House Rules

Fate Points (aka Luck Points)

Every character begins a game session with 3 Fate Points. The DM may award additional Fate Points during the session for exceptional uses of Fate Points, creative roleplaying or dramatic stunts. Any Fate Points that roll a “6”, roll again and add the number to the total. Fate Dice adjust according to level.

Using a Fate Point is an immediate free action.

Character Level Fate Point Dice Rolled
1st – 7th 1d6 + Character Level
8th – 14th 2d6 + Character Level
15th – 20th+ 3d6 + Character Level

Fate Points maybe spent in the following manner:
  • Add d6 appropriate to level to any attack roll, skill check, saving throw or ability check
  • Confirm a critical hit made by your character
  • Confirm a critical miss on any character
  • Oppose the DM’s critical hit or miss confirmation
  • Automatically stabilize your character (when below 0 hp), once per game
  • Heal d6 appropriate to level, once per encounter

Destiny Points

Destiny points are a powerful and rare resources that allows players to express their commitment to their goals in both a mechanical and roleplaying fashion. Every players starts the game with 1 destiny point. Thereafter, players earn one Destiny Point every 4 levels (e.g. 5th, 9th, 12th, 16th, 20th). Destiny points are also awarded after each campaign cycle, or at GM discretion.

Using a Destiny Point is an immediate free action.

Destiny Points may be spent in the following manner:
  • Add +20 to any attack roll, skill check, ability check, or saving throw. This does not count as an automatic success.
  • Heal all hit points, receive +2 to attack rolls, +2 AC until the end of the next round. This may be done only once per game.
  • Influence a situation greatly in the favor of the character.

Character Creation

We use the following guidelines for character creation:
  • Pathfinder, 30 point build, no stat can start below 8 (after racial modifiers)
  • Max HP at 1st-level
  • Gold for higher levels is equal to starting gold x level (roll for each level)


In addition to the feats found in the Pathfinder Campaign Setting, players may also choose from the following. Feats from other Pathfinder books, as well as Dungeons and Dragons books, are subject to change are available only with DM approval.

Additional Pathfinder feats are located here.

Star-Eyed (General)

As a result of viewing the Sundering, your pupil has been permanently scarred with the image of Mystra’s divine wrath.

Benefit: When using detect magic, you are automatically treated as having focused for an extra round. You also gain +1 to all will saves, and +2 to will saves against fear. Finally, when being viewed by an individual using detect magic, your eyes glow with a strange internal light, a mark of the Sundering.

Special: This feat can only be taken at 1st level

Filthy (General)

Your diet and poor hygiene have made you resistant to poison and disease.

Prerequisite: Cha 9-

Benefit: You get a +2 bonus on all saves against poison and disease.

Special: You may only take this feat as a 1st-level character.

Razor Tactics (General)

Your quick wit and cruel tongue make you a terrifying verbal opponent.

Prerequisite: 1 Rank in Intimidate

Benefit: Add your Intelligence bonus to Intimidate checks in addition to Charisma.

Special: Does not combine with Intimidating Prowess.

Terrifying Charge (Combat)

With a blood-curdling scream you charge into combat, unnerving your foe.

Prerequisites: 3 ranks in Intimidate, BAB +3

Benefit: When making a charge action you may make an intimidation check to demoralize your opponent as a swift action before attacking the opponent you are charging. The target must be able to hear and see attacker. This feat can be selected as a fighter bonus feat.

Rogue Talents

Jam Gears (Ex) (Rogue Talent)

You can use a weapon to jam gears of a mechanical construct and slow it down.

Benefit: Instead of doing damage with a sneak attack, you may jam gears after a successful melee attack. A construct with jammed gears moves at half its speed (round down in 5ft increments) and loses its Dex bonus to AC, if any for a number of rounds equal to one half the attackers ranks in disable device, to a maximum of 5. Multiple Jame Gear attacks do not stack. Weapons used for this attack suffer 1 point of damage per Hit Die of the construct and is immediately disarmed from the attacked as the weapon is ripped out of their hand. In subsequent rounds, the weapon can be snatched back with a successful disarm action. This bonus does not apply to non-creature clockwork devices but grants a +2 synergy bonus to Disable Device.

