House Rules for SiaML

Stouthart

First Post
This is a list of all the house rules and clarifications for our campaign Stranger in a Mage Land (SiaML.)

Clarifications
  1. Tumbling from the prone position
    • If you tumble from the prone position and end in the prone position, the skill check will be DC15
    • If you tumble from the prone position and want to end standing up, the skill check will be DC20
    • If either of these types of attempts are successfull, you will not provoke an AoO
    • If you fail, you stop in the first square/hex that an enemy could attempt an AoO and provoke an AoO
  2. Second Clarification
    • First Point
    • Second Point

House Rules
  1. Critical Hits
    • On a natural, unmodified attack roll of 20, the attacker will automatically roll on the Critical Hit Chart and apply the results
    • On a natural, unmodified attack roll of 20, or any other unmodified result within the weapons critical range, the attacker will confirm the critical by rerolling the attack using the highest BAB for the character. A successful roll will result in the damage modifiers taking effect
  2. Critical Failures aka Fumbles
    • On a natural, unmodified attack roll of 1, the attacker will automatically roll on the Fumble Chart and apply the results
  3. Rogue Sneak Attacks
    • A rogue may not attempt to hide in the same round he makes an attack
  4. Silver Standard
    • This campaign uses a silver standard instead of a gold standard
    • Prices for all items/services except for arms, armor and magic items, will be shifted to the next lowest coinage.
    • For example, a lantern that cost 10sp will now cost 10cp, and a saddle that cost 10gp will cost 10sp
    • Arms, armor and magic items will remain at their listed prices and will not be adjusted
    • This causes arms, armor and magic items to be highly valuable and sought after
    • Sell back of common weapons will be at best 10% of listed price
    • Sell back of magical arms, armor and weapons will be at best 30% of listed price


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