My sloppy house rules.

frankthedm

First Post
Dice: I must witness all rolls. Balancing dice are my call, don’t move them. Even if it goes off the floor, if I can read it, it will be kept.
[sblock=Characters]

Creation: Take the following set of scores; 17, 16, 15, 14, 13, 12.
Age: Aging characters to “Old age” is allowed. INT bonus from aging does grant retroactive skill points.
Height and weight: Those with above average Strength and Constitution have above average mass.
Evil Characters are not allowed: see also Disruptive PCs
Disruptive PCs: Player Characters’ behavior should not be detrimental to the party. If a character you are playing behaves in such a manner, please change their ways before the PC becomes an NPC on a permanent basis.
At level up
> You may take the high average of hp at level up.
> Some feats and skills need to be taken or improved by specific training.
> Skill points, feat slots and spell slots not used at level up retain all aspects from when they were obtained.
> Raising Intelligence from level up does grant retroactive skill points.

Races:
Languages: use Saurian in place of Draconic for racial bonus languages.
Elf: You may choose to take -2 STR & -2 WIS instead of -2 CON. Lose the automatic chance to notice secret doors and receive the following: Blood fury: +1 to damage to orcs in melee, Arcane spells per day if Int. is 10+; cure minor wounds, detect magic, guidance, light.
Dwarf: May take penalty to DEX instead of CHA. Lose; hatred of goblins & Waraxe Familiarity. You may choose whether you have Lowlight Vision or Darkvision. Gain proficiency with one simple or martial one-handed ax, hammer, or pick. Suffer –2 on swim and ride checks.
Half Elf: Only available from alternate dimensions. Replace the +2 to diplomacy checks with 4 bonus skill points at first level or a weapon proficiency in Long bow or Longsword.
Half Orc: Choose at character creation: You may take your +2 ability score bonus to STR, DEX, or CON. You may take your -2 ability score penalties to 2 different stats. You may choose whether you have Lowlight Vision or Darkvision. Choose if you are disciplined [favored class Fighter], or degenerate [Favored Class Barbarian]
Halfling: Only available from alternate dimensions.
Gnome: Only available from alternate dimensions. Favored class: Illusionist.
Skaven: +2 Dexterity, –2 Strength, Small, base speed is 20’ feet. If carrying nothing in your in hands, add 5’ to your base speed and +2 bonus to balance checks. +2 on Listen, Survival [food and tracking], and Move Silently checks. May use DEX rather than STR on climb checks if barefoot, +2 on Charisma checks dealing with rat like creatures, -2 on most charisma checks with most other humanoids, +1 on all saving throws, +2 on saving throws against disease, Low light vision. Due to having a set of sharp teeth, your “unarmed strike’ damage is 1d4 lethal and using these do not draw AoO’s. Languages: Common. Bonus Languages: Dwarven (tunnel rat), Gnoll, Giant, Kaliem(Desert rat), High speech, Glantri, Saurian [swamp rat] and Orc, Favored Class: Rogue. [/sblock]
[sblock=Classes]
Arcane spell casters: Check with me when selecting spells. Bards and Sorcerers may need a supernatural patron to learn certain rare spells. Wizard’s spells usually need to be taught, found from a spell book or researched, though having the spell as a scroll reduces research costs
Familiars: Can be traded in for the Eschew Materials feat.
Illiteracy: Characters except barbarians and wizards may trade starting literacy for 2 skill points.
Multiclassing: Multiclassing must have a character driven reason and be DM approved. Taking new classes will take long in game time.
Barbarian: Rage ends if you become unconscious. Sneak attack and the like can not be used while raging. Being fatigued after raging lasts as many rounds you raged. You may Rage again after this time passes. Illiteracy remains if you multiclass.
Clerics: Having a god is required. Be mindful of your patron regarding spells.
Druid: Use PHB2 shape shifter variant. When casting Summon Nature’s Ally for an Animal [type] creature, you can change the casting time to a standard action, but this changes the spell to a Calling effect and removes the Nature Spirit template. [This creature only receives a partial[single] action on it’s first round]. Remove Scimitar from you weapon list, Add Bear’s claw, cats claw, long spear, great club and Scythe.
Fighter: An 8th level or higher fighter with weapon mastery receives Greater weapon focus as a bonus feat in his weapon families.
Paladin: Mount is not a summon. Mounts other than a warhorse or warpony must be sought out in game. Instead of the one month of ‘-1’, the replacement time is one year without penalty. Raising the mount should be an option. Gain Guarded soul[Ex.] your soul cannot be killed through death effects or being fed upon by soul consuming entities, your body may die but your eternal reward is assured. Can Multiclass without restriction into; the Monk order of the Platinum Fist, Cleric If deity is Lawful Good, Wizard or Sorcerer if Patron Deity Is Marduk.
Monk: Can Multiclass without restriction into: Cleric or Paladin of Bahamut If from The Order of the Platinum Fist, Cleric of Tiamat if from the order of the Chromatic Claw.
Ranger: Lose Animal Companion. Gain Medium armor proficiency and ability to use virtual feats in medium armor. At 6th level Gain the first step in the combat style you did not take at 2nd level. At 11th level gain the second step in the combat style you did not take at 2nd level.
Rogue: Add throwing axe to your weapon list. Sneak attack can not increase damage from energy attacks past the maximum amount the energy could have done with a critical hit. Provided you can target the foe normally, Sneak attack damage is reduced 1 die per 10% of miss chance, not negated, by concealment.[/sblock]

