Name Description
Ability uses Limits The numerical maximum of uses of abilities is limited. The limit is equal to the base, i.e., the amount of uses the ability has by default, times 1.5. E.g., a bard may have 3+his charisma modifier bards music uses per day. A bard with 7 charisma modifier is limited to 15 uses of bards music per day, even if he learned extra bards music a thousand times. The same rule works for spell slots for each level and for power points.

Special: Racial, first level only feats and class abilities do count towards the base value. Furthermore, magic items are not subject to this cap.

Aid Another You may use aid another as standard action on an adjacent ally. You can use aid another to grant a moral bonus of +2 to AC, attack rolls or skill checks of a skill you have ranks in for one turn. You can also use aid another for long term tasks by using aid another continuously.
Armor Class

Dodge Chances:

An attack roll is compared to the highest dodge chance a character has.

There is a reflex based dodge chance which is equal to 10 + reflex save bonus + (dodge, inherent, insight, competence bonuses to AC) .

Shield bonus is converted to a dodge chance which is equal to 10 + base attack bonus + shield bonus + dexterity + (dodge, inherent, insight, competence bonuses to AC) . When using a ordinary shield the dexterity bonus to his dodge chance by his strength modifier.

Modifications:

Touch attacks are compared to reflex dodge, but receive a +4 bonus.

Flat-footed targets receive no dexterity modifier nor dodge bonuses to reflex saves.

Dexterity to AC is denied

The dexterity is denied for any purpose.

Shield dodge cannot be used.

Monsters and NPCS

Reflex based dodge can be computed on the fly. Remember deflection bonus is added to it and armor/natural armor is converted to DR/-.

Deflection bonus is substituted with resistance bonus to reflex saves.

Old descriptions

Effects that provide both, dodge bonus to AC and reflex saves, they do not stack.

Deflection bonuses are substituted with resistance bonus to reflex saves.

Inherent, insight, competence bonuses improve all kinds of dodge chances.

Confirm rolls and Crit Protection:

When a critical threat is rolled, you have to confirm roll versus the 10 + fortitude save + armor crit protection. You may substitute your total crit armor class with your dodge chance if its higher, but do not apply any bonuses versus critical hits.
Armors Armors have the following stats:
Type DR Max DexCrit Protection Run Speed Move Speed Tax
Light Base + E 11+2*base + 2E0 x4 none
MediumBase + E 11+2*base + E +4 x3 1.5m per 9m
Heavy Base + 2E 11+2*base +4 x2 1.5 per 4.5m

Max dex

If your dexterity is higher than your max dex, your dexterity score counts as being max dex.

Armor bonus to AC

Armor Bonus does not provide a bonus to armor class but a bonus to DR at the same height.

Natural Armor class

Natural armor class does not provide a bonus to armor class but a bonus to DR at the same height.

Every character receives natural armor class equal to his level. Special: This bonus does not stack with any forbidden dr bonuses.

Armor proficiency by class is more important, it cannot be changed by features that are not from this site. Armor proficiency also allows a character to ignore spell failure and armor restrictions for class abilities. An additional, penalty for wearing a too heavy armor is a penalty to reflex saving throws, equal to the armor check penalty of the armor.

Magic armors

Enchantment bonuses improve only certain stats of the specific armors noted by an E in the table, where E is the enchantment bonus.

Attacks of Opportunity When you use any ability that is used on yourself or with a touch, you do not provoke an attack of opportunity, unless it is specifically mentioned.

When you perform a swift, immediate or free action, you do not provoke an attack of opportunity, even if the action would normally provoke an attack of opportunity.

Every move action provokes an attack of opportunity, unless specifically mentioned to not provoke an attack of opportunity.

If you perform a 1.5m step or move action to follow up with an action, that provokes an attack of opportunity, you count as occupying your original position to determine which creatures can do an attack of opportunity.

Bag of Rats Abilities that require sacrifice do not work when the sacrifice is circumvented. Effects that trigger on the death of creatures do only work for actual opponents, e.g., having a feature that lets you attack all nearby opponents plus a bad of rats wont give you a number of attacks equal to the container size.

When in doubt and there is no exception to this rule, rather ask the DM if you may make your abuse.

