Server Rules and Homebrew

These are the server rules and homebrew rules that are currently in play for the server.

### **Character Options**

* We allow and encourage people to look for interesting combinations of classes and abilities to make unique and well rounded characters in both Roleplay and Combat. As such we allow most any option available on the SRD from Paizo as well as from Occult Adventures, Path of War, and Psionics among many others. We also allow 3rd party content as well, including feats, classes, and items as long as they are submitted for review to GM’s on the server.

* https://www.d20pfsrd.com/alternative-rule-systems/psionics-unleashed/ (If you want something that is Psionics that isn't from the SRD please request it).
* https://www.d20pfsrd.com/
* http://spheresofpower.wikidot.com/start
* http://spheresofpower.wikidot.com/city-of-7-seraphs
* Some additional Details as well for various different character abilities/features.
	+ Rogue talents, Slayer Talents, Shadow Assassin Talents, Ninja talents, Unchained Rogue Talents, Investigator Talents and Similar type class features like “Talents” are all interchangeable in our system meaning you can pick from any pool and mix and match at will. (This does not give you the specific class features that work with these talents such as sneak attack but more general talents will work.) (Do note, with this ability it does not grant you any effective levels, and you cannot take any talents that require a level of any kind through this server rule. Furthermore you obviously cannot use talents with prerequisite archetypes that you do not possess.)
	+ Any DC from a class feature that is based on class level is instead based on Character Level in our system. So most abilities that either have a scaling save would be as follows
		- 10 + ½ Character Level + Ability Modifier (Varies)..
	+ Favored Class bonus’ can be selected from any of the Classes a character has access too and it scales with Character level not class level.

### **Races**

* We allow most playable character races as well as those less common with the following exceptions.All alternate racial traits are allowed unless something is seen to be game breaking (generally a rare occurrence in this section). This freedom of choice comes with an understanding that racial stereotypes and tropes are not a valid role playing basis for a character. On top of these selectable races we do allow customization to a certain degree of the base races as well as the creation of new races.
* https://www.d20pfsrd.com/gamemastering/other-rules/creating-new-races The race creation system is allowed for new races with approval as well as customizing an established one. RP is limited to 18 The only restrictions are to make reasonable choices, spending all 18 rp into increasing strength is a great example of what not to do.
	+ Advanced and Greater Paragon for the ability score modifier qualities are no longer available for players to use while making a new race. In addition the Advanced Talent (Advanced X-Stat) can only be taken once and cannot push a race's stat above +4.
	+ For normal races that have a random chart of things to choose from, you may either roll as normal with a dm present or in a public channel or pick any 1 trait of the list that is not a stat increase.

### **Lore and Setting specific rules**

* Much of this setting defies traditional stereotypes, and has unique systems for parts of everyday life. For example Travelling on this plane can be  done traditionally, but is much quicker through an intercontinental railway centered in Koper City. This is the common means by which people transport goods, alongside the use of airships and sea vessels. Furthermore, there is a portal system around the planet, any major city has a gateway portal located in a certain brand of Tavern whose name will be determined later, that has a doorway that connects extradimensionally to a large continental style inn located in the capitals north of Koper. This means for negligible fees, most people can travel through the portals located within these inns and taverns, by going through the doorway, and then traversing something akin to grand central station, and then locating the other doorway to the place you’re travelling. Essentially you fast travel to a massive central hub, then you fast travel from there to where you’re going. Other lore details can be found here: https://docs.google.com/document/d/15MjUig9VqXCJ3c9-yOQ4T2dNrtlDxuFLnmwUZ6LeVU4/edit

### **Combat**

* The base system we are using on this server is 1st Edition pathfinder however we have modified certain aspects of the game and mechanics to increase player interaction with combat as well as to encourage interesting character builds and ideas.

