Sylrae
First Post
I'm starting a campaign soon, and it is going to make heavy use of house rules, custom races, and an altered class list, perhaps with some custom classes too.
The basic setting is a Steampunk post apocalyptic fantasy-esque world. The mainland and subterrainean areas have been overwhelmed with demons, undead, and wraith (think like SG: Atlantis, not like LOTR).
If anyone is curious why there are no clericsGods do not grant spells in this setting. Cleric will be some form of arcane caster, possibly a Wizard Variant, or maybe their spells and abilities will just be added to things a normal wizard can learn. A wizard's potential spell list will increase, but access to spells won't so they will just have to be more picky about their spells. Turn Undead may just become a Wizard Feat. Alternately, I may make it nonexistant except through the use of relics.
The Base +LA is 2, not 0. So all the ECL 0 races used will have beefed up +2 versions. As a consequence, LAs will be treated as if 2 lower.
There are also going to be lower LA versions of those same races, so that the players can apply templates without raising their LA any more.
House Rules:
Some of these house rules I came up with myself, and others I saw in other locations and copied them down. I'm getting them back out of a series of miscellaneous txt files on my PC so they are mostly uncredited because I do not remember where most of the non original ones came from (though some of them came from this site)
Stats:
Hit Points
Hit points are going to be generated differently than in normal 3.5, plus there will be a flat hit point number for level 1 characters based on stats. I believe this will make characters a little more versative, tougher on average, and will make it less predictable how many hit points a character, or an enemy, will have.
Starting HP: 10+Con Score
HP/lv: By CON Bonus
05 + = d12
04 + = d10
03 + = d8
02 + = d6
01 - = d4
Character Classes will instead supply the Hit Point per level bonuses that by phb come from CON.
HP Bonus/lv: By Class HD
d12 = 4
d10 = 3
d08 = 2
d06 = 1
d04 = 0
Base Attack Bonus
BAB: By STR & DEX Bonus (Higher bonus + 1/2 lower bonus) table may need tweaking after races are checked.
07+ = 10/8
06 = 9/8
05 = 8/8 (fighter)
04 = 7/8
03 = 6/8
02 = 5/8
01- = 4/8 (wizard)
Epic attack bonus applies at BAB20 now not level 20. This ensures that class order isn't more important than class levels.
Base Armor Class
Normally this is just 10. As I plan on running this campaign with low magic, and don't intend to have everyone in magic armor, I figure the character classes ACs should be a little higher.
BAC: By DEX & CON Bonus (Higher bonus + 1/2 lower bonus)
07+ = 10/8
06 = 9/8
05 = 8/8
04 = 7/8
03 = 6/8
02 = 5/8
01- = 4/8
+10
Skill Points:
Classes give half the bonus listed. Your base amount per level is double your Int Modifier.
Combat Mechanics
Initiative
Turn Order will be done similar to how it is done in the World of Darkness system, as I believe that turn system makes more sense on a reality level, though it admittedly makes a round take a little longer.
- You roll initiative.
- Everyone "declares" what they're doing in the round, from lowest initiative to highest.
- Starting from the highest initiative, each character does what they declared.
(This ensures that characters with higher initiative can react to the actions of those with lower initiative)
- *Note: when it comes to you to perform the action, if it's unable to be performed, you get to act on the fly. You get to act without following your declaration if the declaration is not possible anymore in any way (such as the target is out of range). If you can still do the original actions declared, but it is just not favorable anymore, you can change them at the price of flat footedness and anybody who wants to can take their 1 attack of opportunity per turn can as normal (See Attacks of Opportunity). If the target is dead, attacking a corpse (assuming it's not still in the place it was in just a second ago when you started swinging) counts as not possible.
Attack
Dex is used to hit with all melee weapons, as Strength isn't particularly helpful in regards to coordination and aiming. Str should never have been the default to begin with.
A Critical on a to hit roll no longer needs confirmation.
Wielding a weapon will require having the necessary strength to use it. This will come from a table similar to carrying capacities, based on weight and creature size.
