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House Rules for Vastwoods

Started by Anastasia, March 15, 2013, 02:42:00 AM

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Anastasia

The house rules. Neatly organized and trimmed down from B3. If you want the quick version of the important parts, read classes, feats, magic and general rulings. Most of the rest is niche material or not immediately relevant.

Suggestions for new houserules or modifying old ones are encouraged! Speak up and say so! As a note, when possible a houserule is sorted with the most appropriate section. For example the new turn undead rules are under cleric in class changes, though they certainly apply to paladins or another class that gets turning.

Oh, if you can't see the little dropdown boxes to reveal content, log in and make sure java works for you. If you run Noscript you'll need to allow scripts from Soulriders.

Books Allowed:
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All 3.5 books are allowed with the following exceptions.

Banned: Tome of Battle
Ask me first: Any Eberron material(Not familiar with Eberron, material take may need to be adapted for a non-Eberron campaign), Tome of Magic(Generally unfamiliar with it), and any other non Forgotten Realms setting material(Varying familiarity, will probably be approved and adapted if reasonable.)

3.0 material is allowed on a case by case basis. 3.0 material that was updated to 3.5 uses the 3.5 material unless there is a compelling reason otherwise. 3rd party material and homebrew is likewise allowed on a case by case basis. Dragon and Dungeon magazines are included in 3rd party material for the sake of this. Errata is followed unless otherwise noted. Ask if you're unsure or think the errata sucks.

As a clarification, Pathfinder material is considered 3rd party for this game. Talk to me if you're interested in Pathfinder material.


Races:
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The default races allowed are human, elf, half elf, half orc, orc, gorgorath and raptorian. Other races will be considered on request.

Half Orc: Half Orcs have the following ability score adjustments: Strength+2, Charisma-2.
Orc: Orcs have the following ability adjustments: Strength+4, Wisdom-2, Charisma-2. Orcs from the Vastwood do not have the light sensitivity trait.


Alignment:
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We are using the variant rules as noted here: http://www.giantitp.com/forums/showthread.php?p=7577205 regarding Exalted, Axiomatic, Vile and Anarchic alignments.

Poison use is not an inherently evil act. It is a weapon and a tool, like a longsword, wand or dart. Like those, the ramifications of it come from how you choose to use it. You can feel free to disregard everything the BoED says about poison use. This does not free paladins and other classes who have a code of conduct about poison use, however.

Undead creation is an inherently evil act. The spells that create undead have the evil descriptor and all undead should be assumed to be of evil alignment. This includes mindless undead, who are automatically evil due to the foul energies that animate them. This is akin to how lemures are evil despite being mindless. Individual exceptions to the above can exist, like with risen fiends. Categorical exceptions, such as a type of undead who are not innately evil, are either converted to deathless or are evil after all. Talk to me if you have specific questions.


Classes:
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-General notes, reminders and things that don't fit into one class-

Any class that requires an alignment component of law, chaos, good or evil can also have the more extreme version. As an example: A paladin can be Lawful Exalted with no penalty, nor is there any penalty to being 'only' a lawful good paladin. This is essentially the same thing as a paladin with exalted feats versus one who doesn't.

All classes gain an additional 4 skill points per level.

All monk based PrCs that require any lawful now function as any non-chaotic instead, to match the changes to monk.

The lowest level to enter a PrC is 6.  This is to prevent qualifying for PrCs early due to gestalt. If a PrC is designed to be entered earlier I may allow it on a case by case basis. Cute tricks and charopping does not count as designed.

