Altered Content


 * Tieflings & Aasimars: You may replace your SLA with a Variant Ability but you must roll on the Discord's Rolling Channel (Specifying in that channel what you're rolling for) and you can only roll once. Once rolled, you can pick either that roll or the SLA, but you may not roll again.
 * Firearms: The technology level for firearms is Emerging Guns (https://www.d20pfsrd.com/equipment/weapons/firearms/) except that the Pistol (and its variations), the musket (and its variations) and the blunderbuss are considered martial weapons.
 * Gunsmithing: In order to fabricate firearms of any sorts, a character must do so in a Gunsmithing Workshop or in an Advanced Gunsmithing Workshop (see Kingdom Buildings). Early firearms (and alchemical cartridges) require at least the base Gunsmithing Workshop, while advanced firearms (and metal cartidges) require at least the Advanced Gunsmithing Workshop (and also blueprints of the firearm in question). A gunslinger with the Gunsmithing feat may craft firearms with just a gunsmithing kit, but they are much more unstable than ones crafted in a Gunsmithing Workshop, and thus triple their misfire chance. Alchemical and metal cartridges crafted on the field raise the misfiring chance of a firearm by 2.
 * Martial Mastery: From the Elephant in the Room ruleset, it also applies to the Unchained Rogue and Unchained Ninja's Finesse Training class feature. Also, the feats affected by this rule are only the ones where you pick a specific weapon, not the ones that impose a specific weapon (I.E. Martial Mastery would work with Slashing Grace but not with Fencing Grace).
 * Gunslinger FCB:
 * Dwarf: Reduce the misfire chance of one type of firearm by 1/2. You cannot reduce the misfire chance of a firearm below 1.
 * Half-Elf: Add +1/3 point to the gunslinger's grit points.
 * Half-Orc: Add +1/2 bonus on attack rolls when using the pistol whip deed.
 * Human: Add +1/3 point to the gunslinger's grit points.
 * Hobgoblin: Add +1/3 point to the gunslinger's grit points.
 * Dhampir: Add +⅓ on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.
 * Drow: Add +¼ to the dodge bonus granted by the gunslinger’s nimble class feature (maximum increase of +2) or +¼ to the AC bonus gained when using the gunslinger’s dodge deed.
 * Duergar: Reduce the misfire chance of one type of firearm by 1/2. You cannot reduce the misfire chance of a firearm below 1.
 * Fetchling: Reduce the miss chance due to dim light or darkness by 1% when using a fire arm. The miss chance cannot be reduced by more than 10%.
 * Orc: Add +1/2 bonus on attack rolls when using the pistol whip deed.
 * Tiefling: Add +½ to the gunslinger’s CMB when attempting a dirty trick or trip.
 * Wayang: Add +1/2 bonus on attack rolls when using the pistol whip deed.
 * Special Materials: The cost to order special materials from Avistan is 300 GP per pound for Adamantine and 500 GP per pound for Mithral. All gear ordered made out of these materials use the price per pound for the total extra price. For example, a mithral full plate would cost a total of 14,000 GP (1,500 + 12,500) since it uses the base weight of 25 pounds (since mithral weighs half), multiplied by 500 GP.
 * Druidic Herbalism: Works as written in the class feature, except that these concoctions are highly unstable and thus remain potent for 1 day before becoming inert. Inert herbal concoctions grant no benefit. In addition, for any herbal concoctions of 4th level or higher, a non-druid character drinking it must succeed at a Fortitude saving throw (DC 10 + spell level + druid's wisdom modifier) or become nauseated for a number of rounds equal to the spell level of the potion. Creatures immune to fortitude saving throws are not immune to this. Creatures with the Endurance feat gain a +4 to their Fortitude save against this DC. Additionally, at 4th level, the druid do not reduce the cost to create additional herbal concoctions, but may instead administer these concoctions to unconscious creatures as a standard action or conscious creatures as a move action.
 * These crafting feats are allowed, but any non-consumables crafted have a 100% tax applied to them that must be paid to the Aspis Consortium organization. Thus, items can only be sold for the full price, and any profit do not go to the crafter's pockets, but to the Aspis Consortium organization's pockets. Overpricing is banned by the Aspis Consortium with heavy repercussions if done.
 * Craft Magic Arms and Armor
 * Craft Rod
 * Craft Shadow Piercing
 * Craft Wondrous Items (unless crafting elixirs and other one-time-use items, up to Council discretion)
 * Gunsmithing (Except for ammunition)
 * Demon Grafter
 * Fleshwarper
 * Forge Ring
 * Inscribe Magical Tattoo
 * Inscribe Rune
 * The following Major Drawbacks:
 * Asthmatic: You suffer a -2 penalty against any effect that will cause you to be fatigued or exhausted, and any effect with cloud, dust, fog, or smoke in its name. You hold your breath for only half the normal duration. Additionally, sleeping in light or heavier armor fatigues you. Additionally, you may only run for a number of rounds equal to your constitution modifier before becoming fatigued. You may only run for a number of rounds equal to half your constitution modifier while fatigued before becoming exhausted.
 * Distractible: If a skill check requires more than a standard action, you incur a -2 penalty, and an additional -2 penalty for every round beyond 1, for that check. You can never take 10 or take 20 on a skill check.
 * Easy Target: You suffer a -2 penalty to AC at all times.
 * Farsighted: Enemies benefit from concealment against all melee attacks you make (unless you're perceiving them through senses that do not rely on sight, such as blindsight), and you suffer a -2 penalty to sight-based Perception checks made within 10 ft. of you, and cannot take 10 on such checks.
 * Land Legs: You suffer a -2 penalty on Acrobatics, Climb, Fly and Swim checks when aboard any waterborne vessel, in water deeper than your height, or when your feet do not touch any solid ground (such as when flying) and cannot take 10 with these skills under such conditions. You may not take levels in Profession (sailor) or any equivalent water-based profession skill. (Races that do not have feet apply this to any body part they typically walk on, such as hooves or their serpentine body)
 * Learning Impaired: Subtract 1 from your character class’s skill points per level. You cannot take this drawback if you already receive only 1 skill point per level (such as from having a low Int score) or if you take levels in a class that have 6 base skill ranks per level or more (excluding bonuses from intelligence and background skills).
 * Magically Inept: You suffer a -2 penalty on all Spellcraft checks, Knowledge (Arcana) and Use Magic Device checks. You cannot take 10 or take 20 on Spellcraft checks and Knowledge (Arcana) checks. If you're a spellcaster, you also take a -2 penalty on Concentration checks.
 * Nearsighted: Enemies benefit from concealment against all ranged attacks you make (unless you're perceiving them through senses that do not rely on sight, such as blindsight), and the range increment for all ranged attacks and ranged, sight-based Perception checks are halved.
 * Nonathletic: You suffer a -2 all Strength-based skill and ability checks, and cannot take 10 or take 20 with such checks. You also suffer a -2 penalty to your CMB and CMD.
 * All forms of teleportation are restricted to Arcadia. One may not teleport to a different continent, even through a different plane.
 * The Anti-Paladin Touch of Corruption is modified as follows: Using this ability is a standard action, unless the anti-paladin targets himself, in which case it is a swift action.