A'danis
>Map
>Major Areas
>Religion
>Option 4
>Option 5

House Rules
>Allowed Sources
>General House Rules
>Classes
>Feats

>Option 5

Personal Creations
>Feats
>Classes
>Option 2
>Option 3
>Option 4
 

DM Notes & Rants
>Truename Magic
>Option 2
>Option 3
>Option 4
>Option 5

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
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.

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.

Posted by: RisnDevil