#### **6 AP System**

* Instead of the base action economy of Full Action or Standard Action plus Move action, Each Character receives 6 Action Points (AP) on their turn. These can be spent to perform the various actions from the base game with the following amounts and restrictions.
	+ **3 AP** to use Full Actions
	+ **2 AP** to use a Standard Actions
	+ **1 AP** to use a Swift action, Move Action/5 foot step Any
	+ The only limitations are as follows
		- Limit of 2 move actions per turn
		- Limit of 2 swift actions per turn
		- Limit of 2 standard actions
			* If a Full Action is taken you cannot take a standard in the same turn
		- Immediate Actions are a once per turn action that does not cost AP, and you may still take an immediate even if you've taken your swift actions.
	+ Singular Companions/Singular Animal Companions
		- These creatures/allies have 6 AP as with players.
	+ Summons/Multiple Companions/Multiple Animal Companions
		- Only have 4 AP instead of the 6 a player character would get

### **Attack Rolls**

* Attack/Combat Maneuver rolls function the same except for the following major exceptions
	+ An attack for player characters always scores at least a normal hit on an 18-20 regardless of the target's AC.
	+ A Combat Maneuver Check Always Succeeds on a 18-20 regardless of the opponent's CMD.
	+ If a critical threat is rolled (not a natural 20) the total roll must be higher than the target's AC to be considered a critical threat and is treated as a regular hit.
		- In example, if a bandit with a kukri and improved critical and a bonus of +11 attacks a PC with an AC of 40 and rolls a 15 for a total attack roll of 26, he is considered to have hit his target as his crit range is 15-20 but it is not considered a critical threat as the roll does not meet or exceed his targets AC.
* This rule is slightly modified for monsters based on rank.
	+ Minions: 19-20 or Crit Threat
	+ Lieutenants: 18-20 or Crit Threat
	+ Boss: 17-20 or Crit Threat
* The balance perspective of this system is to make it so that certain types of builds can be done and be fun without completely breaking the game or making character choices be problematic especially at mid to high levels.

### **Attacks of Opportunity**

* Minor change: You may only use an attack or opportunity to attack an opponent (This includes Combat Maneuvers and offensive actions) only a single time in response to target’s **ACTION**, regardless of the number of attacks or triggering events during that action. Defensive, Utility, or other abilities that spend attacks of opportunity are unaffected.

### **Defenses**

* Defenses have been reworked slightly in our system. There are three main pillars of defense. HP, AC, and DR (damage reduction). Each of these Values has various contributing statistics as follows.
	+ DR = Str+Armor+Natural Armor+Shield bonus\*+Misc effects (Class abilities, etc.)
	+ AC = 10+Dex+Dodge+Deflection+Shield bonus\*+armor enhancement bonus
	+ HP = unchanged from hit dice+con (HD are maxed Every level 1d10=10 1d6=6 etc.)
		- \*Shield Bonus can only be applied to DR or AC not both at the same time.

### **Armor as Damage Reduction/Critical hits**

* We use an alternate rule set for armor which can be found here
	+ https://www.d20pfsrd.com/gamemastering/other-rules/armor-as-damage-reduction/
* The short version is that armor no longer provides AC but rather acts as damage reduction against incoming attacks stacking with multiple forms of unique DR (Typless, Adamantine, etc)
* These rules also concern Critical hits, briefly this means that critical threats are no longer confirmed by the player, instead the target rolls to defend against the crit instead. The only exception is a Natural 20 roll, which always crits and cannot be defended in any way.
* The only house rule we have applied to these rules is instead of the charts involving size categories and their interplay with DR, we have simplified it so that starting at large a creature ignores 5 points of DR, this increased by 5 per size category increase.