Banned or reworked spells/powers/invocations

Reworked

Shield BearerHunters Mercy

Rule Change

Spells that drain or damage attributes, always allow a saving throw (fortitude for physical and will for mental if not specified differently) and never lead to instant death when the attribute reaches 0.

Banned

Hero's Defiance(pfsrd), Arrowmind, Dark Ones Own Luck

Restricted List

Spells: Nerveskitter, Stay the Hand, Hesitate, Wings of Cover, Halt, Psionic Powers Hustle, Strength of my enemy is reworked is no more on any spell list except for some archetypes. Synchronicity is banned. The 2nd level +4 attribute spells: bull strength, cats grace, bears endurance, fox cunning, owls wisdom and eagles splendor, are now only available to the druid/Naturalist.
Basic Combat You receive bonus to damage based on the weapons you use and how you use them. This bonus overwrites existing bonuses from attributes:

Heavy and Precision Damage:

The new damage descriptors heavy and precision are used to characterize whether the damage is improved by being more precise or with a more heavy hit. All weapon damage bonus from strength is heavy damage and all damage from dexterity is precision by default. Bonus that was precision damage in d20srd before is precision damage still, e.g., the d20srd rogue sneak attack class feature or favored enemy.

Melee only

Free Offhand Fighting:

Free Offhand fighting utilizes a one handed weapon in the main hand, a free offhand and not using unarmed strikes. Using this technique provides the wielders strength modifier to damage rolls. With finesse weapons, such as a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may choose to use your dexterity bonus to attack and damage rolls instead of your strength modifier.

Two-handed Weapon Fighting:

Two-handed weapon fighting utilizes a two handed weapon and provides the wielders strength modifier to damage rolls. However, all heavy damage is multiplied by 1.5.

Two weapon Fighting:

Two weapon fighting adds the wielders strength modifier to damage rolls of main and offhand.

Weapon and Shield Fighting:

Weapon and Shield Fighting adds the wielders strength modifier to damage rolls.

Ranged Only

Projectile Weapons:

Ranged combatants receive a bonus to damage, which depends on their weapon. Crossbows receive their wielders dexterity modifier as bonus damage. Crossbows cannot benefit from heavy damage. Bows receive the wielders strength modifier + half their dexterity modifier.

Throwing Weapons:

You add dexterity to your attack roll and your strength modifier to your damage roll.

Two weapon Fighting:

Two weapon fighting with ranged weapons imposes an additional -2 penalty on attack rolls. You cannot use rapid shot or feats that have rapid shot as a prerequisite while using two weapon fighting. The bonus from deadly aim is halved when using two ranged weapons.
Charge and damage multiplication Feats or spells which deal multipliers of charge damage only deal 1d6 + 1d6 per multiplier points of bonus weapon damage instead. Pounce gives you a maximum of one attack per limb.
Class and Non-Class Skills If you have 1 rank in a skill, you gain +3 bonus if it s a class skill and +1 if it is no a class skill.
Combat Maneuvers There are multiple combat maneuvers listed here. Those replace the original d20 combat maneuvers and the feats provided replace the improved combat maneuver xy and greater combat maneuver xy feats. Other combat maneuver feats are still available. Attempting a combat maneuver is a standard action. When performing a combat maneuver the opponent must make a saving throw. If there are multiple depending attributes and saving throws given the attacker choose the depending ability and the defender the type of saving throw. Spells use their own DC and the casters primary ability. There are different types of combat maneuvers:

Melee Maneuvers:

All melee maneuvers must be initiated with a melee touch attack which provokes an attack of opportunity. You may NOT use a melee maneuver instead of an ordinary melee attack, but only with a standard action or a readied action.
NameSaving throwDepending AttributeEffect
GrabfortitudestrengthIf the target fails its saving throw it cannot move from his spot in his next turn and is considered entangled. if a target is grabbed in three consecutive turns it is helpless as long as you keep spending a standard action each turn. Grabbing requires a free limb (hand) and when you successfully grabbed it is occupied. Releasing someone is a free action.
Bull Rushfortitudestrengthif the target fails its saving throw it is moved 1.5m + 1.5m for each 5 points your strength score exceeds his strength score (at least 1.5m).
Disarmfortitudestrength or dexterityif the target fails its saving throw it drops everything what is in his hands.
Dirty Trickfortitudeintelligence or dexterityif the target fails its saving throw it receives a condition which matches to the action. possible conditions are: dazzled, deafened or sickened for one minute or blind or nauseated one turn.
Tripfortitudestrength or dexterityif the target fails its saving throw it is prone.
InterruptFortitudestrengthSimply stops a target from performing a task which requires concentration without hurting it.

