House rules

The Abyss

Demons and Devils: Demons and Devils are the same thing. All creatures classed in the literature as being demon or devil are correctly called 'demons' in this world, although those who are not well educated on matters of the Abyss often use the term 'devil' as another term to mean a demon. For further information, visit this discussion.

The Beguiler

There is no official Pathfinder version of the Beguiler class. The class functions as detailed in the PHB2 with the following exceptions:

- The Beguiler's hit die is d8 rather than d6.

- The spells Modify Memory, Lesser Geas, Foe to Friend (Adv Player's Guide), and Geas are added to the Beguiler's class spell list.

- The spell Overwhelm is removed from the class list, as its like does not exist in Pathfinder; in its place is added Vengeful Outrage.

- The Beguiler loses the Trapfinding class ability.

- The Beguiler loses the skills Open Lock and Disable Device; the Beguiler gains the skill Perform.

- Beguiler canon spell list: http://www.erronis.net/phpBB2/viewtopic.php?t=1165

Hero points

Reference: http://erronis.net/phpBB2/viewtopic.php?t=1136

Perhaps it is a blessing of Cyndor, wishing to tip the balance and preserve Oerth. Perhaps it is a blessing from the Oerth Dragon... Maybe the fates have agreed to bequeath you a gift for the 100th session, but everyone gets 1 hero point, including Elme, but not the druids:

http://www.d20pfsrd.com/gamemastering/hero-points

Hero Points can be spent at any time and do not require an action to use (although the actions they modify consume part of your character’s turn as normal). You cannot spend more than 1 hero point during a single round of combat. Whenever a hero point is spent, it can have any one of the following effects.

Act Out of Turn: You can spend a hero point to take your turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may only take a move or a standard action on this turn.

Bonus: If used before a roll is made, a hero point grants you a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero Points spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).

Extra Action: You can spend a hero point on your turn to gain an additional standard or move action this turn.

Inspiration: If you feel stuck at one point in the adventure, you can spend a hero point and petition the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the hero point is not spent.

Recall: You can spend a hero point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis.

Reroll: You may spend a hero point to reroll any one d20 roll you just made. You must take the results of the second roll, even if it is worse.

Special: You can petition the GM to allow a hero point to be used to attempt nearly anything that would normally be almost impossible. Such uses are not guaranteed and should be considered carefully by the GM. Possibilities include casting a single spell that is one level higher than you could normally cast (or a 1st-level spell if you are not a spellcaster), making an attack that blinds a foe or bypasses its damage reduction entirely, or attempting to use Diplomacy to convince a raging dragon to give up its attack. Regardless of the desired action, the attempt should be accompanied by a difficult check or penalty on the attack roll. No additional hero points may be spent on such an attempt, either by the character or her allies.

Cheat Death: A character can spend 2 hero points to cheat death. How this plays out is up to the GM, but generally the character is left alive, with negative hit points but stable. For example, a character is about to be slain by a critical hit from an arrow. If the character spends 2 hero points, the GM decides that the arrow pierced the character’s holy symbol, reducing the damage enough to prevent him from being killed, and that he made his stabilization roll at the end of his turn. Cheating death is the only way for a character to spend more than 1 hero point in a turn. The character can spend hero points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not another character or NPC.

The Hexblade

There is no official Pathfinder version of the Hexblade class; a customized conversion of the class is found here.

Lead

Lead blocks not only scrying magic but also teleportation and communication magic.

Sending

According to the Sending spell description, "The subject recognizes you if it knows you." If the subject knows you as someone else, such as if you were disguised when you met, the subject recognizes you as that alter persona. The spell does not reveal the true identity of the sender, if the subject did not know the sender by that identity already.

Spontaneous casting

Spontaneous casters do not require material components, unless a gold piece value is specified.

Summoning

Summoning in the Godswar Era

Summoning spells all act as two levels higher. If this results in the summoner calling up a creature beyond his ability, the creature appears but is not under his control.

There is a 10% chance per level of summoning spell that the creature will remain after being summoned and be trapped upon the Prime Material Plane. There is a 25% chance that any summoned creature that arrives will not be under the summoner's control (but may choose to act however it wishes). Also, any summoning spell has a 5% chance per adjusted level of instead opening a gate to another plane.

Specific Summoning spells that call upon servants of deities function normally, but these creatures automatically have the Augmented Summoning status applied to them, however this bonus is an Inherent Bonus (which can stack with the feat, if the summoner already has it).

Teleportation

No conjuration (teleportation) spell can be used if the subject is pinned, entangled, chained, or otherwise bodily restrained. (If the subject is simply imprisoned, but free to move about, such as in a locked room or cage, the spell functions normally.)

Teleportation in the Godswar Era

Due to the shifting and misalignment of the Planes, Teleportation no longer works correctly. This applies to all versions of Teleportation spells including Greater Teleport. Casting or using an ability to Teleport will deliver the subject(s) to a random location on Oerth, unless:

  • the target location is visible to the caster; or
  • the Teleport is anchored.

Anchoring a Teleport: "Anchoring" a Teleport essentially establishes a homing beacon on which an ally may lock, enabling him to successfully reach the anchor's location. To act as an anchor, one must cast a Teleport spell and "hold the charge" until the party attempting to reach that location has completed his Teleport. All rules for holding a charge apply; for example, the spellcaster can be disrupted. Typically, a creature with the ability to teleport himself only (such as a demon with Greater Teleport (Self only) may not act as an anchor, because he cannot hold the charge and so is unable to create a realistic window in which the other creature can accomplish his own Teleport.

Teleporting to an Anchor: To teleport to an anchor, the caster must focus on the distant ally when casting his Teleport spell. The teleporting caster must have seen the anchoring caster prior to the teleport, whether in person or through use of divination magic. As well, a synchronizing phrase or word must be identified, which both will chant leading up to the Teleport. Note that the chance for the Teleport to go astray if the caster has never been to the location is negated by the use of an anchor. Otherwise, the rules of the appropriate Teleport spell apply as usual, such as the maximum number of targets to teleport and the maximum distance.

Planar interference

If an unanchored teleport is attempted, use the following guidelines.

Distance: Roll 2d100; the result of this roll is the percentage of the intended distance the target has traveled. For example, if the intended destination was 10 miles away, and the die result is 146, then the actual destination will be 14.6 miles away (or 146% of 10).

Direction: Roll 1d16 and consult the following:

1- North

2- North-Northeast

3- Northeast

4- East-Northeast

5- East

6 - East-Southeast

7 - Southeast

8 - South-Southeast

9 - South

10 - South-Southwest

11 - Southwest

12 - West-Southwest

13 - West

14 - West-Northwest

15 - Northwest

16 - North-Northwest

After determining the results of the planar interference as detailed above, make the usual rolls for Teleport as per the spell description.

Compass