House Rules
The following house rules are in effect for this campaign:
(well, the important ones, in any case)
General stuff
• We will be using the new 3.5 rules.
• PCs start at 9th level.
• I do not use Experience points. Levels will be gained at specific story intervals. Likewise, any spell or effect that utilizes XP as a cost penalty either does not exist, or has been altered in someway. See the spell descriptions below.
• Death occurs at –con.
Classes
• Barbarians receive 2 skill points per level, instead of 4.
• A cleric’s “cure” spells (cure moderate wounds, etc.) cure 1d10 hit points instead of 1d8 hit points if it is prepared – if a spell is “hot-swapped” for a cure spell, it cures 1d6 hit points plus whatever modifiers are appropriate.
• Clerics are no longer proficient with Heavy armor. You may take the heavy armor feat if you desire.
• Clerics receive 4 skill points per level, instead of 2.
• Monks do not exist.
• Paladins are a prestige class. If you make a paladin, see the paladin as a prestige class entry below.
• Rangers are a prestige class. If you make a ranger, see the ranger as a prestige class entry below. Because Rangers have been improved in 3.5, I would allow either the Ranger Prestige class, or the Ranger class.
• Rogues can sneak attack an opponent from any angle – so long as they are not being attacked themselves, and the creature is currently being attacked by someone or something else. In other words, the rogue doesn’t need to be flanking to sneak attack, but they can not be the current target of the enemy they are trying to sneak attack. The exception is the ability to sneak attack while the opponent is flat-footed.
• Rogues are proficient with light and medium armor, in addition rogues are proficient with all simple and martial melee and ranged weapons.
• Rogues have the savings throws of a monk.
• Sorcerers receive a bonus feat at 5th, 10th, 15th, and 20th level like wizards do. This feat must be used to purchase a meta-magic feat.
• Sorcerers and wizards receive 4 skill points per level.
• Sorcerers gain the Eschew Material Components feat for free at 1st level.
• Wizards and sorcerers who do not summon a familiar can choose to take a bonus feat instead. But they can never summon a familiar.
Feats
• Item creation feats as you know them don’t exist. If you insist on taking item creation feats, talk to me.
• Skill Focus: grants +3 to any one skill, OR grants +2 skill ranks to a skill, allowing you to have more max ranks in a skill than your class would normally allow. The latter can be used to meet prestige class requirements earlier, for example.
• Toughness adds a number of hit points equal to your Fort save, and can only be taken once.
• Weapon finesse applies to scimitars in addition to the weapons listed.
• Spell Focus grants a +2 to the save DC (instead of +1, which it was reduced to in 3.5).
• Greater spell focus grants an additional +1 to the caster level, but does not increase the DC of the save. Spell Focus is a prerequisite.
• Wizards gain the “Craft Single-Use Item” Feat at 1st level. This allows them to scribe scrolls and brew potions.
Skills
• There are no skill lists by class/prestige class. Choose 10 skills that you consider class skills. All other skills become cross-class skills. Language skills do not count toward this total, nor do “things I learned as a child”.
• Alchemy is a required skill for brewing potions. Talk to me if you want to brew potions.
• The following skills are a special case: Balance, Climb, Jump, Listen, Profession, Ride, Spot, and Swim. These skills are lumped into a special category called “things I learned as a child”. At first level, you get 4 skill points to spend on these skills and 2 additional skill points every level to spend on these skills. These skills are always considered class skills for everyone. You can use your regular skill point allotment to increase skills “you learned as a child” if you desire.
• Languages are a separate skill. So, you could have 5 ranks in Elven. When you speak with an Elf, you will be forced to make an “Elven” skill check. If you botch it, you might inadvertently tell the Elven prince that his shoes taste like water, instead of asking for safe passage through his land.
• Each character starts with 10 ranks in Common.
• Druids get +1 free ranks in Druidic (Fey) every level starting at 1st.
• Rogues get +1 free ranks in “Thieves Cant” every level starting at 1st.
• Barbarians have 10 ranks in Common, but can only speak it. Reading/writing common is a separate skill for them, which they can put points into if they desire to.
• Clerics gain +1 ranks each level in the following languages: Celestial, Abyssal, and Infernal. This includes read/write as well as speaking.
• Paladins gain +1 ranks in Celestial each level.
• New Knowledge skills exist centered around monster knowledge. These are based on the category of monster. So, knowledge (aberration), or knowledge (undead) would be examples. Having ranks in such a skill allows you to identify creatures in that category, and to have knowledge about possible weaknesses. The following DCs apply:
DC10-14: Common man's knowledge about the particular kind of creature.
DC15-19: Actual habits and behavior of the creatures in questions.