### **Damage Reduction**

* Static Damage reduction
	+ A Character’s Static Damage Reduction is Armor+Str Mod, Natural Armor, Magic Enchantments, Long duration Buffs, and Passive class abilities are applied against the total damage done by an offensive action. This includes but is not limited too, Standard Actions, Full attacks, Spells dealing physical damage and various effects such as Dual Attack, Strikes, or techniques that have multiple hits total their damage and DR is applied a single time.
		- Static Damage Reduction is applied a single time against an offensive action, this includes actions that “hit” more than a single time. This roughly translates to all damage working like the clustered shot feat in base PF
		- You man only apply a specific category of DR to your Stat damage reduction once
			* Material (adamantine, Silver, Cold Iron etc)
			* Damage type (Slashing Piercing, Blunt etc)
				+ The exceptions to these rules will be clearly stated as “Stacking with other forms of damage reduction.”
	+ In addition, monsters have access to  a new special ability called “Gang Up” which plays into this mechanic where multiple enemies' damage is added together before Damage reduction is applied
	+ Temporary Increases to Damage Reduction that are in effect for a single hit or a small number of hits (such as the interposing shield talent from the Shields Sphere) are applied to damage rolls individually
	+ Example: If a character is struck three times in an action for 20 damage per hit and they have a Static DR of 10 and choose to use interposing shield with its bonus at +3 DR against all three hits, the character would first apply Interposing shields DR to each attack reducing them to 17 damage, and then those three hits of 17 would be totaled into 51 which would then be reduced by the Characters DR of 10 to 41 damage
	+ Damage reduction penetration such as the Piercing strikes feat, Size increases, or the Wasp Sting rogue talent may only apply to a single action of any type per round.
	+ DR reductions such as debuffs that reduce armor or natural armor are applied to a character's Static Damage Reduction.

### **Resistances**

* Spell Resistance now Functions as DR for all damage caused by Spells, Magical Affects, Sphere effects and Supernatural abilities. Additionally it provides protection from ability damage and non damage affects as listed below

* Alignment Based DR has been changed to Profane/Sacred Resistance and functions the same as SR but for aligned effects.
	+ Ability damage is reduced by a rate of 5:1 rounding up so a character with 15 SR or  would ignore the first 3 points of ability damage applied to them by a spell effect.
	+ If a spell does no actual damage a character simply receives a bonus to saving throws in the same ratio of 5:1
	+ Resistances are applied to affects in the same manner as Static DR, as in the applicable damage type is totaled for an action and then resistances are applied.

### **Fortification and Miss Chance**

Fortification and Miss chance affects have been altered.

* Fortification now acts as Percentage damage reduction against Successful Critical Hits and Precision Damage i.e 50% fortification will reduce Criticals and Precisions damage by half
* Miss chance is now Percentage Damage reduction on the first attack or applicable effect that deals damage to you in an action.
	+ Multiple sources of Miss chance are separate and can stack.
		- Each individual effect applies to a subsequent hit or damage roll after the first. So for example, with three sources of Miss chance of 50% the first three damaging effects are reduced by half.

### **Spell Casting**

* We have tweaked spell casting to fit better into our system as well as keep its balance in line with the other options we allow.
* Arcane spell failure is no longer a thing with the exception of if you have the spheres somatic casting drawback.

### **Saving Throws and DC based effects**

* Due to the 6 ap system DC based effects have been modified
	+ When a DC is applied more than once the Total DC is increased by 2 for each individual Application after the first and only a single save is rolled for all the effects together.
		- Example: if a character applies poison 3 times with a full attack with a base dc of 20, the final DC would be 24, 20 +4 for the extra two applications.
		- This applies to all forms of DC based effects including spells, sphere talents, class features, etc.
	+ If multiple types of DC’s are used the defending creature chooses which type of save out of the effects to make their single roll for.
		- Example: If a Target is struck by a Disintegrate and a Fireball spell, He could choose to make either a Fortitude Save or a Reflex save to receive half damage from both effects.
		- This in effect makes what spells/effects are used a more strategic decision based on your enemies strengths and weakness’

### **Conditions**

* Staggered
	+ The staggered condition has been modified in our system to the following.
		- A staggered opponent has their AP halved for the duration of the condition and they cannot take full round actions of any kind.
* **Bleed Damage**
* Bleeds deal their damage at the end of the round they are first applied as well as the start of the afflicted creatures turn.