Mental Maneuvers:

Mental maneuver can be performed at a range of 9m as a standard action. They do not work versus mindless enemies.
NameSaving throwDepending AttributeEffect
Demoralizewillstrength or charismaIf the target fails its saving throw it receives the shaken condition until the end of the encounter.
Feintwillintelligence or charismaIf the target fails its saving throw it is considered flat footed until the end of your next turn.
Goadwillintelligence or charismaIf the target fails its saving throw it cannot attack anyone but you in its next turn. But he can choose to do something else than attacking.

Item Bonuses:

All large shields receive the bull rush special quality.

All nonlethal weapons provide the interrupt special quality.

All weapons with the grapple special quality receive the grab special quality.

Being unarmed provides the dirty trick special quality.

Distracting weapons provide the feint special quality.

Performance weapons provide the goad and demoralize special quality.

Maneuver qualities of weapons simply provide a +1 bonus to the DC if the wearer is proficient with it.

Concentration Checks All damage or distraction you were subject to during your turn determines the concentration checks you have to do to cast spells.
Death's toll If a character suffers too much punishment, it is affected by deaths toll. The effects depend on the cause of death. Deaths toll is not prevented if the character survives by using Tempting Fate.

Death by Hitpoint Damage:

A character dying from hitpoint damage suffers a light condition from one of the tables below, depending on the damage type. If the overkill damage exceeds half the characters total hitpoints or the light condition is not treated for one day, it becomes a severe condition. Treating a light condition requires a successful heal check (DC 15). The DC for curing a light condition is indicated in the table below. However, a character has to suffer any condition for at least one session. To remove a serious condition a specific cure is required, as noted in the tables.

Physical Damage:

RollLight ConditionCure DCSevere ConditionCure
1Nasty Wound: Nothing time won't heal.12Scar: Let this be a reminder to be more careful next time.None
2Broken Finger: You receive -4 on Disable Device and Sleight of Hand checks.15Lose Finger: Lose one ring slot.Regeneration
3Broken Hand: You receive -2 on all d20 checks when using that hand.20Lose Hand: As Lose Finger but also lose hand slot and you can't use two handed weapons or a weapon in your offhand.Regeneration
4Broken Arm: You receive -4 on all d20 checks when using that arm.25Lose Arm: As Lose Hand but also lose bracers slot and you can't use a shield anymore. Regeneration
5Broken Foot: Your base land speed is halved.20Lose Foot: Lose foot slot and all terrain counts as difficult terrain for you.Regeneration
6Broken Leg: All terrain counts as difficult for you.25Lose Leg: As Lose Foot but you are also always flat-footed.Regeneration
7Head Injury: You are dazzled.28Blindness: You are permanently blind.Remove Blindness
8Head Injury: You are dazzled.28Deafness: You are permanently deaf.Remove Deafness
9Skull Fracture: You have terrible headaches. Every turn there is a 15% chance that you are nauseated.30Brain Damage: You are permanently confused.Greater Restoration or Brain Surgery
10Internal Bleeding: You are sickened.30Organ Damage: You are always staggered.Restoration
11Liver Damage: You take a -4 penalty to saves against poisons.25Liver Failure: You automatically fail all saves against poisons. Consider a healthier lifestyle.Restoration
12Fractured Rib: You suffer from shortness of breath, taking a -4 penalty to Endurance Checks.25Punctured Lung: You cannot run, charge or hustle.Restoration

Fire, Lightning or Acid Damage:

