House Rules: (spoiler warning, i borrowed a ton of Dune's house rules for this).
1) +2 skill points/level.
2) Level advancement is on a plot basis; it will correlate to whenever the Guild promotes you, so long as you stay with the Guild. Should you leave the Guild or get kicked out for some reason or another we'll figure out a different method for levels, but it will still be plot based.
3) All races are human in practice (bonus feat, no stat modifiers up/down); an (additional, as well as the normal Human one) bonus feat is given based on location. Autumn Crow's is defaulted to the Autumn Temple Weapon Focus. If someone wants a racial feat/skill/class we'll look at refluffing, but this isn't likely to be happening as Crow isn't going that route.
4) Undead creation and undead themselves are not inherently evil, and most churches use them. Control of the undead is difficult for most in the Mist, however, so necromancer adventurers are rare/will likely not show up much at all. People rampantly going around offing undead would be looked on as absurd at best and abhorrent at worst, unless they just offed Mist Undead, that'd be okay I guess.
5) There's a lot of custom classwork, 90% Gate's, 10% my own. If you're reading this from the outside and are curious toss me a PM and I can provide info on some of it.
6) Psion/magic transparency is in effect unless stated otherwise.
7) From Dune: 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.
also,
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.
8) Stealth/Perception merger, and Ride/Speak Language is axed. Accents may be thick as hell but it's more a USA to extremes than it is Chinese dialects, and if foreign languages do pop up it's not going to be this easy to gain fluency. Ride... well. In general there's no mounted military units and horses are rare/limited to beasts of burden alongside oxen. Riding them isn't commonly done.
9) Only elementals, oozes, and incorporeal creatures immune crits. Undead and constructs and such do not.
Class/Feat rules:
Barbarian: Gains Humanity (as per Templar) at L3 instead of Trap Sense (now an ACF if wanted). Yes, Barbarians are officially pissed off enough that they shrug off the Mist for longer. Deal with it.
Cleric: Cannot spontaneously convert to healing, but can convert to a domain (chosen at L1). Will be revoked if it winds up too powerful. Cannot be changed at later levels.
Druid: Cannot spontaneously convert to summoning, does not have wild shape. A custom class exists for wild shape users (Soulshifter). Will possibly get some extra spellcasting feats to compensate for two dropped class features.
Favored Souls: Don't exist. There's a few divine spontaneous replacements but these guys aren't in the setting.
Mystic Theurge: Custom variant that takes both sides of a gestalt. Because as it stands, it's just too goddamn brutal normally.
PF Oracle: Renamed to Vessel. There is another Oracle (homebrew) class that may see use, and Vessel fits the flavor of both this class and this world better.
Paladins: are not in this setting; Paladins instead use the Templar custom class. The Paladin class is not really a good stylistic or purposeful fit in this setting at all.
Ranger: Instead of animal companion, gets +10ft move speed at L4. Spell progression is axed.
Samurai: Using Gate's homebrew/rewrite.
Scout: Fast Movement advances by 10ft at level 19. This progression continues into epic at a rate of +10 feet every eight levels.
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. This also applies to the Dodge feat.
In general classes that don't fit the setting won't be used (Anything reliant on planar shenanigans, as those are locked out due to the Mist, e.g.)
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.
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. You may still designate an opponent for Dodge to "apply" to for the purposes of other skills and feats.
Special: A fighter may select dodge as a fighter bonus feat.
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.
Special: This cannot be taken if you take the Frail flaw.
Spell Rules:
1) Gate, Miracle, Wish, and Limited Wish are axed. Effects that require these to be removed will be reviewed on a case-by-case basis when/if we get that far. Magic reliant entirely on planar effects (Gate, Ethereal Jaunt, etc) are removed; Summon Monster spells summon Outsider (Native) creatures with the same stat sets (so Celestial Eagles/Bralani/Chain Devils are instead Outsider (Native), with the same stats/alignments otherwise) and Dismissal is considered to be able to dismiss these summons as if they were extraplanar. Basically there's no concept of the outer planes, or of travel to them, while the Mist still exists.
2) Many spells have added material costs.
Examples:
Sending requires special herbs to be chewed just beforehand as part of the casting. These herbs cost 25g per use.
(More to come as they're found.)