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Allowed Sources |
I am pretty open to allow
sources. I own many of the WotC books, and pretty
much no Third Party Products. As a rule of thumb,
any WotC products are allowed, with the exception of
Eberron material, which is pretty limited.
Anything published in Dragon Magazine, or Dragon
Compendium Vol. 1, is pretty much allowed, though I ask
you to run it by me first.
Third party products will
be allowed on a case-by-case basis. |
Posted
by: RisnDevil
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General House Rules |
For some of my House Rules
there will be explanations as to why I have implemented
them.
Feat at every level,
not every third level. With all the products
released by WotC alone, the choice of feats is phenomenal.
WotC alone has over 2500 feats to choose from. A feat
every level will allow for more individual customization.
I encourage all of my players to take non-combat feats as
well...not required, but encouraged.
Ability Point every
third level, not every fourth. This
nets one extra Ability Point (AP) over twenty levels...not
very game shattering.
Races will be fairly
standard. This does not mean
you can't play a drow or aasimar, but no creatures like a
minotaur. As a rule of thumb, if it has been in
Players Handbook, a Races of .... book, or a campaign
setting book (with the exception of Oriental Adventures) it
is ok. Hit
points for first level equal your max die roll plus your
Constitution SCORE. Hit points for second level are
max. Roll normally for all subsequent levels.
This helps balance out low hit point totals, especially
since I do not allow rerolling ones.
Keen and Improved Critical stack.
This could go under feats, but I felt
it would be better here. Monte Cook AND Sean K
Reynolds both have posted some interesting information
showing that letting these stack hardly unbalances the game.
Fractional BAB
and Base Save rules from Unearthed Arcana.
This is being used to make multiclassing more
balanced. Without this, a Cleric2/Monk2 Would have a
BAB of +2. With this rule, he would have a BAB of +3,
which makes more sense. Both classes progress at the
same rate of BAB, so it would go to reason that combat
skills would continue to advance at a standard rate when
switching between the two. For more informtaion, see
Unearthed Arcana pg 73. Since it is Open Content, if
you do not own the book, you can find several links to good
resourced with the rules detailed in the links section.
Any full-spellcasting
class that gets 0th level spells can use Prestidigation at
will. Full-spellcasting
classes say, to me, the fundamental masters of magic.
Magic is what they do and who they are. As such, such
minor manipulation of magic is commonplace for them.
On all rolls except attacks (skill checks, saves, etc.) a
roll of one is not an automatic failure, and a roll of
twenty is not an automatic success. Instead, for a 1,
start adding your modifiers to negative ten. (Example:
Mialee has +13 to Spellcraft. She rolls a 1, so starts
counting at -10, for a total of 3.) On a roll of 20,
start adding your modifiers to 30. (Example:
Mialee has a Spellcraft modifier of +13. She
rolls a 20, so starts counting at 30, for a total of 43.)
I feel this is a good system, and not very
complicated. It represents that sometime you just get
lucky (or unlucky) and do a great job. You know you
never should have been able to pick that lock, but somehow
you did. |
Posted
by: RisnDevil
|
Classes |
Available classes (Classes with changes are
in BOLD) |
Barbarian
Bard
CLERIC
Druid
FIGHTER
Monk
Paladin
Ranger
Rogue
SORCEROR
Wizard
Hexblade
Swashbuckler
FAVORED SOUL |
Spirit Shaman
Warlock
Warmage
Scout
Spellthief
Ardent
Divine Mind
Erudite
Lurk
Incarnate
Soulborn
Totemist
Binder
Shadowcaster |
Truenamer
Archivist
Dread Necromancer
Psion
Psychic Warrior
Soulknife
Wilder
Healer
Marshal
Adept
Aristocrat
Commoner
Expert
Warrior |
To start off with and for the time
being, for campaign reasons the following classes are
unavailable: Ninja, Samurai, Shaman, Shugenja,
Sohei, and Wu Jen. (Notice a theme?)
Cleric:
Clerics get their divine magic
differently. The gods once walked this world as
readily as mortals of today do. Because of this,
the "font" of divine magic is so pervasive, anyone can
tap into the lower levels magics. 0th through 3rd
level cleric spells do not require the Cleric to worship
anything in particular, though they often do.
Before gaining their third level spells, the Cleric must
begin to "petition" guidance from the gods. At
this point, the cleric will be given a "guide" in the
form of a powerful outsider, often times powerful enough
to be nearly a god. This guide grants the 4th
through 6th level spells and, as the title suggests,
offers guidance on who to turn to for further knowledge
and power. Once the cleric can cast 7th level
spells, all of his spells are granted by the diety he
follows.
Fighter:
The Fighter gets a Bonus Feat at EVERY level.
The Fighter uses Weapon Groups, with
the variant that feats affect single weapons affect the
entire group to which the weapon belongs.
SORCEROR:
The Sorceror will be using the variant
class rules for the Metamagic Specialist in PHB II.
The Sorceror gives up the ability to take a familiar but
can use metamagic without increasing the casting time.
The Sorceror gains 0 spells per day of
each level at the same level a Wizard gains access to
the spells. If the Sorceror has a high enough
Charisma score to warrant bonus spells of that level he
still gets those bonus spells. Since the Sorceror
does not yet know any spells of that level, the slot can
be used to cast a lower level spell. Example:
Hennet is a Sor5 with a Charisma of 16. He has a
base 0 third level spells. With his 16 Charisma,
he gets one bonus third level slot, which can be used to
cast any third level or lower spell he knows.
Favored Soul:
Unlike the Cleric, whose divine magic can come from any
number of forces, the Favored Soul's comes from one:
himself. A Favored Soul has godly blood somewhere
in his heritage. As such, he can tap the essence
of divine magic without any aid, though he is
restricted. The Favored Soul need not have the
same alignment or in any way worship his godly ancestor;
the ancestor is simply the person who allowed him to tap
the divine well.
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Posted
by: RisnDevil
|
Feats |
The Feats section in House Rules is for
changes to feats already made. The Feats section
in Personal Creations is for custom made feats.
Dodge
Benefit: Grants a +1 to AC
against ALL opponents. Cannot be used anytime you
are denied your Dexterity bonus.
Sudden Metamagic
Benefit: Each day, when you prepare spells, select one metamagic feat you know. You can apply that feat to any
spell you know without increasing the casting time or
spell level a number of times per day according to the
following table.
Spell Level Modifier |
Uses/day |
1 |
3 |
2 |
2 |
3 |
1 |
4 |
1* |
Special: To apply this feat to a metamagic feat that
modifies the spell level by four, the caster must make a
successful Spellcraft check DC = 20 + modified spell
level. Failure uses the attempt for the day and loses
the spell or spell slot.
Special: This feat cannot be applied to metamagic feats
that adjust the spell level by more than four.
Special: This feat can be taken multiple times, the
effects stack. Every additional time the feat is taken,
another metamagic feat can be selected or the same feat
can be selected allowing for more uses.
Special: This feat can be taken as a Wizard bonus feat.
Note: This replaces all of the Sudden _____ Metamagic feats.
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Posted
by: RisnDevil
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