New House Rules<br/><br/>Feats - Feat progression has changed just a little bit, in favor of the party!<br/><br/>Feats are now gained at, for all classes....<br/><br/>1st<br/>2nd<br/>3rd<br/>6th<br/>9th<br/>12th<br/>15th<br/>18th<br/><br/>In essence, this gives everyone one extra feat to further customize your character at 2nd level.<br/><br/>This is not including bonus feats. (Such as, the bonus feats given to a fighter. They'll still get those, plus these 'free' feats).<br/><br/>Skill groups can be traded on a 2 for 1 basis (For example, if you are a fighter without access to escape artist, but want it...you can trade 'intimidate' and 'jump' for Escape artist. Intimidate and jump become cross-class, but Escape Artist is no longer cross-class. No knowledge skills are allowed to be traded, since...well...everyone can get them.)<br/><br/>Heal Skill : Overnight Treatment - DC 15, heals 4 HP per level of the subject.<br/>After Encounter - Takes 10 minutes, DC 10 heals 1 per level of subject<br/>DC 15 heals 2 per level of subject<br/>DC 20 heals 3 per level of subject<br/><br/><br/>Tumble : Move past enemy's threatened area : DC 20<br/>Move through Enemy: DC 30 (Or, let them eat you. XD Hah!)<br/><br/>Spell Durations : 1 round per level and similar becomes 'encounter' (Only affects beneficial spells)<br/>10 minutes per level becomes 'adventure' (For example, cast it before you go into a crypt...it lasts until you get out, or similar)<br/>1 hour per level level and similar becomes 'all day'.<br/>Any spell can be dismissed by the caster with a move action<br/><br/>Paladin : Auras as Marshall or Dragon Shaman: 1st at 6th level, 2nd at 12th, 3rd at 18th (Bonus remains at +1)<br/><br/>Skill groups - i've divided skills up into groups. You put a skill point into one group, and you get a point in everything beneath it. For example, you put a point into 'Stealth'...you get both Hide and Move Silently, evenly. This has one of two effects...it allows broader specialization (Though some might argue it gives rogues even MORE access to skills...however, during IRL table sessions, this has not made much difference at all)<br/><br/>Cross-class and skill groups : If you ever are able to learn a skill from one class, and cross-class, making you unable to...you may continue to advance as if that skill was not CC for the new class. You know a skill once, you can always advance in it.<br/><br/>If the skill is normally crossclass for you (For example, Diplomacy is a class skill, but gather information is not), it is still 1 skill point for a point in both...but, when you roll, you will only get half of your bonus to gather information. You will still be able to do it, just not as well.<img alt=";)" src="./images/smilies/wink.gif" title="Wink"/><br/><br/>Ability modifiers for skills are still as normal. For example, if you buy 2 points in perception, have an int of 12, and wisdom of 10...your listen and spot will be +2, and your search will be +3.<br/><br/><br/><br/>Social<br/>Diplomacy<br/>Gather Information<br/>Intimidate<br/><br/>Acrobatics<br/>Tumble<br/>Jump<br/>Balance<br/><br/>Magic<br/>Concentration<br/>Spellcraft<br/><br/>Disable Device<br/>Pick Lock<br/>Disable Device<br/><br/>Stealth<br/>Hide<br/>Move Silently<br/>Sleight of Hand<br/><br/>Animal Handling<br/>Handle Animal<br/>Ride<br/><br/>Writing<br/>Decipher Script<br/>Forgery<br/><br/>Perception<br/>Listen<br/>Spot<br/>Search<br/><br/>Lies<br/>Bluff<br/>Sense Motive<br/><br/>Use Rope<br/>Use Rope<br/>Climb<br/><br/>Survival<br/>Survival<br/>Swim<br/><br/>-----------------------------------------------------------------------------<br/><br/>Those that are not placed into a group are still avalible to put your skill points into - they will simply be bought separate from the others. ^_^<br/>Knowledges are NEVER Cross-class. Anyone can learn anything, if they put their mind to it.<br/><br/><br/>Knowledge points - These are points that characters can put *ONLY* into knowledges and Languages. At first level, you get 4x your INT modifier in knowledge points. For every level thereafter, you get your Int mod in knowledge points (Minimum of 1).