The Lost Art
- Death is at 0 – Con Score.
- Massive Damage – If you take damage >50% of your total hp in one attack/spell/ etc, Fortitude Save, DC 15+1 per 10 damage taken or drop to -1 and bleeding, unless your HP total would be below this form the damage alone. This rule begins applying at ECL 5.
- Wizards and other such classes that utilize Spell Component Pouches now require a “Focus Item.” This item is typically a wand, staff, gemstone, skull, or other such nonmagical item that fits the character. It is acquired for free when the first level of a component-requiring class is taken. In order to cast any spells that would normally have required a Component, this focus is required to be on hand. If the item is lost or damaged, a new one can be claimed, requiring only eight hours of rest and one of meditation with the item. Spells requiring expensive components are unaffected by this.
- Speak Authoritatively, the six items listed here, and these feats are available.
- If you utilize Speak Authoritatively in a given session, it is YOUR responsibility to make note of the use as well as the result rolled, the fact decided upon, any resulting information gained, etc. Essentially, I want the player using SA to keep track of it in such a way that I, afterward, will be able to add detailed notes to my records.
- “Epic Magic” in the form of Incantations will be used. See the “Low Magic” page for more information.
- The Variant “Contacts” will be used.
- There is a quality available for mundane items that is a step above Masterwork: Legendary. Legendary Weapons provide a +2 to attack rolls and a +1 to damage rolls. Legendary Armor provides a +2 to AC and DR 1/-, and -1 ACP. Legendary items that are not weapons or armor typically have their effectiveness doubled, though it will typically vary from item to item. Crafting a Legendary item is exactly like crafting a Masterwork item, but with one additional step. First, craft the “normal” component, then the Masterwork component, then the Legendary component, paying and rolling for each individually. The special DC for making a Legendary item is 40. Characters cannot take 10 when crafting Legendary items.
- A Legendary weapon adds +3,000gp to its base cost.
- A Legendary piece of armor adds +2,500gp to its base cost.
- Typically, other legendary items cost 2,000gp more than their original price, but this varies based on the item.
- Warblades have a d10 hitdie, Crusaders have a d12. The Swordsage’s skill points are a misprint.
- Iron Heart Surge. It works exactly as written (except for two minor interpretations and one change). It is now a (Su) ability. This means that, in order to utilize the ability, the character must:
- Be able to move. This precludes the use of IHS to remove things like Hold Person. It also technically means that Dominate and the like would prevent it, since the character can take no actions but those ordered. However, I’m ruling that one can make a Will Save (with the normal +2) to use IHS, since not using it would be against most creatures’ natures.
- Be under the influence of an effect with a duration of “one or more rounds.” Thus, IHS will not “end the sun” or anything ridiculous like that. The sun does not have a duration (and if you get pedantic about this point I will drop so many rocks on your head). This also means that one cannot IHS away exhaustion or fatigue. It can remove Negative Levels bestowed by, say Enervation, since there is a listed duration, but not those bestowed by many other effects. Ask if you’re unsure on the specifics.
- Understand that the RAW for the third sentence is flawed. The effect is not “ended,” but rather is ended in relation to you. A Slow, for example, would continue affecting other targets, but, after IHSing, you would be free form its effects.
- The feat “Keen Intellect” now has a prerequisite of Int 17 or higher.
- The Summon Monster spells and similar sometimes grant Int-boosting templates to Vermin and other such creatures, thus allowing them to have feats. If a creature like this is summoned, it gains feats according to the following. If the rules do not cover a situation (A creature from SMII gaining three feats and already possessing Alertness and Weapon Finesse, for example), talk to your DM.
- SMI: Monsters with a Dex modifier higher than their Str modifier gain Weapon Finesse. If it has Weapon Finesse already or does not meet the above criterion, it instead gains Alertness.
- SMII: Monsters with a single natural attack gain Weapon Focus for that attack. If they have multiple attacks, they instead gain Multiattack, ignoring the prerequisites for the feat. A Monster that qualifies for a second feat due to having three or more Hit Dice follows the instructions for SMI (gaining either Alertness or Weapon Finesse).
- SMIII and beyond: Will be updated as needed.
- Alchemy does not require spellcasting to utilize.
- Custom Alchemical items can be researched by anyone with ranks in Craft (alchemy). This process takes 1 hour for every 10 gp in the proposed item’s base cost. Research materials costing 10% of the item’s base cost are also required. All items are subject to DM approval. During the research process, a Craft (Alchemy) check must be made every hour, with the DC equal to the proposed item’s craft DC. Failure indicates no progress was made during that hour. Failure by 5 or more indicates a major setback. The alchemist must begin the process again. All materials used (the full 10%) are wasted.
This process requires access to an Alchemist’s lab. Some part of the research materials includes material that would be used in the proposed item’s creation. Thus, access to certain exotic regents may be required for some proposals.
- Because PF’s skill system is slightly different than 3.5’s, anything taken from PF that has a prerequisite based on skill points has all such prereqs increased by 3, unless the initial PF prereq is 1 skill point. If there is a specific feat/ability/class that has a skill Prereq that you feel should not be adjusted, talk to me and we’ll figure it out.
- Retraining is definitely possible. It will function similarly to PF’s system. Use that to judge if the amount of time/money you need to spend will be roughly worth it, then ask your DM about specifics.
- Poisons – Each subsequent dose of the same poison applied (that takes effect because of a failed initial save) to a target during the minute duration between first exposure and the secondary save adds a +2 to the DC for the secondary save. Each subsequent dose also adds 25% of the secondary damage total for damage-dealing poisons. If the poison deals no numerical damage, add 50% to the duration of the secondary effect. Thus, if a poison deals 1d4 points of dexterity damage, and a 4 is rolled on the damage die after four additional doses are applied, the DC increases by 8 and the damage is 8 points of Dexterity damage.