The Basics
We are importing some rules from other versions of the game.
Cantrips.
Cantrips are unlimited, classes that prepare cantrips prepare which cantrips they can cast in the day.
Spell slot preparation and metamagic.
Classes that prepare spells don't prepare spells to slots one to one, but they prepare a list they cast spontaneously from. These guidelines apply:
- Prepared casters prepare the amount of spells shown in their class table, plus 1 per spell level, plus any additional spells they gain from a high ability score. Their number of slots is the same number as their class table.
- Spells modified with metamagic count as a prepared spell. If you want prepare silent Fireball, you can't cast a non-modified Fireball unless you also prepare Fireball.
- Spells modified by metamagic still count as spells of their modified level, so a silent Fireball counts as a fourth level spell.
- You still need the exact slot to cast a spell. You cannot cast unmodified Fireball on a fourth level slot.
- Heightened spells must be prepared as an specific spell level. So if you heighten Fireball to fifth level, that spell counts as a fifth level and not third or sixth.
- Spontaneous spells modified by metamagic don't increase casting time.
- See the changes to you class for more details
Reversible Spells
Spontaneous Casters can reverse a spell, it means they can cast its reverse without knowing that spell.
List of reversible spells.
Cure Wounds - Inflict Wounds
Cause Fear - Remove Fear.
Enlarge Person - Reduce Person.
Arcane Lock - Knock
Daylight - Darkness (You need to be able to cast 3rd lv spells to reverse Darknes to Daylight)
Bestow Curse - Remove Curse
Transmute Mud to Rock - Transmute Rock to Mud
Flesh to Stone - Stone to Flesh
Freedom - Imprisonment
Haste - Slow
Combat Maneuvers.
We are using CMB and CMD from Pathfinder.
Kicks
You can make a kick in combat as an unarmed attack, the damage you make is the following (+1.5 Str bonus)
Tiny | Small | Medium | Large |
1d4 | 1d6 | 2d4 | 2d6 |
You can add a kick as part of your two-weapon fighting attack or Full attack as an extra attack on
Masks (1/2 lbs. 20 gp)
Wearing a Mask has some distinctive benefits and drawbacks. Beyond the usual (not giving away your identity) a mask:
-Gives you a +4 competency bonus on:
- Attack rolls
- CMB
- Bluff checks
- Intimidate checks
- A -4 penalty on
- Initiative
- Armor Class
- CMD
- Spot checks
- Sense motive checks
- Diplomacy checks
This message was last edited by the GM at 22:26, Tue 13 Dec 2022.