Post by sleepingdragon on Mar 30, 2008 21:17:34 GMT
Here is the full list of house rules in play during the New Coast campaign. I may tinker with one or two rules before we begin play (I'm still unhappy with the stunt rules, though feel that this is an improvement over the rule in the main book), but I'm not likely to change anything that will affect your character during the creation stage.
Note: Some of these rules are in short sentences (ex. High Born). These are simply edits and are in addition of or in replacement to other normal abilities of the feat/trait/whatever. For example, a character with High Born becomes literate in their native languages in addition to the other benefits of the High Born trait. This is done because I'm too lazy to rewrite the ability in full.
In other places (ex. Venom Lore) I've written out the entire ability. This is usually because I've made multiple changes to how the ability works. In these cases, the house ruled version overrides what's in the book. If you're unsure whether a ruling is an addition or a full rewrite, just ask.
General
We're using all the errata found here and here, unless they are overwritten by one of the house rules below (for example, the rules regarding the Weapon Master are irrelevant as we're using a different version of that class.)
If at any point you gain a feat which causes another, earlier feat to go obsolete, you may replace the obsolete feat with another that you could have chosen at that level, unless the obsolete feat is the base mastery of that particular chain.
Ex. Gawyn, an Androsian weapon master with Excellent Defence mastery, begins play with the Dodge 1 feat. At level 4, he gains the Dodge 3 feat, which grants him his Dodge bonus against two opponents. Subsequently, at level 8, he gains the Dodge 5 feat, which grants him his Dodge bonus against three opponents. Dodge 5 causes Dodge 3 to become obsolete, so Gawyn can switch out Dodge 3 for any other feat he could have chosen at 4th level.
Character Creation & Ability Scores
Extended Point buy: As in the book, you have 24 points to spend at 1st level. However, you get more points as you go up in level. You gain 2 more points at level 2 and 1 more at each subsequent level to distribute as you wish (or save if you need to in order to raise a high ability score...for example if you started with a 17 in one ability, you'd need 4 points to raise it to 18, so you'd need to save 4 points.) You no longer get +1 to one ability score of your choice at 4th and every 4 levels afterwards, as this system overrides that. All ability scores over 18 cost 4 points. Note that you CANNOT raise a score over 18 with your starting 24 points, even if you have some left over. Any bonuses or penalties to ability scores from traits are counted after the points have been distributed.
Traits
Bloodthirsty (Mental)
Mechanics: If you deliver an attack that causes a foe to fall unconscious by dropping to -1 hit points or lower, you gain several benefits. You gain a +1 morale bonus to damage and a +2 morale bonus to Will saves until the end of the encounter.
Note that you must deliver a blow that drops a conscious, active opponent. You cannot coup de grace or kill a helpless opponent to gain the benefit.
City Rat (Background)
City Rats gain a +2 bonus to Common Knowledge rather than Survival, and can use that skill to track down people and items.
High Born (Background)
High Born characters are automatically literate in their native languages.
Master of Lore (Mental)
You are uncommonly learned and well educated.
Mechanics: When you take your first rank of Knowledge, you gain five free areas of study rather than one as normal. All future areas of study must be purchased as normal. Should you fail a Knowledge check, you can try again after eight hours of rest, instead of having to wait to gain another rank of Knowledge as normal. As you relax, you might gain insight into a half-forgotten lesson or an ancient text you once inspected.
Masters of Lore are automatically literate in their native language(s) plus a number of languages equal to their Intelligence bonus.
Perceptive (Mental)
Mechanics: You gain a +2 bonus to Listen, Search, Sense Motive, and Spot checks.
Resilient Toughness (Physical)
As book, plus choose one of the following trait abilities:
Robust: As per the IH Player's Companion, page 9. Robust no longer exists as a separate trait.
Vitality: As per the IH Player's Companion, page 9. Vitality no longer exists as a separate trait.
Shadow Born (Background)
Changeling Child: As the IH Player's Companion, page 6. Changeling Child no longer exists as a separate trait.
Infernal Glower: You can roll any Intimidate check twice and take the higher result.
Skilful (Mental)
Mechanics: Choose any one skill. You gain a +2 bonus to this skill. Any time you use this skill, you can roll twice and take the higher result.