DC20-24: Actual weaknesses and powers of the creatures.
DC25: Anything obscure not covered by the above
• Each race does not automatically know how to speak their native tongue. Folks in the Bastion have become homogenous to one another, and everyone speaks fluent common. Only those that have held onto their native language can speak it. So, while some Elven families can speak Elven, some have abandoned it. If you choose to retain your race’s native tongue, take that language as a class skill, and give yourself 10 ranks in it. If you do not speak your native tongue, give yourself 2 other skill points, which you can allot to anything else.
• Perform(Oratory), Perform(Comedy), and Perform(Acting) are the same category.
• Artist is a new skill that is Dex-based. It allows you to paint and draw pictures.
Equipment
• Spiked chains do not exist.
• Weapons do not have the “small” damage listings. All creatures just use the medium-size listings.
• The movement rate of hide armor is 30-ft/15-ft., instead of 20-ft./10-ft.
• I use piecemeal armor rules, which means that you could wear part of full-plate armor, or half of a suit of chainmail. If you want to wear the armor as listed in the PHB, that’s fine, but if you want to wear pieces of armor, talk to me.
• Be aware that these piecemeal armor rules affect the donning/removing armor table (to your advantage).
• I use encumbrance rules. Keep track of how much the gear you are carrying weighs.
• An arcane spellcaster reduces the arcane spell failure % of armor a number of points equal to the number of unmodified ranks he has in concentration. Mage armor still doesn’t stack with armor and wizards and sorcerers are still not proficient with armor unless they take one of the armor feats.
Magic
• I intend to use the wizard’s spellbook rules, however adding any spell to a spellbook does not cost 100gp.
• Summon Monster “n” – the duration of this spell lasts as listed + a number of rounds equal to the caster’s primary spellcasting attribute. So, at first level, for a wizard with an intelligence of 18, the monster summoned would have a duration of 1 + 4 rounds. This applies to the summon nature’s ally line of spells as well.
• Gate – this spell has no XP cost. The spell can already cause enough grief for the caster that he shouldn't have to pay an XP cost. The caster should be prepared to receive a Geas/Quest as payment for the creature's services.
• Creating magic items does not incur an XP cost. But, material components have to be acquired before any construction can begin. Furthermore, I use instability rules for magic item creation, which essentially means the creation could be botched if you try to exceed your abilities. Talk to me if you insist on creating magic items.
• Sending – this spell has the same range as teleport – 100 miles per caster level.
Cleric spells
• Tongues – clerics no longer get this spell.
• Repel vermin – clerics no longer get this spell
• Insect plague – clerics no longer get this spell
• Plane shift – This spell is 6th level. (still 7th level for Sor/Wiz)
• Scrying – clerics no longer get this spell
• Quest – clerics no longer get this spell
• Astral Projection – clerics no longer get this spell
• Slay living – this spell is [evil].
• Raise dead/resurrection/true resurrection – raised characters suffer 1 point of constitution loss, instead of the loss of a level. Furthermore, raised spellcasters lose all memorized spells.
• Planar ally, et al – these spells don't require XP. Instead, the planar creature requests some sort of quest, or mission of the character. Failure to complete the quest within some reasonable timeframe will result in loss of clerical abilities, as stripped from the deity.
• Greater Restoration – this spell does not have an XP cost.
• Atonement – this spell does not have an XP cost. The god allows the atonement to happen, or it doesn't.
• Commune – this spell has no XP cost, but has a casting time of 1 hour, and has to be cast in a temple to your god, a shrine, some other religiously significant location, or at the very least, a hallowed area.
• Miracle – this spell has no XP cost under normal circumstances. If the caster creates an effect that would normally incur an XP cost, the caster incurs some major quest instead. Failure to complete the quest strips the caster of his clerical abilities.
Sorcerers/Wizards/Archaeologists
• Charm person – if you attempt to charm a creature that would normally be hostile to you, while it is flat-footed, it does not get a +5 to its save.
• Comprehend Languages – This skill adds +10 to the language skill check for one language for the duration of the casting time. So, if you encounter an Elf, and a Halfling in a cage, and each only speaks Elven and Halfling, you’d need to cast the spell two times in order to be able to understand them. And even then, you have to make a skill check (with a +10) in order to decipher what they are saying. The same applies to their written language. There are some languages that this spell will not confer.
• Tongues – this spell adds +10 to your language checks for both speaking and deciphering the language of another creature. In addition, multiple languages are granted for a single casting. So, in the above example, you could speak to both the elf and the halfling without casting an additional spell.
• Permanency – this spell no longer exists.
• Identify – identify requires no spell component, and takes only 10 minutes to cast. It reveals the single most powerful function of an item.