### **Specific Sphere Talent Changes**

* Iron Wall (Equipment): Deals Damage when Struck by any form of Melee Attack not just unarmed strikes and natural attacks.
* Painful Aegis (Protection): Deals Lethal Damage
* Retribution (War): May be used Free of Cost Once per turn and One additional Time per turn per 5 Caster Levels.

### **Homebrew/3rd Party**

* Below will be a non-exhaustive list of options that we have approved from 3rd party sources or created as homebrew. Any entry with just a name can be located on the srd in the 3rd party options section pertaining to its category. Any thing with (category) after it will be followed by a link
* 3rd party material can often be allowed for story purposes, it depends entirely on GM and what reason you have to use it; however this is subject to reason, and we prioritize story over effect here. I.e. “my story is x so I can have y.” is different than “My story is y and I was wondering if I can use X instead of Z for this effect.”
* Feats
	+ Spell Finesse
		- https://www.d20pfsrd.com/feats/3rd-party-feats/rogue-genius-games/general-feats/spell-finesse/
	+ Techniques (Category)
		- https://www.d20pfsrd.com/feats/3rd-party-feats/ascension-games-llc/technique-feats/
	+ Provoke: Bluff or Intimidate 3 ranks
		- A character may make an Intimidate/Bluff check against an opponent (DC 10+Hit Dice+Wis Mod or sense motive skill). If successful the Player may choose to gain either DR 2/- which stacks with all other forms of DR or 2 dodge AC (Increasing by 1 per 6hd) for 1 round and 1 additional round for every 10 points they beat the DC
		- Target must then make a will save (DC 10+½ CL+Cha mod) or be forced to on their next turn direct all hostile actions towards the Character (Meaning the Target must direct all attacks, spells, combat maneuvers towards the character in the case of aoe spells the Character must be included in any aoe the target uses). This effect is not a mind affecting effect however due to its nature creatures who are mindless and are normally immune to such effects receive a +8 to their will saving throw against Provoke attempts. In addition, repeated use of this ability is less effective. For each failed save the target makes against this ability they receive a +4 bonus to their next attempt resetting on a successful save.
	+ Mass Provoke: Bluff or Intimidate 6 Ranks
		- As provoke but may target 1 additional creature per +3 base attack bonus. At 11 ranks in Bluff or Intimidate when you may attempt a Demoralization roll you may instead replace it with a Provoke Attempt
	+ Extra Active Style
		- This feat allows you to activate additional style features at once. You may take this feat multiple times, but can only have one additional active style feat per 5 CL, capping at level 5, for a total of 3 extra active styles.
	+ Mental Finesse
		- Choose one of the following ability scores – Intelligence, Wisdom or Charisma. Any Special abilities, class features, DC saves, etc (ask if it applies) Can be used for these features instead of the original Stat given in the class’ entry. Once this choice is made it cannot be changed.
	+ Expanded Potential: Preq A Casting or Martial Tradition (Replaces Basic magic Training in our system)
		- Choose one you do not already possess and gain either a Martial Tradition, or a Casting Tradition/Casting Class Feature as per the normal rules, gaining all talents associated with the selected Feature (When selecting Casting this only grants you the 2 Bonus Talents but a talent progression).
	+ (Altered feat) Versed student:
		- This now reads as normal with the caveat you cannot gain abilities in a class that you do not have. For example a legendary ranger 9/Rogue 1 may select rogue talents with prerequisite: Rogue 10, with this feat, but a Legendary ranger 10 cannot qualify for talents requiring rogue 10 without having levels in rogue.
	+ Improved Caster Standing
		- Select a sphere in which you are not at full caster-level, this sphere's caster level is now equal to your character level. This bonus cannot exceed your hit dice but as with spheres scaling applies in the most beneficial manner for stacking.
	+ Improved Martial Standing
		- Select a sphere, when selecting talents and for the purpose of the talents you've already selected you are able to treat your character level as your base attack bonus. This bonus cannot exceed your hit dice but as with spheres scaling applies in the most beneficial manner for stacking.