[sblock=Skills]
The Rule of one: When a natural 1 is rolled on a d20, the result may go beyond simple failure. Conversely a natural 20 may indicate a boon of some type appropriate to the situation.
Take 20: You can “keep trying until you succeed” on some checks, but’ taking 20’ assumed a ‘1’ is the first number rolled.
Alchemy: Much like magic this requires odd chemicals and compounds. Some PHB items are not available. Spell casting capability not required to use this skill.
Concentration: Casting defensively: your check result, if higher than your AC, is your AC against Attacks of Opportunity for casting while threatened. [add Combat casting and dodge bonuses if applicable.]
Knowledge: Monster identification is based on critter’s habitat, origin & rarity rather than HD and type.
Knowledge; Religion: Use to answer moral questions.
Knowledge: Planes: Removed, some new knowledge:
Elementalisim: Elementals and their kin as well as Space, Matter, Energy and its interactions.
Necrology: A dark knowledge of that which denies death and how to do so.
Dæmonology: Hellish and Abyssal places, politics, policies and inhabitants.
Dragon lore: Know what these great beasts keep to themselves.
Far Rælm Lore: a collection of things that violate the God’s wills. {Each 5 ranks drains 2 points of wisdom or grants a phobia]
Languages: Frequent languages: Lesser Aquan, Lesser Auran, Lesser Celestial, Dwarven, Elven, Ethengar, Giant, Gnoll, High Draconic, Glantrian, High Speech [Old Empirical], Lesser Ignan, lesser Infernal, Kaleim, low speech [local common], Orc[m.d.], Saurian [Lesser Draconic], Sylvan, Lesser Terran
[m.d.] Multiple dialectics indicates that there are different versions of that language.
Ride: Spurring option; removed.
Tumble: Does not prevent AoOs, Your check result, if higher than your AC, is your AC against Attacks of Opportunity for moving through threatened areas. To this AC, add Mobility and dodge bonuses along with a bonus to this check = to double the creature’s size penalty. Large=2, Huge=4, Gargantuan=8, Colossal=16.
Use Magic Device: Mishaps always happen on 1’s[/sblock]

[sblock=Feats]
Removed: Natural Spell

Cleave: “Dropping” is rendering a foe dead, destroyed or helpless. The extra attack it a “free action”. If you drop a creature on an AoO, you may count that as a cleave, rather than an AoO.
Die Hard: You are treated as ‘dying’ for certain spells
Item creation feats: It is DM decision on the parameters, materials & costs required for a given item.
Mounted combat: Can’t negate a hit resulting from using the mount as cover.
Power attack: Manufactured weapons benefit from the same multipliers as a STR bonus does. Does not work with touch attacks.
Spell Focus: Is +2, this replaces Greater Spell Focus
Spell Penetration, Greater: Prerequisite: ability to cast 5th level spells.
Toughness: The HP bonus is 3 or your # of HD, whichever is greater. Does not stack
[/sblock] [sblock=New feats]
[w] / [f] Selectable as a wizard/Fighter bonus feat. [Prerequisites]
Armor Cast: [w], [still spell] Armor you are proficient in has 10% less arcane failure rate.
Body and Soul: , [Bab+3] Your Charisma bonus -2 replaces your Con bonus for HP. Con penalties still apply.
Double Team: [f], You may Aid Another as a Move equivalent action.
Element focus: [w] [elemental language] spells that use your one chosen element have DCs raised by 2, does not stack with spell focus.
Light sleeper: negates the -10 penalty to listen while sleeping.
Linguist: Most languages only cost you 1 skill point. Gain 2.
Mage in Training: [w], Gain wizardly 4 cantrips ‘slots’.
Merciful Strike: [f], No penalty when striking to subdue with a bludgeoning or slashing weapon. Can make ½ the damage of a piercing weapon subdual.
Merciless strike: No penalty to deal lethal damage & Foes who become helpless draw AoO’s
Night owl: You only need 4 hours of sleep a night to avoid fatigue
Ogre’s grip: [BaB+2] wield any Focused 2H weapon in 1 hand at -2 to hit
Pike Soldier: [f] Allies provide 4 points less melee cover vs. your pole arms.
Prone attack : [Dex 15, 2 ranks tumble] Your melee attack rolls are not hindered by being prone. If you successfully melee attack a foe, you may stand as a free action.
Rest in Rust.: [f] Sleep in any armor without fatigue. Hygiene still applies
Shield Specialization: See PHB2
StoneFist: [Monk Level 2] Use the next die step on the monk’s unarmed damage progression.
Throw Anything: [f]Grants melee weapon 10 foot range increment. Full round action for 2H weapons.
Weapon Dancer: [f] [weapon finesse] Allows weapon finesse to be applied to most weapons.
Weapon Mastery: [ BAB+8 & Weapon Specialization] Use specialization and focus bonuses with similar weapons. The weapon families selectable include Spear-Lance / Bows – Crossbows / Slicing / Chopping / Chain-Flail / Club-Hammer / Thrown spear.[/sblock]

[sblock=Equipment]
Coins: Default gold and platinum coin weight is 1/20th of a pound
Equipment, Goods & Services: prices and availability vary from place to place
Masterworking on missile devices: Masterworking these adds 10 feet to first range increment. Enhancements ‘to hit’ go on the ammunition.
Piercing weapons: Usually do reduced damage against foes without organs.
Proficiency & size: Weapon and shield proficiency is tied to your size. Some weapons may be direct equivalents and be wieldable at no penalty.
Projectiles: Maximum range of 600’ feet if the target can move in any way.
Special Materials: Costs and effects on these vary. Check with me for purchasing them.
> Silver: Use 3.0 silver. Arrow/bolt 1gp, Dagger/Javelin 10gp, Spear 20gp. Though rare, mithral also count as silver.

Armor punch: Manufactured armors are less effective by this many points against weapons with this property. If foe only has Natural armor, then apply ½ this amount.
Set Vs Charge: Choosing to do this forfeits the option to 5’ adjust after the ready. As long as the wielder has acted in combat, weapons with this option do double damage on the first AoO or readied attack against a charging foe.

