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Ace's minor House rules
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<blockquote data-quote="Ace" data-source="post: 1411663" data-attributes="member: 944"><p>Here are some of my house rules -- comments would be appreciated </p><p></p><p></p><p></p><p>All classes</p><p></p><p>All Classes gain +2 skill Point per level (i.e Fighter 4, Rogue 10 and so on) </p><p></p><p>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</p><p></p><p>All classes gain Profession (any Appropriate) Knowledge (Any Appropriate) and Craft (any Appropriate) as class skills</p><p></p><p>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</p><p></p><p>Some campaigns will be low magic item --</p><p></p><p>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</p><p></p><p>More Specfic Class Mods</p><p></p><p>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</p><p></p><p>Barbarian -- Unchanged renamed Besereker </p><p></p><p>Only 1 type of Paladin may be chosen </p><p></p><p>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. </p><p></p><p>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 </p><p></p><p>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</p><p></p><p>2 additional Ranger types may be chosen from although a character can only be one kind of Ranger </p><p>Non Spell Using Rangers</p><p>These are available as Complete Warrior they use 1d10 Hit Dice </p><p>Urban Rangers (as UA) are also available </p><p></p><p>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 </p><p></p><p>Cleric -- No Change</p><p></p><p>Druid -- No Change though specialty Druids may be introduced </p><p></p><p>Bard-- Bards gain bonus spells known </p><p></p><p>Wizard-- No Change</p><p></p><p>Sorcerer -- A Sorcerer gains bonus spells known. Also a Sorcerer may chose bardic cure spells as sorcerer spells</p><p></p><p>Spellcaster general Note-- Bonus spells known and per day use the superior table in AU that includes cantrips </p><p></p><p>Weapons and Armor notes--</p><p></p><p>Shuriken is an Martial weapon. It may be used in HTH combat at a -4 penalty </p><p></p><p>for non 3.5 players -- Kukri is a Martial weapon</p><p></p><p>Flail is an Exotic weapon gaining an cutting an ememys shield bonus by 50%</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Ace, post: 1411663, member: 944"] 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. [/QUOTE]
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