House Rules

Every game has some variation on exact rule interpretations. Whitecrest is no different. On this page you will find our system adjustments and rulings. Any time an issue arises where the exact nature of a mechanic is vague or has conflicting interpretations, the prevailing ruling will be posted here and codified to the game. This should reduce the mechanical variability of GMs so player characters should function more consistantly.

## Paizo

### Races

* **Ganzi.** The weaponplay oddity has been removed.
* **Gnome.** No longer humanoids, they are now fey.
* **Kitsune.** No longer humanoids, they are now fey with the shapechanger subtype.
* **Cecaelia.** The reach on their tentacle attacks is reduced to the standard 5 ft. reach.
* **Suli.** Elemental assualt may now be used on any attack that requires an attack roll and deals damage, not just unarmed strikes. This change also applies to the energy strike alternate racial trait.
* **Ifrit.** Gain Firesight as a bonus feat.
* **Oread.** Gain Murmurs of Earth as a bonus feat, ignoring its prerequisites. At 9th level, it becomes a free action.
* **Sylph.** Gain Cloud Gazer as a bonus feat. At 9th level, sylph can see through magical fog, mists, and clouds without penalty, ignoring any cover or concealment bonuses from such effects.
* **Undine.** Gain the Water Sense alternate racial trait for free. Additionally, as a move action the undine becomes aware of all creatures within 15 feet that are in contact with the same fog, mist, or cloud. At 9th level, it becomes a free action.

### Classes and Archetypes

* **Ninja.** Live your best life and become an unchained ninja. Ninjas gain the unchained rogue's finesse training at level 1 with its improvements at the specified levels, debilitating injury at level 4 with its improvements at the specified levels, and rogue's edge at level 5 with its improvements at the specified levels.

### Spells

* **Blood Money (1st-Level).** Instead of doing Strength damage, blood money instead inflicts Constitution burn. Constitution burn cannot be removed by any means other than getting a full night's rest. If blood money is used on something tangible and permanent, such as with the spell masterwork transformation, the effects only lasts until the caster rests off their burn accrued by the casting of the spell. Merchants are well aware of tricks such as these, and will not purchase anything that blood money has been used on. Blood money leaves a bloody stain on the target of the spell it was used in conjunction with. This stain lasts until the spell fades, or 24 hours, whichever is shorter.

### Equipment and Magic Items

* **Alignment Properties.** Any weapon or armour property based on alignment, such as the Axiomatic weapon property for example, are removed.

### Other Mechanics

* **Alignment.** Removed from the system.
* **Hero Points.** Players may not take the antihero option. Hero points cannot be used to act out of turn or for an extra action. On Archives of Nethys, the "Bonus" use is not formated correctly and has been unceremoniously shoved into the same lines as act out of turn; you can still use hero points for that bonus.
* **Deific Obediences (and Similar).** Please see the Cosmology page for the full details on these changes.

## Spheres of Power

### Casting and Martial Traditions

* **Magic Type.** All casting traditions must specify if the caster's magic is arcane, divine, or psychic.
* **Custom Martial Traditions.** Martial traditions may be custom, but must follow this formula: two talents from the equipment sphere, one base combat sphere, and one additional talent that can be used for another base combat sphere or a specific talent from a combat sphere you possess.

### Equipment and Magic Items

* **Flask Shards.** These can only be awarded by a GM. Flask shards cannot be crafted, traded, bought, or sold. Once an item has been upgraded by a flask shard, the item can no longer be traded or sold. Use them wisely.

## General System Mechanics

* **Illusions.** Interacting with an illusion varies based on the illusion. If the illusion includes a component that engages the sense of touch, then no save is granted until the illusion is touched (like a wall) or felt (like a cold wind). If the illusion does not manipulate the sense of touch, but includes a component that engages the sense of hearing, then no save is granted until the illusion is heard. If the illusion does not manipulate the senses of touch or sound, but includes a component that engages the sense of smell, then no save is granted until the illusion is smelled. If the illusion only engages the sense of sight (such as a silent apparition), then a save is granted when the illusion is seen. Creatures who do not have the appropriate sensory organs to be engaged by the illusion ignore the illusion until a sense they do have is engaged, at which point they are granted a save. Sight is a required sense to engage the sense of touch in regards to a physical object (like that wall), but not for a sensation (like that cold wind).
* **Sacred and Profane Bonuses.** Now a single, unaligned bonus known as a divine bonus.

## Other Content

* **Character Images.** All images used for character art must be entirely safe for work. This doesn't just mean censoring nudity. It means they shouldn't have clothes so painted on that they might as well be naked, no ahegao faces, no fetishes, and all the other stuff that's just porn without nudity. Tasteful bikini armor is welcome, nay, encouraged, on all characters of any gender.