Removed weapons: Dire flail, Hooked hammer, Spiked Chain

Armor spikes: Threat range is 19-20 in a grapple. May still attempt to damage foe while pinned. When a creature constricts you, you deal damage of your spikes + the creature’s STR bonus in place of your own.
Axe, Great 30 GP 2d6 x3 crit. Large 20 lb
Bows: High STR compound bows over +4 have higher costs and are more difficult to make.
Chains; A group of weapons consisting of stout chain, Nearly 15 feet long, with varying options at both ends. Each combination [Head-Chain-Head] is a separate feat. Attack adjacent foes as a improvised flail or use similar to a whip as an exotic weapon The chain is treated as a melee weapon with 15-foot reach, though you don’t threaten past 5’, much like the whip. Depending on heads, using as a double weapon and weapon finesse may be an option. The chain itself counts as a light weapon in a grapple. Though two handed, the flexible nature of the chain prevents wielder from applying STR x 1.5. Using in cramped spaces is difficult.
Base 1d6/1d6 x2 crit 12LB 30 GP finesse, ‘light’
Heavy head: 1d8 bludgeoning x3 crit +6 bl, 10gp each. ‘one handed’
Blade head 1d8 slashing 19-20 crit +4lb 15 gold each. ‘one handed’
Boulder Head 2d6 bludgeoning 19-20 crit +20 lbs ‘two handed’ Allows STR x 1.5 damage. Requires a standard action to attack past where you threaten. Doesn’t have disarm, dual wield or trip option
Club, Great: Simple weapon for those with STR 13+
Claws: exotic slashing weapons for combatants who want to get in touch with their inner beast; ALL: able to finesse, x3 critical.[often designed to be attached to locked gauntlets.]Cat’s claw 15 GP 1d6 tiny 3 lbs Bear’s claw 30 GP 1d8 small 4 lb. Dragon’s claw 60 GP 1d10 medium 7 lb
Crossbow, heavy: Medium version has Armor punch 2. Damage is 1d8+2. Larger versions are available as seige weaponry.
Falchion: Treat as a Great Sword
Firearms: Costly and unreliable, check with me to see what the dwarves have cooked up.
Hooksword: exotic, medium, 1d8 slashing 19-20 crit 5lbs. 35gp. Can be used for trip attempts and receives a +2 on disarm checks. Blades on handle can be used as light weapons [1d6 19-20 crit].
Kama=Sickle
Kukri: 1d6 19-20 crit.rest PHB.
Lance: this is the heavy lance and can only be used one handed when mounted while charging or after moving towards the foe.
Lance, Light: 1 handed 1d8 x3 crit 5LB 5gp.
Maul: a large martial weapon for when you feel the need to hit someone with a hammer REALLY hard. bludgeoning. 2d6 x3 crit 12 lb 25 GP
Pick, all : Crit x3, Armor punch 2, pulling out of dying/dead foe may be difficult.
Rapier: 1d8 19-20 crit. Piercing. rest as PHB
Scimitar: treat as a long sword
Scythe, War: A large martial weapon to remind your foes that you are the God of Death. War scythe 40 GP piercing or slashing 1d12 x3 crit 18 lb.
Spears: Most can be wielded as a lance when mounted, but will likely snap like a twig.
Spear, War: A broad bladed spear, weighs 7 lb, rest as a PHB trident
Sword, bastard [large]: A Medium creature with at least a 17 STR can take Exotic weapon proficiency: Large Bastard sword, however, the wielder still suffers -2 to hit [this stacks with the penalty of ogre’s grip should one handed use be attempted; doing that also requires 21 STR ].
Trident, King’s: The trident of rulers. Medium, Martial, Piercing, 1d8, 19-20 Crit 15gp 8 lb. not weighted for throwing.

Shield: If the wielder is not flat footed and is willing to treat the shield as unattended, the shield’s AC bonus can be applied to reflex saves [cones/lines/bursts] and most touch attacks, though not incorporeal touch attacks.
Shield, Tower: When taking cover with the shield, it provides full cover from one direction of your choice. Doesn’t help vs targeted spells and the shield now is very vulnerable. Attackers can treat the shield as giving you full concealment and the shield’s hardness at their option.

Other gear:
Antitoxin: takes 5 rounds to go into affect against injury or contact poisons. Side effects often include profuse sweating, bleeding, and mild to violent nausea.
Spell component pouch: Refreshing the pouch once per game month recommended. Components can be difficult to obtain in some regions.
Not available: Sun rod, Tanglefoot bag[/sblock]

[sblock=Combat]
Combat is off the grid: Please measure all distances. Use a straight line center of base to center of base to determine charging path and flanking positions. Draw a line from the center of your base to all points on the targets base to determine cover. In most situations, the center line of a Line effect or Cone Effect must begin at the edge of your base, following an invisible line drawn from the center of your base. When placing area effects, a foe not entirely inside the area may receive bonuses to avoid / reduce the effect.
The Rule of one: When a natural 1 is rolled on a d20, the result may go beyond simple failure. Conversely a natural 20 may indicate a boon of some type appropriate to the situation.
Actions drawing AoOs taking 1 round or more. You draw an AoO at the start, completion or continuation of your action if you do not choose to abort the action.
Charging: You may charge through ally’s spaces. You may use a thrown weapon of up to your size with the full round charge action. Partial charges are allowed on a ready if you did not move whatsoever when you readied.
Constrict: The damage is usually 50% nonlethal .
Cover: The Striking Cover and Varying Degrees of Cover rules are used.
Coup de grace: Takes 1 round. You can instead choose to auto crit as a full round action
Dying: The DM reserves the right to declare any NPC sent to negative HP by a lethal attack dead.
Fire Dangers: Creatures usually check to see if they catch on fire at the end of their turn.
Grappling: Those in grapple can use their light and natural weapons without penalties along with two weapon fighting {at TWF's normal penaties]. One handed weapons can be wielded at -4 [the PHB limitations are still used during constriction & swallowing]
Overrun: Overrun can be used as part of charging or movement. Ignore the PHB errata & revisions on this subject.
Poison: Status effects are used for the effects of many poisons. Onset times are often longer & effects are often more dangerous.
Pounce: the benefit of this ability is receiving Improved Trip while charging.
Riding: If riding a creature two sizes larger than yourself, placement and reach will become an issue.
Subdual / nonlethal damage: Not tracked separately. What determines if non regenerating creatures are knocked out or dying is how the last attack was delivered.
Stunned: Those who are stunned do not drop held items.
Standing from prone: does not provoke AoO’s
Trip: The opposed rolls are [Stat mod]+[size mod]+[bab]+[Misc]. The defender may use their Balance skill modifier in place of this.
Two weapon fighting with an armor spike: Shield bonus is lost, a two handed weapon only gets STR bonus.
Turn Undead / Rebuke undead: Deals 1d6 positive energy damaged to undead per cleric level - Will save ½ [DC 10 + ½ cleric level + Cha Modifier] Rebuking undead heals undead a like amount of positive energy damage or sets up a temporary HP buffer [maximum = Creatures HP] usable against positive energy, Those undead you could control fall under your control upon being infused with this energy. If you infuse an undead you don't control with enough negative energy equal to its max HP, it will be take no actions for one minute unless attacked.
Other Uses for Divine Energy: Most uses for divine energy are standard actions.
>Aura Empowerment: If you have an Aura of Courage you may spend a Turn attempt to have you aura bestow +1 AC [deflection] & +1 to saves[resistance] vs. evil attackers and abilities upon all within your aura. This lasts for twice your Cha bonus in rounds.
Unarmed strikes: You do threaten with your fists, but most uses still draw AoOs[/sblock]

