Ruling changes

### Alignments

Any class with an alignment restriction has it removed except for Paladins and Antipaladins. Paladins may be any Good, LN, or N. Antipaladins may be any Evil, CN, or N. Archetypes which modify alignment only use one 'side' of the alignment chart, so if an archetype normally asks Chaotic Evil you may be any Chaotic or any Evil.

### Classes

#### Fighter

At 1st level all fighters gain a Martial Manuscript. This manuscript acts similarly to a spellbook and allows the fighter to write and prepare combat feats in a similar way that a wizard can prepare spells. For the purpose of writing in feats the fighter must know the feat and it’s prerequisites, have someone available who is willing to teach them, or have a ‘Scroll’ of the feat. Scrolls in this case are mundane items written as normal but requiring the same time as a spell of their equivalent level (See below) and are ruined when used to learn a feat as the fighter modifies it to fit their specific style. They must still expend the cost to write in feats as if they were spells and spend the normal time as they spend time practicing the feat and using up training equipment.

To determine the effective spell level of a feat you count up their requirements. A feat with no requirement is only level 0, if it requires only a certain ability score, race, BAB, save, or means of movement it is only level 1. Otherwise for each prerequisite feat it increases the spell level by 1. So Power attack is a level 1 ‘Spell’ for writing scrolls or adding it to a Martial Manuscript, as it needs only Strength and a high enough BAB. However Improved Sunder is level 2 as it requires Strength, a high enough BAB, and has a prerequisite feat.

Any character who has a combat feat can write a scroll of it with the appropriate time however only a fighter can write them into their own manuscript. Other fighters can copy one another’s manuscript however it does cost the normal amount as if a spellbook. Fighters cannot use another fighter’s manuscript as each is tailored to the individual's fighting style.

At 1st level the fighter has a number of combat feats in their manuscript equal to their intelligence modifier. In order to prepare a feat from their manuscript they must lose one of their existing combat feats to be replaced with the new one, however they must always meet the prerequisites. They may prepare feats at any time provided they have two continuous hours to practice the feat, requiring any related weapons or items (Such as a weapon from weapon focus, or item for equipment tricks).

#### Wizard

If a wizard chooses a Familiar as their arcane bond they must make a DC 10 + Spell Level concentration check to cast spells while their familiar is not within reach. If their familiar is dead they must make a concentration check of DC 20 + Spell Level.
If a wizard chooses a bonded item they can use any wondrous item slot or a staff in addition to the normal choices. Should they choose a weapon they gain proficiency with the weapon they are specifically bonded to but no others of the same type.
This change also applies to any other class which gains an arcane bond, but not specifically familiars.

### Magic

#### Arcane Sickness

Due to the nature of the Arcane Sickness, arcane spellcasters enjoy a few other effects with their magic. With the exception of dwarves any arcane caster can ignore one point of dex damage done via aging per three class levels, dwarves instead ignore one point every five.

They may also attempt to ‘Push’ their magic, a dangerous process that can allow one to use more spells per day than normally possible. Before this can be done spontaneous casters must have expended all of the spell slots for a given spell level, including the arcanist, while prepared casters must have prepared the spell earlier in the day and used all of their castings of the spell level. Once these conditions are met the caster may start to push their magic, increasing a spell’s casting time by one action (Move to standard, standard to full, etc) or doubling it if not based in rounds. At the end of this they must make a constitution save with a DC 10 + Number of times pushing their magic that day + Spell level (So a level 1 spell pushed for the first time is DC 12, second is 13, so on). If they succeed they take constitution damage equal to half the spell’s level (Minimum 1). If they fail they instead take constitution equal to the spell’s level, and half as much wisdom damage. This damage can be healed normally.

Even characters with no ability to cast spells normally can attempt to cast a spell as well, bringing on a lesser version of the sickness. To do this they must increase the spellcasting time as pushing for more spells and may attempt to cast up to a spell level equal to half their character level. However they must make a charisma check with the same DC as a pushed spell’s constitution check, going off how many times they’ve attempted to use magic that day instead of specific spells. If they fail this charisma check the action is wasted and they are nauseated for twice the time it took to cast the spell. If they succeed they act as pushing a spell with a +5 to the constitution check DC.

