ADDITIONAL LEVEL UP PERKS
When you gain a level roll 1d6 on the following table.
1 - Improve your Luck Saving throw by 1.
2 - Gain an additional Skill Point to be used towards improving a non-combat, non-Magic skill. Experts with Fast Learner get two points instead.
3 - Gain an additional Skill Point to be used towards improving a combat or Magic skill.
4 - Gain an additional Skill Point to be used towards improving a Physical attribute.
5 - Gain an additional Skill Point to be used towards improving a Mental attribute.
6 - Roll your new Hit Points another time this level, gaining at least 1 more HP than usual.
RECHARGEABLE ELIXIRS AND CALYXES
Rules to allow my players to recharge items they find as an alternative to spending downtime crafting them.
Elixir Incubator is an item that contains the essence of a particular elixir.
Recharge 1 Use = Base DC 14 Craft+DEX/INT/WIS. DC reduces by 1/week since last use, down to a minimum of DC on page 277.
Elixirs Cost per attempt is the same as on Page 277 and must be paid for with an Exemplar or an Incubator Kit.
Can increase DC by 2 to gain an additional charges. Can not hold more than 2 charges.
Failure or success resets the DC to 14. Rolling double 1s on your skill check destroys the item. Takes 10 minutes of relative peace to attempt.
Energetic Calyx is an item that contains the workings of one or more particular spells.
Recharge 1 Ppell = Base DC 14 Magic+DEX/INT/WIS. DC reduces by 1/week since last use, down to a minimum of 7+1/2 spell level.
Calyxes Cost per attempt is 1000 sp per level of the spell being restored and must be paid for with an Exemplar or Energizer Kit.
Can increase the DC by 2 to recharge another spell of the same level. Can not hold more charges than the Calyx was crafted with.
Failure or success resets the DC to 14. Rolling double 1s on your skill check destroys the item. Takes 10 minutes of relative peace to attempt.
Incubator and Energizer Kits are available from specialists in most large towns. They cost 1000 silver and function as 1000 silver Exemplars but can only be used for their respective items, Elixir Incubators or Energized Calyxes. They weight 1 encumbrance and contain various herbs, oils, and magical trinkets for charging items.
ARMOR & WEAPON RUNES
Armor, Shield, and Weapon magical bonuses and properties come in the form or transferable runes.
Armor and Shields can have at most 2 runes each.
Weapons can have 3 runes.
Runes are physically magical trinkets or embellishments carefully linked in with the item's form. They could be a tassel, a stud, an old coin, or bit of ribbon but they all work just the same.
They can be crafted like magic weapons and armor usually are but can only be fitted or removed with a Craft DEX/INT skill check of 10. Failure means you need more time to work out the attachment and can try again another day. You can attempt to pop off or attach one rune during your daily rest.
Cursed runes have a positive and a negative effect and any armor, shield, or weapon can have 1 cursed rune in addition to their normal maximum.
Multiple runes of the same type do not stack.