-Changes to existing classes-

Core: [spoiler]

Cleric: Turn Undead now works as the following:
You create a burst of positive energy centered on yourself with a thirty foot radius.  All undead creatures in the area take 1d6 points of damage per two cleric levels. A successful Will save (DC 10 + 1/2 cleric level + Cha mod) halves the damage.  All living creatures in the area are healed the same amount (Will save for half, harmless).  You are not affected by your own turn attempts. Uses of turn undead per day are not changed. Evil clerics channel negative energy to harm the living and heal undead.
Druids: The Shapeshift variant in the PBH2 is used instead of wild shape. You do not lose your animal companion from this variant, despite what the PHB2 says. This ACF is used to nerf Wild Shape shenanigans, it's not fair to also gank animal companion with it.
Dwarven Defender: The prerequisite of being a dwarf is dropped.
Dwarven Defender: The prerequisite of being lawful is dropped.
Fighter: Fighters get spot and listen as class skills.
Monk: Monks may be any non-chaotic alignment.
Monk: Monks get good BAB growth.
Monk: Monks may multiclass freely and return to monk any time after multiclassing.
Monk: Perfect Self grants damage reduction 15/epic and adamantine. Also to be clear, Perfect Self changes your type to Outsider with the native subtype.
Paladin: Paladins get knowledge: planes as a class skill.
Paladin: Smites of an alignment or ethics(good, chaos, law, evil) bypass the related damage reduction. This applies to other smites that qualify as well.
Paladin: Paladins use charisma for spellcasting instead of wisdom.
Paladin: Paladins may multiclass freely and return to paladin any time after multiclassing.
Ranger: Rangers get full animal companion progression instead of half.
Rogue: Rogues gain the penetrating strike ACF automatically(Dungeonscape) instead of trapsense. Trapsense is the ACF if you really want it. You probably don't.
Sorcerers: Sorcerers gain eschew materials as a bonus feat at 1st level. They gain a bonus metamagic feat at 5th level and every 5 levels thereafter.
Sorcerers&Wizards: When a familiar dies, it's owner must make a fortitude save (DC 10 + 1/2 hit dice + primary casting stat) or be nauseated for 1 round and sickened for 24 hours. A successful save negates the nausea and halves the duration of being sickened.


Complete Adventurer:
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Ninja: Replace sudden strike with sneak attack.
Scout: Fast Movement advances by 10ft at level 19. This progression continues into epic at a rate of +10 feet every eight levels.


Complete Divine:
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Favored Soul: Favored Souls gain knowledge: religion and knowledge: planes as a class skill.
Favored Soul: Favored Souls use charisma in all aspects of spellcasting, including calculating save DCs.
Favored Soul: Favored Souls gain turn undead at first level, as a normal cleric does. This advances as normal.


Complete Warrior:
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Swashbuckler: Dodge bonus is always active. You need not choose a target. You lose this bonus when you're flatfooted or otherwise denied dexterity to AC.


Dragon Magic:
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Dragonfire Adept: Scales stacks with pre-existing natural armor instead of overlapping.


Miniatures Handbook:

Player's Handbook 2:
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Knight: Knights gain a good fortitude save in addition to their good will save.
Knight: The bonuses from shield block is a flat bonus to your shield bonus to AC. It's always in effect.
Knight: In addition to the listed choices, a knight may select any fighter bonus feat for his bonus feats. You must still meet all the prerequisites of a feat to select it.


Races of the Wild:
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Champion of Corellon Larethian: Remove the prerequisite of mounted combat.
Champion of Corellon Larethian: The bonus feat selected may be any fighter bonus feat.
Champion of Corellon Larethian: The bonus damage from Elegant Strike applies to all targets, not just sneak attack/critical hit vulnerable ones.


-New classes-
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These classes are free to be taken unless said otherwise.

Placeholder for now. Any custom classes that are made will be placed here.

[/spoiler]

Skills:
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Reminder: All classes gain +4 skill points per level.

Pathfinder's skills are used. See here: http://paizo.com/pathfinderRPG/prd/skillDescriptions.html Note that Fly isn't used. Note that other things related to skills such as different max skill ranks are still as 3.5.

Diplomacy: All diplomacy checks are given a DC by the DM's discretion. The attitudes table in the SRD is generally not used.


Feats:
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All feats listed here are used in place of any relevant SRD feats or versions from other sources.