World Traveller (Mental)
Mechanics: You enjoy a +2 bonus to Diplomacy and Common Knowledge checks and gain one bonus language.
Classes
No spellcasting PCs are allowed. Enemy spellcasters will be using the spiritualist class (or dread sorcerer villain class) - the arcanist class in the IH book is eliminated.
Armiger
The armiger is using the draft armour abilities found here.
The armiger gets access to the Athletics skill group, and any one other skill group of their choice.
Archer
Edit the Aim Pool table. You now gain 1 token for a free action, 2 for a move, 3 for a standard, 5 for a full, and 1 if your opponent stands still.
Edit the Improved Aim Pool table. You now gain 2 tokens for a free action, 3 for a move, 4 for a standard, 5 for a full, and 2 if your opponent stands still.
Berserker
Berserkers gain access to the Athletics skill group, plus one other skill group of their choice.
Executioner
Feat mastery: Executioners get good Finesse mastery. They also get good mastery in either Power or Lore, as they choose. Some executioners learn to strike with stunning force and strength, while others carefully study anatomy or learn to create deadly poisons.
Harrier
Mobile defence: The bonus to Defence from this ability cannot exceed one half of your harrier level.
Hunter
Hunters with access to the strategy token pool (from War Leader and several other feat masteries) can freely swap tokens between this pool and their tactical token pool. Note that tokens gained from the Tactician ability (below) must still be used on the round they are gained.
Add the following ability at 1st level:
Tactician: On the ever changing battlefield you recognize opportunities that others miss, but you must act quickly to take advantage of them. At the beginning of each of your turns you earn 2 tokens for your tactical pool that must be spent during your turn. If you do not spend these tokens by the end of your turn then they are lost.
Myrmidon
Myrmidons gain 6 + Int skill points per level, not 4 + Int.
Weapon Master
We're using Hong Ooi's revised weapon master class found here.
Weapon masters gain access to the Athletics skill group plus one other skill group of their choice.
Skills
The adventurer's bonus: Adventurers usually pick up a few tricks even in areas they have little training in. Characters with IH PC classes gain 1/2 their level as a bonus to any skill with which they have no more than 1/4 their level in ranks.
Active defense denial checks only deny Dexterity + dodge bonuses, not your Class bonus.
Knowledge (local) is eliminated. Replace it with:
Common Knowledge (Intelligence, Trained Only*)
Skill Group: None
Like Knowledge and Perform, Common Knowledge encompasses many different areas. When you first gain ranks in this skill, you immediately gain access to your native area/culture. You can subsequently spend 1 skill point to gain new areas of Common Knowledge.
Check: This skill allows you to remember the habits, institutions, traditions, public figures, and superstitions of a particular nation, cultural group, or race. Common Knowledge does not represent scholarly learning, but the basics that you learn from growing up or traveling extensively through a region.
Common Knowledge checks are usually DC 10 for extremely common subjects (remembering the name of a major city or king, recalling general information about customs), 15 for more detailed topics (recalling facts about government structures or specific trade routes), and 20 for very detailed information (remembering minor local personalities.) Common Knowledge never have DCs higher than 20 - anything that obscure is hardly common knowledge, after all.
Characters can have no more than five ranks Common Knowledge. Usually, Common Knowledge is a trained only skill, with one exception - characters may make untrained Common Knowledge checks that pertain to their native region, or to areas they have lived in for very extended periods.
Common Knowledge can be taken for the following peoples/regions: the Androsians, Aldiluvia, Cetria, Ispera, the Ferrish, the Disputed Lands, the Bolgars, Illius, Akhaia, the Almarid Lands, the Jethi, the Teeth, Malador, Torath, and Adaria.
Synergy: If you have 5 ranks in a Common Knowledge skill, you gain a +2 bonus on Gather Information checks made in or relating to the given area.
Intimidate
Browbeat Target: Inside of combat, this challenge never successfully freezes an opponent for more than one round. You might frighten a foe temporarily, but no one is going to stand there for long while their allies are attacked.
Demoralise Opponent: You do not need to threaten a foe in order to use this ability.
