Altered Base Rules

### Productivity:

* productivity applies to capital production for gold for each building, and any players using downtime skills to make money.

### Constructs:

* Ability Score Modification can only be applied to a construct a number of times up to your current level at time of creation.
* The max HD of a construct is 1.5X the crafters Lv rounded down.

### Time:

* Time in Dark Horizon is on a two in character days for each  day in real life.

### Research a Spell:

* This can only be used to lean spells already allowed, not for making new spells. This is only for spell caster that could normally use a scroll to add spells to their spell list.

### Teleport Structure:

* The spell Teleport Structure can be used like greater teleport in regards to distance only.

### Simulacrum:

* Simulacrum: You can’t create a simulacrum of a creature whose HD or levels exceed your level.
* Simulacrum, Lesser: This spell functions as simulacrum, except you can’t create a simulacrum of a creature whose HD or levels exceed half your level, and it has no magical abilities.
* No unique creatures can be copied this way.

### Body Swapping:

* You may not enters other creatures body whose HD exceed your own. This is only able to be bypassed by a GM saying so during an encounter, and this body swapping will be taken into account when applying for templates.

### Other Forms of Copying Monsters:

* The limit imposed on this is you can’t create one of a creature whose HD or levels and mythic rank exceed your level and mythic rank. (This applies to but not limited to undead, chaosatomatons, clones, paintings, ect; This does not apply to base constructs)

### Intimidate (Cha) Demoralize Opponent:

* You can use this skill to cause an opponent to become shaken for a number of rounds. This shaken condition doesn’t stack with other shaken conditions to make an affected creature frightened. The DC of this check is equal to 10 + the target’s Hit Dice + **Sense motive** or will save.

### Spell casting services & NPC crafters:

* The level limit of any NPC and PC kingdom for spell crafting services and the like given by NPCs is limited to Lv8 max. (Unless noted for the place, Higher level caster have better thing to do then work for you.)

### Ghost Syrup:

* "the victim becomes permanently incorporeal **and if controlled by a PC now become an NPC**."

### Wish:

* Now reads as for the following:
* Transport travelers. A wish can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else **on this plane** ~~regardless of local conditions~~. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.

### Detect magic :

* Detect magic that sees an artifact in its range will blind and stun the caster for 1 round, This also applies to spheres effects that function like detect magic.

### Perception and Sense Motive:

* For Perception you need to roll it then the people if any around you will roll stealth or slight of hand.
* For Sense motive you need to roll a sense motive then the persons or people around you talking will all roll bluff checks regardless if they were lying or not.
* Both of these things are put in place to try and help stop subconscious meta-gaming.

### Cooperative crafting:

* Only 8 people can work on an item at a time.

### Alignment:

* how we handle alignment, and alignment shifts here .

### Resurrection:

* Rules on resurrection and other forms of returning to life found here .

### Blessed Weapon:

* Blessed Weapons - Permanently blessing a weapon is a process highly sort after by many adventurers, particularly those who battle against undead and other creatures of the night. Blessing a weapon will take a temple one day to perform. The weapon is thereafter always considered to be blessed but does not gain any enhancement bonus

### Technological Crafting:

* Craft Cybertech, Craft Mech,  Craft Companion Vehicle, Craft Technological Arms and Armor, Craft Pharmaceutical, Craft Technological Item. Normal requirements still apply, like needing a Lab or Garage too. (However each lab has a cost of a noble villa, and convey a +4 to relevant craft check.)

### Druid Herbalism

* Druid herbalism as an Alternate Base class choice functions as normal, except that it only works for base Druid spells only. If you have a way to add spells to the druid list, those spells may NOT be used with this feature.

### Items:

* **Headband of Conscious Effort** changed to requiring 24 hour Attunement

### Traits:

* Mixed Blood (Race, Any) Can be taken as a Feat as well.

### Feats:

* Technologist can be taken as a trait.
* Extra Path Ability (Mythic): Can be taken more than once.