From the CKG:
Advantages
Racial weapons
Spell Slots
The Wizard's Wand and Cleric's Holy Symbol required spellcasting focus
The Healing Power of the Illusionist To bring greater continuity to the table and to better express the illusionist’s power as a manipulator of time and space in regard to his ability to heal, the illusionist, not the target, makes an attribute check to succeed at casting any curing spells. When an illusionist attempts to heal, the recipient, either unconscious or conscious, receives the magic only if the illusionist successfully makes his attribute check. In this case, the CL equals the level of the target.
Own House Rules:
- Ability Scores: Create 3 sets of stats rolling 4d6 and dropping the lowest roll. The player picks the best of the three, but has to assign them in order.
- Maximum starting HP
- Secondary Skills from AD&D (this gives a general idea of the PC's background and may grant a bonus to SIEGE checks as appropriate)
- Details from the character’s background may grant bonuses to SIEGE checks as well.
- If a player comes up with a convincing reason during the game, the CK may grant a bonus for a SIEGE check and/or allow the player to add the PC's level to the roll in a situation where one would normally not
- Races: Standard races and the races detailed in the
Player’s Guide to the Wilderlands. Any feat-based or skill-based bonus will be ignored or applied as a secondary skill / background bonus. Please note: that the various "true" races (i.e., those ones that are not simply colorful versions of the Human race), are not considered Human (i.e., they get their racial bonuses, but not the extra primary attribute Humans get)
- Classes:
o Standard from the Players Handbook.
o Three versions of barbarians
1.) The version in the early printing of the Players Handbook ("Berserker")
2.) The version in the 4th printing of the Players Handbook ("Savage")
3.) The version in the Barbarians of the Wilderlands ("Wilderlands Barbarian")
- Restrictions:
o No evil alignments
o No custom magic items
- Character Binder:
link
- Critical Hits/Fumbles: Paizo's Critical Hit and Critical Fumble Decks
- Critical Success/Critical Failure for SIEGE checks
If you roll a 20 on a SIEGE roll, good things happen. Likewise, if you roll a 1, bad things happen.
- Gems, Baubles, and Goods
When gems, jewelry, statues, and the like are acquired by the party, the CK will immediately relate the monetary value for these items. This simply makes for easier book-keeping.
- Deities
Gods from any pantheon can be worshiped, but players are encouraged to review the gods described in the Player’s Guide to the Wilderlands.
- On Being Turned to Stone (compliments of
Jonathan Drain)
A character turned to stone can attempt to strike a heroic pose in order to make a better looking statue. If sold, his statue fetches 100 gp times the result of a Charisma check.
- Shields and Dual Weapon Wielding
If a PC fights with two weapons, the standard attack penalties apply if he wishes to attack with both weapons during the round. Otherwise, the second weapon (which must be medium or smaller), grants an AC bonus.
Small weapon:
o +1 to AC but only for one attack per round (which will be the first attack unless otherwise specified by the player)
o no AC bonus versus ranged attacks
Medium weapon:
o +1 to AC for all attacks that round
o no AC bonus versus ranged attacks
Shields:
o +1 bonus to the AC bonus listed in the book
o AC bonus against both melee and ranged attacks
- Dice Rolls
Only dice rolled on the table count. If a die hits the floor, it will be re-rolled.
Cocked die rolls are re-rolled.
- XP Awards and XP Award Nominations
In addition to XP earned for monster slaying, treasure, story bonuses, etc., players may earn XP for good game play. “Good game play” can be anything that contributes to the game session overall. After each session, players should send the CK a message nominating anyone (including themselves) that did a great job at the session. Although players can provide their nominations publicly, an email or a private message via EpicWords is preferred. Once the CK receives the nominations, he will evaluate them, consider the session himself, and issue out XP Awards accordingly.
Players are encouraged to nominate themselves because often something subtle, but important, goes overlooked by the group or CK.
Examples of good game play:
- kicked ass in combat in a particular fashion
- did something really cool in combat, even if it wasn’t overly effective
- two words: Epic Fail
- role-played very well
- busted up the group in laughter
- pleased the CK in some inane manner
- brought pie
- got the CK drunk
- Initiative
Initiative will be resolved by the book with the following changes/clarifications:
• We will use a d12 instead of a d10
• Ties with opponents go to the player
• Ties between players are resolved by the players (roll off, discussion, etc.)
- Background Story (B.S.) Bonus
Before a SIEGE check, if a player convincingly relates some story or experience from his character’s past that applies to the current situation, the CK may grant a bonus to the SIEGE check roll. For example, if the player explains that long ago his dad would take him out to pick wild blueberries, he may receive a +2 bonus to his foraging for blueberries role (see here for more info: link).
The player must then write this information down on his character sheet and it becomes a permanent part of the character’s story.
- Detect Chaos, Evil,Good, or Law
• The detect chaos, evil, good, or law spell does not function in regard to sentient beings. What is evil to one may be not be evil to another. However, the spell does function for insentient entities, such as magic weapons or haunted locations, because such effects are typically a function of magic or supernatural power.
• Higher-level spells and spell-like abilities with similar capabilities function normally.
• This spell may also detect neutrality (see below).
- Detect Neutrality
• This spell has a very limited effect. As such, it will be combined with detect chaos, evil, good, or law.
• Druids and Cleric both have access to detect chaos, evil, good, law, or neutrality as a 0 level spell.
- Surprise Roll
The CK will roll as normal. For the players, each player will roll a make a wisdom or dexterity check. The highest roll will be used for the entire group.