Feats
Combat Expertise
Benefit: When you use the attack or full attack action in melee, you can take a penalty of as much as -5 to your attack roll and add the same number (+5 or less) as a bonus to your active Defence as well as on rolls to oppose disarm, grapple, sunder, or attempts to remove your active Defence. This number cannot exceed your base attack bonus. The changes to attack rolls and defence last until your next action.
Devious Manipulator
There is no limit to the number of targets you can build deception tokens against. Track tokens against each specific target separately.
Foe Hammer
Benefit: While you rely on brute force to maximise the sheer power of a cudgel - such as a mace, club, or warhammer - your skill allows you to deliver that force with surprising precision. You may slam a foe in the gut or crack his skull to impair his fighting ability.
As a full attack action, you make a single melee attack. If you hit and do damage, your foe must make a Fortitude save (DC 10 + 1/2 your level + your Strength modifier) or take a -2 penalty to attacks, defense, saving throws and skill checks. The penalty lasts for a number of rounds equal to your Strength modifier (minimum 1). Multiple uses of this ability extend the duration of this effect. This effect can be eliminated by a successful Heal check (DC 10 + 1/2 your level + your Strength modifier)
Mastery 2: By striking at your foe's legs, you cripple their ability to move. Make a single melee attack as a full attack action. If you hit and do damage, your foe must make a Fortitude saving throw (DC 10 + 1/2 your level + your Strength modifier) or move at half speed for a number of rounds equal to your Strength modifier (minimum 1). Multiple uses of this ability extend the duration of this effect. This effect can be eliminated by a successful Heal check (DC 10 + 1/2 your level + your Strength modifier)
Improved Disarm
Change the base mastery of this feat to 1.
Improved Feint
Change the base mastery of this feat to 1.
Improved Sunder
Change the base mastery of this feat to 1.
Improved Trip
Change the base mastery of this feat to 1.
Instinctive Defence
Eliminate this feat mastery.
Overwhelming Presence
Mastery 2: You can use the demoralise opponent form of Intimidate as a free action against one opponent. However, the effects of a successful use of Intimidate lasts only one round, and you cannot attempt to use Intimidate in this manner against the same opponent for the rest of the combat.
Political Mastermind
Benefit: If you spend at least one hour a day interacting with a person, you can make a Diplomacy check (DC 15 + target's Will save modifier +5 if the target has any Political Mastermind feats) to earn 1 manipulation token. You gain a second token if your result beats the DC by 10 or more.
Thereafter, each day in which you interact with the target for at least one hour, you can make further checks (DC 15 + target's Will save modifier +5 if the target has any Political Mastermind feats +1 per manipulation token you already have against that target) to earn 1 manipulation token. You gain a second token if you result beats the DC by 10 or more.
You can spend these manipulation tokens in a number of ways. Firstly, you can at any point choose to spend tokens to gain a bonus on other Diplomacy checks made against the target. You gain a +2 bonus on the check per token spent, as your previous flattery causes the target to see your words in a more favourable light.
If one of your targets changes their opinion of you or a proposal of yours (for example, if a merchant had previously agreed to a trade proposal of yours and subsequently is dissuaded or changes his mind), upon seeing them again you can immediately spend 4 manipulation tokens to bring them back to your side, with no need for any Diplomacy checks. You may be forced to spend additional tokens if the target was particularly thoroughly dissuaded. If you are actually present when someone attempts to dissuade a target or attempts to turn them against you, you may spend 2 manipulation tokens to negate the attempt.
You can spend manipulation tokens to force the target to take certain actions. The token cost depends on the nature of the action.
2 tokens: A favour or action that requires some effort on the target's part but does not go against their nature, interest, or goals. For example, asking a warlord to give you shelter and food in his fortress.
4 tokens: A favour or action that demands intense work, action, and focus, but one that does not violate their nature, interest, or goals. For example, asking a warlord to fund an expedition to the unexplored forests to the north.
6 tokens: A favour or action that works against the target's nature, interest, or goals. For example asking a warlord to fund an expedition while their realm teeters on the brink of bankruptcy.
Lastly, you can spend manipulation tokens to allow you to make a Diplomacy check to negate the effects of tokens used against you. For example, if you spend 4 tokens to convince a warlord to undertake an expedition, and his wife opposes by spending 4 tokens of her own, you immediately make opposed Diplomacy checks to determine who the warlord listens to. Needless to say, these political games can become highly complicated affairs.