#### Divine Madness

All divine casters borrowing their power from a godly entity suffer from a sort of madness that manifests from the constant voices. This effect grows stronger as time goes on and they use their abilities, gradually degrading their minds. Every 5 levels they must make a will save with a DC of their highest spell to not temporarily go insane as per the Insanity for one month per 5 levels.

They also suffer a -10 to perception checks while preparing their spells. However they gain a bonus against mind affecting effects equal to ¼ their caster level. This increases to half their caster level against language dependent effects.

Lastly they can attempt to discern a given voice in the constant chatter, making a concentration check with a DC of 35 - Their level. This acts as Clairaudience targeting a single creature on one of the divine realms listening in on them for as long as the caster concentrates. The creature knows it is being listened to and can attempt to use any language dependent spells or effects on you regardless of other conditions.

#### Conjuration

Any teleportation spells (Dimension Door, Teleport, Tree Stride, etc) requires Void Residue to use. This is a rare and precious material with an inconsistent nature that is sometimes created when powerful conjurations happen or dimensions otherwise are messed with. It is too rare for sale and must be found.

Plane Shift does not travel to another plane, as planes do not exist in Alturas. Instead it transports you to a Divine Realm of a god. Interplanetary teleport can also send you to Divine Realms in addition to its normal features.

Each casting of a conjuration spell above 3rd level has a 1% chance to create a dose of Void Residue.

#### Lichdom

Only divine casters affected by the Divine Madness can become a lich. Arcane casters do have an equivalent in the Remnants. They’re similar to liches in that they are a way a caster might obtain a sort of immortality by protecting their soul. More details are below in the Remnant template.

### Skills

#### Perception

Removed, instead each player has a Perception score similar to other stats. Your perception score is 10 + Perception. Additionally each day the DM rolls a d10 + Any normal modifiers you would have to your perception skill such as from traits, feats, etc. This final number is your perception score for the day. You still put ranks in it as normal and it benefits from all abilities as normal.

#### Intuition (Intelligence)

Your intuitive prowess. Intuition is used as a counterpart to Sense Motive in that it is able to read a situation or environment and attempt to figure out important structures or points, realize bits of information, so on. It however cannot find objects or creatures, only roughly guess at their importance or why they would be there. Nor can it detect a creature’s intention, so while you might be able to pick up on a new face at a gathering of nobles lingering near the drinks you will not know what his intentions could be.

Common Uses

Puzzle out: You attempt to puzzle out a situation and find some key detail that has been overlooked. This includes things like realizing you’ve been relying on monochromatic darkvision when faced with a color based problem, remembering you’ve not checked a turn in a dungeon, catching on that an NPC that wasn’t being watched has gone missing alongside an item, or finding a pattern engraved in a dungeon wall’s relevance. Alternatively you can try to read an area to judge if it is safe or not from subtle clues. However this use is more abstract and subject to environmental change, as an area safe in the woods might have an animal enter. The DC to puzzle something out is 20.

Sense Trickery: This use of intuition tries to catch onto magic that might betray the senses. Typically illusion or transmutation it allows you to catch onto a spell that changes the environment in an unnatural way. So you might be able to detect an illusory wall at a dead end of a hallway as logically a sudden end would be unlikely, or that a wall’s stonework doesn’t match up and someone may have raised a stone wall to block an area off. If the spell in question has a save and you identify it beforehand you may make two saves against it. The DC to sense trickery is 20 + Caster level of the effect.

Epiphany: In a burst of brilliance you correctly guess a piece of information relating to a situation you’re a part of. This use of the skill is essentially asking the DM for a hint regarding anything not covered by other skills, or at the very least which skill could be more useful. The DC of an epiphany varies.

#### Knowledges

Knowledge skills are consolidated.

