Here are some of my house rules -- comments would be appreciated
All classes
All Classes gain +2 skill Point per level (i.e Fighter 4, Rogue 10 and so on)
All bonus skill points for being Human or from Inteligence may be used with ANY non restricted skill as if it was a class skill
All classes gain Profession (any Appropriate) Knowledge (Any Appropriate) and Craft (any Appropriate) as class skills
Each Character will have a background. This background will grant 3-5 skills as class skills or a +1 Bonus to the skill if its already a class skill. A fewBackgrounds -- Seafolk, Fuedal Peasant Farmer, Manor Born, Northlander Raider etc
Some campaigns will be low magic item --
To compensate for the reduced magic characters will have extra feats and a level based Defence Bonus (not listed here) Feats in these games will be gained at 1,3,5,7,9,11,13,15,17,19
More Specfic Class Mods
Fighter -- There are a large number of fighter special "training" abilities available only to folks who take levels in fighter. All fighters gain a bonus feat at level 11 as well
Barbarian -- Unchanged renamed Besereker
Only 1 type of Paladin may be chosen
Paladin-- Paladins may be of any good alignment. A paladins mount is considered celestial. It uses the 3.0 rules and is not summoned It may be swapped for an animal companion at the time it is chosen. Typical Companions Hawk, Wolf or Grasscat.
Summoner Paladins -- These function exactly as 3.5 paladins. In additon Monster Summon and Lesser Planar Ally are available at their level as Paladin Spells. Language is a class skill for Summoner Palaldin
Ranger -- Ranger Feats are not virtual. Also there are a number of Ranger feat paths to choose from including survival and awareness oriented ones. Rangers gain 1 addtional feat at level 14. Favored ememy may be swapped for other abilities as appropriate
2 additional Ranger types may be chosen from although a character can only be one kind of Ranger
Non Spell Using Rangers
These are available as Complete Warrior they use 1d10 Hit Dice
Urban Rangers (as UA) are also available
Monk -- A monk can use his Unarmed Damage with any hand to hand Monk weapon. A monk may Multi Class w/o penalty. Any non Monk weapon may be bought as a monk weapon. It costs 1 feat. Damage is base (with a 20/x2 crit) or class level damage (with 20/x2 crit) whatever is better
Cleric -- No Change
Druid -- No Change though specialty Druids may be introduced
Bard-- Bards gain bonus spells known
Wizard-- No Change
Sorcerer -- A Sorcerer gains bonus spells known. Also a Sorcerer may chose bardic cure spells as sorcerer spells
Spellcaster general Note-- Bonus spells known and per day use the superior table in AU that includes cantrips
Weapons and Armor notes--
Shuriken is an Martial weapon. It may be used in HTH combat at a -4 penalty
for non 3.5 players -- Kukri is a Martial weapon
Flail is an Exotic weapon gaining an cutting an ememys shield bonus by 50%
Exotic WP with the the Bastard Sword also grants 2h profieciency, proficency with a training sword (as club-- like a RL Bokken) and practice blade (like a RL Shinai doing 1d4 subdual) all feats and special abilities with the Bastard Sword apply to these weapons also.
All classes
All Classes gain +2 skill Point per level (i.e Fighter 4, Rogue 10 and so on)
All bonus skill points for being Human or from Inteligence may be used with ANY non restricted skill as if it was a class skill
All classes gain Profession (any Appropriate) Knowledge (Any Appropriate) and Craft (any Appropriate) as class skills
Each Character will have a background. This background will grant 3-5 skills as class skills or a +1 Bonus to the skill if its already a class skill. A fewBackgrounds -- Seafolk, Fuedal Peasant Farmer, Manor Born, Northlander Raider etc
Some campaigns will be low magic item --
To compensate for the reduced magic characters will have extra feats and a level based Defence Bonus (not listed here) Feats in these games will be gained at 1,3,5,7,9,11,13,15,17,19
More Specfic Class Mods
Fighter -- There are a large number of fighter special "training" abilities available only to folks who take levels in fighter. All fighters gain a bonus feat at level 11 as well
Barbarian -- Unchanged renamed Besereker
Only 1 type of Paladin may be chosen
Paladin-- Paladins may be of any good alignment. A paladins mount is considered celestial. It uses the 3.0 rules and is not summoned It may be swapped for an animal companion at the time it is chosen. Typical Companions Hawk, Wolf or Grasscat.
Summoner Paladins -- These function exactly as 3.5 paladins. In additon Monster Summon and Lesser Planar Ally are available at their level as Paladin Spells. Language is a class skill for Summoner Palaldin
Ranger -- Ranger Feats are not virtual. Also there are a number of Ranger feat paths to choose from including survival and awareness oriented ones. Rangers gain 1 addtional feat at level 14. Favored ememy may be swapped for other abilities as appropriate
2 additional Ranger types may be chosen from although a character can only be one kind of Ranger
Non Spell Using Rangers
These are available as Complete Warrior they use 1d10 Hit Dice
Urban Rangers (as UA) are also available
Monk -- A monk can use his Unarmed Damage with any hand to hand Monk weapon. A monk may Multi Class w/o penalty. Any non Monk weapon may be bought as a monk weapon. It costs 1 feat. Damage is base (with a 20/x2 crit) or class level damage (with 20/x2 crit) whatever is better
Cleric -- No Change
Druid -- No Change though specialty Druids may be introduced
Bard-- Bards gain bonus spells known
Wizard-- No Change
Sorcerer -- A Sorcerer gains bonus spells known. Also a Sorcerer may chose bardic cure spells as sorcerer spells
Spellcaster general Note-- Bonus spells known and per day use the superior table in AU that includes cantrips
Weapons and Armor notes--
Shuriken is an Martial weapon. It may be used in HTH combat at a -4 penalty
for non 3.5 players -- Kukri is a Martial weapon
Flail is an Exotic weapon gaining an cutting an ememys shield bonus by 50%
Exotic WP with the the Bastard Sword also grants 2h profieciency, proficency with a training sword (as club-- like a RL Bokken) and practice blade (like a RL Shinai doing 1d4 subdual) all feats and special abilities with the Bastard Sword apply to these weapons also.
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