<br/><br/><br/>Knowledge groups<br/><br/><br/>Knowledge Esoteric<br/>Arcana<br/>The Planes<br/><br/>Knowledge Education<br/>History<br/>Religion<br/><br/>Knowledge Engineering<br/>Engineering<br/>Architecture<br/>Dungeoneering<br/><br/>Knowledge Nature<br/>Geography<br/>Nature<br/><br/>Knowledge Nobility<br/>Local<br/>Nobility<br/><br/><br/>--------------------------------------------------------------------------------<br/><br/>Action points<br/><br/>Action points are points a character can use when they want a greater chance of success.<br/><br/>At first level, you start off with 4, then get 3 every level thereafter.<br/><br/>Action points can do many things -<br/><br/>Give you access to a feat you meet the prerequisites for, for one round.<br/>Give you a +5 to any damage roll, or to-hit roll.<br/>Give you a +5 to any save.<br/>Give you an extra attack at your highest base attack bonus, when part of a full-attack action.<br/>Give you a +4 on your AC for one round.<br/>Give you a +5 on any skill check.<br/>Give you access to a single skill trick for one round.<br/>Give you +5 to any grapple check or vore check.<br/>Automatically stabilize you if you fall below 0 HP (Of course, this still might not prevent you from dieing)<br/>Add +2 to the DC of a spell you cast.<br/>Allow you to roll a 1d20 twice, taking the better result.<br/><br/>Action points are there as an 'oh crap!' button for characters. A surge of heroism or adrenaline, when things really matter. You can save your Action points, or use them all up in one encounter. They do not 'regenerate', so when you are out...you are out permanently, until you level again. However, i will award action points for incredibly good Roleplaying, good ideas, and heroics beyond the normal call of duty.<img alt=";)" src="./images/smilies/wink.gif" title="Wink"/><br/><br/>Use of an action point *MUST BE* called before the roll, or you will not be allowed to use it. You might use an action point and roll a 1 - still a failure. Or, you might use an action point and roll a 20 - normally, an automatic success. Just remember to use them - they will be of no use to a dead character.<img alt=";)" src="./images/smilies/wink.gif" title="Wink"/><br/><br/>One one action point/round may be used.<br/><br/>----------------------------------------------------------------------------------------------------<br/><br/>Flaws!<br/><br/>Characters can have up to 2 flaws (Unearthed Arcana), and 2 traits (Unearthed Arcana). I also allow Roleplaying flaws - flaws that affect how your character acts and thinks. For taking a flaw, you gain a feat - an even enough trade! Just remember - roleplaying flaws *MUST BE ROLEPLAYED*. Otherwise, there is no point in getting a free feat for them, is there?<img alt=";)" src="./images/smilies/wink.gif" title="Wink"/><br/><br/>------------------------------------------------------------------------------------------------------------<br/><br/>HP rolls<br/><br/>HP will not be rolled - you have maximum HP!<br/>--------------------------------------------------------------------------------------------------------------<br/><br/>Books allowed<br/><br/>Every D&D 3.0/3.5 book is allowed - i have access to just about every one of them. For the more crazy D&D books, things will be on a case-by-case basis (Book of Nymphology? No. XD ). If you can find it in a book, and cite me the page number...i'll likely allow it!!<br/><br/>--------------------------------------------------------------------------------------------------------------<br/><br/>Spells<br/><br/>Spells that last 1 round/level have normal effect.<br/>Spells that last 1 minute/level now last until the remainder of the encounter<br/>Spells that last 1 hour/level now last 24hours<br/>Summons last the encounter.<br/><br/>These rules are on a case-by-case basis. Mage armor is a 24hour. Some divination spells are not.<br/><br/><br/><br/><br/>---------------------------------------------------------------------------------------------------------------<br/><br/>Animal companion/Familiars<br/><br/>Upon request, i am more than willing to play any semi-intelligent animal companion or familiar (Int 6 or higher). I'll give them their own personality, likely boost their abilities a slight amount, and give them their own goals and desires. However, you will lose DIRECT control of the familiar/companion. They will still follow your commands to the best of their abilities if you treat them well, and will still follow you to the ends of the earth, if you allow them. This is simply an option for those who want a more 'realistic' animal companion or familiar, and for those who simply want to leave what their friend will do hanging up in the air.