Attack of opportunity
An Attack of opportunity can now be taken towards anyone flat footed, unconscious, or otherwise unable to detect/block your attack once per round. You can take them from a range, such as with a bow. Provoking an attack of opportunity now just makes you flat footed until the next action is over. Making an attack of opportunity makes you flat footed (Provokes attacks of Opportunity from others - who may take them before your action goes, but they would provoke further attacks of opportunity (Like the stack when casting instants in magic). Flat footed characters cannot make attacks of opportunity (unless they became flat footed as a result of declaring an attack of opportunity and have not yet made that attack). An attack of opportunity can also be taken against a fleeing opponent or an opponent who cannot sense your actions in a manner comparable to sight.
Called Shot
Can be done with penalties by DM discretion for a variety of non-standard effects. Instant kills are not usually possible (maybe on weaker nonimportant NPCs, but massive damage can result.
Grapple
To start a grapple, you must make a touch attack against your opponent. This does not provoke an attack of opportunity. Grapple checks are now resolved with opposed strength checks modified by size. A grappled creature loses its dexterity modifier to creatures not in the grapple. A grappled creature can make an opposed grapple check to escape the grapple, deal damage with a natural or light weapon in hand, or make an escape artist check to escape the grapple. If a creature grapples a creature equal to or less than its size, it can immobilize or forcefully throw the grappled creature with a successful opposed grapple check. Immobilized characters cannot take any physical action, except for speaking or breathing, besides trying to escape the grapple which requires two successful grapple checks in a row (Being unable to move and use an Escape Artist Check). Creatures thrown forcefully take bludgeoning damage equal to 1d6 plus the grappling creature's strength modifier and land prone in any unoccupied adjacent square of the grappling creature's choice. They also take falling damage if applicable
When using Escape Artist to get out of a grapple, size modifiers apply in reverse. Makes it a lot easier for heroes to wriggle out of the grasp of huge monsters. Cause if you get grappled by a large monster with a high strength, you end up screwed with the autofails on escape artist and opposed grapple checks.
Dying
When bleeding to death, if you're magically healed, you go to 0 hp before the healing is applied. also, you don't bleed to -10, you bleed to -Starting Hit Points
Stabilization now works a bit like in 4e:
d20+con mod
• 1‐9: You get worse. take 1d3 damage.
• 10‐19: No change.
• 20+: You stabilize
Feats
Brute Force: The Opposite of the now defunct Weapon Finesse. There are a handful of weapons which would be well usable with brute force. Bastard Swords GreatSwords , Clubs, GreatClubs, 2 Handed Axes, and possibly a few other weapons if I can think of them, can be used with Str to hit.
Dodge: grants +1 dodge bonus versus all opponents. BaB 9 increases the bonus to +2; BaB 18 increases the bonus to +3. Dodge bonus is gone when you lose your dex bonus to AC
Improved Critical: stacks with keen edge (spell and weapons)
Leadership: This feat is available at 2nd level instead of 6th. In small games (3 players or less), this feat will be given to all characters for free.
Monkey Grip: Does not give a To-hit penalty
POWER ATTACK
Prerequisite: Str 13.
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from your armor class and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty to Armor Class and bonus on damage apply until your next turn.
Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your armor class. You can't add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty to armor class still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
The +2 damage bonus for large weapons only apply to large mass armes, e.g. Orc double axe, dire flail, heavy flail, glaive, guisarme, halberd, quarterstaff, scythe, and Dwarven war axe (if used 2-handed). All other two-handed weapons gain +1½ damage bonus. One-handed mass armes, e.g. axe, flail, hammer, mace, and club also gain +1½ damage bonus.
The default power attack actually ends up reducing your damage if you put more than like 2 points in it, because of how drastically it reduces your chance to hit things. Hopefully this corrects things.
Skill Focus: Adds +3 to the skill and makes the skill a permanent class skill and grants the character the use of a skill trick associated with the skill that they qualify for.
Toughness: This feat grants +1 hp per level instead of a flat +3 hp. This is how it works in the Neverwinter Nights. Because +3 HP is crap and not worth the feat.
Two Weapon Defense: Grants a +2 shield bonus to AC
Weapon Focus: attack bonus is +1 when gained and increases by +1 every for every 8 BAB (improved weapon focus doesn't exist...spend the feat somewhere better)
Weapon Specialization: Available to anyone who has weapon focus and BAB +4, not just fighters.