-General notes-

Exalted, Vile, Axiomatic and Anarchic feats require you to have the matching alignment to take. This is no practical change, anyone aligned enough to take an alignment feat should be that alignment anyway. Other feats tied to alignment do not require this. You don't need to be Axiomatic to take Law Devotion, for example.

Banned Feats: [spoiler]

I don't always ban feats, but when I do, I prefer to post them here.

Craft Contingent Spell (Just no.)
Faerie Mysteries Initiate (No you can't have your int mod to HP.)
Leadership (Hideously broken and abusable mess. You can't use feats to buy NPC helpers.)
Troll-Blooded (Cutting this one off at the pass, even though it can't be qualified for in this game anyway.)
Wild Cohort (One part class feature as a feat, one part leadership ban, one part FUCK YOU, season to taste.)


New Feats:
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Apt Learner [General]
Benefit: Choose two skills. These skills are always considered class skills for you.


Core:
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Acrobatic [General]
Benefit: You get a +2 bonus on all Jump checks and Tumble checks. Once per day you may choose to reroll any roll for these two skills, the second roll always taken.
Special: All other similar feats to Acrobatic are also altered. They are not all listed for the sake of brevity.

Augment Summoning [General]
Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

Dodge [General]
Prerequisite: Dex 13
Benefit: You gain a +1 dodge bonus to armor class. This is active at any time you are not flatfooted.
Special: A fighter may select dodge as a fighter bonus feat.

Improved Bull Rush [General]
Prerequisite: Str 13, Power Attack
Benefit: When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus your CMB check you make to push back the defender, as well as a +4 bonus to your CMB to resist one. In addition, moved foes trigger AoOs as they move.
Special: A fighter may select Improved Bull Rush as one of his fighter bonus feats.

Improved Disarm [General]
Prerequisite: Int 13, Combat Expertise
Benefit: You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You gain a +4 bonus on the CMB check you make to disarm your opponent, as well as a +4 bonus to CMD to resist being disarmed. Finally, when you disarm a few, you may choose to send whatever you disarmed flying 15 feet away in a random direction.
Special: A fighter may select Improved Disarm as one of his fighter bonus feats.

Improved Grapple [General]
Prerequisites: Dex 13, Improved Unarmed Strike.
Benefit: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +4 bonus on checks made to grapple a foe. You also receive a +4 bonus to your CMD whenever an opponent tries to grapple you.
Special: A fighter may select Improved Grapple as one of his fighter bonus feats.

Improved Overrun [General]
Prerequisites: Str 13, Power Attack
Benefit: You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +4 bonus on checks made to overrrun a foe. You also receive a +4 bonus to your CMD whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you. Whenever you overrun opponents, they provoke attacks of opportunity if they are knocked prone by your overrun.
Special: A fighter may select Improved Overrun as one of his fighter bonus feats. Still no one cares.

Improved Sunder [General]
Prerequisites: Str 13, Power Attack
Benefit: You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +4 bonus on checks made to sunder an item. You also receive a +4 bonus to your CMD whenever an opponent tries to sunder your gear. Whenever you sunder to destroy a weapon, shield, or suit of armor, any excess damage is applied to the item's wielder. No damage is transferred if you decide to leave the item with 1 hit point.
Special: A fighter may select Improved Sunder as one of his fighter bonus feats.

Improved Trip [General]
Prerequisites: Int 13, Combat Expertise
Benefit: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +4 bonus on checks made to trip a foe. You also receive a +4 bonus to your CMD whenever an opponent tries to trip you. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.
Special: A fighter may select Improved Trip as one of his fighter bonus feats.

Skill Focus [General]
Benefit: Choose a skill. You get a +3 bonus on all checks involving that skill. Once per day you may take 10 on any roll related to this skill, regardless of circumstances.
Special: You gain select this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new skill.

Toughness [General]
Benefit: Your constitution modifier is considered one point higher to determine your hit points. In essence, you gain 1 hit point per hit die.
Special: Unlike normal toughness, this feat may only be selected once.
Special: A fighter may select toughness as a fighter bonus feat.