RollLight ConditionCure DCSevere ConditionCure
1Nasty Burn: This looks bad.15Scar Tissue: If not covered, this imposes a -2 penalty on charisma based checks.Lesser Restoration
2Burned Hand: You receive -2 on all d20 checks when using that hand.20Lose Hand: As Lose Finger but also lose hand slot and you can't use two handed weapons or a weapon in your offhand.Regeneration
3Burned Arm: You receive -4 on all d20 checks when using that arm.25Lose Arm: As Lose Hand but also lose bracers slot and you can't use a shield anymore.Regeneration
4Burned Foot: Your base land speed is halved.20Lose Foot: Lose foot slot and all terrain counts as difficult terrain for you.Regeneration
5Burned Leg: All terrain counts as difficult for you.25Lose Leg: As Lose Foot but you are also always flat-footed.Regeneration
6Burned Face: The loss of face makes you insecure, this imposes a -2 penalty on charisma based checks.30Face Off: You suffer a -4 penalty on charisma but gain +4 on intimidate checks.Restoration
7Half Burned Face: The loss of face is maddening, this imposes a -2 penalty on will saves.30Two Face: You suffer a -4 penalty on wisdom but gain +4 on intimidate checks.Restoration
8Something in your eyes: You are dazzled.30Blindness: You are permanently blind.Remove Blindness
9Fried Liver: You take a -4 penalty to saves against poisons.25Liver Failure: You automatically fail all saves against poisons. Consider a healthier lifestyle.Restoration
10Burned Skin: While exposed to bright light (such as sunlight) you take a -1 penalty to all d20 rolls.25Hassofication: Ew, what is THAT?Throw it into a trap

Cold Damage:

RollLight ConditionCure DCSevere ConditionCure
1Frost Bite: Nothing time won't heal.12Scar: Let this be a reminder to be more careful next time.None
2Frozen Fingers: You receive -4 on Disable Device and Sleight of Hand checks.15Lose Finger: Lose one ring slot.Regeneration
3Frozen Hand: You receive -2 on all d20 checks when using that hand.20Lose Hand: As Lose Finger but also lose hand slot and you can't use two handed weapons or a weapon in your offhand.Regeneration
4Frozen Arm: You receive -4 on all d20 checks when using that arm.25Lose Arm: As Lose Hand but also lose bracers slot and you can't use a shield anymore.Regeneration
5Frozen Foot: Your base land speed is halved.20Lose Foot: Lose foot slot and all terrain counts as difficult terrain for you.Regeneration
6Frozen Leg: All terrain counts as difficult for you.25Lose Leg: As Lose Foot but you are also always flat-footed.Regeneration
7Frozen Body: You move slower than normal, your speed is halved and you can't run.28Nerve Damage: You are permanently slowed.Restoration
8Brain Freeze: You have terrible headaches. Every turn there is a 15% chance that you are nauseated.30Brain Damage: You are permanently confused.Greater Restoration
9Brain Freeze: You have terrible headaches. Every turn there is a 15% chance that you are nauseated.30Frozen Mind: You suffer a -4 penalty on your intelligence and all mind affecting effects are delayed by one turn.Restoration
10Deep Freeze: You become cold and emotionless, this imposes a -4 penalty on charisma based checks.30Frozen Soul: You do not receive moral bonuses anymore but treat fear effects as one step lower.Unknown

Sonic Damage: So far nobody has ever died from sonic damage.

Death from Death Effects:

A character dying from a death effect suffers a condition from one of the tables below, depending on the death effect.

Physical Destruction of the Body:

RollEffectCure
1Ashes to Ashes: Your Body becomes parched and easily inflammable. Everytime you are damaged by fire, you take an additional 10 points of damage.Bathing in Holy Water
2Dust to Dust: Yur skin becomes dusty and falls apart easily. Whenever an attack deals more than five times your constitution modifier damage you take an extra 10 points of damage. Also in windy areas you lose 1 hp per round.Stoneskin followed by Stone to Flesh

Instant Death with unharmed Body:

