<span class="bbc_size" style="font-size: 14pt;"><strong>Houserules</strong></span><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">'Vanilla' house rules</div><div class="spoiler_body">Characters do not die at -10HP, but at -Con HP<br/><span class="bbc_size" style="font-size: 6pt;">(Why: Tends to make PC death less likely and does away with the unrealistic ‘flat’ value.)</span><br/><br/>Charge is a standard action and gives you 1x your basic move in speed.<br/><span class="bbc_size" style="font-size: 6pt;">(Why: It allows faster creatures to catch slower creatures more easily and as an aggressive action. Otherwise, you would have to move next to them with a regular move and wait for them to run again, thus provoking an attack of opportunity, which seems ‘gamey’. Also, you can now ready a charge.)</span><br/><br/>Critical miss chance on a roll of 1, roll again to ‘confirm’ as per critical hit, only you need to miss again. If confirmed, something bad happens to the character, as determined by the GM. Also applies to skill rolls.<br/><span class="bbc_size" style="font-size: 6pt;">(Why: For funny and embarrassing outcomes.)</span><br/><br/>Skirmish (Ex): A scout relies on mobility to deal extra damage and improve her defense. She deals an extra 1d6 points of damage on the first attack she makes during any round in which she moved at least 20 feet away from where she was at the start of her previous turn. The minimum distance is in a straight line, if the terrain permits, or in the shortest route possible if not. Running in circles does not help. The skirmish ability cannot be used while mounted. This extra damage increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level).<br/><span class="bbc_size" style="font-size: 6pt;">(Why: It was too hard to use before and kept the scout too close to the enemy.)</span><br/><br/>The Mojo bag<br/>The 'Mojo bag' represents an assortment of minor magical materials and rare items like mandrake root, semi-precious stones, rare earth or dragon scales. The size of your mojo bag is measured in GP (although it is rather hard to cash in on it) and you can use it to 'pay' for enchantments. When crafting an item or if you need unspecified or diverse materials for a magical spell, you can use some of the stuff you have collected to substitute for gold you would usually have to spend at a magic shop. <br/><br/>On any item you want to craft, you can cover up to ((mojo bag size in GP / 1000) rounded up)x10% of the cost, to a maximum of 50%.<br/><br/>For example, if you have 1100GP worth of Mojo and you want to craft an item with a crafting cost of 1000GP, then the Mojo bag can cover up to 20% of the price. You would have to pay 800GP in coins and take the remaining 200GP out of your mojo bag.<br/><br/>'Mojo' is heavy: 20GP worth of magical materials weight one pound.  <br/><span class="bbc_size" style="font-size: 6pt;">(Why: For easier book-keeping. Also, to give the party or a 'primitive' spellcaster a way to craft magical items without being rich in terms of gold coins.)</span><br/></div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Advancements</div><div class="spoiler_body">‘Levels‘ represent taking on a new role in life and new responsibilities. A new position in your order, a new circle in your temple a new title, a new level of mastery, whatever your class likes to call it.<br/><br/>As such, levels represent accepting new teachings and access to previously locked mysteries. <br/>But between levels, there are ‘advancements’, small, gradual improvements that a character can optionally obtain. This is a detour from the straight and narrow, the ‘scenic route’, and people from royalty and others brought up in strict hierarchies might scoff at it. At the same total XP, a grizzled adventurer might have a broad set of skills, feats and experiences but a lower level than the haughty, noble’s son who feels entitled due to his standing in society and access to higher mysteries. <br/> <br/>And although most great leaders adventured for a while when they were young, but as they age and XP become harder to come by, the temptation to take the first opportunity to learn higher mysteries and greater power usually asserts itself.<br/><br/>An advancements may be gained by ‘setting aside’ half the XP a character would normally need to achieve the next level, representing his varied studies and experiences that don’t lead him along the direct path to the level in his class. The XP is effectively ‘spent’ and lost for regular advancement. <br/><br/>For each advancement earned, the character may learn one thing from this list:<br/><br/>-Experience of the road<br/>Life’s lessons teach you the essential adventuring skills.