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== House Rules == === Magic === * Feel free to use the [http://paizo.com/pathfinderRPG/prd/magicItems/magicItemCreation.html magic item creation table] for whatever, with three caveats. ** You must use it top down. (So ''true strike'' is fairly expensive.) ** No continuous or unlimited instantaneous spells. (You can have more than 5 charges per day though.) ** The race and alignment restrictions only reduce the item's price, not its cost. Ask me if there are other restrictions you want to know about. * You can make items with less than one use per day, but not less than use use every 10 days (which would be the same price as a single use item). * The Heighten Spell feat is now just an automatic consequence of putting a spell in a higher slot (not including increases due to metamagic). === Feats === * The Quick Draw feat ''or'' the Hidden Weapons ninja trick lets you draw a concealed weapon as part of a move. ** Having both lets you draw a concealed weapon as a free action. * Check [[Yunauth:CustomFeats|this page]] for custom feats your character might be interested in. === Economy === * Gold coins are 1/200 lbs, so a pound of gold is worth 200 gold coins instead of 50. Silver coins are 1/75 lbs. (This doesn't change anything else about the currency.) ** This makes carrying larger amounts of currency easier and makes bars of gold worth a bit more. ** Platinum is 1/250 lbs per coin, making a pound of platinum worth 2500 gp. * We'll use the Making Crafting Work booklet for craft times. This includes magic items. ** Master Alchemist reduces the time by one stage and still allows you to brew multiple doses. * Feel free to take non-standard craft skills. ** Craft (Weapons) or Craft (Guns) will work with Master Craftsman for magical firearms. * Haggling is handled by a diplomacy, bluff or intimidate check opposed by the NPCs diplomacy, sense motive or will save respectively. The price will increase or decrease by the difference in percent. ** The buyer is at a -1 penalty for each full 1000 gp of the item's list price. The seller might have a bonus to their will save vs an intimidating customer if they're in a safe area (such as a city). ** Good roleplaying can also give a bonus to this roll. ** The result is limited to plus or minus 20% in most cases. ** Bluffing or intimidating merchants can have negative consequences, especially if they win the roll. If they win by 10 or more, they'll kick you out of the shop or call the guards. ** You can't take 10 on this roll, but you can choose not to roll and just take the list price. * If you want to run a business, look up the Economicon. Note that there are penalties for not sticking around to actually run said business, and just being an owner (as opposed to a manager) means you'll be getting a much smaller paycheck. === Death === * Resurrection magic isn't perfect. Each time a character is raised, they come back a little different. Check [[Yunauth:DeathTable|this table]] to see what exactly happens. === Research and Diplomacy === * [[Yunauth:ResearchAndDiplomacy|Extended research and diplomacy checks]] will be done with a variant of the combat rules, simplified in some cases. === Divine Ranks === * [[Yunauth:DivineRanks|Divine ranks]] are based on worshipers.
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