Power Attack
Benefit: All weapons now grant +1 to damage for every -1 to attack, regardless of whether the weapon is held in two hands or not.
Mastery 4: All weapons now grant +2 to damage for every -1 to attack, regardless of whether the weapon is held in two hands or not.
Rapid Shot
Benefit: You gain an extra attack for a -4 penalty, not a -2 penalty.
Venom Lore
Benefit: You do not risk poisoning yourself when applying poison to a weapon.
You also gain access to a venom token pool. This pool represents your ability to make poisons in your free time or between adventures. If you spend four hours during a day seeking out ingredients for a poison and working to create a toxin, you gain 1 venom token. In addition, you may extract venom from a dead creature with a poison special attack. If you succeed on a DC 15 Heal check within 1 hour of the creature's death, you gain 1 venom token.
You can spend 1 hour and 2 venom tokens to create a poison that inflicts 1d2 points of temporary Strength, Dexterity, Intelligence, Wisdom, or Charisma damage (pick one) as its initial and secondary damage. The Fortitude DC for this poison equals 10 + your Intelligence modifier. You can increase this DC by spending additional venom tokens when creating the poison. Each token you spend in this manner increases the DC by 1. You can apply the poison to a weapon or place it in a victim's food or drink.
Creating poisons carries no gold-piece cost; the tokens represent the time you've spent gathering raw materials for your brews. Note that you still need vials or other containers for your poisons, which must be purchased separately.
You must use a standard action to apply a poison to a weapon or piece of ammunition. It remains fresh and usable for a number of hours equal to 1 + half your level. After that, it dries out and loses all effectiveness. You can extend the duration for a further number of hours equal to 1 + half your level by spending 1 venom token.
You can have a number of venom tokens equal to your level + 10.
As you gain levels, you can spend feats on the expanded masteries below to create a wider variety of stronger poisons.
Mastery 2: You have learned advanced poison making techniques. Your venoms are harder to resist and remain fresh for extended periods. Your poisons gain a +2 bonus to DC, and, once applied to a weapon, remain fresh and usable for a number of days equal to 1 + half your level. After that, it dries out and loses all effectiveness. You can extend the duration for a further number of days equal to 1 + half your level by spending 1 venom token.
Equipment
Light armours have the same statistics as in the main book, but medium and heavy armours are changed to the following:
Scale mail, 50 gp, 1d4 DR, +4 Max Dex, -2 armour check penalty, 30 lbs
Chain mail, 150 gp, 1d6 DR, +3 Max Dex, -3 armour check penalty, 40 lbs
Banded mail, 250 gp, 1d8 DR, +2 Max Dex, -4 armour check penalty, 35 lbs
Full plate, 1500 gp, 2d4 DR, +1 Max Dex, -5 armour check penalty, 50 lbs
Armours no longer reduce your main movement speed, unless they raise your encumbrance level. A character in medium armour, however, can run at only x3 his speed, rather than x4. A character in heavy armour can run at only x3 his speed and can move up to a maximum of 1.5 times his speed when charging or double moving.
A few weapons are changed to have the following statistics
Light crossbow does 2d4 damage, all the rest is as the book. This also applies to the repeating light crossbow.
Heavy crossbow does 2d5 damage, all the rest is as the book. This also applies to the repeating heavy crossbow.
Hand crossbow does 2d3 damage, all the rest is as the book.
The spear can be wielded one-handed as a martial weapon, or two-handed as a simple weapon
The longsword and bastard sword are now Finesse OR Power weapons. At the beginning of your turn, you can choose which descriptor you're using. This descriptor then applies for the rest of the round.
Combat
Attack Stunts
When using an attack stunt, use the same d20 roll for your skill check and your attack, modified by their different modifiers.
Ex. Hussein, an Almarid harrier, finds himself in combat with a hideous Beast-man. On his turn, Hussein attempts to quickly dive past the Beast-man and slash at his back. Hussein makes a Tumble check, bidding for +2 to damage. Hussein rolls a natural 12, modified by his Tumble modifier, which is +10, easily beating the Beast-man's base attack check. He then adds his attack modifier, +4, to his natural 12, giving him a total of 16. Hussein strikes the Beast-man heavily and it screams with pain.