RollEffectCure
1Gift from the dark: Your appearance changes slightly, the visual can vary from black blood over grey eyes to becoming an albino (DMs choice).Unknown
2Shattered Soul: A part of your soul stays dead, imposing a -2 penalty on your next resurrection check.None
3Unshadowing: Your shadow becomes sentient and tries to put you back to the dead where you belong.Sew it back on?
4Fear of the dark: Whenever it is dark, you must make a will save or become frightened.Remove Fear and either Break Enchantment or Remove Curse
5Nihilism: You do not receive any moral bonuses anymore. Remove Curse
6Nightmares: You are haunted by nightmares. You need four additional hours of sleep per day.Remove Fear and either Break Enchantment or Remove Curse
7Death Wish: It wasn't so bad you know... part of me just wants to give in. You suffer a -2 penalty on saves against death effects.Death Ward
8Curse of Blackened Sight: Total darkness is all you see now.Remove Blindness
Disable threshold While being within above or below your level hitpoints you are disabled/staggered.
Divine bonuses All profane, divine or unnamed bonuses from special abilities which rely on turn undead uses or have the exalted or domain descriptor count as sacred bonus. Sacred bonus does not stack with themselves except for damage rolls.
Elemental damage and spell resistance Spell and psionic resistances do not apply versus elemental damage. If a spell has additional effects besides elemental damage, the caster still has to overcome the resistance to apply those effects.
Essentia point cap A characters maximum essentia points are capped by his maximum essentia points with no feats except level one only feats times 1.5.
Existing environmental spells Some existing spells already create an environmental effect, as unholy blight (for evil spells), plant growth (for plant spells).
Experience Experience can be used to do 3 things: Buy feats at the ratio of 1 feat / 1000 EP. Buy skill points at the rate of 1 skill Point / 200 EP. Buy "Point-buy Points" for attributes at the rate of 1 1 Point / 500 EP. (Point-buy Points can be used to increase Attributes beyond the normal limit. The Costs after 18 increase as follows 18->19 4 Points 19->20 4 Points 20->21 5 Points and so on. The price from 7->8 are 2 points, 6->7 2 points, 5->6 3 points etc. The are prices to enhance attributes are calculated after adding all racial bonuses and penalties. Level Ups are granted by the game master.
Fear

Fear effects do not accumulate anymore. So making a shaken creature shaken again has no effect. They do stack however, so a frightended creature is always shaken.

Shaken

Creatures that are shaken act more cautiously and cannot take any reckless actions. They do not perform attacks of opportunity and they have to fight defensively.

Frightened

Creatures that are Frightened may not perform actions that provoke attacks of opportunity. Also they cannot move towards the source of fear unless it is the only way out.

Panicked

Panicked creatures always take the full defense or retreat action.

Feats

Banned feats

Non exhaustive list of banned feats Feats that boost sneak attack damage, that are not from this site. Craven, Knowledge Devotion, Snap Kick,Throw Anything, Outflank, Advantageous Avoidance, Elusive Target, Karmic Fighting, Steadfast determination, Power of Personality, Battle blessings, Cluster shots, caster shield from pathfinder, Midnight Augment. Pathfinder manyshots. Pathfinder snapshot feat. Roundabout kick, circle kick. Feats which make you provoke no attacks of opportunity for ranged attacks or casting. Feats that make dr only be applied once for multiple attacks. The destiny feat chain. Blood spiked charger. Feats that allow you to cast in heavier armors. All DR feats that are not tied to a race or class, e.g., roll with it, improved resiliency, improved natural armor, Blazing Berserker, Frozen Berserker.

We use the DnD 3.5 Cleave rules, except that cleaves cannot trigger another cleave unless permitted explicitly in some feature.

Free reroll feats Free Reroll feats are banned. E.g. Indomitable soul.

Feats that grant bonuses according to some attributes. Feats giving a different ability modifier to a saving throw are capped to an improvement of up to 2 points, e.g. steadfast determination if you have 20 constitution and 14 wisdom would provide a bonus of +2 and if he had only 16 constitution the bonus would be +1. This bonus is not subject to saving throw bonus non-stacking. Feats giving an ability modifier flat to anything are limited by up to 2 points except feats on this site.

Feat stacking

Self stacking

Stacking feats, which can be taken multiple times can only increase the base value by 50%.

Self stacking

Feats, which grant additional armor, attack bonus, damage reduction do not stack with themselves.

Saving Throw and DC

Bonuses to the DC of any ability from feats do not stack.