<br/><br/>The result of my control, as i said, will be a small to significant boost in it's abilities, at the loss of direct control.<br/>---------------------------------------------------------------------------------------------------------------<br/><br/>Prestige classes!<br/><br/>Requirements to qualify for a Prestige class are -2. This will allow you to qualify for a prestige class earlier (Likely level 4), rather than later.<br/><br/>-------------------------------------------------------------------------------------------------------------------<br/><br/><br/>Nutrions<br/>Nutrions are a new type of magic item that is carried inside of the user's body. When a creature is digested, the predator gains nutrion points relative to the nutrions the prey had.<br/><br/><br/>There are three types of Nutrions, bonus, feat, and spell-like. Bonus nutrions are used automatically and provide a bonus to a single roll. Spell-like nutrions require a standard action to activate. Tapping a spell-like nutrion does not provoke an AoO. Feat nutrions permanently add another feat to the character.<br/><br/>All creatures have some form of nutrion, though creatures with more nutrions, or more potent ones, tend to exude a rather tantalizing scent. In short - the more nutrions you have, the more delicious you are going to smell ,and the more appetizing you are going to seem. This is especially dangerous around those with the 'Predatory Instinct' feat...whom might decide your nutrions should belong to them.<br/><br/>Nutrions can provide bonuses to rolls (Such as turning natural attacks into magical attacks), bonuses to skill checks, and any other number of abilities.<br/><br/>A character must be ALIVE when they are digested to get any benefit from Nutrions. Digesting a dead character that has Nutrions will not allow them to be transferred. The death of someone nullifies their Nutrions - unless those Nutrions are absorbed into a predator's stomach.<br/><br/><br/>------------------------------------------------------------------------------------------------------------------------------<br/><br/>Helpless defenders<br/><br/>When a defender is considered helpless, one can 'Vore-de-grace' them. This is much like a 'Coup-de-grace', except the target is not considered to be automatically dead. With a coup-de-grace, defenders must make an save vs a DC set by damage, or be killed instantly. With a vore-de-grace (Just to promote nomming on those helpless folks, rather than killing them outright..which, right now, seems better)...it takes 1 full-round action to perform. The defender is swallowed. Should the defender once more be able to defend themselves normally while inside their predator's stomach, checks to deal damage are made at a -2, and the DC to get out of the predator's stomach is +2.<br/><br/>The reasoning behind this - normally, if you are being swallowed, you will be fighting against the muscular contraction, putting yourself in the very best position you could. When you are unable to fight ,the stomach is going to do what it wants with you - you won't be able to position yourself quite as good on the way down, and it is going to make getting out all the more difficult. More difficult to attack, more difficult to effectively deal damage, more difficult to escape.<br/><br/>Active digestion attack still must be rolled, damage-wise.<br/><br/>One is considered helpless when...<br/><br/>They are paralyzed<br/>They are asleep<br/>They are unconcious<br/><br/>Additionally, i will consider someone helpless if...<br/><br/>Their dex drops to 1, either through poison use or spells.<br/>Their strength drops to 1, either through poison use or spells.<br/><br/>Helpless defenders will be unable to fight as well against a stomach, and as such take increased damage, until they are no longer helpless. (This does not apply to active-digest damage), your stomach automatically inflicts maximum damage, for both acid and strength.<br/><br/><br/><br/>----------------------------------------------------------------------------------------------------------------------<br/><br/><br/><br/>EXP Awarding<br/><br/>EXP will be rewarded for a number of things.