Note: Some of these rules are in short sentences (ex. High Born). These are simply edits and are in addition of or in replacement to other normal abilities of the feat/trait/whatever. For example, a character with High Born becomes literate in their native languages in addition to the other benefits of the High Born trait. This is done because I'm too lazy to rewrite the ability in full.
In other places (ex. Venom Lore) I've written out the entire ability. This is usually because I've made multiple changes to how the ability works. In these cases, the house ruled version overrides what's in the book. If you're unsure whether a ruling is an addition or a full rewrite, just ask.
General
We're using all the errata found here and here, unless they are overwritten by one of the house rules below (for example, the rules regarding the Weapon Master are irrelevant as we're using a different version of that class.)
If at any point you gain a feat which causes another, earlier feat to go obsolete, you may replace the obsolete feat with another that you could have chosen at that level, unless the obsolete feat is the base mastery of that particular chain.
Ex. Gawyn, an Androsian weapon master with Excellent Defence mastery, begins play with the Dodge 1 feat. At level 4, he gains the Dodge 3 feat, which grants him his Dodge bonus against two opponents. Subsequently, at level 8, he gains the Dodge 5 feat, which grants him his Dodge bonus against three opponents. Dodge 5 causes Dodge 3 to become obsolete, so Gawyn can switch out Dodge 3 for any other feat he could have chosen at 4th level.
Character Creation & Ability Scores
Extended Point buy: As in the book, you have 24 points to spend at 1st level. However, you get more points as you go up in level. You gain 2 more points at level 2 and 1 more at each subsequent level to distribute as you wish (or save if you need to in order to raise a high ability score...for example if you started with a 17 in one ability, you'd need 4 points to raise it to 18, so you'd need to save 4 points.) You no longer get +1 to one ability score of your choice at 4th and every 4 levels afterwards, as this system overrides that. All ability scores over 18 cost 4 points. Note that you CANNOT raise a score over 18 with your starting 24 points, even if you have some left over. Any bonuses or penalties to ability scores from traits are counted after the points have been distributed.
Traits
Bloodthirsty (Mental)
Mechanics: If you deliver an attack that causes a foe to fall unconscious by dropping to -1 hit points or lower, you gain several benefits. You gain a +1 morale bonus to damage and a +2 morale bonus to Will saves until the end of the encounter.
Note that you must deliver a blow that drops a conscious, active opponent. You cannot coup de grace or kill a helpless opponent to gain the benefit.
City Rat (Background)
City Rats gain a +2 bonus to Common Knowledge rather than Survival, and can use that skill to track down people and items.
High Born (Background)
High Born characters are automatically literate in their native languages.
Master of Lore (Mental)
You are uncommonly learned and well educated.
Mechanics: When you take your first rank of Knowledge, you gain five free areas of study rather than one as normal. All future areas of study must be purchased as normal. Should you fail a Knowledge check, you can try again after eight hours of rest, instead of having to wait to gain another rank of Knowledge as normal. As you relax, you might gain insight into a half-forgotten lesson or an ancient text you once inspected.
Masters of Lore are automatically literate in their native language(s) plus a number of languages equal to their Intelligence bonus.
Perceptive (Mental)
Mechanics: You gain a +2 bonus to Listen, Search, Sense Motive, and Spot checks.
Resilient Toughness (Physical)
As book, plus choose one of the following trait abilities:
Robust: As per the IH Player's Companion, page 9. Robust no longer exists as a separate trait.
Vitality: As per the IH Player's Companion, page 9. Vitality no longer exists as a separate trait.
Shadow Born (Background)
Changeling Child: As the IH Player's Companion, page 6. Changeling Child no longer exists as a separate trait.
Infernal Glower: You can roll any Intimidate check twice and take the higher result.
Skilful (Mental)
Mechanics: Choose any one skill. You gain a +2 bonus to this skill. Any time you use this skill, you can roll twice and take the higher result.
World Traveller (Mental)
Mechanics: You enjoy a +2 bonus to Diplomacy and Common Knowledge checks and gain one bonus language.
