Class/Race House Rules

Anybody have any class and race house rules they'd like to share? Here are some of mine:

1. Monk/Paladin multiclass restrictions gone.

2. Paladins may have any alignment at least one step from Lawful Good (Lawful Good, Neutral Good, or Lawful Neutral)

3. Monster characters may take a class level up to every other advancement, until their racial progression is complete.

4. No Half races.

5. Gnome favored class is Sorcerer, if they have a charisma of 10 or higher, they may choose from three different cantrip sets:

Artisan - Mage Hand, Mending, Open/Close
Guardian - Daze, Detect Magic, Resistance
Trickster - Dancing Lights, Ghost Sound, Prestidigitation
 

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1) Half-Races are templates, only one maybe applied to any character however it need not be applied to a human. Hence you could have a half-elf/half-dwarf by applying the half-elf template to the dwarf.

2) Multiclassing xp penalty = gone

3) I use some custom classes, mostly city versions of existing classes though some are truly homebrew

4) Orcs, Goblins, Kobolds & Ferale (new race) are player races.
 

The problem is, the question is WAY too broad. The Class/Race house rules I have could fill a book. Well, at least a large pamphlet.

Race: not much changed.
> Gnome favored class becomes Sorcerer. Those three cantrips are extra known spells. If a Gnome doesn't have any arcane class levels, he gets 2 cantrips per day.

> Elf favored class becomes Psion (and Wizard isn't a class IMC)

> Add the Half-Ogre race (not the SS version, a somewhat weaker ECL 0 version from these boards a long time ago)

> Half-Orcs can take the Limited Scent Feat (like Scent, but 1/3 all ranges and +5 to all DCs)

For classes, I did far more. Monk, Ranger, Paladin, and Barbarian were all reworked into classes where you select some abilities as you go up (as opposed to the "Okay, you're level 12, so you have these ten abilities" effect you have now). Ranger was shifted closer to the Monte Cook style, but not nearly as munchkinized. Wizard and Sorcerer are combined into one Sorcerer-like class. Cleric is redesigned to be more domain-oriented (instead of X spells you can swap for cures plus 1 domain spell you can't swap, it's X spells you can swap for the 1 domain spell you picked for that level). Paladins lose that whole "immune to disease and remove disease X/week" thing and gain the ability to swap spells like a Cleric, except that they only have 1 domain instead of two.
 

As Spaztimaus said, an awfully broad question.

I totally redid all of the races, adding in true gnomes (18 inches tall), half-dwarves, ursan (large bear men), venditchim (wimpy guys with four eyes), and gori (four armed tree climbing dog men). There are assumed to be numerous other races as well, and at player request I have added in eldar (draconic elves) and arbodo (desert dwelling lizard men).

For classes, druids have been replaced with shamans (spontaneous totemistic divine casters), rangers have been redone (what a surprise), paladins are replaced with holy warriors (can be for any god, must have exact same alignment as their god), monks just get fighter progression for unarmed attacks, wizards have staves instead of familiars, and there are no npc classes (I added sage, noble, and commoner as PC quality classes).
 

- All races treat their highest level class as their favored class. FC is only flavor text.
- Monk/Paladin multiclass restricitons are gone.
- Rangers may sub TWF/Ambi for two archery feats
- Druids don't have any stupid oath. They may use any weapon they like, but start play proficient with the listed weapons. A druid casting spells or using class abilities suffers from acrane spell failure chances.
 


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