[sblock=Exploration]
Keep track of the weight of your gear.
Hardness: Many weapons are especially vulnerable to being swung at hard objects. When lining up the shot on a solid object in a situation where you could ‘take 10’, you may choose your damage result.
Sleep Deprivation: If you fail to get your rest per day, but avoid strenuous actions [see Forced March PHB], expect mild penalties that can lead to fatigue, exhaustion or falling asleep.[/sblock]

[sblock=A brief list of Gods]
Behemoth: The Destroyer N (favors Chaos/favors Evil) Domains: Strength Destruction FavWpn: any. Symbol: Ruined civilization
Devil worshiper: “We like to keep our secrets.” -Asmodeous
Dragon cultist: alignment must match dragons. Domains: choose from dragon you worship. FavWpn. Natural attack or Dragon’s Claw. Holy symbol: varies, Examples:
-- Bahamut: The honorable wyrm LG Domains Air, Law, Good, Strength,. Holy symbol: A Palace floating in the Clouds
-- Tiamat: Mother of evil wyrms LE Domains Law, Evil, Strength, Trickery. Holy symbol 5 headed dragon.
En Sabbah Neur: Baal of the desert sands. CN Domains Strength, Chaos. FavWpn: Greatsword Holy Symbol: G. Sword thrust downward into the Chaos Star
Gruumsh: The all seeing lord of the Orcs., NE Domains Evil, Strength, War, Destruction. FavWpn any spear. Holy Symbol: An orcish eye
Halor: The Light Against the Darkness. LG Domains: Good. Healing, Law, Sun. FavWpn war hammer Symbol 8 pointed sun
Ursus: Lord of Barbarians CN (favors good) Domains Chaos, Animal, Strength, War FavWpn. Great Ax, Holy symbol Great Bear
Leviathan: Lord of the waves N Domains, Animal, Travelers, Water, Destruction. FavWpn. Trident Holy symbol Sea serpent coiling down a whirlpool
Marduk: God of the city and pure incantations. LG [favors law] Domains: Law, Magic, Protection, Healing. Favored weapon: Net. Holy Symbol: Silver Net
Moradin: Soulforger, Patron of Dwarves and blacksmiths. LG domains Law, Good, War, Protection, Earth. FavWpn. War hammer. Holy symbol. Hammer and anvil
Oberon: King of the fey. CG Domains chaos, good, magic. Favored weapon Longsword, Holy symbol: a Stone circle
Orcus: Demon lord of undeath. CE Domains; Death, Destruction, Evil, Trickery. FavWpn. mace. Holy symbol: Wand of Orcus (skull headed mace)
Phoenix: Guardian of the Sacred flame. NG Domains: Good, Healing, Fire FavWpn: Dagger. Holy symbol: Fire Bird
Puck:. Trickster of Oberon’s court, patron of half-satyrs CN domains chaos, luck, trickery. FavWpn dagger. Holy symbol a smirking satyr.
Ral Kaleim [Rahl Kah-LEEM] The Sacred Truth LN Law, Strength, Knowledge, War. FavWpn Longsword. Holy Symbol: Sword balancing a scale
Tawil At' Umar. (Ta-wil at UU-mar)The Dweller at the Gate. Patron of arcane magic. CN Domains: Chaos, Dimensions, Knowledge, Magic, Trickery, FavWpn staff Holy symbol. A swirling Gate with a key in the middle.
Titania: Queen of the Forest. CG. Domains good, plant, animal, Favored weapon Q. staff Holy Symbol Tree of Life (most older symbols show a thick oak tree, newer symbols show a young sapling)
Yeyvos (YAY-vos) The wandering hero. NG [favors chaos] Domains; Healing, Travelers, War. FavWpn. Any hammer, Holy symbol Crossroads
Yenog-Hu: Lord of Gnolls. God of bloodlust and cannibalism, Domains: Animal, Chaos, Evil, War FavWep. any flail Holy Symbol: an eviscerated corpse [/sblock]
[sblock=Domains]
Some of the spells and several powers for domains are changed.
Air Domain. Granted Power: [Su] You are treated as falling 5 feet less for every cleric level you have. 1/day Smite Earth (+4 to hit, + level to damage). Replacement spells. 1st Levitate 3rd Call lightning 4th. Lightning Strike
“Alignment” Domain: Replacement power: Detect “opposed alignment” is a 0th level spell for you & Smile “opposed alignment” 1/day [+4 to hit / +Cleric level to damage.]
Animal Domain: Replacement domain power: Wild empathy = druid. May use Handle Animal as if you had [Cleric level +3] ranks. These can not increase your usable ranks past the normal character level limits.[Level+3]. Replace Calm animals with speak with animals.
Death domain: Death touch must be performed through Deity’s favored weapon [enhancements don’t help the touch attack]. Knowledge: Necrology is a class skill.
Destruction domain: Level 3 spell is inflict serious wounds.
Dimensions Domain: as written Travel except; Level 2 spell is Dimension pocket (modified Rope trick), Level 3 spell is Blink and Knowledge: Arcana, Elementalism, Demonology and Far Rælm Mythos are class skill instead of survival.
Earth Domain: Replacement Granted power: DR 1 /- , 1/day can Smite Air (+4 to hit, + level to damage] 1st level replacement spell Earthen Strike.
Fire Domain: Replacement Granted power: fire resistance 5 or cleric level, whichever is higher, 1/day can Smite Water (+4 to hit, + level to damage).
Knowledge: replacement power: Gain Bardic Knowledge as a bard = your cleric level.
Plant domain: Replacement granted power: [Su] Woodland stride. Also gain Pass without trace & Stability [see dwaven race] on plant covered ground. Add Knowledge nature to class list
Sun domain: Replacement Granted power: You may cast your Cure & Inflict spells as a short range ranged touch. 6th Level replacement spell: Flame wave
Travel Domain: 3rd level replacement spell: Mount, Mass, 4th level replacement spell: Longstrider mass.
Trickery Domain: May use Bluff, Disguise and Hide as if you had [Cleric level +3] ranks in them. These can not increase your usable ranks past the normal character level limits.[Level+3]
War domain: if you deity‘s favored weapon is a natural weapon and you don’t have one, you receive improved unarmed strike instead of weapon proficiency.
Water Domain: Replacement power: If you naturally breath only air, You may breath water for 2 hours / a day, this will activate automatically if necessary; if you don’t breath air you gain faster movement [10’] while swimming. 1/day can Smite Air (+4 to hit, + level to damage). [/sblock]
[sblock=magic overview]
Energy effects: Opposite energies tend to negate one another.
