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House Rules and Alterations ---------------- **Enchanted Weapon Material and Alignment Equivalency:** In order to make killing Fae with Cold Iron and Demons with Holy swords a bit more prominent (as examples). I will be removing the “+3” and “+5” weapon enchantments ability to bypass Material and Alignment DR. **Constant Detect Spells** If a constant spell gives an effect only upon at least one round of concentration that round of concentration will always occur without conscious effort of the creature. Concentration is still required to gain the second or third round of information. **Downtime Rules** Downtime rules do something I really love, they allow you to form a solid link to an in-game community. Unfortunately, they are also definitely broken. As such there are a few conditions to these being in the game. * No intentional exploits (Don't try to break things on purpose) * Any money sunk into downtime exploits can be recovered through them (possibly with some interest for the time of the investment), excess money and resources goes into downtime stuff and the expanded options that follow * Excess resources can also be spent on interacting with the greater community. Things such as equipping crusaders, creating altars, casting defensive spells such as Forbiddence, Hallow, Permanancy of the aforementioned, casting resurrection spells on NPCs and other things that aren't usually cost effective for the PCs to spend their money on. **[New Diplomacy Skill](House-Rules/House-Rules-and-Alterations/Diplomacy)** (note some differences between the skill described here and the one on the GITP forum link) **Charm Person** Due to the changes in the diplomacy skill the following aspect of the spell is removed from Charm person (and similar spells, such as Mass Charm Person and Enveigle Person) *"The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming."* Charm person does not reduce a person's relationship, if they are already better than friendly **Charm Monster** Not all creatures targeted by spells like this are subject to diplomacy. For these creatures being made friendly adjusts the DC of Handle Animal checks as in the new diplomacy rules (by -10 if the creature was indifferent, by -15 if the creature was hostile for impersonal reasons, such as needing food and by up to -30 if the target creature bears a grudge [such as you having killed it's children]) In most circumstances a charmed monster will stop attacking you unless acted upon by an external force (Such as it's trainer, or starvation) **Stolen Fury Trait** In place of "+2 CMB vs Demons" you gain "Once per day when you fail a saving throw against an effect created by a demon that would kill or physically incapacitate you, you can immediately reroll that saving throw"
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