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1) Flanked is a condition.

Thus if an opponent is flanked by any two opponents, they are treated as being flanked
by anyone that attacks them.
2) Double, triple, and quadruple flanks. The attack bonus increases by +2 for each additional flanking pair.
3) 20 is 30. A 20 is treated as if you rolled a 30, while a 1 is treated as if you rolled a -10.
4) Monk has a full BAB and d10 HD.
5) All characters receive Weapon Finesse, Weapon expertise, and Power Attack for free if they meet the
prerequisites.
6) Exotic weapon proficiency is a trait, not a feat.
7) Borrowed from 4th edition: You have a choice of either/or two stats for your saves. That is, you can use
Strength or Constitution for your Fortitude saves, Dexterity or Intelligence for your Reflex saves, and Wisdom
or Charisma for your Willpower saves.
8) All Weapon Focus, Specialization, and related feats are based on the Fighter weapon groups, not individual
weapons.
9) Weapon group proficiency rules based on this one. Rearranged some of the weapon groups as the same
groups for a fighter's weapon training.
10) Cure spells can be maximized by increasing their casting time from a standard action to a full minute.
11) Language system with three levels of competency. Languages based on nationality.
12) DISABLED
a. Once you reach 0 hit points you are considered disabled. A disabled character move at half speed and
may only take a partial action each round. Disabled characters who perform a standard action (or any
other strenuous action, such as casting a quickened spell) take 1 hp of damage after the action.
b. While youre disabled, you must make a Fortitude save (DC 10 + the number of hit points below zero)
each time you take damage (including the damage which resulted in you becoming disabled). If you
fail this save you fall unconscious. Unless you have stabilized (see below), you take 1 hp of damage
per round while disabled
13) Succeeding on a an attack roll by 20 or more is automatically a critical hit
14) Feat chains are combined into single, scaling feats.
15) Spellcasters use material foci rather than material components. They arent consumed when casting a spell,
but they do need to be tracked on your character sheet.
16) Strain-Injury
a. Most HP damage will be Strain, which replenishes automatically with a quick rest and refit. If you
dont proceed to the next encounter immediately, but take a minute to get your act together, catch
your breath, and gird your loins, all the HP that doesnt represent physical wounds is recovered.
b. Any damage from critical hits, failed saving throws, or the final blow which puts you below zero hit
points is an Injury that does not heal without treatment. Treatment can be the Treat Deadly
Wounds application of the Heal skill, or magical healing these both work just as described in the
Core Rulebook.
c. Thats it! Just keep track of how much Injury damage youve taken in addition to the normal tracking
of hit points. Injuries are still lost HP that come from the same pool of Hit Points as all the other
damage; they just dont heal on their own.
d. If youre a GM, you should keep reading the formal rules below. Youll also want to read the Metagame Analysis to get an idea of how the pace of your game will change, and be sure to check out the
Damage Interpretation section which will help you create awesome descriptions for every hit and miss
in your battles!
17) Use metamagic feats spontaneously without raising the spell level by taking one additional round to cast for
every level it would normally raise the spell.
18) Standing up from prone takes only half your movement.
19) Any weapon with the finesse special property uses Dex for attack and damage rolls.
20) Diplomacy can use Wisdom or full charisma
21) Bluff can use Intelligence or full Charisma
22) Intimidate can use Strength or full Charisma
23) Climb can use Dex or Full Strength
24) Choke-up on reach weapons with move action

25) Druidic is a magical language


a.

Speak Druidic.

b.

School Divination; Level Druid 0


Casting Time 1 swift action
Components V
Range Personal
Target You
Duration 1 minute/level
Saving Throw none; Spell Resistance no
You gain the ability to speak a magical language only comprehensible to others also under the effect
of this spell.

c.

26) Rich Burlew's Diplomacy rewrite.


Diplomacy (Cha)
Use this skill to ask the local baron for assistance, to convince a band of thugs not to attack you, or to talk your way
into someplace you aren't supposed to be.
Check: You can propose a trade or agreement to another creature with your words; a Diplomacy check can then
persuade them that accepting it is a good idea. Either side of the deal may involve physical goods, money, services,
promises, or abstract concepts like "satisfaction." The DC for the Diplomacy check is based on three factors: who the
target is, the relationship between the target and the character making the check, and the risk vs. reward factor of
the deal proposed.

The Target: The base DC for any Diplomacy check is equal to the 15 + level of the highest-level
character in the group that you are trying to influence + the Wisdom modifier of the character in the
group with the highest Wisdom. High-level characters are more committed to their views and are less
likely to be swayed; high Wisdom characters are more likely to perceive the speaker's real motives and
aims. By applying the highest modifiers in any group, a powerful king (for example) might gain benefit
from a very wise advisor who listens in court and counsels him accordingly. For this purpose, a number
of characters is only a "group" if they are committed to all following the same course of action. Either
one NPC is in charge, or they agree to act by consensus. If each member is going to make up their mind
on their own, roll separate Diplomacy checks against each.

