Хоумрулы:General:Universal:
*Now a character can't get more than two complete sets of actions (two standard actions, two move actions etc.) per round by any means.
Exception: PoW's Riven Hourglass counters that provide actions can provide actions above this limit.
*Flat-Footed is now replaced with "denied Dexterity bonus to AC". You are no longer flat-footed at the beginning of combat.
*Metatamagic Rods are removed.
*Hit dice are no longer rolled. At each level, a character gains the maximum number of Hit Points possible for their Hit Die roll.
*A character can't get a total bonus of higher than +5 to any skill (including indirect bonuses like bonuses to all checks tied to an ability score) from permanent magic items.
*Incorporeal template now doesn't grant deflection bonus to AC, miss chance for spells and now able to attack touch AC only with unarmed attacks that are not modified by class abilities like Monk's Unarmed Strike or Flurry of Blows. This includes Path of War's Boosts and Strikes. Any damage dealt by an incorporeal character is halved, including any area affects and effects orginated from such a character.
Exception: incorporeal creatures from Bestiary are now incorporeal (native) and use old incorporeal template.
*Mindless creatures are always immune to fear and mind-affecting effects, ignoring any ability that can negate or bypass this immunity.
*Any class ability that allows a character to add it's ability modifier to any roll or valuer, such as Paladin's Divine Grace and Monk's Inarmored Defense, is limited by 1 point of bonus per level in the class granting that ability. This rule doesn't apply to single class characters.
Core:
*Magical Lineage and other traits that affect metamagic are removed.
*Nauseated condition is now a disease. Creatures that are immune to disease are immune to nauseated condition as well.
Psionics:
*Hustle Power (metapsionic feat) changed. Now you can't use Hustle Power if you have moved by any means since your last turn. If you use Hustle Power and then willingly move until the start of your next turn, you are staggered for your next turn and can't get more than one action by any means while staggered by this effect.
*You can't apply more than one source of manifester level increase (like Overchannel feat or Wilder's Wild Surge) simultaneously.
*Surge Crystals are removed.
Path of War:
*Supernatural maneuvers are treated as spells for the following purposes: Spell Reistance, Dispel Magic, spell suppression and amplification (like Spellbane) and effects of other spells.
*Attacks that roll natural 20 now can be countered as normal.
*Prestige Classes that advance initiator level now advance initiator level and maneuvers only from one class. If a character has more than one class or ability that provide maneuvers, he must choose which one of them is advanced by prestige class when the first level of a prestige class is gained.
*Riven Hourglass Eternity changed. Now the feat can only be applied to effects with base duration of longer than 1 round.
Martial Disciplines:- Используется PoW Errata, пока прямо не противоречит нижеследующему.
ссылкаMithral Current
Level 1:
Flowing Creek: No changes
Following Wake: Trip attempt happens after all of the attacks made as a part of a charge.
Reaching Blade Stance: No changes
Ready the Draw: No changes
Swift Current: Target is denied it’s Dexterity bonus to AC instead of flat-footed.
Tidal Blade: No changes.
Level 2:
Calm the Storm: No changes.
Dual Crash: No changes.
Iron Wave: No changes.
Ride the Wake: During this move your speed is increased by 5 times your initiation modifier/2.
Riptide Strike: The trip attempt takes place after the normal attack.
Level 3:
Flowing Water Stance:You also can draw your weapon when making any type of maneuver or attack.
Rippling Current: Target is denied it’s Dexterity bonus to AC instead of flat-footed.
Rushing Wake: Successful trips made as a part of this maneuver don’t trigger attacks of opportunity.
Salt Breeze Strike: No changes.
Level 4:
Blinding Reflection: Target is blinded for 1 round instead of one minute on failed save. Additional damage is 5d6 instead of 6d6.
Disruptive Wave: Now doesn’t increase the DC of Concentration check by an additional +4.
Ride the Current: Movement range increases by 5 for every three initiator levels above 7.
Silver Wave: Additional damage is 5d6 instead of 6d6.
Level 5:
Flowing Stream: No changes.
Mithral Flash: No changes.
Rapid Current: Additional damage is 2d6 instead of 3d6.
Shifting Waves Stance: You also can move through enemy space treating it as difficult terrain. You gain a +15 enhancement bonus to you movement speed while you maintain this stance. You may move 10 feet when you initiate any strike instead of 5 feet when you initiate a maneuver that allows you to move.
Whirlpool Strike: No changes.
Level 6:
Crashing Wake: No changes.
Endless Current: No changes.
Mithral Current Stance: You also can try to make an enemy vulnerable to silver just before it is hit by a ranged Mithral Current maneuver like Iron Wave.