Classes
No spellcasting PCs are allowed. Enemy spellcasters will be using the spiritualist class (or dread sorcerer villain class) - the arcanist class in the IH book is eliminated.
Armiger
The armiger is using the draft armour abilities found here.
The armiger gets access to the Athletics skill group, and any one other skill group of their choice.
Archer
Edit the Aim Pool table. You now gain 1 token for a free action, 2 for a move, 3 for a standard, 5 for a full, and 1 if your opponent stands still.
Edit the Improved Aim Pool table. You now gain 2 tokens for a free action, 3 for a move, 4 for a standard, 5 for a full, and 2 if your opponent stands still.
Berserker
Berserkers gain access to the Athletics skill group, plus one other skill group of their choice.
Executioner
Feat mastery: Executioners get good Finesse mastery. They also get good mastery in either Power or Lore, as they choose. Some executioners learn to strike with stunning force and strength, while others carefully study anatomy or learn to create deadly poisons.
Harrier
Mobile defence: The bonus to Defence from this ability cannot exceed one half of your harrier level.
Hunter
Hunters with access to the strategy token pool (from War Leader and several other feat masteries) can freely swap tokens between this pool and their tactical token pool. Note that tokens gained from the Tactician ability (below) must still be used on the round they are gained.
Add the following ability at 1st level:
Tactician: On the ever changing battlefield you recognize opportunities that others miss, but you must act quickly to take advantage of them. At the beginning of each of your turns you earn 2 tokens for your tactical pool that must be spent during your turn. If you do not spend these tokens by the end of your turn then they are lost.
Myrmidon
Myrmidons gain 6 + Int skill points per level, not 4 + Int.
Weapon Master
We're using Hong Ooi's revised weapon master class found here.
Weapon masters gain access to the Athletics skill group plus one other skill group of their choice.
Skills
The adventurer's bonus: Adventurers usually pick up a few tricks even in areas they have little training in. Characters with IH PC classes gain 1/2 their level as a bonus to any skill with which they have no more than 1/4 their level in ranks.
Active defense denial checks only deny Dexterity + dodge bonuses, not your Class bonus.
Knowledge (local) is eliminated. Replace it with:
Common Knowledge (Intelligence, Trained Only*)
Skill Group: None
Like Knowledge and Perform, Common Knowledge encompasses many different areas. When you first gain ranks in this skill, you immediately gain access to your native area/culture. You can subsequently spend 1 skill point to gain new areas of Common Knowledge.
Check: This skill allows you to remember the habits, institutions, traditions, public figures, and superstitions of a particular nation, cultural group, or race. Common Knowledge does not represent scholarly learning, but the basics that you learn from growing up or traveling extensively through a region.
Common Knowledge checks are usually DC 10 for extremely common subjects (remembering the name of a major city or king, recalling general information about customs), 15 for more detailed topics (recalling facts about government structures or specific trade routes), and 20 for very detailed information (remembering minor local personalities.) Common Knowledge never have DCs higher than 20 - anything that obscure is hardly common knowledge, after all.
Characters can have no more than five ranks Common Knowledge. Usually, Common Knowledge is a trained only skill, with one exception - characters may make untrained Common Knowledge checks that pertain to their native region, or to areas they have lived in for very extended periods.
Common Knowledge can be taken for the following peoples/regions: the Androsians, Aldiluvia, Cetria, Ispera, the Ferrish, the Disputed Lands, the Bolgars, Illius, Akhaia, the Almarid Lands, the Jethi, the Teeth, Malador, Torath, and Adaria.
Synergy: If you have 5 ranks in a Common Knowledge skill, you gain a +2 bonus on Gather Information checks made in or relating to the given area.
Intimidate
Browbeat Target: Inside of combat, this challenge never successfully freezes an opponent for more than one round. You might frighten a foe temporarily, but no one is going to stand there for long while their allies are attacked.
Demoralise Opponent: You do not need to threaten a foe in order to use this ability.
Feats
Combat Expertise
Benefit: When you use the attack or full attack action in melee, you can take a penalty of as much as -5 to your attack roll and add the same number (+5 or less) as a bonus to your active Defence as well as on rolls to oppose disarm, grapple, sunder, or attempts to remove your active Defence. This number cannot exceed your base attack bonus. The changes to attack rolls and defence last until your next action.