The Relationship: Whether they love, hate, or have never met each other, the relationship between
two people always influences any request.

-10 Intimate: Someone who with whom you have an implicit trust. Example: A lover or spouse.
-7 Friend: Someone with whom you have a regularly positive personal relationship. Example: A
long-time buddy or a sibling.
-5 Ally: Someone on the same team, but with whom you have no personal relationship. Example:
A cleric of the same religion or a knight serving the same king.
-2 Acquaintance (Positive): Someone you have met several times with no particularly negative
experiences. Example: The blacksmith that buys your looted equipment regularly.
+0 Just Met: No relationship whatsoever. Example: A guard at a castle or a traveler on a road.
+2 Acquaintance (Negative): Someone you have met several times with no particularly positive
experiences. Example: A town guard that has arrested you for drunkenness once or twice.
+5 Enemy: Someone on an opposed team, with whom you have no personal relationship.
Example: A cleric of a philosophically-opposed religion or an orc bandit who is robbing you.
+7 Personal Foe: Someone with whom you have a regularly antagonistic personal relationship.
Example: An evil warlord whom you are attempting to thwart, or a bounty hunter who is tracking
you down for your crimes.

+10 Nemesis: Someone who has sworn to do you, personally, harm. Example: The brother of a
man you murdered in cold blood.
Risk vs. Reward Judgement: The amount of personal benefit must always be weighed against the
potential risks for any deal proposed. It is important to remember to consider this adjustment from the
point of view of the NPC themselves and what they might value; while 10 gp might be chump change to
an adventurer, it may represent several months' earnings for a poor farmer. Likewise, a heroic paladin is
unlikely to be persuaded from his tenets for any amount of gold, though he might be convinced that a
greater good is served by the proposed deal. When dealing with multiple people at once, always consider
the benefits to the person who is in clear command, if any hierarchy exists within the group.

-10 Fantastic: The reward for accepting the deal is very worthwhile, and the risk is either
acceptable or extremely unlikely. The best-case scenario is a virtual guarantee. Example: An offer
to pay a lot of gold for something of no value to the subject, such as information that is not a
secret.

-5 Favorable: The reward is good, and the risk is tolerable. If all goes according to plan, the deal
will end up benefiting the subject. Example: A request to aid the party in battle against a weak
goblin tribe in return for a cut of the money and first pick of the magic items.

+0 Even: The reward and risk are more or less even, or the deal involves neither reward nor risk.
Example: A request for directions to someplace that is not a secret.

+5 Unfavorable: The reward is not enough compared to the risk involved; even if all goes
according to plan, chances are it will end up badly for the subject. Example: A request to free a
prisoner the subject is guarding (for which he or she will probably be fired) in return for a small
amount of money.

+10 Horrible: There is no conceivable way the proposed plan could end up with the subject ahead,
or the worst-case scenario is guaranteed to occur. Example: A offer to trade a bit of dirty string for
a castle.
Success or Failure: If the Diplomacy check beats the DC, the subject accepts the proposal, with no changes or with
minor (mostly idiosyncratic) changes. If the check fails by 5 or less, the subject does not accept the deal but may, at
the DM's option, present a counter-offer that would push the deal up one place on the risk-vs.-reward list. For
example, a counter-offer might make an Even deal Favorable for the subject. The character who made the Diplomacy
check can simply accept the counter-offer, if they choose; no further check will be required. If the check fails by 10 or
more, the Diplomacy is over; the subject will entertain no further deals, and may become hostile or take other steps
to end the conversation.
Action: Making a request or proposing a deal generally requires at least 1 full minute. In many situations, this time
requirement may greatly increase.
Try Again: If you alter the parameters of the deal you are proposing, you may try to convince the subject that this
new deal is even better than the last one. This is essentially how people haggle. As long as you never roll 10 or less
than the DC on your Diplomacy check, you can continue to offer deals.
Synergy: If you have 5 or more ranks in Bluff, you get a +2 synergy bonus to Diplomacy. No other skill provides a
synergy bonus to Diplomacy.

