion, simple commands, . . .) 5
Complex topics (teaching crafts, discussing magic, . . .) 20
Mimic a dialect or accent (a human speaking dwarvish like a mountain dwarf, . . .) 25

Common Languages and Their Alphabets are summarized below:

Language Typical Speakers Alphabet
Abyssal Demons, chaotic evil outsiders Infernal
Aquan Water-based creatures Elven
Auran Air-based creatures Draconic
Celestial Good outsiders Celestial
Draconic Kobolds, troglodytes, lizardfolk, dragons Draconic
Druidic Druids (only) Druidic
Dwarven Dwarves Dwarven
Elven Elves Elven
Giant Ogres, giants Dwarven
Gnome Gnomes Dwarven
Goblin Goblins, hobgoblins, bugbears Dwarven
Gnoll Gnolls Human
Halfling Halflings Human
Human Humans Human
Ignan Fire-based creatures Draconic
Infernal Devils, lawful evil outsiders Infernal
Orc Orcs Dwarven
Sylvan Dryads, brownies, leprechauns Elven
Terran Xorns and other earth-based creatures Dwarven
Undercommon Drow Elven

Action: Not applicable.

Try Again: Each successive retry incurs a +2 penalty to the DC.

Special: If you have 5 or more ranks in a Language, you gain a +2 synergy bonus to all other languages that use the same alphabet.


Tumble (Dex; Trained Only; Armor Check Penalty)

Description: You can't use this skill if your speed has been reduced by armor, excess equipment, or loot.

Check: You can land softly when you fall or tumble past opponents. You can also tumble to entertain an audience (as though using the Perform skill). The DCs for various tasks involving the Tumble skill are given on the table below.

Tumble DC Task
15
  • Treat a fall as if it were 10 feet shorter than it really is when determining damage.
Opponents attack roll
  • Tumble at one-half speed as part of normal movement, provoking no attacks of opportunity while doing so.
  • Failure means you provoke attacks of opportunity normally.
  • Check separately for each opponent you move past, in the order in which you pass them (player's choice of order in case of a tie).
  • Each additional enemy after the first adds +2 to the Tumble DC.
Opponents attack roll +10
  • Tumble at one-half speed through an area occupied by an enemy (over, under, or around the opponent) as part of normal movement, provoking no attacks of opportunity while doing so.
  • Failure means you stop before entering the enemy-occupied area and provoke an attack of opportunity from that enemy.
  • Check separately for each opponent. Each additional enemy after the first adds +2 to the Tumble DC.
Feats

Metamagic Feats

As a spellcaster's knowledge of magic grows, she can learn to cast spells in ways slightly different from the ways in which the spells were originally designed or learned. Preparing and casting a spell in such a way is harder than normal. Spells modified by a metamagic feat may either use a spell slot higher than normal, or the feat may be applied 'suddenly'. Neither method changes the level of the spell, so the DC for saving throws against it does not go up.

Prepared Spellcasters: Spellcasters who must prepare their spells in advance may choose to prepare spells with metamagic feats (and thus take up higher-level spell slots than normal).

Spontaneous Spellcasters: Spellcasters who choose spells as they cast them, including casters who may substitute certain spells for those currently prepared, can choose when they cast their spells whether to apply their metamagic feats to improve them. Unless the feat is applied in a sudden fashion (see below), the improved spell uses up a higher-level spell slot. But because a spontanious caster dose not prepare his spells in a metamagic form in advance such a character must take more time to cast a metamagic spell (one enhanced by a metamagic feat) than he does to cast a regular spell. If the spell's normal casting time is 1 action, casting a metamagic version is a full-round action for a sspontanious caster. (This isn't the same as a 1-round casting time.)

For a spell with a longer casting time, it takes an extra full-round action to cast the spell.

Sudden use of Metamagic Feats: Spellcasters may apply a metamagic feat to their spells without any special preperation up to three times per day. This application of a metamagic feat does not require using higher level spell slots or additional casting time. However, a spellcaster is limited to what spells a metamagic feat may be applied to, according to its level adjustment. The highest level spell that a spellcaster can apply a metamagic feat to is equal to the casters highest level spell slot minus the level adjustment of the feat.

Effects of Metamagic Feats on a Spell: In all ways, a metamagic spell operates at its original spell level, even though it may be prepared and cast as a higher-level spell. Saving throw modifications are not changed unless stated otherwise in the feat description.

The modifications made by these feats only apply to spells cast directly by the feat user. A spellcaster can't use a metamagic feat to alter a spell being cast from a wand, scroll, or other device.

Metamagic feats that eliminate components of a spell don't eliminate the attack of opportunity provoked by casting a spell while threatened. However, casting a spell modified by Quicken Spell does not provoke an attack of opportunity.

Metamagic feats cannot be used with all spells. See the specific feat descriptions for the spells that a particular feat can't modify.

Multiple Metamagic Feats on a Spell: A spellcaster can apply multiple metamagic feats to a single spell. Changes to its level are cumulative. You can't apply the same metamagic feat more than once to a single spell. You can't apply more than one metamagic feat in a 'sudden' fashion to a single spell, but you can suddenly apply a metamagic feat to a spell augmented by another metamagic feat in the normal fashion.

Magic Items and Metamagic Spells: With the right item creation feat, you can store a metamagic version of a spell in a scroll, potion, or wand. The creation of such a magic item can not be done by use of a 'sudden' application of the feat. Level limits for potions and wands apply to the spell's higher spell level (after the application of the metamagic feat). A character doesn't need the metamagic feat to activate an item storing a metamagic version of a spell.