Gear Break (Ex) (Rouge Talent)

Prerequisites: Jam Gears

Benefit: Instead of doing damage with a sneak attack, you may break gears after a successful melee attack. A construct with broken gears can not move, suffers -2 circumstance penalty to all attack rolls, and loses its Dex bonus to AC, for a number of rounds equal to the attackers ranks in disable device, to maximum of 10. Weapons used for this attack suffer 1 point of damage per Hit Die of the construct and is disarmed if the attacker fails to make a Ref save DC20. This bonus does not apply to non-creature clockwork devices but grants a +2 synergy bonus to Disable Device. This bonus stacks with Jam Gears.

Silent Kill (Ex) (Rogue Talent)

Your sneak attack is silent.

Benefit: If you surprise your target when making a sneak attack, your attacks in the surprise round of combat are completely silent. You gain a +8 circumstance bonus on your initiative check for the combat. If you kill your target within 2 rounds (sneak attack and follow-up), the target dies without a sound.


Knowledge (Mechanica): Covers the knowledge of all things clockwork, mechanex and between.

Craft (Clockwork): This skills covers the creation and maintenance of any clockwork device (mechanical or mechanex).

Craft (Firearms): This covers the technical use of all firearms, including light and heavy weapons. This skill is used to clear jams, reload ammunintion, and understand the technical workings of firearms.


Critical Hits

When a critical is confirmed, multiply the maximum damage, including special from magical weapons, for the attack plus any modifiers, by the critical multiplier. Sneak attack damage must be rolled separately and is not multiplied.

Initiative, Flat-footed and Sneak Attack

Attacks against characters or creatures in a surprise round count as flat-footed. In the first round or surprise round of combat, any attack against another character who hasn’t acted in the round, counts as flat-footed.

Throwing an opponent in Combat

If you successfully maintain a grapple, you may choose to throw your target into an unoccupied square. For every 5 by which your CMB check exceeds the opponents CMB, you can throw your target 5 feet. If the check fails to beat the opponent CMB by 5, the throw fails.

The thrown target can make an acrobatics check to avoid landing prone and taking damage. The DC to avoid landing prone is equal to the distance thrown. Treat the distance thrown as falling damage, but in increments of 5ft. Failing, means the target takes damage by the amount thrown, and if they fail their Acrobatics check by 5 or more, is prone. Anything that avoids taking falling damage, will also avoid damage from being thrown.

Attempting a throw against targets more than one size category larger automatically fails. Movement from throwing does not provoke AoO.

Thieves’ Cant, Silent Cant, and the Drow Silent Language

All characters born in Fogdown may take Thieves’ Cant as a bonus language. There are three specific forms of Thieves’ Cant. A character that knows Thieves’ Cant knows written and spoken. Thieves’ Cant (Silent) must be take separately.

While Silent Cant and the Drow Silent language have many similarities, they are also very different. A character who knows either Silent Cant or the Drow Silent language can communicate with the opposite language with a Intelligence Check DC5 for simple messages, DC10 for complex messages and DC15 for very complex messages.

  • Written: Typically found on the walls of alleys and abandon buildings, written Thieves’ Cant is a complex series of distorted letters, images and symbols which convey anything from simple statement (“Nym was here!”) to complex metaphors (“Jonny if I don’t get my gilt I’m going to gut you like a pig!”).
  • Spoken: Spoken Thieves’ Cant is a mixture of the worse slang and idioms of the languages of Faerun. Begun by sailors as a means of insulting one another, once it came to Fogdown, it became an entire language of its own. Spoken Cant can convey anything an other language can, but just a bit more “illustratively.” Players who’s characters have Thieves’ Cant (Spoken) do not need actually use Cant while speaking in game, but if they choose to, here is a nice reference.
  • Silent: Derived from the Drow Silent Language, Thieves’ Cant (Silent) is a series of hand gestures which can be used to communicate with anyone can see and understand it. It is apple to express all manners of tactics, words, and statements (“Get the guard on the left and I’ll get the one on the right”).


Add a +2 circumstance bonus to skills when using books with relevant information, in non-combat situations. Extensive collections of books such as personal collections or libraries can grant a larger bonus at the DM’s discretion.

House Rules

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