Weapon Finesse [General]
Prerequisite: Dex 13
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. In addition, you may use dexterity in place of strength for combat maneuver checks that involve your weapon. (Usually disarm, sunder and trip.)
Special: A fighter may select weapon finesse as a fighter bonus feat.
Special: Natural weapons are always considered light weapons.

Whirlwind Attack [General]
Prerequisite: Dex 13, Int 13, Base Attack Bonus+6
Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.
Special: A fighter may select Whirlwind Attack as one of his fighter bonus feats.


Complete Warrior:
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Arcane Strike [General]
Prerequisite: Ability to cast 3rd-level arcane spells, base attack bonus +4
Benefit: When you activate this feat (a free action that does not provoke an attack of opportunity), you can channel arcane energy into a melee weapon, your unarmed strike, or natural weapons. You must sacrifice one of your spells for the day (of 1st level or higher) to do this, but you gain a bonus on all your attack rolls for 1 round equal to the level of the spell sacrificed, as well as extra damage equal to 1d4 points x the level of the spell sacrificed. You may only sacrifice one spell this way per round; if somehow you are able to sacrifice more than one spell per round the bonus to hit and damage does not stack. You use whichever is better.


Dragon Compendium:
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Deadeye [General]
Prerequisite: Dex 17, point blank shot, weapon focus(any ranged weapon), base attack bonus+1.
Benefit: You may add your Dexterity bonus on damage rolls made with ranged weapons for which you have the Weapon Focus feat, so long as the target is within 30 feet.
Special: Dead Eye does not increase the damage dealt to creatures immune to critical hits.
Special: A fighter may select Dead Eye as one of his fighter bonus feats.


Lords of Madness:
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Darkstalker [General]
Benefit: When you hide, creatures with blindsense, blindsight, scent, tremorsense or mindsight must make a Perception check (whichever DC is higher) to notice you, just as sighted creatures would make Perception checks to detect you. You cannot hide in plain sight unless you have that ability as a class feature. In addition, you can flank creatures that have the all-around vision special quality.


Online:
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Font of Inspiration [General]
Prerequisite: Int 15, must have inspiration as a class feature.
Benefit: Your maximum inspiration rises by two points.


[/spoiler]

Equipment and Materials:
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Equipment:

-Weapons-

Chakrams are exotic ranged weapons. They deal 1d8 damage, 18-20 crit range, 30ft range increment. 25 gp.
Greathammers are martial melee weapons. They deal 1d12 damage, x3 crit rate and grant a +2 bonus to sunder attempts. 50 gp.
Fullhammers are exotic melee weapons. They deal 2d10 damage, x4 crit rate and grant a +2 bonus to sunder attempts. A fullhammer must be wielded with two hands. 150 gp.

-Poisons-

Afflictions and ravages are poisons and treated as such. They can affect any type of creature, not only evil ones. Due to the purification and holy energies invested into these poisons, they ignore the poison immunity of evil outsiders. This supersedes the information in the BoED.


Magic:
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General magic notes: [spoiler]

Alignment spells:

Any spell that functions on an alignment also functions on it's more extreme version. Holy Word works on both evil and vile creatures in the exact same way, for example.


Banned spells:
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The following categories of magic are banned and may not be selected. The reason why is noted in parenthesis.

Instant death magic (In a campaign where resurrection is uncertain, instantly killing characters is not in anyone's best interests.)
Polymorph magic, barring the polymorph subschool spells with one fixed form (Polymorph is a clusterfuck in 3.5 and wholly open to abuse. The later spells are far better balanced.)
Resurrection magic (Barring the houseruled resurrection and normal reincarnation.)
Magic that provides rerolls (Soft ban, with the level of optimization in play, I'd rather leave some risk to things. No risk, no reward. There's always a chance you're going to blow a roll.)

The following spells are banned and may not be selected. This is addition to the above spell categories that are already banned. The reason why is noted in parenthesis.