<br/><br/>Good background story/Character image<br/>Good Roleplaying<br/>Accomplishing a goal<br/>Coming out the victor in a fight<br/>Truely heroic moments<br/>Good ideas/execution thereof<br/><br/><br/><br/><br/>New spells!<br/><br/>Wizard/Sorc spells<br/><br/>'Intense hunger'<br/>Enchantment<br/>Level: Sorc/Wis 2<br/>Casting time: 1 standard action<br/>Components: V,S<br/>Range: Short (10 foot, +5 foot per 2 levels)<br/>Targets: One living creature<br/>Duration: 1 round/level<br/>Saving Throw: Will negates (Harmless)<br/>Spell Resistance: Yes<br/><br/>This spell instills a powerful hunger in the subject, making them desperate for a living, squirming meal. This hunger only seems to be sated by devouring a living meal, and the subject of this spell is more than happy to ensure that hunger is sated as quickly as possible.<br/><br/>Effect : Creatures affected by this spell get a +1 bonus to vore and grapple per 2 caster levels(Max, +5), ONLY for the purposes of devouring another creature. The bonus lasts until the first creature is devoured, and then the spell is expended - imposing a -5 penalty to escape checks on the first creature devoured. This spell does not affect the interior AC of a target - creatures can still cut their way out.<br/><br/><br/><br/>'Voraportation'<br/>Conjuration<br/>Level: Sorc/Wiz 3<br/>Casting Time: 1 standard action<br/>Component: V,S<br/>Range: Short (10ft, +5 ft/level)<br/>Targets: One creature, Ranged Touch Attack<br/>Duration: Instant<br/>Saving Throw: Will save<br/>Spell Resistance: Yes<br/><br/>By focusing your energies for a brief moment, you create a shimmering, glowing portal around the subject's entire body, temporarily encasing them in an extradimensional field. However, that portal does not lead to another realm - it leads directly into your stomach. The target dissappears almost instantly, teleported effortlessly into your stomach (Bypassing the 'grapple' and 'ingest' stages). Subjects teleported into your stomach enter as if helpless, imposing a -2 penalty on all checks once inside.<br/><br/>Note : Normal vore rules apply once the target is inside your belly.<br/><br/><br/>'Iron Belly'<br/>Transmutation<br/>Level: Sorc/Wiz 3<br/>Casting Time: 1 Standard action<br/>Components: V,S<br/>Range: N/A<br/>Target: Self<br/>Duration: 1 hour/level<br/>Saving Throw: None<br/><br/>By focusing your mystical energies, you greatly strengthen your stomach walls, making normal blades and claws slide off of your tough interior like paper against steel. Your belly AC increases by +1 for every 2 caster levels, and you gain DR 1/Magic (+1 DR for every 3 caster levels).<br/><br/>Note : This spell does not affect your vore checks.<br/><br/><br/>Psychic Warrior Spells<br/><br/>Soul Grasp (Thanks to Sillyness for this one! <3)<br/>Transmutation<br/>Level: Psi-war 3<br/>Casting Time: Swift<br/>Components: O<br/>Range: Touch<br/>Target: One creature<br/>Duration: Instant<br/>Saving Throw: Will<br/>Spell Resistance: Yes<br/><br/>With energies tinting your hands you reach and grasp a foe. Instead of grappling their flesh you are grappling their very soul and attempting to pull it from their body. When the spell first takes effect you and your foe make opposing grapple checks. If the foe fails you pull his soul half way from his body. The following round you make another opposed grapple check. Should the second check succeed you rip their soul from their body and are free to devour it in the same round or simply let it go. A soul let go will return to its body the following round and is stunned for a number of rounds equal to 1d4+ spell caster level.<br/><br/>Note : Instead of normal grappling rules a person effected by this spell uses his BAB + will save for his grapple checks. Devouring a persons soul will gain any nutrions the body carried.<br/><br/><br/><br/>Cleric Spells<br/><br/>Soul extraction<br/>Necromancy (Unaligned)<br/>Level: Cleric/Favored Soul 4<br/>Casting Time: 1 standard action<br/>Components: V,S<br/>Range: Short (10ft, +5 ft per level)<br/>Target: One creature<br/>Duration: 3 rounds<br/>Saving Throw: Opposed<br/>Spell Resistance: Yes<br/><br/>By calling the favor of your diety into your very being, you are able to focus on a single creature. Reaching out towards them, you focus your very will into not grabbing their body with your diety-enhanced power - but their very soul.