Optional Rules
These rules are available as Open Game Content.
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Ability Scores Exaggerated
To further the extremes of a character's attributes, and to allow for more diversity, you can apply bonuses and penalties to a character's ability scores. At the player's choice, he can give his character a +2 bonus to one ability score of his choosing, and a -2 penalty to two other ability scores of his choosing. The two penalties cannot be applied to the same score.

As another option, the player can choose to give his character a +2 bonus to two ability scores of his choosing (the two bonuses cannot be applied to the same score), and accept a -2 penalty to his four other ability scores.

With this rule, ability scores can be higher than 20 and lower than 3. However, no ability score can be lower than 1, and the character's Intelligence cannot be lower than 3.

This optional rule is useful for games with no non-human races, or to simply allow more varied characters.



Class Skills
With this optional rule, the following classes gain the listed skills as class skills.

Cleric
Sense Motive (Wis)

Sorcerer
Diplomacy (Cha)
Intimidate (Cha)
Perform (Cha)
Use Magic Device (Cha)



Energy Drains that are less annoying
A monster (usually undead) that can energy drain your character is a frightful thing indeed. But losing a level is a little harsh. So how do you keep energy drains dangerous, but more fair? Simply skip the part where a failed save causes the character to lose a level. Instead, the character gains a permanent negative level (see page 293 of core rulebook II).

Some spells, such as restoration will remove negative levels. A permanent negative level must be restored in the same manner as an actual level drain. So a restoration spell will remove all negative levels and removes one permanent negative level.

If the number of negative levels (including permanent negative levels) equals or exceeds the character's level, then the character dies instantly. After that, something bad usually happens to the character, such as coming back as a wight.



Epic Level Characters
There are two other methods to handle high level characters besides the one presented in core rulebook II. Of course most people don't need epic levels because they have no use for them. But if you plan on going past level 20 and you don't like the standard epic level rules, then here are some other options.

The first method is to simply have the character multiclass. This method works well because it is familiar. However, when the character reaches extremely high levels (35 or higher) the power scale breaks down. But if you only intend on characters reaching levels less than 35, then things should be manageable.

The second method is to force characters to multiclass at level 21 into a generic class. Presented here is a class that allows character to continue advancement but their power level stabilizes. Also the scaling of power doesn't break down because everyone has to advance in the class.
High Level Characters



Fight Offensively
Using a similar logic to the fight defensively action, characters can also fight offensively. A character can choose to fight offensively when taking the attack action. If a character does so, then the character suffers a -4 penalty on all attacks in a round to gain a +2 bonus to melee damage rolls for the same round.



Hovering at Death’s Door
Not all creatures and characters should die at -10 hit points. Use one or more of the following rules to change the point at which a creature dies.

Base Attack Bonus
For every +1 base attack bonus, the creature dies 1 hit point beyond -10.

Toughness
Everytime a creature gains the Toughness feat, it will die 1 hit point beyond -10.

Constitution Modifier
For every +1 Constituion bonus, the creature dies 1 hit point beyond -10. For every -1 Constitution penalty, the creature dies 1 hit point before -10.

Size
Finedies 8 hit points before -10
Diminutivedies 4 hit points before -10
Tinydies 2 hit points before -10
Smallno change
Mediumno change
Largeno change
Hugedies 5 hit points beyond -10
Gargantuandies 10 hit points beyond -10
Colossaldies 20 hit points beyond -10




Hovering at Death’s Door, but now you are Disabled instead of Dying
The disabled condition rarely comes into play because creatures are not disabled unless they have exactly 0 hit points. As an optional rule, creatures are not dying until they reach half the negative hit points that causes them to die. Until then, they are just disabled. Disabled creatures can only perform move actions or standard actions, they cannot take full-round actions. Additionally, any standard action (and any strenuous action) will cause the creature to take 1 point of damage.

For example, if a creature will die when it reaches -10 hit points, then it will be disabled from 0 hit points to -4 hit points. From -5 hit points to -9 hit points it will be unconscious and dying. And at -10 hit points the creature is dead.



Massive Damage Thresholds
Core rulebook II provides a variant rule for massive damage based on size, but what if you want a creature's massive damage threshold to based on its individual toughness? With this optional rule, each creature will have a different massive damage threshold. To determine a creature's massive damage threshold, add its size bonus, plus its base attack bonus, plus its Constitution score, plus any other modifiers (such as the Toughness feat).

Additionally, a creature that fails its Fortitude saving throw against massive damage is not slain outright. Instead, the creature instantly drops to 0 hit points (if the damage did not already do so).

Size Bonus
This is the base massive damage threshold of the creature.
Fine1
Diminutive5
Tiny10
Small20
Medium30
Large40
Huge50
Gargantuan60
Colossal70


Base Attack Bonus
The creature's massive damage threshold increases by an amount equal to the creature's base attack bonus.

Constitution Score
The creature's massive damage threshold increases by an amount equal to the creature's Constitution score.

Toughness
Everytime a creature gains the Toughness feat, its massive damage threshold increases by 5.

For example, most humans will have a massive damage threshold of 40 (size 30 + BAB 0 + Con 10). A 5th level dwarf fighter could have a massive damage threshold of 60 (size 30 + BAB 5 + Con 20 + Toughness 5). A red great wyrm would have a massive damage threshold of 141 (size 70 + BAB 40 + Con 31).