Engineering has been merged with Dungeoneering

Nobility with History

Local with Geography

There is one new knowledge skill in Knowledge [Tactics]. This acts similarly to Arcana however it instead relays knowledge of a creature’s fighting style. So a check to identify to the normal DC reveals their BAB, presence of class levels in any class with full BAB, and any combat feats they possess. It can also be used in relation to tactical knowledge, large scale combat, fighting styles, weaponry and armor, or learning tactically useful information. It may not tell you a creature’s resistances, however it can tell you which of its defenses is lowest among the different Armor Class ratings and the different combat maneuvers. Just as well it can reveal if a creature particularly favors a weapon or maneuver.

### Feats

These feats have requirements listed as general, if Feat Tax is in play then they lose or change requirements as Feat Tax rules, such as no Power Attack, weapon grouping, so on.

#### Strong Arm

Prerequisites: Str 13, BAB +1

You rely on sheer force to throw hefty weapons. When using a one handed or two handed thrown weapon you use your Strength in place of your Dexterity modifier for attacks.

#### Long Arc

Prerequisites: Str 15, Strong Arm

When throwing a one or two handed weapon you increase the weapon’s range increment by 50%. If the weapon is a projectile weapon such as an atlatl or sling staff it instead doubles.

#### Power Throw

Prerequisites: Power Attack

You may use power attack on thrown weapon attacks, including any feats or abilities which would normally apply. However these effects only work within the weapon’s first range increment.

#### Impaling Throw

Prerequisites: Strong Arm, Str 15, BAB +3

When you throw something it tends to stick where it lands. Any two handed thrown weapons you use that deal piercing or slashing damage may attempt to impale a creature. When a creature is struck if the attack roll would also have beat their CMD the weapon is stuck in the target imposing a -2 penalty on attack rolls, AC, and reflex saves, this penalty increases by 1 for every +2 BAB over +3 (-3 at +5, -4 at +7, so on). The weapon can be safely removed with a heal check as a standard action with a DC equal to the attack roll, or forcibly which deals the weapons normal damage. A failed attempt to remove it using heal also causes this damage and does not remove it.

#### Meteor Throw

Prerequisites: Strong Arm, Str 15, BAB +3

When using a thrown weapon which deals bludgeoning damage you may attempt a trip or bulrush maneuver on the target of the attack. Upon landing a hit roll the appropriate CMB with normal bonuses, if using a light weapon take a -2 penalty and if using a two handed weapon a +2 bonus. If using bullrush you cannot push further than 5ft however by every 5 you beat their CMD they must make a Fortitude save (DC equal to the CMB roll) or be staggered for one round for every 5 over. If a trip attempt is made they must make the same save or be slowed to half their movement speed for the same amount of time. A heal check of the same DC can negate these effects.

#### Offensive Defense

Prerequisites: Str 13

You stand firm on the battlefield, deflecting blows over dodging. You can add your Strength to AC instead of your Dexterity modifier. You treat this as still having your dexterity bonus as normal and lose it under the same conditions.

#### Stiff Muscles

Prerequisites: Str 15, BAB +3, Precise Shot, Weapon Focus [Chosen ranged weapon]

When using a ranged weapon you’ve chosen with Weapon Focus you may use your Strength modifier in place of Dexterity modifier for attacks. However on rolling a natural 1 with such an attack you suffer a -2 penalty on all attacks for 1 round as your muscles cramp.

### Monsters and Templates

#### Remnant (CR +2)

An arcane echo left by particularly powerful casters who’ve found a way to leave an eternal shred in the fabric of reality with their souls. These creatures are a sort of arcane cousin to the lich, being a more incorporeal side bound to physical forms by small trinkets and talismans. These talismans are odd creations which are initially used to sever the ties from the caster undergoing the ritual to becoming a Remnant with the world they inhabit but then also become innately tied to their soul as it strains to simply exist. However with this the talisman can be used to grant a physical form or even harbor the Remnant as they hide inside it.