<br/>Prerequisite: None<br/>Grants two skill points, to be spent on any of (Appraise, Balance, Bluff, Climb, Any Craft, Diplomacy, Disguise, Escape Artist, Handle Animal, Heal, Hide, Jump, Any Knowledge, Listen, Move Silently, Perform, Any Profession, Ride, Search, Sense Motive, Survival, Any Language, Spot, Swim, Use Rope)  <em>ignoring class/cross class limitations</em>. Skills cannot be raised to have more ranks than the character has levels, though. <br/><br/>-Skilled<br/>You have perfected your trade craft on your travels. <br/>Prerequisite: None<br/>Effect: Gain 2 skill points to spend in any way you usually could. <br/><br/>-Tough<br/>You are hardened by your adventures. <br/>Prerequisite: None<br/>Effect: Gain 1 hit point.  <br/><br/>-Retraining<br/>Nothing is written in stone. And as you learn more about the world on your travels, maybe it’s time to <em>unlearn</em> something you once thought useful.<br/>Prerequisite: None<br/>Effect: Change one choice you made during character development to a similar one. For example, you may remove a feat and learn a new one or redistribute a number of skill points equal to twice the number of skill points you earned when reaching your current level. Other changes are possible with the GM’s approval.<br/>Feats or other traits may not be left ‘orphaned’ by the change. Your character needs to fulfil all prerequisites after the switch.<br/><br/>-Fool me twice<br/>You won’t fall for this trick twice, or your body adapts to whatever danger threatens you.<br/>Prerequisite: Fail a saving throw this level against this source<br/>Effect: Gain a +4 insight bonus on saving throws against a <em>specific</em> spell, poison, make of trap or other peril. May not be taken twice against the same source.<br/><br/>-I know your moves<br/>You have studied one enemy, and learned all her tricks. <br/>Prerequisite: Encounter an enemy in combat<br/>Effect: Against this <em>specific</em> individual, you gain a +4 Dodge Bonus to AC, a +4 Insight bonus to your attacks and skill rolls against him,  a +4 insight bonus to saves against his spells and abilities and the DC of your own spells and abilities is raised by 4 when targeting him.<br/><br/>-Mysical power<br/>You gain additional ‘staying power’ in magical combat through access to more low-level spells<br/>Prerequisite: Ability to cast spells<br/>Effect: Grants the character an additional spell slot from a rank that is 2 levels lower than the highest she could cast when the advancement was attained. <br/><br/>-Feat<br/>Your travels have allowed you to learn a basic feat.<br/>Prerequisite: 2+ other advancements for every ‘feat’ advancement you already have<br/>Effect: Grants the character a bonus feat. No feat that has other feats as prerequisites may be chosen.<br/><br/>-Teach/Tithe<br/>You teach someone else, quickly inducting her in new skills – or are forced to reveal secrets that took you hard work and sacrifice to learn. <br/>Prerequisite: Travelling with another character who is of the same or lower level as you and who can still gain an advancement this level<br/>Effect: None for you. The other character may take an advancement. <br/><br/>-Sexual Skill<br/>Combat is not the only thing you learn travelling with others.<br/>Prerequisite: Have sliders<br/>Effect: Gain three points to distribute on your sexual skill sliders in kinks you explored this level.<br/><br/>-Sexual Confidence/Exposure<br/>You are now more/less comfortable in your sexuality. <br/>Prerequisite: Have sliders<br/>Effect: Lose or gain up to three points of shame in your sexual shame sliders in kinks you explored this level.<br/><br/>-Sexual Passion/Aversion<br/>You learned how to turn yourself on/off<br/>Prerequisite: Have sliders<br/>Effect: Gain or lose up to three points of arousal to in your sexual arousal sliders in kinks you explored this level.<br/><br/>-New kink<br/>Your travels have changed you or revealed a new facet of your sexuality that you were not aware of so far.<br/>Prerequisite: Have sliders<br/>Effect: Gain a new set of sliders for your new kink.<br/> <br/><br/><br/><br/>For any given level, a character cannot attain more than 3 advancements. After this, her only option is to level up normally after which she is free again to take up to three advancements. After all, at some point, your hero has to face the music and wear her laurels. There is only so much you can learn by yourself on the road. <br/><br/>Write your character level normally and list advancements as feats, noting down the level at which they were attained (or their corresponding XP cost). Advancements are ignored when calculating level averages and for spells <br/><br/>Advancements are completely unaffected by level drain but they don’t provide an additional ‘buffer’, either. For resurrection and permanent level loss, calculate the XP a standard character would lose, and then apply it to either levels or advancements, in the order in which they were attained until the total has been subtracted. <br/><br/>Except through level loss, advancements that have been ‘skipped’ can’t be taken later.<br/></div></div>