Underwater: Fire magic does not work. Other energies are also affected by being underwater. Verbal components use up 2 rounds of held breath per spell level [1 round for 0th level spells].
Magic has very sharp teeth. Most ‘end of spell’ and “spell protects you from its energy” safety features on spells WotC added are not there.
Flight, rapid and planar travel is more difficult, if a spell of those types has not been noted yet, see me before attempting to obtain or prepare it. Lost spells: Air Walk, Overland flight, Wind Walk
Detection spells: Spell that allow for metal detection of various auras put the user at risk when overwhelming auras are detected.
Rare spells: Some spells are more common than others.
Spell resistance: Nearly all offensive spells, notably conjurations, allow SR.
Death Effects: Rob the victim’s soul of the afterlife.
Arcane spells named after a specific mage are not usually available. Divine equivalents typical exist as normal. Other exceptions will be noted, such as Dias’s Secure Shelter.[/sblock] [sblock=New and changed Spells A - K]
Align Weapon: If cast on more than 20 pieces of ammunition, the duration reduces to 1 round per level.
Alter Self: Use 3.0 rules. Winged flight by this spell is as tiring as running. Body weaponry is possible, though the spell does not grant proficiency with such. Rumors of this spell having unpleasant effects have been spreading. More details in game.
Baleful Polymorph: lost spell, other similar spells exist.
Ball Lightning: as flaming sphere with electricity.
Bestow Curse: the – 4 is the only listed option available. Others: Target and nearest allies [Number = caster level] have a botch range of 1-2, Wounds bleed 1 HP round [max 1 HP round, duration caster level in rounds from last wounding]. Discuss with me some ideas of your own for curses.
Blink: Foes attacked retain their Dex bonus
Breath of the Fire Wyrm: Evocation wiz/sor 3, Verbal Casting time: full round action. Range medium, Area: 5’ wide line of fire, Duration: Instantaneous SR yes, Save: Reflex half: Effect 1d6 fire damage a level [max 10d6]
Burning Arrow Evocation wiz/sor 2, V, F Range: medium, Duration: Instant. SR yes, Save No. Effect: Ranged touch attack deals 3d6 fire damage to target. Focus: A long or short bow drawn back in a firing position.
Cauterize: Sor / wizard 0 short range. Stabilizes and stops bleeding as if cure minor wounds.
Channeled Pyroburst: See PHB 2. During the ‘cooking’ time, the spell can be finished as if ending a delay action [Throwing the ball still risks AoO’s].
Chorus of life: Conjuration [Healing] Healing 9 A reverse of Wail of the Banshee that Resurrects rather than kills. Component: 15,000 gp worth of diamonds.
Comprehend languages: Focus: Tablet or well made scroll with the alphabet / characters specific to that language [10GP and up]. More complex languages need more exacting foci.
Corpse Explosion: Necromancy wiz/sor 2, V,S, M Range: medium Area: 10’ burst from target dead [not undead] or dying creature, Duration: Instant. SR* yes, Save* Will negates [for dying target] Reflex half: Effect: makes an unspeakable mess and deals 1d6 / 2 caster levels [max 5d6] [non-element]* Negative HP are a penalty for target. User of Diehard is valid target. Component: finger bone firecracker
Darkness & Deeper darkness: The darkness cannot be seen through without light. Light sources illuminate at most the possessor and provide shadowy illumination out to 5’. Low light and darkvision do not help.
Detect Thoughts: Add: Extreme caution is advised on use of this spell on unusual entities. Alternatively you may cast this spell targeting a single creature. You gain a +2 insight bonus on Attacks, AC, and saves involving this creature and It loses it’s Dex bonus to AC to you. for 1 round a level. During this time it cannot claim it’s dexterity bonus to ac against your attacks. A Will Save negates this effect. If the creature suffers more damage than your Int score, it regains it’s Dex bonus until your next turn.
Dimension Door: Those you bring with also cannot act until your next turn. [Change their initiative tick to your own.]
Dimension pocket: As rope trick except a 3'x5' doorway appears at ground level and the component is a 3"x 5" iron doorway worth at least 10 gp.
Disintegrate: All equipment is disintegrated along with body except save for magic items that succeed their own save vs. disintegrates DC.
Disrupt Undead, greater: Sor/Wis/Clr/Pal/Drd 1 Deals 1d8 damage for each odd caster level [max 3d8]
Disrupting weapon: Not used
Divine Favor: Wotc Errata maximum +3
Earthen Strike: Evocation Drd /Earth 1 , short range, SR yes Save: special Effect The earth transmits a strike [weapon +STR bonus] from your bludgeoning weapon to one target as a ray along earth or stone. Large or smaller victim must reflex save or fall prone.
Enlarge person: Can only enlarge beings and gear up to Large size. Reach weapons only gain 5’ more reach & create a 5’, not 10’, non threatened space around character’s base.
Entangle: Range medium, Area 10’radius
False Life: Instead of granting temporary HP, your HP total is increased by 10+ half your level for duration of the spell. Effect also ends when you are reduced to 0 or fewer HP.
Feather Fall: Change school to Abjuration
Feeblemind: Very rare spell.
Find the Path: lost spell, Travel domain replaces with Control Weather
Fireball: Medium range, 25’ diameter.
Fire seeds: Replace with Flame wave
Flame Strike: The 4th level version of this spell caps at 12d6. The 5th level version is also on the druid spell list.
Flame wave: Evocation [Fire] Save: Reflex ½. SR yes. Deals 1d6 fire / caster level to all those in a 40’ wide, 40’ high wave that begins in front of you and travels along the ground out to 100 feet. Most Huge and smaller creatures who fail their saves are also knocked prone if they fail the save by more than their size & stability modifiers.
Fly: Sor/wizard 4
Freedom of movement: Does not give automatic grapple escape, does add +10 [or cleric level] to your attempts to escape grapple and one free attempt to do so at the start of your action. You may choose to allow various hindrances to impede you [to prevent falling].