<br/>You and your target make opposed will checks. If your will check is higher, you instantly grasp ahold of the creature's soul, and can feel it starting to funnel down your throat and into your belly. You are unhinderd as the spell continues to work. On the second round, the target makes a single will save. If the save is successful, they are stunned for 1 round per 3 caster levels. If the save fails, their soul is partially ripped from their body. On the third round, if the save is successful, the creature is nauseated for 1d4+1 round/2 caster levels, and stunned for 1 round per 3 caster levels. If the save is failed, the creature's soul is instantly ripped from it's body, and courses down your throat into your belly.<br/><br/>Note : A soul cannot escape your stomach. Digesting a soul gains whatever nutrions the creature's body carries. A soul is only half as large as the creature it came from for purposes of fullness.<br/><br/><br/>Druid spells<br/><br/>'Food Chain'<br/>Enchantment<br/>Level: Druid 1<br/>Casting Time: 1 standard action<br/>Components: V,S<br/>Range: Medium(30ft, +5ft per level)<br/>Target: Two creatures<br/>Duration: 1 round/level<br/>Saving Throw: Will and Will(Harmless)<br/>Spell Resistance: Yes<br/><br/>You instill the fear of the natural world in the target, ensuring that they know they are not as high on the food chain as they'd first thought. Another creature is temporarily bolstered, knowing just where on the food chain that suddenly-delicious looking prey item is - right below them. The target is given a -1 to vore and grapple checks(-1 per 2 levels, Max +5) to devour or resist being devoured by a single ally, chosen when the spell is cast. The ally gains the penalty as a bonus vs. that single creature, getting a +1 to vore/grapple checks to ingest or resist ingestion(+1 per 2 levels, max +5).<br/><br/>'Nature's Hold'<br/>Transmutation<br/>Level: Druid 3<br/>Casting Time: 1 standard action<br/>Components: V,S<br/>Range: Medium(30ft, +5 ft/level)<br/>Target: One creature<br/>Duration: 1 round/level<br/>Saving Throw: Reflex<br/>Spell Resistance: No<br/><br/>The target is encased in a clear sheet of honey-flavored cocoon, just permeable enough to allow the creature's full flavor to show through. The cocoon itself is very malleable and allows some minor amount of movement, but escape is very difficult, requiring 20(+5 for every 4 levels) points to be dealt with a light or natural slashing or peircing weapon (AC 16, +2 per 4 levels), before the entrapped creature may escape. Spellcasting is all but impossible within, and any spells that require complicated hand movements automatically fail. However, the creature inside is protected from all outside damage, unless 20 points(+5 for every 4 levels) is dealt (Destroying the cocoon). Overflow damage affects the target. Contact with stomach acid instantly dissolves the cocoon, allowing the entraped creature to struggle free.<br/><br/>Note: Creatures swallowed while in the cocoon are considered 'Helpless', and incur the penalties associated.<br/><br/><br/>'Spiritual Predation'<br/>Necromancy<br/>Level: Druid 4<br/>Casting time: 1 standard action<br/>Components: V,S<br/>Range: Short(10ft, +5ft/level)<br/>Target: One creature<br/>Duration: 3 rounds<br/>Saving Throw: Will<br/>Spell Resistance: Yes<br/><br/>Calling upon the powers of nature, you show your target that not all predators prey only on the flesh. The target must make a will save, or have his/her soul become disjoined from their body. They instantly become helpless, as they fight to keep their soul inside. 2nd round - another will save. If successful, the soul rejoins, and they are stunned for 1 round for every three levels 3.. If unsuccessful, their soul is partially drawn from their body. 3rd round - Will save. If successful, they are Nauseated and 1d4+1/3 levels, and stunned for 1 round for every 3 levels. If unsuccessful, their soul is instantly pulled into the caster's stomach, with no chance of escape.<br/><br/><br/>Note : A soul cannot escape your stomach. Digesting a soul gains whatever nutrions the creature's body carries. A soul is only half as large as the creature it came from for purposes of fullness.