Details: The bonus is +1 damage and increases by +1 every 4 BAB. (greater weapon specialization doesn't exist)
Two-weapon Fighting: Allows a character wielding two weapons or a double weapon to get an extra attack with the secondary weapon. Both attacks are made at a -4 penalty. The off-hand weapon gets your full strength bonus to damage instead of half your strength bonus.
Improved Two-weapon Fighting: Reduces the penalty of fighting with two weapons or a double weapon to -2 instead of granting an extra attack with the off-hand weapon.
Greater Two-weapon Fighting: Eliminates the penalty of fighting with two weapons or a double-weapon instead of granting an additional extra attack with the off-hand weapon.
All feats that give +2 Skill points to two skills: Now give +2 skillpoints originally, +3 Skill points at 5th level, +4 Skill points at 10th level, +5 skill points at 15th level, +6 skill points at 20th level
Miscellaneous House Rules
Save or Die takes the Fun out of the Game
Save Or Die rolls will be changed to something different or dropped completely as deemed necessary eg.Nothing Dies from massive damage failed save.
Favored Class
Multiclassing doesn't ever give exp penalties. Instead, favored class provides benefits instead of halting penalties. Every five levels in your favored class gives 1 free feat.
Nothing Like The MonkDuelist Broken Combo Must Ever Occur
Only one non-Dex ability can add to AC at a time, so Duelist and Monk Stat AC Bonuses Don't stack, which is used needs to be chosen. Changing which of them is used (if any), can be done once a round as a free action, as well as any time the one in use is negated, and the other is not.
Likewise, only one non-Str ability can add to damage at a time, and only one additional ability can add to to-hit at a time.
Greater Magic Weapon
If used on ammunition it still only effects 1, but if that 1 is recovered it can be used again.
Magic Arrows Vs. Magic Bow
Arrow/Bow Enhancement bonuses stack to to hit/damage, but to overcome DR they do not.
Falling
Falling Damage Chart for Creatures
Size Damage Increment Maximum Increments
Smaller than Tiny 0 0
Tiny 1d2 5
Small 1d3 10
Medium 1d6 20
Large 2d6 40
Huge 3d6 80
Gargantuan 4d6 160
Colossal 5d6 320
Up to its damage increment is subdual damage. This is different than the standard rules which take the first roll as your subdual damage. Roll your falling damage, then roll how much of that is subdual. For example, a medium sized creature falls 30 feet. Its damage is 3d6. Roll another 1d6 to determine how much of the 3d6 is subdual. If his 3d6 roll is 5 and his 1d6 roll is 6 then all of the 5 points are subdual.
Additionally: 3x height you can jump from a standstill, as falling damage, does not do damage to you. Damage can only happen if it's greater than that. So a Medium creature who can jump 5 feet(not a human), needs to fall more than 15 to take damage. And Each increment of 10 feet below that does not give damage. A creature who can jump 5 feet who falls 20 feet gets to ignore the first 10, and only takes damage for the remaining10.
Nonstandard Printed Variants Used
Damage Conversion Variant (UA).
Character Traits & Flaws(UA).
Skill Tricks
HEALING HANDS (Manipulation skill trick)
Prerequisite: Heal 5 ranks
Benefit: You can treat each wounded character once per encounter provided they were wounded during that encounter. If you succeed on a heal check, that character heals 1d3 points of damage.
Items
If you succeed on a Heal check made to stabilize a dying character, that character also heals 1d6 points of damage.
HEALING SALVE 25 gp; 1 lb.
You can apply this natural curative to a wounded character once per encounter. Application of a single dose takes a standard action and heals 1d3 points of damage. Each stoppered pot of healing salve holds 5 doses of the salve. You can create healing salve with a successful DC 12 Craft (Herbalism) check.
To Add In:
http://shtar.pbwiki.com/Miscellany. for mods to Armor, Movement, Encumberance, and Air combat.
House Rule Credits
Mechanics
Me
Hit Points, BAB, and BAC by Stats instead of Class
White Wolf Styled Initiative
Dex to Hit & Minimum Strengths
Revised Attack of Opportunity
Me + 4E Inspiration
Dying
4E
No Confirmation on Critical Hits
3E
Called Shot
Uncertain (Giants in the Playground, EN World, Other)
Grapple Rules
Feats
Me
Brute Force
Uncertain
The Rest
The basic setting is a Steampunk post apocalyptic fantasy-esque world. The mainland and subterrainean areas have been overwhelmed with demons, undead, and wraith (think like SG: Atlantis, not like LOTR).