Quiksilver Wave: No changes.
Level 7:
Blade of the Silver Sea: No changes
Flowing River: Range is limited by three times your movement speed.
Raging Whirlpool Strike: No changes
Level 8:
Mithral Lightning Stance: You also gain +4 bonus to initiative.
Mithral Wave: No changes.
Riptide Slice: Additional damage is only 10d6
Level 9:
Dance of the Silver Hurricane: You also deal 2d6 damage in addition to your normal weapon damage.
Elemental Flux
Level 1:
Eldritch Shield: No changes.
Elemental Nimbus
Air: Now grants +1 circumstance bonus to attack rolls and adds 1d6 lightning damage to attacks made with metal weapons or attacks that inflict lightning damage. Attack bonus increases to +2 if your initiator level is 10 or higher.
Earth: Now at initiator level 10 or higher grants one size increase and a +2 bonus to damage with melee weapons.
Fire: Now at initiator level 10 the additional damage is only 1.5 of your initiation modifier.
Water: Now the attacker makes only one save per round even if hit multiple times.
Embrace the Elements
Air - Now also grants +2 bonus to Reflex saves, increasing by one for every six initiator levels.
Earth - Now also grants +2 bonus to Fortitude saves, increasing by one for every six initiator levels.
Fire - Now also grants +2 bonus to Reflex saves, increasing by one for every six initiator levels.
Water - Now also grants +2 bonus to Will saves, increasing by one for every six initiator levels.
Fluctuation Movement: No changes
Spark Strike: No changes
Variable Flux: No changes
Level 2:
Arcane Shield: No changes
Degrade Resistance: Now has no augmentation options.
Elemental Strike: Now you can spend up to two point of animus instead of three.
Energy Spark: Now doesn’t add damage bonuses other than boosts or stances that specifically add damage to ranged attacks or attacks that deal the same damage type as Energy Spark’s current damage type.
Eldritch Fang: No changes
Level 3:
Elemental Flux Stance: Now additional damage is only 1d6 and it only applies to attacks that deal damage of the same type as your Active Energy type. The additional damage increases by 1d6 at 10 and 15 initiator levels.
Air: No changes
Earth: Now also grants energy resistance 5 to all energy damage types other than your current Active Energy type.
Fire: Fast healing is now 4 instead of 1. Now also grants +10 enhancement bonus to speed of all your movement modes.
Water: Now also grants +2 bonus to your CMD.
Energy Jolt
Water: Now the target is only entangled for 1 round.
Lance of Power: Now the DC bonus is limited by initiator level just as additional damage is.
Air: Duration of the deafening effect is only one half of your initiation modifier in rounds.
Earth: Duration of the grease effect is only 1 round.
Raging Flux: Now the target can make a Reflex save (DC 13+your initiation modifier) to avoid being pushed into dangerous terrain, stopping at it’s edge on success.
Level 4:
Arcane Torrent: Now deals half damage on successful save.
Assay Resistance: Now has no augmentation options.
Eldritch Consumption: No changes
Energy Hammer: Additional damage is 5d6. Duration of each inflicted condition is one round instead of 1d4 rounds.
Earth: the target is dazed instead of stunned on failed save.
Level 5:
Elemental Drive: Additional damage is 7d6.
Augmentation: You may spend a point of animus to gain a +5 bonus on your bull rush attempt and increase the strike’s additional damage by 1d6.
Elemental Absorption: No changes
Elemental Vortex: Additional damage is 6d6.
Air: attack bonus is only granted if the attacker is also using a weapon made of metal or an attack that deals lightning damage.
Water: the target is entangled for 2 rounds instead of 2d4.
Augmentation: You only gain 1d6 additional damage if you spend at least 2 points of animus instead of 1d6 per animus point spent.
Enter the Vortex: If the blasts are used as part of strikes that require attack rolls, they do not function as touch attacks. If you use a strike that is normally a touch attack you deal 2d6 additional damage of your active element. Base range increment is now 50 instead of 30. Now also grants +20 enhancement bonus to movement mode the stance currently grants.
Level 6:
Eldritch Energy Hammer: Now has no augmentation options. Now the number of spells you can dispel with this strike is equal to the amount of greater dispel magic of caster level equal to your initiator level. Now deals 2d6 damage per spell dispelled instead of 2d6 per spell level.
Elemental Destruction Ring: You can only apply additional effect on targets that are dealt more than 10 damage by this strike.
Water: Targets are entangled for 2 rounds instead of staggered.
Fire: Targets are staggered for 1d4 rounds instead of dazed.
