Variant Rules (Ilarion Supplement)
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Skills[edit]
New/Changed Skills[edit]
Acrobatics encompasses tumble, escape artist, and fly.
Athletics is a now a skill; encompassing swim, climb, and jumping.
Influence is a now a skill; encompassing Bluff, Diplomacy and Intimidation.
Craft uses the crafting rules from Spes Magna Games’ Making Craft Work to determine how much time and money it takes to make an item.
Knowledge
Below are listed typical fields of study for Ilarion:
Perception Can be used to judge an opponent's strength and weaknesses.
Removed Skills[edit]
Spellcraft - Spellcraft's various functions have been taken over by other skills (mostly Knowledge). Identifying spells as they are being cast is covered by Knowledge (arcana) for arcane sources, (nature) for spells from the fey, druids, and rangers and (religion) for divine spells. If you do not have the appropriate skill, you can only tell that it is not divine/arcane magic. Knowledge (religion) covers druids and rangers (but not the Fey) as they are divine casters. Knowledge (arcana) includes learning a spell from a spellbook or scroll. Deciphering a scroll is a function of Languages. Crafting magic items is now part of the craft skill. Identifying magic items falls under Knowledge (arcana).
Use Magical Device - You can not trick a magic item into thinking you have a spell ability or class feature, or ability score you do not possess, or that you are a different race. You either have the quality or you don't.
Magic[edit]
Low Magic Setting[edit]
While Ilarion is meant to be a low magic setting, this is not about nerfing the players. It is about creating fear and wonder towards magic. NPC casters are very rare, and most of them are divine casters.
New/Changed Spells[edit]
Spells to Replace or Alter Alignment Spells[edit]
From Intelligence Check
Removed Spells[edit]
Alignment Based:
Magic Items[edit]
Item creation feats are not used. This to counterbalance that there are no magic item shops; all magic item must be created by the PCs or found in treasure.
All items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Spell prerequisites may be replaced by innately magical materials; like dragon wing leather for the fly or jump spell. Add one day to crafting time per spell level (half a day for 0 level spells). The DC to create a magic item is the item DC plus 10 plus the spell level (Base DC + 10 + Sp. Lv.). Failing this check results in a cursed item (see Cursed Items for more information). Failing this by 5 or more check means that the item does not function and the materials and time are wasted.
Piecemeal Armor[edit]
Military Belt and Greaves make op the Leg piece of Aylean armors. Paired with either a breastplate or a chain shirt they gain the +1 for being a full suit of armor.
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