If anyone is curious why there are no clericsGods do not grant spells in this setting. Cleric will be some form of arcane caster, possibly a Wizard Variant, or maybe their spells and abilities will just be added to things a normal wizard can learn. A wizard's potential spell list will increase, but access to spells won't so they will just have to be more picky about their spells. Turn Undead may just become a Wizard Feat. Alternately, I may make it nonexistant except through the use of relics.
The Base +LA is 2, not 0. So all the ECL 0 races used will have beefed up +2 versions. As a consequence, LAs will be treated as if 2 lower.
There are also going to be lower LA versions of those same races, so that the players can apply templates without raising their LA any more.
House Rules:
Some of these house rules I came up with myself, and others I saw in other locations and copied them down. I'm getting them back out of a series of miscellaneous txt files on my PC so they are mostly uncredited because I do not remember where most of the non original ones came from (though some of them came from this site)
Stats:
Hit Points
Hit points are going to be generated differently than in normal 3.5, plus there will be a flat hit point number for level 1 characters based on stats. I believe this will make characters a little more versative, tougher on average, and will make it less predictable how many hit points a character, or an enemy, will have.
Starting HP: 10+Con Score
HP/lv: By CON Bonus
05 + = d12
04 + = d10
03 + = d8
02 + = d6
01 - = d4
Character Classes will instead supply the Hit Point per level bonuses that by phb come from CON.
HP Bonus/lv: By Class HD
d12 = 4
d10 = 3
d08 = 2
d06 = 1
d04 = 0
Base Attack Bonus
BAB: By STR & DEX Bonus (Higher bonus + 1/2 lower bonus) table may need tweaking after races are checked.
07+ = 10/8
06 = 9/8
05 = 8/8 (fighter)
04 = 7/8
03 = 6/8
02 = 5/8
01- = 4/8 (wizard)
Epic attack bonus applies at BAB20 now not level 20. This ensures that class order isn't more important than class levels.
Base Armor Class
Normally this is just 10. As I plan on running this campaign with low magic, and don't intend to have everyone in magic armor, I figure the character classes ACs should be a little higher.
BAC: By DEX & CON Bonus (Higher bonus + 1/2 lower bonus)
07+ = 10/8
06 = 9/8
05 = 8/8
04 = 7/8
03 = 6/8
02 = 5/8
01- = 4/8
+10
Skill Points:
Classes give half the bonus listed. Your base amount per level is double your Int Modifier.
Combat Mechanics
Initiative
Turn Order will be done similar to how it is done in the World of Darkness system, as I believe that turn system makes more sense on a reality level, though it admittedly makes a round take a little longer.
- You roll initiative.
- Everyone "declares" what they're doing in the round, from lowest initiative to highest.
- Starting from the highest initiative, each character does what they declared.
(This ensures that characters with higher initiative can react to the actions of those with lower initiative)
- *Note: when it comes to you to perform the action, if it's unable to be performed, you get to act on the fly. You get to act without following your declaration if the declaration is not possible anymore in any way (such as the target is out of range). If you can still do the original actions declared, but it is just not favorable anymore, you can change them at the price of flat footedness and anybody who wants to can take their 1 attack of opportunity per turn can as normal (See Attacks of Opportunity). If the target is dead, attacking a corpse (assuming it's not still in the place it was in just a second ago when you started swinging) counts as not possible.
Attack
Dex is used to hit with all melee weapons, as Strength isn't particularly helpful in regards to coordination and aiming. Str should never have been the default to begin with.
A Critical on a to hit roll no longer needs confirmation.
Wielding a weapon will require having the necessary strength to use it. This will come from a table similar to carrying capacities, based on weight and creature size.