Glitterdust: SR: Yes, for blinding. Save: Fortitude. Only blinds creatures using eyes to see. Creatures may attempt a fort save as a full round action to reduce blindness to suffering a 40% miss chance. Alternatively, the burst can be a 20’ radius, without blinding property.
Haste: Recipients must be willing. Recipients of the spell are nonmagicly fatigued for as many rounds as they were hasted.
Hero’s feast: Only grants immunity to ingested poisons.
Hide from undead: Lost spell
Hold Person & Hold animal: The paralysis is not complete, The victim can’t take actions and is treated as if Grappled and pinned[mouth covered]. The victim may only roll a new save each time it is attacked.
Identify: Arcane versions are 2nd level. Casting Time: 8 hours, Up to 1 touched object per level, determines the single most basic function of each magic item, including how to activate that function (if appropriate), and how many charges are left.
Invisibility, Sphere: Target: Personal.
Invisibility, Greater: lost spell.[/sblock] [sblock=New and changed Spells L - z] Lightning bolt: The 5’ wide line goes out to long range. The caster can instead spread his arms out to make the bolt 10’ wide, though only going out 50’ + 5’ per caster level.
Longstrider, mass: Travel 4 / ranger 3: Affects 2 creatures touched/ level as Longstrider
Magic Missile: Focus: An arrowhead per missile. Does not ignore incorporeal miss chance.
Magic vestments: An item cannot have more than the total bonuses bestowed by the spell (even if some of its bonus is from other than enhancement).
Magic weapon: The enhancement aids the to hit and damage with a missile device, does not bestow “magic” property on the arrows.
Magic weapon, Greater: see Magic Vestments & Magic weapon. The energy of the spell can awaken some weapon properties. Casting this spell on multiple pieces of ammunition reduces the duration: Up to 10 projectiles; 10 minutes a level. Up to 50 projectiles: 1 minute a level.
Mass heal: only affects willing recipients
Melf's Acid Arrow: Known as Yig’s Venomous Spittle. A version that does not invoke Yig’s name has medium range and allows SR.
Mislead: The Improved Invisibility effect is instead Invisibility that reactivates on the start of each of those rounds.
Mount: Close inspection reveals artificial nature, cannot attack. Only obeys caster, only when ridden.
Mount, Mass: Sor / wizard 3 Travel 3 / Animal 3 1 Mount per level, they obey others when ridden, each has a 300 lb light load.
Permanency: spells available & Cost vary.
Phantom steed: replace with Mount, Mass
Plane shift: Increase the cleric spell level by two. Can only send the willing. The planar tuning forks have high values.
Polymorph: See wotc replacement spell PHB 2 Troll shape. Typically known as “Horrid Form”.
Produce flame: Add wiz / sor 1
Pyrotechnics: lost spell
Ray of Enfeeblement: The ray does not miss [no attack roll]. A Fort save reduces the penalty by ½.
Ray of Exhaustion: Only exhausts those who fail the save. Those already fatigued have a -4 save penalty
Reincarnate: How one comes back is based on role-play and a custom list.
Resurrection: requires 25% of victim’s body. 10 days per caster level is how long the target can have been dead, 1 day per caster level if the victim’s soul was destroyed [undeath, negative levels, death effects].
Righteous might: Wotc Errata +4 Str / +2 Con /+2 natural armor / DR: 3 at 9th, 6 at 12th, 9 at 15th [max].
Rope trick: becomes Dimension pocket.
Skittering wall walking: Sor / Wiz3 Similar to Spider climb, but does not require free hands, grants a climb speed of 40’, 50’ with one hand free and 60 if both hands are free.
Scorching Ray: Maximum 2 rays.
Shapechange: See wotc replacement spell Form of the Dragon
Spike growth & Spike stones: The spikes are visible. Damage can be avoided by moving at half speed.
Stoneskin: Personal range. Adamant or +5 weapons can overcome this DR.
Summon monster: Uses a custom list the character fills out with DM assistance.
Summon Nature’s Ally: Uses a custom list the character fills out with DM assistance. A nature spirit template is applied to the creatures summoned. Nature Spirits have damage resistance that magic, silver, or aligned weapons can overcome, resistance to acid and sonic energy, and a smite attack that affects aberrations, undead & certain other unnatural entities.
Tasha’s Hideous laughter: known as Maniacal laughter. If the victim is attacked by a foe or severely threatened, like say being surrounded by enemeis taking readied actions, the Effect becomes; May act normally, but has -2 to hit, AC and has a 50% chance to ruin spells with verbal components. Material component: a bit of the bindings from a lunatic.
Telekinesis: Violent Thrust victim does not have to be aimed at a target. Upward distance counts double.
Teleport & Improved Teleport: Work at PHB level effectiveness when transporting between specificly designed teleportation points. Most known versions cause spell durations to elapse one day. Teleport may also be converted to Dimension Door ‘on the fly’. More details available “in game”.
Time stop: Quickened spells take normal casting times for duration of this spell. Instantaneous spells occur when cast. Solid objects called forth merge with reality shunting off the lighter object.
True resurrection: Lost spell. Healing domain replaces with Chorus of life
Wail of the Banshee: Centered on caster, short range effect.
Wall of ice: A reflex save is not permitted to disrupt the wall.
Wall of thorns: Duration: Special: SR: Yes [Thorns form a “bubble” over creature that resists the spell at creation] Reflex save avoids being trapped inside the wall. Hardness 5, 30 HP per 5’. Thorns dull 1 point per hour, becomes a living nonmagical plant after thorns have dulled completely.
Water walk: Does not work over lava & Your feet do get wet.
Wind Wall: Refills enclosed spaces with breathable air. Effects with the Fire descriptor that have their effects pass through the wind wall are mildly strengthened.[/sblock]