Counterspelling Metamagic Spells: Whether or not a spell has been enhanced by a metamagic feat does not affect its vulnerability to counterspelling or its ability to counterspell another spell.


Feat Descriptions

Brew Potion [Item Creation]

Prerequisite: Caster level 3rd.

Benefit: You can create a potion or some other single use, use activated magical item (salve, oil, token, etc.) of any 3rd-level or lower spell that you know and that targets one or more creatures. Making such an item takes one day. When you create the item, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price for the item is its spell level x its caster level x 50 gp. To create the item, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price.

When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.

Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.


Craft Magic Arms and Armor [Item Creation]

Prerequisite: Caster level 5th.

Benefit: You can permanently imbue any magic weapon, armor, or shield or other item with an enhancement bonus so long as you meet the prerequisites. (Adding addition special abilities to an item requires that the crafter also knows the craft wondrous items feat.) Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must spend 1/25 of its features' total price in XP and use up raw materials costing one-half of this total price.

The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.

You can also mend a broken magic weapon, suit of armor, or shield 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.


Craft Rod [Item Creation]

Prerequisite: Caster level 9th.

Benefit: You can create any command word activated, use activated, or spell completion item, with a fixed number of charges per day, whose prerequisites you meet. Crafting such an item takes one day for each 1,000 gp in its base price. To craft such an item, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.

Some items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from its base price.


Craft Staff [Item Creation]

Prerequisite: Caster level 12th.

Benefit: You can create any charged, spell trigger activated item with one or more powers whose prerequisites you meet. Such items use the wielder's ability score and relevant feats to set the DC for saves and, unlike with other sorts of magic items, the wielder can use his caster level when activating the power if it's higher than the crafters caster level.

Crafting such an item takes one day for each 1,000 gp in its base price. To craft the item, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. The newly created item has 50 charges.

Some items 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.


Craft Wand [Item Creation]

Prerequisite: Caster level 5th.

Benefit: You can create a charged, spell trigger activated item with a single power of any 4th-level or lower spell that you know. Crafting such an item takes one day for each 1,000 gp in its base price. The base price of the item is its caster level x the spell level x 750 gp. To craft such an item, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. The newly created item has 50 charges.

Any such item that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty copies of the material component or pay fifty times the XP cost.


Craft Wondrous Item [Item Creation]

Prerequisite: Caster level 3rd, any item creation feat

Benefit: You may alter the method of crafting magical items and / or the spells used in making them so that they have additional or unusual effects. Any special ability that is to be imbued into an item that does not copy the behavior of a known spell requires the use of the craft wondrous item feat. The cost of the item is calculated normally (as per the table: Estimating Magic Item Gold Piece Values) with effective spell levels adjusted for the powers imbued as needed.


Great Cleave [General]

Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +4.

Benefit: This feat works like Cleave, except that there is no limit to the number of oponents you can use it on per round.

The character may only make as many attacks on a single opponent as he would normally be granted in one round by his Base Attack Bonus. For example, with a BAB of 11-15, a character can use great cleave up to 3 times on one opponent, while a BAB of 16-20 allows you to use great cleave up to 4 times on that opponent.

Special: A fighter may select Great Cleave as one of his fighter bonus feats.


Heighten Spell [Metamagic]

Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.

If a spell that is already modified by another metamagic feat is heightened, that spell is considered to be the effective level of the slot that it occupies.


Leadership

The leadership feat is stricken from the EGG.GnG campaign.(T'is a silly feat)


Power Attack [General]

Prerequisite: Str 13.

Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all defense rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on defense and bonus on damage apply until your next turn.

Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your defense rolls. You can't add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on defense rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)

A fighter may select Power Attack as one of his fighter bonus feats.


Scribe Scroll [Item Creation]

Prerequisite: Caster level 1st.

Benefit: You can create a single use, spell completion item of any spell that you know. Creating such an item takes one day for each 1,000 gp in its base price. The base price of a the item is its spell level x its caster level x 25 gp. To create such an item, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.

Any such item that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP during creation.


Spell Mastery [Special]

Prerequisite: Wizard level 1st.

Benefit: Each time you take this feat, choose a number of spells equal to your Intelligence modifier that you already know. From that point on, you can prepare these spells without referring to a spellbook. Should your Intelligence modifier increase later on, you may add additional spells to this list.

Normal: Without this feat, you must use a spellbook to prepare all your spells, except read magic.


Toughness [General]

Benefit: You gain +1 to soak.

Special: You may take this feat up to 3 times. Its effects stack.


Combat

Full-Round Actions

Withdraw

Withdrawing from melee combat is a full-round action. When you withdraw, you can move up to your speed. You are considered to be backing away from your enemies, defending yourself as you do so.


Flanking

The 'Flanking' rules have been replaced in favor of 'Facing' rules.


Facing

In combat, character facing is very important. A combatant who is not facing his opponent cannot adequately defend against him, and is much more vulnerable to attack.

Front Front Front
Flank Figure Flank
Rear Rear Rear

If a character uses a shield, that shield may be used to protect the characters front and one flank. Unless otherwise specified on the Character Sheet, that flank shall be assumed to be the left (orange squares above).

When attacking the rear of an opponent, the attacker receives a +2 circumstance bonus to hit. Sneak attacks must be made from the rear and are only effective if the opponent is flat-footed, unaware of the attacker, or occupied with something at his front (be it an opponent, a hypnotic illusion, or merely a good book).

quadratic-useless