Attack of opportunity
An Attack of opportunity can now be taken towards anyone flat footed, unconscious, or otherwise unable to detect/block your attack once per round. You can take them from a range, such as with a bow. Provoking an attack of opportunity now just makes you flat footed until the next action is over. Making an attack of opportunity makes you flat footed (Provokes attacks of Opportunity from others - who may take them before your action goes, but they would provoke further attacks of opportunity (Like the stack when casting instants in magic). Flat footed characters cannot make attacks of opportunity (unless they became flat footed as a result of declaring an attack of opportunity and have not yet made that attack). An attack of opportunity can also be taken against a fleeing opponent or an opponent who cannot sense your actions in a manner comparable to sight.
Called Shot
Can be done with penalties by DM discretion for a variety of non-standard effects. Instant kills are not usually possible (maybe on weaker nonimportant NPCs, but massive damage can result.
Grapple
To start a grapple, you must make a touch attack against your opponent. This does not provoke an attack of opportunity. Grapple checks are now resolved with opposed strength checks modified by size. A grappled creature loses its dexterity modifier to creatures not in the grapple. A grappled creature can make an opposed grapple check to escape the grapple, deal damage with a natural or light weapon in hand, or make an escape artist check to escape the grapple. If a creature grapples a creature equal to or less than its size, it can immobilize or forcefully throw the grappled creature with a successful opposed grapple check. Immobilized characters cannot take any physical action, except for speaking or breathing, besides trying to escape the grapple which requires two successful grapple checks in a row (Being unable to move and use an Escape Artist Check). Creatures thrown forcefully take bludgeoning damage equal to 1d6 plus the grappling creature's strength modifier and land prone in any unoccupied adjacent square of the grappling creature's choice. They also take falling damage if applicable
When using Escape Artist to get out of a grapple, size modifiers apply in reverse. Makes it a lot easier for heroes to wriggle out of the grasp of huge monsters. Cause if you get grappled by a large monster with a high strength, you end up screwed with the autofails on escape artist and opposed grapple checks.
Dying
When bleeding to death, if you're magically healed, you go to 0 hp before the healing is applied. also, you don't bleed to -10, you bleed to -Starting Hit Points
Stabilization now works a bit like in 4e:
d20+con mod
• 1‐9: You get worse. take 1d3 damage.
• 10‐19: No change.
• 20+: You stabilize
Feats
Brute Force: The Opposite of the now defunct Weapon Finesse. There are a handful of weapons which would be well usable with brute force. Bastard Swords GreatSwords , Clubs, GreatClubs, 2 Handed Axes, and possibly a few other weapons if I can think of them, can be used with Str to hit.
Dodge: grants +1 dodge bonus versus all opponents. BaB 9 increases the bonus to +2; BaB 18 increases the bonus to +3. Dodge bonus is gone when you lose your dex bonus to AC
Improved Critical: stacks with keen edge (spell and weapons)
Leadership: This feat is available at 2nd level instead of 6th. In small games (3 players or less), this feat will be given to all characters for free.
Monkey Grip: Does not give a To-hit penalty
POWER ATTACK
Prerequisite: Str 13.
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from your armor class and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty to Armor Class and bonus on damage apply until your next turn.
Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your armor class. You can't add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty to armor class still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
The +2 damage bonus for large weapons only apply to large mass armes, e.g. Orc double axe, dire flail, heavy flail, glaive, guisarme, halberd, quarterstaff, scythe, and Dwarven war axe (if used 2-handed). All other two-handed weapons gain +1½ damage bonus. One-handed mass armes, e.g. axe, flail, hammer, mace, and club also gain +1½ damage bonus.
The default power attack actually ends up reducing your damage if you put more than like 2 points in it, because of how drastically it reduces your chance to hit things. Hopefully this corrects things.
Skill Focus: Adds +3 to the skill and makes the skill a permanent class skill and grants the character the use of a skill trick associated with the skill that they qualify for.
Toughness: This feat grants +1 hp per level instead of a flat +3 hp. This is how it works in the Neverwinter Nights. Because +3 HP is crap and not worth the feat.
Two Weapon Defense: Grants a +2 shield bonus to AC
Weapon Focus: attack bonus is +1 when gained and increases by +1 every for every 8 BAB (improved weapon focus doesn't exist...spend the feat somewhere better)
Weapon Specialization: Available to anyone who has weapon focus and BAB +4, not just fighters.
