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House Rules

I have found overtime, that some rules need alterations to make them fit better with the campaign or the characters. I will avoid making changes to the rules if possible.

HP

Use the following chart for determining hit point rerolls or average hit points per level (if you dont wish to roll).
Hit Dice Reroll Average
1d4 1 3
1d6 1-2 4
1d8 1-2 5
1d10 1-3 7
1d12 1-4 8
Note: In most cases it is to your advantage to roll, but taking the average does avoid the risk of rolling extremely low.
If you like, you may use the online Dice Roller and include josiahknight@gmail.com in the email selection.

Traits

Heirloom Weapon trait

Bloodline Knack (Magical Trait)

Feats

Haft-Fighting

You are skilled with using the haft of a polearm to strike at foes too close to use the weapon properly.

Mobile Spellcasting

You are an agile spellcaster.

Class Clarifications

Magus

Class Options

Rogue Talents

Dirty Fighter (Ex) - For those who love the Dirty Trick Combat Maneuver.

You may use your Rogue level in place of your base attack bonus when determining your CMB and CMD for the Dirty Trick Combat Maneuver (Advanced Player's Guide p. 320).

Thief (Ex) - For those who love the Steal Combat Maneuver.

You may use your Rogue level in place of your base attack bonus when determining your CMB and CMD for the Steal Combat Maneuver (Advanced Player's Guide p. 322).

Magic Item Creation Rules

General Guidelines:

Creation Restrictions:

Poison Use choices

Poison Type Fort DC Onset Save Frequency Damage Saves to Recover Cost
Small centipede poison injury 11 Immediate 1/rd. for 4 rds. 1 Dex 1 save 90 gp
Medium spider venom injury 14 Immediate 1/rd. for 4 rds. 1d2 Str 1 save 150 gp
Large scorpion venom injury 17 Immediate 1/rd. for 6 rds. 1d2 Str 1 save 200 gp
Giant wasp poison injury 18 Immediate 1/rd. for 6 rds. 1d2 Dex 1 save 210 gp
Shadow essence injury 17 Immediate 1/rd. for 6 rds. 1 Str drain / 1d2 Str 1 save 250 gp



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