Devious Manipulator
There is no limit to the number of targets you can build deception tokens against. Track tokens against each specific target separately.
Foe Hammer
Benefit: While you rely on brute force to maximise the sheer power of a cudgel - such as a mace, club, or warhammer - your skill allows you to deliver that force with surprising precision. You may slam a foe in the gut or crack his skull to impair his fighting ability.
As a full attack action, you make a single melee attack. If you hit and do damage, your foe must make a Fortitude save (DC 10 + 1/2 your level + your Strength modifier) or take a -2 penalty to attacks, defense, saving throws and skill checks. The penalty lasts for a number of rounds equal to your Strength modifier (minimum 1). Multiple uses of this ability extend the duration of this effect. This effect can be eliminated by a successful Heal check (DC 10 + 1/2 your level + your Strength modifier)
Mastery 2: By striking at your foe's legs, you cripple their ability to move. Make a single melee attack as a full attack action. If you hit and do damage, your foe must make a Fortitude saving throw (DC 10 + 1/2 your level + your Strength modifier) or move at half speed for a number of rounds equal to your Strength modifier (minimum 1). Multiple uses of this ability extend the duration of this effect. This effect can be eliminated by a successful Heal check (DC 10 + 1/2 your level + your Strength modifier)
Improved Disarm
Change the base mastery of this feat to 1.
Improved Feint
Change the base mastery of this feat to 1.
Improved Sunder
Change the base mastery of this feat to 1.
Improved Trip
Change the base mastery of this feat to 1.
Instinctive Defence
Eliminate this feat mastery.
Overwhelming Presence
Mastery 2: You can use the demoralise opponent form of Intimidate as a free action against one opponent. However, the effects of a successful use of Intimidate lasts only one round, and you cannot attempt to use Intimidate in this manner against the same opponent for the rest of the combat.
Political Mastermind
Benefit: If you spend at least one hour a day interacting with a person, you can make a Diplomacy check (DC 15 + target's Will save modifier +5 if the target has any Political Mastermind feats) to earn 1 manipulation token. You gain a second token if your result beats the DC by 10 or more.
Thereafter, each day in which you interact with the target for at least one hour, you can make further checks (DC 15 + target's Will save modifier +5 if the target has any Political Mastermind feats +1 per manipulation token you already have against that target) to earn 1 manipulation token. You gain a second token if you result beats the DC by 10 or more.
You can spend these manipulation tokens in a number of ways. Firstly, you can at any point choose to spend tokens to gain a bonus on other Diplomacy checks made against the target. You gain a +2 bonus on the check per token spent, as your previous flattery causes the target to see your words in a more favourable light.
If one of your targets changes their opinion of you or a proposal of yours (for example, if a merchant had previously agreed to a trade proposal of yours and subsequently is dissuaded or changes his mind), upon seeing them again you can immediately spend 4 manipulation tokens to bring them back to your side, with no need for any Diplomacy checks. You may be forced to spend additional tokens if the target was particularly thoroughly dissuaded. If you are actually present when someone attempts to dissuade a target or attempts to turn them against you, you may spend 2 manipulation tokens to negate the attempt.
You can spend manipulation tokens to force the target to take certain actions. The token cost depends on the nature of the action.
2 tokens: A favour or action that requires some effort on the target's part but does not go against their nature, interest, or goals. For example, asking a warlord to give you shelter and food in his fortress.
4 tokens: A favour or action that demands intense work, action, and focus, but one that does not violate their nature, interest, or goals. For example, asking a warlord to fund an expedition to the unexplored forests to the north.
6 tokens: A favour or action that works against the target's nature, interest, or goals. For example asking a warlord to fund an expedition while their realm teeters on the brink of bankruptcy.
Lastly, you can spend manipulation tokens to allow you to make a Diplomacy check to negate the effects of tokens used against you. For example, if you spend 4 tokens to convince a warlord to undertake an expedition, and his wife opposes by spending 4 tokens of her own, you immediately make opposed Diplomacy checks to determine who the warlord listens to. Needless to say, these political games can become highly complicated affairs.