Details: The bonus is +1 damage and increases by +1 every 4 BAB. (greater weapon specialization doesn't exist)
Two-weapon Fighting: Allows a character wielding two weapons or a double weapon to get an extra attack with the secondary weapon. Both attacks are made at a -4 penalty. The off-hand weapon gets your full strength bonus to damage instead of half your strength bonus.
Improved Two-weapon Fighting: Reduces the penalty of fighting with two weapons or a double weapon to -2 instead of granting an extra attack with the off-hand weapon.
Greater Two-weapon Fighting: Eliminates the penalty of fighting with two weapons or a double-weapon instead of granting an additional extra attack with the off-hand weapon.
All feats that give +2 Skill points to two skills: Now give +2 skillpoints originally, +3 Skill points at 5th level, +4 Skill points at 10th level, +5 skill points at 15th level, +6 skill points at 20th level
Miscellaneous House Rules
Save or Die takes the Fun out of the Game
Save Or Die rolls will be changed to something different or dropped completely as deemed necessary eg.Nothing Dies from massive damage failed save.
Favored Class
Multiclassing doesn't ever give exp penalties. Instead, favored class provides benefits instead of halting penalties. Every five levels in your favored class gives 1 free feat.
Nothing Like The MonkDuelist Broken Combo Must Ever Occur
Only one non-Dex ability can add to AC at a time, so Duelist and Monk Stat AC Bonuses Don't stack, which is used needs to be chosen. Changing which of them is used (if any), can be done once a round as a free action, as well as any time the one in use is negated, and the other is not.
Likewise, only one non-Str ability can add to damage at a time, and only one additional ability can add to to-hit at a time.
Greater Magic Weapon
If used on ammunition it still only effects 1, but if that 1 is recovered it can be used again.
Magic Arrows Vs. Magic Bow
Arrow/Bow Enhancement bonuses stack to to hit/damage, but to overcome DR they do not.
Falling
Falling Damage Chart for Creatures
Size Damage Increment Maximum Increments
Smaller than Tiny 0 0
Tiny 1d2 5
Small 1d3 10
Medium 1d6 20
Large 2d6 40
Huge 3d6 80
Gargantuan 4d6 160
Colossal 5d6 320
Up to its damage increment is subdual damage. This is different than the standard rules which take the first roll as your subdual damage. Roll your falling damage, then roll how much of that is subdual. For example, a medium sized creature falls 30 feet. Its damage is 3d6. Roll another 1d6 to determine how much of the 3d6 is subdual. If his 3d6 roll is 5 and his 1d6 roll is 6 then all of the 5 points are subdual.
Additionally: 3x height you can jump from a standstill, as falling damage, does not do damage to you. Damage can only happen if it's greater than that. So a Medium creature who can jump 5 feet(not a human), needs to fall more than 15 to take damage. And Each increment of 10 feet below that does not give damage. A creature who can jump 5 feet who falls 20 feet gets to ignore the first 10, and only takes damage for the remaining10.
Nonstandard Printed Variants Used
Damage Conversion Variant (UA).
Character Traits & Flaws(UA).
Skill Tricks
HEALING HANDS (Manipulation skill trick)
Prerequisite: Heal 5 ranks
Benefit: You can treat each wounded character once per encounter provided they were wounded during that encounter. If you succeed on a heal check, that character heals 1d3 points of damage.
Items
If you succeed on a Heal check made to stabilize a dying character, that character also heals 1d6 points of damage.
HEALING SALVE 25 gp; 1 lb.
You can apply this natural curative to a wounded character once per encounter. Application of a single dose takes a standard action and heals 1d3 points of damage. Each stoppered pot of healing salve holds 5 doses of the salve. You can create healing salve with a successful DC 12 Craft (Herbalism) check.
To Add In:
http://shtar.pbwiki.com/Miscellany. for mods to Armor, Movement, Encumberance, and Air combat.
House Rule Credits
Mechanics
Me
Hit Points, BAB, and BAC by Stats instead of Class
White Wolf Styled Initiative
Dex to Hit & Minimum Strengths
Revised Attack of Opportunity
Me + 4E Inspiration
Dying
4E
No Confirmation on Critical Hits
3E
Called Shot
Uncertain (Giants in the Playground, EN World, Other)
Grapple Rules
Feats
Me
Brute Force
Uncertain
The Rest
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