House Rules

Action Points and Critical Hit / Fumble Decks:

At each level players get 5 + 1/2 Character level (rounded down) Action Points. They do not roll over into your next level. Use them or lose them.

- You can spend an action point to improve the result of an attack roll, a skill check, an ability check, a level check, or a saving throw. Burning a point allows you to roll a d6 and add it to the total of one of those checks (can declare after rolling but before you know if the roll failed or succeeded). When you get to higher levels you get to roll 2d6 and pick the better one.
-If dying, one action point will automatically leave you stabilized.
-You can survive a death blow by spending half of the total action points for your level which will leave you stabilized one hp away from death.
-If you roll and confirm a critical hit, you can spend an action point to draw a critical hit card. x3 weapons allow you choice of two drawn cards. x4 allows you choice of three cards.
-Because you are spending a point to draw a card, a critical hit will deal its normal damage AND the additional effect of the card. Essentially you are buying an extra effect to tack onto your hit.
-If you confirm a fumble (natural 1 followed by a confirmation roll that also fails to beat target AC) you draw a critical fumble card. You can spend an action point to avoid it. If you take the fumble, you also gain an action point.
-In certain climactic fights monsters/npcs will also use the critical hit/fumble decks, but they have no action points. They draw based on confirmation and take what they roll.

New Spells: (from the fumble deck)

Fumble
Enchantment (Compulsion)[Mind Affecting]
Level: Bard 2, Sor/Wiz 2
Components: V,S,F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

This enchantment causes the target to become more clumsy and apt to fumble. Whenever the target misses with an attack, that attack is automatically a critical fumble threat. The target must confirm the critical fumble as normal.
Focus: A broken masterwork dagger (302 gp)

Fumble, Mass

Enchantment (Compulsion)[Mind Affecting]
Level: Bard 6, Sor/Wiz 6
Target: One creature/level, no two of which can be more than 30 ft. apart.

This spell functions like fumble, except that it affects multiple creatures.

Minimum HPs:

-Max at 1st level. Rolled afterward, but a roll of less than 1/2 of your HD defaults to 1/2 of that die.

Heat Dangers:

Fortitude saves to resist heatstroke will be at a penalty of (1 + ACP) if you are wearing armor. This makes some lighter armors better than the standard rule, and heavier armors much more difficult to resist heatstroke. If you wander the jungle sealed up in a tin can, it’s going to suck unless you get access to magic to help you out.

Harvesting Poison as a Raw Material

You can make a special Heal check to extract poison from a recently slain creature. The DC for this check is 10 + the CR of the slain creature. On a successful check one dose of poison is extracted plus one additional dose for every 5 points by which the your check exceeds the DC to a maximum of:

Tiny 2 doses
Small 4 doses
Medium 8 doses
Large 16 doses (and so on)

Failure by 5 or more ruptures the sac, ruining 1/2 of the potential the raw material. Characters handling poison in this fashion have a 5% chance of being exposed to the poison during the extraction unless they have the poison use class feature.
Both a healer’s kit and surgeon’s tools may be used in the extraction process for additional bonuses.

House Rules

Serpent's Skull Ithuriel