Synergy feats

If you have a feat which adds a bonus per X feats the bonus is capped. Despite the number of feats you may have taken, it is capped at the feat itself and 3 other feats.

Self stacking(divine, domain feats): These feats change unnamed d20 relevant numeric bonuses type to moral bonus and limits those bonuses to 2.

Reworked feats

Feats which are overworked on this site and have a another version Unbelievable luck, Rapid Shot, Power Attack, Weapon Finesse, Oversized Two-Weapon Fighting, two-weapon-fighting in general.

The favored enemy feats favored critical and favored power attack. Extra favored enemy is reworked.

Rage feats that provide bonus to attributes.

Metamagic and those lowering metamagic cost.

At the moment following feats have changed: Cosmopolitan , Expanded Knowledge (You cannot use it to get powers from lists which are not your own) , Tempting fate , Snowflake Wardance reworked as Wardance , DivineMight , DivinePurification

Summoning Feats Monster summoning got a complete overhaul. All summoning feats and spells except those from this site are banned.

Always the newest version of the feats have to be used. E.g. there are caster level requirements use them.

Hit point cap A characters maximum hit points are capped by his maximum hit points without feats except level one only feats times 1.5.
Hitpoints Hitpoints for players are never rolled. Instead each class has a Hitpoint Rate (HPR). At the first character level one gains hitpoints equal to 8 + their HPR + constitution-modifier. At all other levels one gains hitpoints equal to HPR + constitution-modifier. Small races have a penalty of -1 to their HPR.
Holistic Resistance There is a new ability called holistic resistance which works like spell resistance (monsters must succeed a level check and players a level + ability modifier check). If the check is below the ability resistance the effect is completely negated on the creature with ability resistance. Holistic resistance works versus supernatural abilities like breath weapons, versus spell, spell-like abilities, psi and psi-like abilities etc. It does not work versus mundane abilities as combat maneuvers or attacks. The only mundane abilities it can prevent are poison and diseases. If someone has to types of resistance versus one special instance as spell and holistic resistance versus a spell only the better is used but with a +2 bonus. Bonuses to pierce spell resistance also apply on holistic resistance.
Inappropriate Riding When a character tries to be carried by another character both characters take a -4 to their reflex saves and -4 to attack rolls. Furthermore, the mount has to be as large as the rider. If both have the same size category, the mount cannot use his arms in any manner. If the rider is at least one size category smaller, they may make normal riding checks to stay on top of the mount, this gives the mount the benefit of having free hands. Feats for mounted combat cannot be used with Inappropriate riding.
Languages Linguistics does not provide bonus languages. Languages are now skills, only your native is a class skill. A character gains 1 + int modifier skill points (at least one) at the first level.
Legacy When a player character with sufficient power permanently leaves the party (dies, becomes an npc) and that character has enough experience, the dungeon master and the player can agree that the character becomes legacy. If they do so, the character needs to be added to the hall of fame and the player may invent legacy objects (item/spell/feat...). The hall of fame entry also counts as one such item. For each legacy object created each future character of the player in the same group starts with 1000 bonus experience. A legacy character cannot grant more then one tenth of its experience points to future characters this way.
Magical, Psionical and Supernatural Combat Magic Users, Psi Users and users of abilities that do not rely on weapon damage receive a bonus to damage for damage dealing or additional hitpoints gained through healing, fast healing, temporary hitpoint spells/powers/abilities. Abilities that enhance other attack forms or already receive bonuses from some attribute are unaffected. The bonus is equal to the casters / manifesters / connected main attribute for single target single instance effects and half that amount for multi instance effects. E.g. a each magic missile or a fireball would receive half a casters attribute as bonus damage in contrast to a shock grip that would receive the full attribute as damage bonus. A spell that provides a +1 bonus to damage rolls (such as weapon damage or another spells damage) dose not gain any bonus.
Multiclassing Does not exist.
Multiple rolls One d20 roll can only be rolled two times. E.g. you cannot use luck feats, destiny feats or class abilities in combination to receive more than one additional roll.
Natural Weapons Claws and other hand modifications may used as unarmed strikes with their weapon properties.
New Conditions There are new conditions:

Incertain

At the start of your turn, you have to decide on two different courses of actions for your turn. A coin flip decides which course you take. Specifically the courses of action only restrict standard or the full-round action, swift, move or immediate actions may be choosen on the fly. The actions must be distinct, e.g., an attack action, performing a combat maneuver, a special ability, casting a spell are different actions.