Celerity (+Lesser/Greater variants) (It's broken and hugely abuse prone. No, casters don't get to take their turns whenever they want.)
Delay Death (I'd rather not have a spell able to make going to 0 or less hit points risk free or close to it. It ups the escalation stakes too far.)
Discern Location (Ruins too many premises. I'm fine with powerful magic but this one is just a bit too direct and potent. I'd rather ban it than design specific 'nuh uh this one beats the fact that this beats normal counter measures' shit.)
Energy Immunity (Is an epic spell. See 10th level epic magic; I feel energy immunity via magic should be placed back into epic.)
Find the Gap (See above. Mildly less abusive the way its set up, still nothing I want going around.)
Hunter's Mercy (Automatic critical hit with a 1st level spell isn't really the sort of balance I want.)
Make Manifest (+Mass) (Giant headache of a spell to deal with. Not worth it.)
Scintillating Scales (Fucks with touch AC balance and is abusive.)
Serene Visage (It's a little too good at what it does. A 2nd level version would be more acceptable.)
Thunderlance (Too good at what it does.)
Wings of Flurry (Way too good at what it does for a 2nd level spell.)
Wraithstrike (Hideously broken. If you don't know why, consider how much of mid/high level monster's AC is from natural armor.)


Changed spells:
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For changes to spells that don't warrant rewriting the entire spell, or affects multiple spells.

Consecrate (and its evil twin): Adds 1d6 to the turning damage dice.
Contingency: Any contingency must be expressed in one simple and clear sentence. No commas, no second sentences.
Deathwatch: No longer has the evil descriptor.
Freedom of Movement: Grants a +15 to CMD vs grapples instead of granting immunity to them.
Greater Mighty Wallop: This now gives a flat +2 size category bonus to the targeted bludgeoning weapon.
Holy Word (and its cousins): These spells all allow a saving throw with a -2 penalty. These spells are horribly powerful otherwise.
Lore of the Gods: Reroll aspect is removed. The rest of the spell works as written.
Mage's Disjunction: Is known as magic disjuction. Works as a targeted dispel on all magics and magical items within the radius. A magic disjunction does not permanently disjoin magical items and cannot destroy artifacts; artifacts and divinities are immune to mortal magic such as this.
Maw of Chaos: Change the school to evocation and retain the chaotic descriptor.
Owl's Insight: The insight bonus to wisdom is capped at +10 at CL 20.
Prismatic spells: Prismatic spells use two substitutions. Green inflicts 2d6 con damage and fortitude negates. Blue stuns for 1d6 rounds and fortitude negates.
Ray of Stupidity: This now inflicts a penalty to intelligence instead of damage, and thus cannot lower intelligence past 1. It's not an instant win vs animals or anything with a low int score.
Reciprocal Gyre: The Spell Compendium version is trumped by the Complete Arcane version, as the former was nerfed into being a bad joke.
Summon Spells (SM, SNA and others): Casting times are reduced from 1 round actions to 1 standard action.
Trap the Soul: Is now a necromancy spell.


Changed domains:
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Fey Domain: Substitute Tree Stride for Blinding Beauty at level 4 and Changestaff for Unearthly Beauty at level 8
Hope Domain: Replace the domain granted power with the following: Grants a +4 to any one attack roll, skill check or saving throw once per day as the domain power. This must be declared before you make the roll.
Lust Domain: Substitute Charm Monster for Lesser Planar Ally at level 4 and Mass Charm Monster for Trap The Soul at level 9.
Moon Domain: Replace the domain granted power with the following: You gain a +2 bonus to hit and damage versus lycanthropes. Substitute Maddening Whispers for Animal Shapes at level 8.
Oracle Domain: Substitute Greater Prying Eyes for Discern Location at level 8.
Renewal Domain: Substitute Clone for Polymorph Any Object at level 8.
Suffering Domain (SC version): Substitute Waves of Exhaustion for Eyebite at level 7, Horrid Wilting for Symbol of Pain at level 8 and Energy Drain for Horrid Wilting at 9.
Sun Domain: Replace the domain granted power with the following: You gain Empower Turning as a bonus feat.
Trickery Domain: Substitute Irresistible Dance for Polymorph Any Object at level 8.
War Domain: Substitute Foresight for Power Word Kill at level 9.
[/spoiler]

Combat:
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We use CMD and CMB from Pathfinder as well as the added modes of combat maneuvers, with the following exceptions:

- We use pathfinder's size modifiers for CMB and CMD.