The road to becoming a Remnant is tedious and painful for those who wish to undergo it, both physically and mentally. The exact method is unique to the caster however there will always be one key component in the Talisman. This item must hold incredible value to the caster, typically a bonded item, treasured heirloom, or a keepsake of many powerful memories. Once this item is secured they begin the path of preparing their body and mind to have their soul ripped away, and used to forcibly tear the fabric of reality. The ritual to do this is unknown and must be discovered on the individual level as it is the culmination and understanding of the person’s entire being. Afterwards their physical body is left a hollow empty shell as their soul is projected outside reality, only loosely anchored by the talisman.

Any intelligent creature with arcane casting abilities can become a Remnant.

**CR**: Same as base creature +2

**Alignment**: Same as base creature

**Type**: The creature’s type changes to Outisder with the Extraplanar subtype regardless of the plane it is on. It also gains the Incorporeal subtype.

**Senses**: A Remnant gains Darkvision 60ft and may see other incorporeal creatures as normal.

**Armor Class**: A Remnant loses any natural armor bonus it has and instead adds it’s charisma or intelligence score as a deflection bonus to AC.

**Hit Dice**: Change all racial HD to d8’s. All HD derived from class levels remain unchanged. Remnants use their charisma or intelligence score instead of constitution for bonus HP.

**Defensive Abilities**: A Remnant counts as incorporeal to all other creatures, even normally incorporeal creatures who are not also Remnants suffer a 25% chance for any attacks to fail. Non magical items can only interact with a Remnant if they choose for them to do so, while magical items without the ghost touch quality have a 25% chance of interacting each round. Ghost touch items have a 50% chance instead. Spells treat them as normal corporeal creatures. Remnants gain SR equal to 10 + their HD, however their own spells bypass this SR. If the caster had an elemental bloodline or specialized in the evocation school of magic they gain immunity to the element of their bloodline or a choice of Fire, Acid, Electricity, and Cold if they had the arcane school.

**Talisman** (Su)

A Remnant is tied to their talisman, in order to project their incorporeal form the talisman must be on their person and remains a physical object. If the talisman is removed they immediately vanish and shelter within the item, acting as an intelligent item as normal. If their incorporeal form is slain they take shelter in the talisman as well, requiring 24 hours to pass before they can project themselves one again. If the talisman is touched by a creature the Remnant may choose to force their ego on them as if a magic item with an additional +5 to the will save DC. If the creature fails this save the Remnant possesses them indefinitely as if by Magic jar or until the talisman is removed.

The talisman gains the same deflection bonus to AC as the Remnant, the same SR, additional hardness equal to their HD, and has an equal amount of HP to the Remnant. While the Remnant is sheltering in the talisman they can take purely mental actions, use their normal senses, and telepathically communicate with a creature holding it. A number of times per day equal to their intelligence or charisma score, whichever is highest, they may cast a spell as if with the Silent and Still spell metamagics while sheltering. The talisman is also immune to any effects not directly targeting it such as area of effect spells, environmental damage, etc.

If the talisman is destroyed the Remnant is instantly ripped from reality and is unable to be revived by any means, while the talisman itself turns to dust.

**Arcane Shock** (Su)

Remnants have a touch attack they can use as a natural attack once per round. A Remnant fighting without weapons can use this as a touch attack, or as a replacement to another natural attack. This attack shocks the target with raw arcane energy dealing 1d10 force damage +1 for every 2 HD of the Remnant. They can also use this to heal their talisman as a full round action, or as a prepared action to counterspell an arcane spell as if casting the appropriate spell.

**Void Dweller** (Su)

Remnants do not need Void Residue to use teleportation spells and can cast Plane Shift as a 10 minute ritual taking itself and any creatures touching it’s talisman twice per day. Once a week they may sacrifice their incorporeal form to produce enough void residue for one casting of a teleportation spell.

**Ability Scores**: As incorporeal creatures Remnants have no Strength score. They may carry items applicable as if their intelligence or charisma was their strength instead. Int +4, Cha +4.