[sblock= planned addition for Ogres as PCs] The typical ogre in this setting stands roughly one and a half times as tall as a man and often many times as wide. While their appearance is more bestial than a human, with heavy brow, sometimes pointed ears, thick yellow to black finger nails and occasionally extended canines, they still appear more human than many half orcs.

For scale and appearance, Mr. Hyde from Van Helsing is a decent approximation.

This handsome fellow is an example of how an ogre can look when not dump-stating charisma.

In behavior, ogres are generally more civilized than orcs or gnolls. Some even live in cities, such as in Glantri, Karameikos, Minrothad and Rockhome as mercenaries and laborers. A good number of ogres are enlisted in the foreign legion of Thyasis. The main things that set ogres apart mentally from humans is a greater degree of selfishness, overall laziness, and an inherent temper.

Their sometimes cannibalistic habits and ‘meat is meat’ attitude can be compared to lizard folk’s similar views, though ogres, having more empathy than lizard folk, swiftly learn that not all civilizations consider such behaviors acceptable. Many ogres don’t care for eating sentient beings, but most ogres would rather do so than go hungry.

The true elves consider them churlish brutes, only slightly worse than humans, but with far more potential for mayhem. Shadow elves consider them dangerous tools to be used as needed until dead. Dwarves typically view them as a threat; though as a practical matter will occasionally employ them as mercenaries, laborers and combat instructors. Those who “get with the program” can even find a place in Dwarven society. Humans are wary and prejudiced given that many ogres are willing to eat humans, but also can appreciate a mountain of meat when something needs to be built or a greater threat is present. Ratlings view them as too dangerous to be near, The skaven don’t trust most folks in the first place, especially not folks with large appetites and indiscriminate eating habits.

Ogre characters possess the following racial traits.

+10 Strength, -2 Dexterity, +4 Constitution, -4 Intelligence, -4 Charisma.

Large size: -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Double cost for most equipment and clothing.

Height, weight & age: Ogres use human aging tables, A typical ogre weight almost five hundred pounds and stands about 9 feet tall. An exceptionally strong and healthy ogre might stand 11 feet tall and weigh nearly 8 hundred pounds.

Prodigious appetite. Ogres need 4 times as much food and water as a medium creature.

Space/Reach: 10 feet [actually 7.5 ’~ 40mm base] /10 feet.

Base land speed: 40 feet.

Darkvision: 60 feet.

Racial Hit Dice: An ogre begins with four levels of giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.

Racial Skills: An ogre’s giant levels give it skill points equal to 7 × (2 + Int modifier, minimum 1). Its class skills are Climb, Listen, and Spot.

Racial Feats: An ogre’s giant levels give it two feats.

Weapon and Armor Proficiency: An ogre is automatically proficient with simple weapons, light and medium armor, and shields except for tower shields.

Natural armor: +5

Automatic Languages: Common, Giant. Bonus Languages: Dwarven, High speech, Glantrian, Orc, Terran.

Favored Class: Barbarian.

Level adjustment +2. An ogre [4 HD +2 LA] is a 6th level character.
[/sblock]
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Nyaricus

First Post
Notmousse said:
I take it you like elves more than dwarves.
Dwarves are by far more powerful than Elves per the PHB, and getting rid of that lame Find Secret Doors ability in favour of some flavourful spells is a Good Thing :) Personally, and come to think of it, I might adapt something similar to my games.

Frank, may I suggest a wee bit more formatting going into this (yeah, I read the title ;)) I am enjoying the read, but it can get hard to read in spots, like the feats and spells sections.

cheers,
--N
 

Li Shenron

Legend
The only problem I have with these house rules is that they are so many! :D I guess that they are the results of years of DMing so you can keep these in mind easily, but if I was a player there I'm sure that I would be often confused.

OTOH, I think that these kind of house rules are fine, even if of course I don't agree with all of them. The ones done for setting reasons are always legit, the "fixes" are debatable but I don't see a single real issue with them.

Overall it's a nice blend of 3.0, 3.5 and your own.
 

Darklone

Registered User
I like these houserules a lot. I changed Cure Minor Wounds to cure 1d4 hp though... that may help your elves even more.

Dwarves: IMC they have +2 CON, -2 DEX, period. It works, they are still pretty strong.
 

frankthedm

First Post
Notmousse said:
I take it you like elves more than dwarves.
I love dwarves, but they got plenty already! If I disliked dwarves, I'd insist they take the -2 to DEX rather than CON. The loss of goblin bonus is because my setting has no goblins, rather that Orcs contain gobliniods. There are both degenerate Night orcs [MM orcs] and disciplined Quick orcs [hobgoblins], and in many orc lairs, orc children join the fight [goblins]. There are Orc * ape crossbreeds [bugbear stats] along with orc ogre crossbreeds [bugbear stats, NPC non elite stat array favoring physical stats & giant blood subtype]. The loss of the war axe was something I felt had to go, in return all dwarves benefit. All dwarves should be competent combatants, rather that just the warriors being super combatants. The -2 on swim is mostly flavor since I can not picture dwarves as buoyant{in my game their livers are quite large and have a density between wet clay & stone accounting for a good portion of their weight]. The -2 on ride checks makes sure they feel their speed hit.