Massive Damage Thresholds, Gritty and Deadly
Core rulebook II provides a variant rule for massive damage based on size, but what if you want a creature's massive damage threshold to based on its individual toughness? What if you want the game to be more deadly? With this optional rule, each creature will have a different massive damage threshold. To determine a creature's massive damage threshold, add its size bonus, plus its Constitution score, plus any other modifiers (such as the Toughness feat).

Normally, the DC for a saving throw against massive damage is equal to 15. However, with this optional rule, the DC is equal to the difference between the damage dealt and the creature's massive damage threshold. For example, if a human has a massive damage threshold of 15 and he takes a blow that inflicts 20 points of damage, then the massive damage DC will equal 5. If the same human takes a blow that inflicts 40 points of damage, then the massive damage DC will be 25.

Additionally, a creature that fails its Fortitude saving throw against massive damage is not slain outright. Instead, the creature instantly drops to 0 hit points (if the damage did not already do so).

Size Bonus
This is the base massive damage threshold of the creature.
Fine1
Diminutive2
Tiny3
Small4
Medium5
Large10
Huge15
Gargantuan20
Colossal25


Constitution Score
The creature's massive damage threshold increases by an amount equal to the creature's Constitution score.

Toughness
Everytime a creature gains the Toughness feat, its massive damage threshold increases by 5.

For example, most humans will have a massive damage threshold of 15 (size 5 + Con 10). A dwarf could have a massive damage threshold of 30 (size 5 + Con 20 + Toughness 5). A red great wyrm would have a massive damage threshold of 56 (size 25 + Con 31).



Sundering Magic Weapons
There are some conflicting rules on how sundering works magic weapons and shields, along with the rules on how magical enhancements improve their hardness and hit points. So here is a clear optional rule to handle sundering magic weapons and shields.

Magic weapons and shields are not indestructible. A normal weapon can be used to sunder a +5 sword. However, magic weapons and shields are very resistant to such breakage. For every +1 enhancement, the weapon or shield gains +10 hardness and +10 hit points. For example, a +5 magic weapon would have +50 hardness and +50 hit points. Thus, it would be very hard to break, but not impossible.



Synergy Bonuses with Higher Skill Ranks
At higher levels characters will usually invest many ranks into a particular skill. Some skills grant a synergy bonus to other skills, but only when the character gains 5 ranks. After that no further bonuses are received. As an option, you can increase the synergy bonus by +1 for every 10 ranks after the initial bonus. For example, 5 ranks in Jump grants a character a +2 synergy bonus to Tumble checks. Having 15 ranks would grant a +3 synergy bonus, 25 ranks would grant a +4 synergy bonus, and 35 ranks would grant a +5 synergy bonus (and so forth).



Unified Massive Damage Threshold and Negative Hit Point Rules - The Death Number
Presented here are rules for dying and massive damage that have been simplified into one mechanic. Most creatures have a Death Number which is calculated as follows:

Constitution Score
The base Death Number of a creature is equal to its Constitution score.

Size Bonus
The creature gains a bonus to its Death Number according to its size, using the chart below.
Fine1
Diminutive2
Tiny3
Small4
Medium5
Large10
Huge15
Gargantuan20
Colossal25


Base Attack Bonus
The creature gains a bonus to it Death Number equal to its base attack bonus.

Toughness
Everytime a creature gains the Toughness feat, its Death Number increases by 3.

Example 1: Commoner - Con 10, Size medium, BAB +0 - Death Number = 15
Example 2: 10th Level Dwarf Fighter - Con 20, Size medium, BAB +10, Toughness feat (x2) - Death Number = 41
Example 3: Red Great Wyrm - Con 31, Size colossal, BAB +40 - Death Number = 96

The Death Number
The Death Number serves two purposes. First, it determines a creature's Massive Damage Threshold. Second, it determines the number of negative hit points that a creature has.

Massive Damage Threshold
A creature has a massive damage threshold equal to its Death Number. If the creature takes this amount of damage in a single attack, then it must make a Fortitude saving throw or be instantly reduced to zero hit points. The DC of the saving throw is equal to the damage of the attack minus the creature's Death Number. (As an option, the DC is always equal to 15.)

Negative Hit Points
A creature has a number of negative hit points equal to its Death Number. If the creature's current hit points fall to this number or below, then the creature is dead. If the creature's current hit points are between its total negative hit points and half its total negative hit points, then the creature is dying. If the creature's current hit points are between zero and half its total negative hit points, then the creature is disabled.

Example 1: Commoner - Death Number 15 --- disabled from 0 to -6, dying from -7 to -14, dead at -15 or below
Example 2: 10th Level Dwarf Fighter - Death Number 41 --- disabled from 0 to -19, dying from -20 to -40, dead at -41 or below
Example 3: Red Great Wyrm - Death Number 96 --- disabled from 0 to -47, dying from -48 to -95, dead at -96 or below



Vorpal and Keen Weapons
Keen Weapons
To allow keen weapons to work with the Improved Critical feat without getting insane threat ranges, keen weapons simply add +5 to the confirmation roll after a critical threat.

Vorpal Weapons
Instead of instant death, vorpal weapons increase the weapon's normal critical multiplier by 2. For example, a vorpal longsword would inflict x4 damage on a critical hit instead of x2 damage. You no longer need to roll a natural 20 to gain this effect, the effect happens with every critical hit.