Eldritch Fang Flurry: The target makes only one save even if hit multiple times.
Nexus of Elemental Retribution: Additionally, this stance allows you to roll your saving throw twice against any spell or effect or any other effect that deals damage or have a descriptor of one of the energy types this stance grants you resistance against. Releasing stored energy is free action.
Shatter Resistance: Additional damage is only 2d6.
Level 7:
Cascade of Elemental Wrath:
Augmentation: Additional attack doesn’t stack with haste or similar effects.
Force Majeure: Now augmentation lowers each of the damage dice by one step.
Redirecting Flux: Now has no augmentation options.
Level 8:
Elemental Breach: Now elemental damage is increased by 50% as per Empower Spell, this additional damage doesn’t stack with any other effects similar to this. The damage against any target that normally would be immune can’t be empowered or maximized.
Master of the Elements: No changes.
Zephyr Flux: Base damage is now 12d6 to primary target and 6d6 to secondary targets.
Augmentation: Now you can spend only up to two points of animus.
Water: The target is entangled instead of nauseated.
Level 9:
Strike of Elemental Devastation
-Fire: the target is nauseated for 1 round and can make a Fortitude save (DC 19+you initiation modifier) to negate the effect.
-Water: the target is dazed for 1 round.
Riven Hourglass
Level 1:
Clockwatcher: No changes
Minute Hand: You can only initiate this boost as part of an attack, full attack, or strike.
Distorted Clock: No changes
Sands of Time Stance: No changes
Sands of Time Approach: Target makes Fortitude saving throw instead of Will
Strike the Hourglass: No changes
Level 2:
Chronal Agression: No changes
Rapid Strike: No changes
Stopwatch: Successful Autohypnosis check always negates ranged attacks even if you still can be attacked in your new position.
Temporal Burn: Additional damage from this strike is untyped and bypasses any damage immunity the target may have.
Unhindered Step: The movement bonus applies to all movement modes, not just land speed. The movement bonus increases by an additional 5 feet times your initiation modifier.
Level 3:
Flickering Defence: You need to be aware of the attack to use this counter.
Probability Twist: No changes
Riven Hourglass Stance: No changes
Temporal Fury: Target makes Will saving throw instead of Fortitude.
Time Skitter: No changes
Level 4:
Chronal Draw: Target makes Fortitude saving throw instead of Will
Gift of Time: After you initiate this maneuver you can’t benefit from Gift of Time or similar effects until the end of your next turn. Also you can’t initiate this maneuver if you have been targeted by Gift of Time or similar effects since your last turn.
Temporal Body Adjustment: No changes.
Tip the Hourglass: Target makes Will saving throw instead of Fortitude.
Level 5:
Chronal Fission: Additional counter from this stance doesn’t stack with other ways to gain additional free counters, such as Awakened Blade’s Precognitive Defences or Zealot’s Unbreakable Fortress
Hour Hand: Instead of bonus damage you make two additional attacks.
Sands of Time Tornado: No changes.
Time Thief’s Talons: No changes.
Relativity Burst: You can only initiate this counter in response to being targeted by an attack, spell, or similar ability including spells and effects that target an area you’re in. If your movement puts you out of reach or range of the ability it can cause it to fail. Otherwise, the effect is resolved relative to your new positioning, including gain or loss of cover, concealment or other conditions. Additionally, you can’t cast spells, initiate maneuvers or manifest powers that affect other targets than you using this move action.
Level 6:
Sand-Bearer’s Swiftness: Additionally, you can’t be denied Dexterity bonus to AC by an enemy that is less than four levels higher than you unless you’re immobilized.
Shatter the Hourglass: On a successful save the target is only slowed for 1 round.
Temporal Distortion: No changes
Temporal Wave: Affected targets can make a new save at the end of each of their turns, ending both effects on a success. Has no effect on successful save.
Level 7:
Beat the Clock: You can only initiate this counter in response to being targeted by an attack, spell, or similar ability. When you initiate this counter you can use any combat maneuver, strike, or the attack action as a standard action. Only the creature that triggered this counter can be affected, all other creatures are immune as if in a time stop.
Sand of Time Hurricane: The effect on failed save is Exhausted instead of Nauseated. You can’t substitute attacks made with this maneuver for combat maneuvers.
Temporal Dilation: A target that succeeds on its save can not be affected again for 24 hours.
Level 8:
God of the Hourglass Stance: You can not use the extra action to cast spells, use powers, or similar abilities.
Heart of the Time Lord: No changes.
Wrath of Time: The damage on successful saving throw can’t be higher than 30.
Level 9:
Break the Hourglass: No changes.