Speaking of dwarves

[sblock=Prototype alchemic weapons]

Flamejaeger (simple) 2d6 Fire 20 ft. 2 handed 50 lb. 1000 gp
100gp

Bomb (improvised thrown) 5d6* Bludgeoning and fire 10 ft. one handed 5 lb. 50 gp.

Flamejaeger

A flamejaeger consists of a metal backpack containing alchemist fire and mundane oil, connected to a two handed tube with a nozzle and a pumping mechanism. It shoots this concoction with a 20’ range increment.[max range 60’]. Due to the weapon precision, the victim takes 2d6 points of fire damage from initial contact, taking an additional 1d6 damage the next round as normal alchemist fire.

Alternatively it can be used to coat a 20’ cone with alchemist fire (1d6 fire damage) and as a standard action using up four shots. Any creature caught in the cone of flame can make a Reflex save (DC half wielders BAB +Dex Bonus) to take half damage. The area also burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area. The following round those who make their save only take ½ of the second 1d6 fire)

A flamejaeger’s backpack has hardness 10 and 5 hit points and unlike most objects, it is vulnerable to critical hits. When worn, the backpack can be attacked as a worn object with the sunder action. Unlike most situations, the sunder attempt can be made with a ranged weapon provided the wearer has lost his dex bonus to the attacker. A backpack reduced to 0 hit points ruptures and explodes, dealing 1d6 points of fire damage per shots remaining in the weapon to the wearer (no save allowed) and half that amount as splash damage to creatures and objects in adjacent 5-foot squares (Reflex save, DC 15, for half damage). The area also burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area.

A flamejaeger’s firing tube has hardness 5 and 5 hit points and can be attacked with the sunder action. A tube reduced to 0 hit sprays a cone in a random direction each round. The wearer must make a DC 15 reflex save each round to avoid being included in that cone.

The Backpack can be reloaded in two ways. Normally a specially crafted container of alchemist fire can be loaded in as a full round action once the backpack has been taken off as a move action.

Otherwise a sealed alchemist fire can carefully be transferred into a used container as an action taking one minute and requiring a DC 20 Craft: alchemy check. Having 5 or more ranks in slight of hand adds a 2 point synergy bonus to the check. Failing this check by 5 or more results in the loss of all alchemist fire involved. Failure by 10 or more [and natural 1] results in an explosion similar to if the backpack was reduced to 0 HP. The oil reserve takes only a DC 10 Alchemy check to refill with mundane lantern oil.[/sblock]

[sblock=Turning this hi tech item into a spell...] Grenade, Singularity
A singularity grenade generates a gravity field so powerful that it bends space into a miniature black hole. The black hole instantly devours all light and matter before collapsing and vanishing. Any character or object in the grenade’s 5-foot burst radius takes 15d6 points of damage. A successful Reflex save (DC 15) halves the damage. If the damage is enough to reduce a creature to –10 hit points, the grenade leaves no trace of the creature behind.[/sblock]
 
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frankthedm

First Post
Thanks everyone on the input. Been adjusting the format a touch. I've been trying to build a LA+1 Half ogre less bestial than the Wotc version [Races of destiny half ogre is a LA+2].

I've tried to make it versatile, strong enough for a front liner, but not pidgeon holed into barbarian any more than the system makes Level adjusted races. Once a LA is applied to a race, mental stat hits don't really balance much out IMHO.

Any input? Playable? Too breakable? The +4 Strenght bonus go too far?

[sblock=Half-ogre, human favoring]
While not as fecund as orcs, the blood of ogres can mix with humans. Some of those progeny favor their larger parent, while others favor their human side. These human favoring ones, while far stronger and hardier than their smaller parent, have psychological closeness to humans to make them well suited to being player characters. There are some that would even argue the half ogre has a more ‘human’ outlook than most other demi-human races. Their appearance certainly is, other than their height and mass, many could pass for a human. The Heresy miniature’s Big Boris is a good depiction of one of these human favoring half ogres. http://www.heresyminiatures.com/heroes.htm

Their relations with other races are about the same as human, though dwarves treat them slightly better than half orcs often citing their human heritage being the larger problem..

+4 Strength, -2 Dexterity, +2 Constitution. Half-ogres are tough and strong, but heavy muscles and thick skin limit their movement.

Type: Humaniod [human] [Giant Blooded] Half-ogres are human enough to be treated as a humaniod for spells and effects though enough giant blood flows through their veins to be affected by special effects that affect giants. This also allows them to use magical items that are only usable by giants. Dwarves may claim ½ of their normal dodge bonus against giants when fighting half ogres. A human bane and / or Giant bane weapon's bonuses would apply against them, though only one effect at one time would apply.

Medium size
: See also Big ‘un!

Half-ogre base land speed is 30 feet.

Darkvision 60’: Half ogres inherit their ogre parent’s darkvision.

Low-Light Vision: The human blood cleanses the ogre’s physical make up slightly, allowing them to make use of this trait of their giant ancestors.

Natural armor: +2. The half ogre also qualifies for the improved natural armor feat.

Proficient in greatclub.

+2 to saves vs ingested poison and food born illnesses

Automatic Language: Common. Bonus Languages: Saurian, Giant, Gnoll, dwarf; orc.

Favored Class: Any. Half ogres, while often viewed as brutes, are as blessed with versatility from their human ancestors as they are blessed with strength from their giant ancestors. They may not be destined to take scholarly paths, but the choice is theirs to make

Level Adjustment: +1.

Big ‘un!: The half ogre is about as large as a medium critter can get

They get a +2 bonus on checks where larger size helps and a -2 on checks where larger size hurts.

+50% carrying capacity

+100% recommended daily intake of food and drink.

Monkey grip as a bonus feat

Can wield a Large bastard sword, large dwarven war axe and large “Wotc Maul” as martial weapons when wielded with both hands [no wrong size penalty].

Can treat certain exotic weapons, typically ones that are exotic due to mass, as if martial weapons. Bastard sword, War Axe, Wotc Maul [hammer version of the war axe], Heavy halberd (2d6 x3 crit), heavy glaive [poleaxe](2d6 x3 crit), Daikyu [greatbow] (1d10 x3 crit) and similar weapons.


[/sblock]
 

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