Bias

At the start of your turn, you have to decide on two different courses of actions for your turn. The character that biases you decides which action you have to take. Specifically the courses of action only restrict standard or the full-round action, swift, move or immediate actions may be choosen on the fly. The actions must be distinct, e.g., an attack action, performing a combat maneuver, a special ability, casting a spell are different actions. Specifics like targets may be choosen on the fly.

Once per Instance If you have an ability which adds a bonus at some conditions and multiple conditions are met or one condition multiple times. Its bonus is only added once. E.g. if you receive +5 points of damage dealing lightning damage and your attack deals 1d6 lightning damage from your shocking weapon and you deliver a shocking grasp with the same attack you only add the +5 once. If an ability has an exception to this rule it is noted.
Pounce The Pounce ability was changed. Instead of making a full-attack after a charge, you can now attack once with each of your weapons (including natural weapons such as a bite).
Power point cap A characters maximum power points are capped by his maximum power points no feats except level one only feats times 1.5.
Psionics

Regaining Psi

You regain power points passively at a rate of 1 / hour. After resting for 8 hours your power points are refreshed as normal.

Power DCs

The DC uses the Save DC houserule and do not receive any bonuses from the normal power augmentation.

No pathfinder

We do not use pathfinder psi, except for shape changing power, e.g., metamorphosis.

Pure souls Characters which do not mix psionics, Incarnum or magic for some strange reason to get power. E.g. speed of thought with a non psionic character.

Without Dms agreement non pure soul characters are not allowed

Rebirth feats You can only choose rebirth feats as first feat after a death. The deity responsible for bringing you back may veto your choice, but must do so instantly or never. In that case the feat is wasted.
Reroll Any action that lets you reroll your d20 requires a immediate action.
Resistance Reduction Some abilities reduce resistances below zero. Doing so increases the damage of a corresponding element. The damage increases up to the negative resistance or twice the damage whichever is lower.
Resurrection

Bringing someone back from the dead isn't as easy as speaking a few magical words and making some gestures. It involves guiding the soul back to its body and powerful healing magic. To further complicate the issue, the gods also have a word or two to say about it. In fact, it is near impossible to resurrect someone without the help of a deity.

The deity responsible for a resurrection is determined as follows:

  • If the person performing the resurrection is consecrated by a deity (e.g. a priest or paladin), he always uses his deity.
  • If the person to be resurrected is worshiping a deity, his soul resides in the realm of this deity, thus this deity is used for the resurrection.
  • If the person performing the resurrection is worshiping a deity he may choose to use his deity instead.
  • if neither worships a deity, the deity of the person who made the resurrection scroll is used.
  • Otherwise, a random deity, demon, devil or other powerful entity is used for the resurrection.

The success of a resurrection is determined by a number of factors. The deity responsible for the resurrection may always interpose its veto. First, the person to be resurrected is measured by the deity, granting him a number of points that represent his standings with the deity. He can then improve his score by negotiating with the deity and making vows. The initial score is determined as followed:

Conditions Point value
Resurrection location:
Holy Place +6
Temple +4
Shrine +2
Neutral +0
Opposed -X
Time Since Death:
Turns +3
Minutes +2
Hours +1
Days -2
Weeks -4
Months -6
Years -X
Condition of the corpse:
Not harmed +2
In one piece +0
Dismembered -5
Not present -10
Performing the ritual:
Persons, who honestly pray for the dead ones life. + log5(number of persons) round up
Servants of the god praying and helping the ritual. + log2(number of servants) round up
If the total number of people involved in the ritual is a holy number of the specific deity. +2
Knowledge(Religion) check of the person performing the resurrection +1 per 5 points exceeding 15
Initial standings with the deity:
The dead ones prestige in the deities eyes +/-X (about -3 to +3)
Prestige of the person performing the resurrection in the deities eyes +/-X (about -3 to +3)

This initial score is now modified by what the dead one has to offer the deity as follows:

Offer Score
Deeds, Quests and Vows the dead one promises to perform +X each
If nothing is offered -5
Sacrifices:
Experience +1 per 1000 XP
Other +/- X

After the final score is determined, the dead one has to roll a d10 + his score and must reach at least 10 for the resurrection to be successful.