• Greater Magic Weapon lasts 10 min/level instead of 1 hour/level. In addition GMW increases the bonus of an already existing magic item to the bonus the spell confers, rather than adding to the items existing bonus. In other words, if a +2 sword has GMW cast on it, which would normally increase a weapon by +3, it will only increase the weapon to +3, not make it a +5 weapon. This is added to the base bonus. Any bonuses from special abilities are not included (keen, flaming, etc.).
• Ice storm – this spell effect has changed. Hail falls for one round every 4 levels, dealing 3d6 points of bludgeoning damage and 3d6 points of cold damage to creatures in their area.
• Otto’s Irresistible Dance – this spell is now 7th level.
• Mind fog – This spell no longer allows a will save. Those within the area, suffer a –6 to all will saves.
• Contingency – This spell works as advertised, but you can add an additional spell every 5 caster levels. In addition, a second contingency spell does not negate any other contingency spells already cast. The spell has a duration of 1 day.
• Ghost sound – This spell does not require a verbal component.
• Levitate – This spell description has changed:
Saving Throw: Will negates
Spell Resistance: Yes
Levitate allows the character to move him or herself, or an object up and down as the character wishes. An unwilling subject that fails a will saving throw can be levitated, however the subject of the levitate can control their own levitation. A subject can forego a saving throw to be levitated if they desire.
Objects may be levitated (and controlled by the caster) so long as they are unattended or possessed by a willing creature (or one that failed their save). A levitated creature can move up or down as much as 20 feet each round; doing so is a move-equivalent action. Levitated creatures can not move horizontally, but the recipient could clamber along the face of a cliff or push against a ceiling to move laterally (generally at half its base speed).
A levitating creature who attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has an attack roll penalty of –1, the second –2, and so on, up to a maximum penalty of –5. A full round spent stabilizing allows the creature to begin again at –1.
A levitating creature can not have physical contact with the ground, and their ability to dodge blows suffers. Levitating creatures suffer a -2 circumstance modifier to their armor class.
• Globe of invulnerability, and minor globe of invulnerability. This spell travels with the caster, but he may move from the globe if he desires, losing the benefits of the spell if he moves outside the globe’s radius.
• Personal spells are suppressed, but not dispelled, inside a globe of invulnerability for the duration of the globe. Items of +2 enchantment or less are suppressed in a minor globe of invulnerability, and items of +3 enchantment or less are suppressed in a globe of invulnerability.
• Wall of stone – a wall of stone has DR 5/bludgeoning. The duration is 1 hour per caster level. In addition, the spell level is as follows: Clr 4, Drd 5, Earth 4, Sor/Wiz 4
• Wall of iron – A wall of iron has DR 5/adamantine or magic +3. It is not possible to make a strength check to bust through a wall of iron, however a strength DC of 10 +2 per inch of thickness can topple the wall over. This is in addition to any opposed strength check from the other side of the wall, should there be any resistance. A vertical wall without resistance from either side will topple (50% either direction) after a number of rounds equal to the thickness in inches * 10. Creatures with room to flee the falling wall may do so by making successful Reflex saves at a DC 13 + 2 per 5 square feet of dimension. Furthermore, the wall can crush victims of a size category as large as the wall will allow. The wall can crush small and tiny creatures at 5 square feet, medium creatures at 10 square feet, large at 20 square feet, and Huge at 40 square feet. The wall weighs 500 pounds per 5 square feet per inch of thickness. Crushed creatures take 3d6 per 500 pounds of weight of the wall crushing them. The spell has lasts for 1 hour per caster level.
• Limited wish – this spell has no XP cost since none of the other spells do.
• Simulacrum – this spell does not require an XP cost.
• Vision – this spell has no XP cost, but the casting time is 1d10 x 1 minutes. Furthermore, after casting the spell, the spellcaster becomes fatigued.
• Wish – I’m still thinking about how to resolve the XP costs of this spell, otherwise see Limited Wish.
• Teleport, Greater - this spell is now 9th level.

• Cause Fear - No change to the spell, but the effect of being "Frightened" causes all rolls to suffer a -4 penalty. This description of "Frightened" overrides that in the book (i.e., does not flee).
• Scare - No change to spell; same change as "Cause Fear" to the condition of being "Frightened"
• Fear - No change to the spell, but the effect of being "Panicked" causes all rolls to suffer a -6 penalty.
• Symbol of Fear - No change to spell; same change as "Fear" to the condition of being "Panicked".
In addition to these, I implemented a sorcerer "spell-chaining" rule that allows sorcerers to replace earlier spells if they take a higher level spell that is in the same "chain". I have numerous chains defined, and some feats that go along with it if anyone is interested in seeing it.