Truename Magic
Every creature in the world has a truename, whether he knows it or not. This is his name in the eyes of the cosmos,
given to him at creation as the very spark of life. More than just a collection of syllables, a persons truename is the
very core of his being, akin to his very soul. A persons truename never changes, even if he undergoes personal
upheaval or magical transformations
Knowing someones truename grants you power over them, if you have the skill to speak it. A mages will go to great
lengths to keep his truename a secret. His enemies will pay dearly to learn it.
Discovering a Truename:
Mortals do not automatically know any truenames, including their own. Outsiders and true dragons, however, truly
know themselves and their place in the cosmos, so always know their own truename. Discovering truenames can be
done in several ways.
Without research: If a mage invokes a truename while casting and you are within hearing, you canattempt a
spellcraft check (DC 20 + the subjects CR) to understand the truename. If you do not have the truename training feat
you suffer a -4 penalty on this check. Similarly, someone can attempt to teach you a truename that they know,
allowing you the same check. On a success, you learn the truename and, if you have the proper training, may invoke
it as described below. If you fail the check, you cannot attempt to learn that truename for one week.

Through research: Alternatively, you can research someones truename using a combination of mundane and
magical methods, but the process is expensive and time consuming. Legendary individuals and powerful beings may
have their truenames recorded in ancient texts, but as a rule these texts are neither complete nor accurate. Shorter
lived creatures, such as humans, probably dont have their names recorded in any important texts, so discovering
their truenames requires arduous research using geneologies and magical divinations.
Each week of research costs 500 gp for meditative incense, access to private libraries, research assistants, and so
forth. For each week of research, make a knowledge check in the relevant subskill to discover someones truename,
with a DC of 15 + (creatures CR). The check can be modified by your knowledge of the subject, as shown in the table
below. It takes a number of successful checks equal to the creatures CR (minimum 1). If the check fails, you may
try again with another week of research, but the gold spent on materials is wasted. See the list below for factors that
modify the knowledge check made to research a personal truename.
You may interrupt the research process at any time, resuming the process later. Simply record your progress for later
reference.
Obscure Creatures: Ironically, it is often more difficult to discover the truenames of obscure creatures than powerful
ones. Historians occasionally reference the actions of figures of note, while obscure creatures are rarely, if ever, noted
in anything other than personal accounts, so mundane texts arent much help. Anything with less than 5 HD is usually
considered obscure unless they have historical or political significance. Researching the truename of an obscure
creature requires magical divination.
Truename Research Conditions:

Staff of research assistants: +2


Access to a large library or other repository of information: +2
Commune spell*: 2
You know who the subjects ancestors are:
Parents: +1
Grandparents: +2
Great grandparents or beyond: +3
Divination spell*: +2
Contact Other Plane spell*: +2
Legend Lore spell*: +6
You know the subjects birth (given) name: +1
You have spent more than one month in the subjects company: +2
You are related to the subject (or you are the subject): +4
Subject is considered obscure (see above): -8
You have never met the subject: -2
You know the subject by a false name: -4
*Must be cast within the week of your knowledge check.
Invoking Truenames:
Knowing a truename is not enough to use it. Invoking a truename requires the Truename Training feat (see below),
which represents specialized learning in this esoteric branch of arcana. As a prerequisite for the feat, you must be a
spellcaster and must know your own truename, either because it was taught to you or as a result of research, as
described above.

Once you have the proper training, you can invoke truenames that you know to gain powerful benefits.

You can spontaneously substitute your own truename for a somatic, verbal or material component (costing 1
gp or less) of a spell. If used to substitute the verbal component, the spell will work even inside an area affected
by silence or similar dweomers. This carries the risk of revealing your truename to other spellcasters.

By invoking a truename as a spellcasting component, you can impose a 2 penalty to the targets saving
throw against your spells and you gain a +4 bonus on caster level checks made to overcome the targets spell
resistance (if any).

By invoking a truename while you cast a divination spell, you can use the truename as the mystical
equivalent of a body part for scrying purposes on the target, and you effectively have intimate knowledge of the
subject.

By weaving a weapon enchantment with a truename, you can create a powerful weapon against the target.
With this special enchantment, the weapon gains the effects of a bane enchantment and ignores miss chance due
to concealment (but not total concealment), but only against the target. Attacks still must target the correct
square. The weapon also overcomes the targets damage reduction and defeats its regeneration (if any). This
requires the Craft Magic Arms and Armor feat and modifies the weapons cost as a +1 bonus.
Truenaming Feats:
Truename Training [General]
You comprehend the language of the cosmos and can learn and invoke truenames to bolster your magic.
Prerequisite: Ability to cast arcane or divine spells, spellcraft 1 rank, and knowledge of your own personal truename.
Benefit: You can invoke truenames and cast truename spells as described in the truenaming rules in the magic
chapter.
Normal: While anyone can attempt to learn a truename, only those with proper training can invoke them.
Obscure Truename [General]
Truenames are notoriously hard to discover, but yours is more difficult than most.
Benefit: Researching your truename is difficult. Such research requires magical aid, and the knowledge checks suffer a
-8 penalty, just as if you were an obscure creature.

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