- One grapple check per round, rather than lots of 'em on iteratives.

- We keep the 3.5 style of combat maneuver feats with a few tweaks, see up in feats for more information.

- Tumble is now an opposed check against the target's CMD.

- Provoking an AoO and taking damage from it does not disrupt a combat maneuver. This changes certain maneuvers, such as grapple. This does not apply if the effects of the AoO would render you unable to continue the combat maneuver, such as putting you at -1 or lower hit points or applying a status condition.

- You may lift an enemy with a CMB vs CMD check, this provokes an AoO from the target unless you are already grappling them. You may throw them 5ft per 5 points of strength you possess, assuming you have the requisite strength score to lift them. They take falling damage equal to the distance they were thrown.

CMB = Base attack bonus + Strength modifier + special size modifier + temporary attack bonuses (haste, charge, heroism, knowledge devotion, arcane strike, smite and any other bonuses to hit)
CMD = 10 + Base attack bonus + Strength modifier + special size modifier + Dexterity modifier + miscellaneous modifiers (circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC)


Psionics:
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Magic/Psionics transparency should be assumed to be in effect at all times, unless stated otherwise. See here for more information: http://www.d20srd.org/srd/psionic/psionicPowersOverview.htm#psionicsMagicTransparency


General rulings, clarifications and miscellanea: [spoiler]

This is for odds and ends, as well as changes that don't mandate an entry elsewhere. Rulings involving how multiple abilities, feats, skills or other things interact go here as well. It's a grab-bag of various rulings.

Rule of Maxing Super Large: Maximize and Empower Spell work together as follows:  The full results are maximized. A 10d6 empowered maximized fireball is 90 damage, not 60+5d6.
Rule of Magical Skirmishes: Skirmish is not triggered by teleportation, dimension door, abrupt jaunt or anything like that.
Rule of Lost Levels Suck: Energy Drain never results in lost levels. However, if the fort save made after 24 hours fails, the negative level condition becomes permanent until removed via a Restoration spell or similar.
Rule of Resisting Death: When reduced to below 0 hp, a percentile roll must be made each round to stabilize or lose further hp. The target of this roll is equal to the character's constitution score or lower.
Rule of Everyone Knows DMM is Nuts: Regarding Divine Metamagic. While it's not outright banned, it can be abused. If you take this expect a chat with me and a DM judgment call on if I'll allow it. DMM-Persist isn't happening.
Rule of Feedback: Complaints about a session are welcome after the session. I ask if you guys had fun after every session, this is a superb time to give me feedback. Bitching in the middle of the session wastes time and isn't going to make me change anything.  Focus on saving your bacon instead of running your mouth. The exception is if I'm screwing up a rule or something that has an immediate impact on your PCs status, in which case point it out.
Rule of Better Spell Resistance: Spell resistance functions only on hostile spells. It is a selective defense, allowing helpful spells through and possibly blocking hostile ones. This requires no action on the part of the creature with spell resistance, it is automatic.
Rule of excessive SADing: Stacking the same stat more than once to an attribute isn't allowed. No getting cha to AC or saves 2, 3 or 4 times. There are very rare exceptions to this, none of which are likely to come up for any of you. In a related ruling, anything that's similar but not flawlessly identical, such as a paladin of tyranny's divine grace and a blackguard's dark blessing, are ruled not to stack regardless of the previous ruling. This only applies to x stat to y value typed abilities.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

#1
Changelog for any changes.

3/24/13: House rules started.
3/24/13: Removed some half-elf paragon cruft that didn't matter with perception instead of spot/listen.
3/24/13: A few more skill update changes.
4/30/14: Fixed a mistake in CMB/CMD in combat.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?