House Rules

Identifying Magic Items

Magic Users (Bards, Clerics, Sorcerers, Wizards, etc.)–can identify if an item is magical or not by having the item in hand and focusing on it for 5 full rounds (5 minutes). Characters who cannot cast spells are unable to do this. If the party does not wish to spend the time, the spell Detect Magic can be used to immediately identify magical items within the caster’s field of view. Any magical items will have a colored aura corresponding to the school of magic the item is most strongly associated with. Only the caster is able to see these glowing auras, and they do not provide any more information than the fact that the item is magical, and the school of magic with which it is associated.
Each magical item has a “Caster Level” associated with it. If the caster level of an item is equal to or lower than the caster level of magic user, then that magic user may determine the item’s function and method of activation by studying it for 5 full rounds. (5 minutes). If the players do not wish to spend this amount of time, or if the items in question are too high level to be identified, then the caster may use the Identify spell. This spell must be cast individually for each item which needs to be identified, but works instantaneously. Also, using the Identify spell, a caster may determine the properties of a magic item up to 3 caster levels above their own.
If no magic user is available, or if an item is too high level to be identified by the party, then the they may seek out and consult with a sage. Sages are very learned, and often have magical powers of their own to call upon. For a fee the Sage can try to identify it for the party. It will require time. For particularly powerful magic items, or artifacts, the sage may require additional funds and time, or may be unable to identify the item. Sages are usually experts in specific fields of knowledge, and may know the whereabouts of their contemporaries.

Throwing Opponents

Toss Your Foe: Make a Combat Maneuver check as a melee attack on a target your size or smaller that provokes an Attack of Opportunity from your target. If you succeed, you can literally pick up your foe (provided you can lift your foe’s weight). Make a Strength check; if your result is at least 10, you toss your foe 5 feet. For every 5 points your Strength check result exceeds 10, you toss your foe another 5 feet. An enemy being thrown does not provoke an attack of opportunity because of the movement.

Thrown/Falling Object/Creature Damage

Just as characters take damage when they fall more than 10 feet, so too do they take damage when they are hit by falling objects. Note that a falling object takes the same amount of damage as it deals.

Thrown/Falling Objects

Dense Objects
Object Size Damage

Small 2d6
Medium 3d6
Large 4d6
Huge 6d6
Gargantuan 8d6
Colossal 10d6

Non-Dense Objects/Creatures
Object Size Damage

Small 1d6
Medium 2d4
Large 2d6
Huge 3d6
Gargantuan 4d6
Colossal 5d6

Objects that are thrown deal damage based on their size. Objects that fall deal damage based on their size and the distance they have fallen. Table: Damage from Falling Objects (CRB) determines the amount of damage dealt by an object based on its size. Note that this assumes that the object is made of dense, heavy material, such as stone. Objects made of lighter materials might deal as little as half the listed damage, subject to GM discretion. For example, a Huge boulder that hits a character deals 6d6 points of damage, whereas a Huge wooden wagon might deal only 3d6 damage. In addition, if an object falls less than 30 feet, it deals half the listed damage. If an object falls more than 150 feet, it deals double the listed damage.

Throwing an object at a creature requires a ranged attack. Such attacks have a range increment of 10 feet. Dropping an object on a creature requires a ranged touch attack. Such attacks generally have a range increment of 20 feet. If an object falls on a creature (instead of being thrown), that creature can make a DC 15 Reflex save to halve the damage if he is aware of the object. Falling objects that are part of a trap use the trap rules instead.

Weapon Size

Every weapon has a size category. This designation indicates the size of the creature for which the weapon was designed.

A weapon’s size category isn’t the same as its size as an object. Instead, a weapon’s size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.

Inappropriately Sized Weapons: A creature can’t make optimum use of a weapon that isn’t properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn’t proficient with the weapon, a –4 nonproficiency penalty also applies.

The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder’s size and the size of the creature for which the weapon was designed. For example, a Small creature would wield a Medium one-handed weapon as a two-handed weapon. If a weapon’s designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can’t wield the weapon at all.

House Rules

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