Power Attack
Benefit: All weapons now grant +1 to damage for every -1 to attack, regardless of whether the weapon is held in two hands or not.
Mastery 4: All weapons now grant +2 to damage for every -1 to attack, regardless of whether the weapon is held in two hands or not.
Rapid Shot
Benefit: You gain an extra attack for a -4 penalty, not a -2 penalty.
Venom Lore
Benefit: You do not risk poisoning yourself when applying poison to a weapon.
You also gain access to a venom token pool. This pool represents your ability to make poisons in your free time or between adventures. If you spend four hours during a day seeking out ingredients for a poison and working to create a toxin, you gain 1 venom token. In addition, you may extract venom from a dead creature with a poison special attack. If you succeed on a DC 15 Heal check within 1 hour of the creature's death, you gain 1 venom token.
You can spend 1 hour and 2 venom tokens to create a poison that inflicts 1d2 points of temporary Strength, Dexterity, Intelligence, Wisdom, or Charisma damage (pick one) as its initial and secondary damage. The Fortitude DC for this poison equals 10 + your Intelligence modifier. You can increase this DC by spending additional venom tokens when creating the poison. Each token you spend in this manner increases the DC by 1. You can apply the poison to a weapon or place it in a victim's food or drink.
Creating poisons carries no gold-piece cost; the tokens represent the time you've spent gathering raw materials for your brews. Note that you still need vials or other containers for your poisons, which must be purchased separately.
You must use a standard action to apply a poison to a weapon or piece of ammunition. It remains fresh and usable for a number of hours equal to 1 + half your level. After that, it dries out and loses all effectiveness. You can extend the duration for a further number of hours equal to 1 + half your level by spending 1 venom token.
You can have a number of venom tokens equal to your level + 10.
As you gain levels, you can spend feats on the expanded masteries below to create a wider variety of stronger poisons.
Mastery 2: You have learned advanced poison making techniques. Your venoms are harder to resist and remain fresh for extended periods. Your poisons gain a +2 bonus to DC, and, once applied to a weapon, remain fresh and usable for a number of days equal to 1 + half your level. After that, it dries out and loses all effectiveness. You can extend the duration for a further number of days equal to 1 + half your level by spending 1 venom token.
Equipment
Light armours have the same statistics as in the main book, but medium and heavy armours are changed to the following:
Scale mail, 50 gp, 1d4 DR, +4 Max Dex, -2 armour check penalty, 30 lbs
Chain mail, 150 gp, 1d6 DR, +3 Max Dex, -3 armour check penalty, 40 lbs
Banded mail, 250 gp, 1d8 DR, +2 Max Dex, -4 armour check penalty, 35 lbs
Full plate, 1500 gp, 2d4 DR, +1 Max Dex, -5 armour check penalty, 50 lbs
Armours no longer reduce your main movement speed, unless they raise your encumbrance level. A character in medium armour, however, can run at only x3 his speed, rather than x4. A character in heavy armour can run at only x3 his speed and can move up to a maximum of 1.5 times his speed when charging or double moving.
A few weapons are changed to have the following statistics
Light crossbow does 2d4 damage, all the rest is as the book. This also applies to the repeating light crossbow.
Heavy crossbow does 2d5 damage, all the rest is as the book. This also applies to the repeating heavy crossbow.
Hand crossbow does 2d3 damage, all the rest is as the book.
The spear can be wielded one-handed as a martial weapon, or two-handed as a simple weapon
The longsword and bastard sword are now Finesse OR Power weapons. At the beginning of your turn, you can choose which descriptor you're using. This descriptor then applies for the rest of the round.
Combat
Attack Stunts
When using an attack stunt, use the same d20 roll for your skill check and your attack, modified by their different modifiers.
Ex. Hussein, an Almarid harrier, finds himself in combat with a hideous Beast-man. On his turn, Hussein attempts to quickly dive past the Beast-man and slash at his back. Hussein makes a Tumble check, bidding for +2 to damage. Hussein rolls a natural 12, modified by his Tumble modifier, which is +10, easily beating the Beast-man's base attack check. He then adds his attack modifier, +4, to his natural 12, giving him a total of 16. Hussein strikes the Beast-man heavily and it screams with pain.