Ritual Magic As in the unearthed arcana. There is a Learn ritual feat. Without this feat you need access to scrolls or books with the ritual and take a -4 penalty on all ritual skill checks.
Save DCs

DC calculation

DCs of player character abilities are 10 + level + an attribute modifier, which is always given by the ability or the class. This overwrites the normal dcs, bonuses from class, race and feats etc work as below. Any other bonuses require affirmation from your DM.

The level is not to be confused with caster/manifester level, hitdice, etc.

DC stacking

There are only three DC bonuses which stack: Class bonuses, racial bonuses and feat bonuses. However, all bonuses but feat bonuses stack with themselves

The DCs of player character spells, powers, abilities are changed in the following way: -4 if they are multiple instance effects, +2 if they require an attack roll. +4 for weak debuffs (as spells that provide a -2 penalty on several rolls, all debuffs that only increase the damage a target receives), spells that purely deal damage, +-0 for medium debuffs (those that limit actions or some attack forms, such as blind, nausea, stagger) and -4 for hard debuffs as stun, paralysis, death, confusion, domination.

If an ability seems to good/bad/unclear with this rule feel free to add it here:

Reaver aura (weak + aoe), since it only kills already dead opponents and is no true death effect.

Shaken and Frightened are weak debuffs, whereas Panicked is a hard debuff.

Shield Bash attacks You can bash an opponent with a light shield or heavy shield, Unlike in normal dnd 3.5 it is not handled like an off-hand weapon and you may not learn any d20/pathfinder shield bash feat. You may use your shield to bash as a standard action. If you use your shield as a weapon, you lose its AC bonus until your next action (usually until the next round). The enchantment bonus of a shield is applied to armor class, attack and damage rolls. Weapon and defense enchantments share their pool of enchantment level. A medium size large shield deals 1d4 damage + your strength modifier. Precision damage is only applied half. Otherwise it is handled as a normal weapon. A spiked shield deals 1d6 points of damage + enchantment bonus + your strength modifier.
Shield Points There exists a new statistic called Shield Points. When a character receives damage, apply it to the shield points until zero shield points are left, then apply it to the normal defenses of the character. Shield point loss is not reduced by damage reduction nor increased by vulnerabilities, except specifically noted. Unlike temporary hitpoints it does not actually change a creatures disabled status. Shield points stack with each other if gained through other abilities and temporary hitpoints.
Size stacking Modifiers to weapon and creatures size do not stack.
Skill Changes

Skills have been merged into old and new ones:

Acrobatics(Dexterity): Balance, Tumble, Jump over Dexterity.

Athletics(Strength): Climb, Swim, Jump over Strength.

Escape Artist(Dexterity): Escape Artist and Use Rope.

Stealth(Dexterity): Move silently, Hide and Tailing

Survival(Wisdom): Survival, Scent if having such an ability.

Perception(Wisdom): Spot and Listen.

Insight(Wisdom): Replaces Sense Motive and more, see below.

Investigation(Intelligence): Replaces Search and more, see below.

New skills:

Endurance(Constitution): Endurance represents the stamina of a character. An endurance check can be demanded when doing a tedious task over several hours, or for merely staying up for several days.

Investigation(Intelligence): When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it. With investigation you can also find non magic traps or even magic traps if you possess the trapfinding ability.

Insight(Wisdom): Insight is a new skill, that replaces sense motive. It helps to determine if a creature is nervous, confident, etc. Really extreme insight checks allow to reveal the exact motives of a creature. Insight is wisdom based.

Spells and Powers A feature that affects "Spells" also affects Psionic Powers, Spellike Abilities and Psi-like abilities, if not specified otherwise (eg. Arcane Spells, Psi Powers).
Touch and power attack Touch attacks, for example from wraith strike, cannot benefit from power attack feat.