Common house rules

kirinke

First Post
These are a few house rules I've come up with.

Rule 1: Read magic is now a class skill available to all spell-casters

Rule 2: Knowledge dungeoneering is replaced by knowledge dungeons. Same effect, shorter spelling

Rule 3: Modified UA rules. You can choose to burn a level to reduce ECL levels. This level burning can be taken every three levels, discounting first level. You'll eventually catch up with the others and in effect your character will have normal saves again.

Rule 4: Clerics get scribe scroll as a bonus feat at 1st level and at 5th level get Brew potion.

Rule 5: No more cross-class skills. You can now purchase any skill at 1 skill point per rank. However, the selection of skills must be based on character background and DM approval.

Rule 6: The material spell components for spells are only needed to create a special ink to inscribe spells into the spell-book or onto scrolls. The spell-components are also used to make magical items. Other wise, only verbal/somatic components are needed for the actual casting, once the spell is scribed. Note: you must use the material components to create the ink each time you wish to scribe the spell onto a scroll.
 
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Lets see:

1) Dodge provides a flat +1 bonus to AC instead of a targeted one
2) Level based AC progression, armor acts as DR
3) Weapons Finesse is a rule not a feat, any character can make a finesse attack with a finessable weapon.
4) Clerics lose access to medium and heavy armor, and instead of getting two domains at 1st get one domain at 1st and another at 10th. Clerics also get a bonus feat at first.
5) Wizards lose automatic access to their familiar, but get a bonus feat at 1st level (Familiars require a feat, which is open to clerics as well).
 

Only used this for one character:
KNowledge Dungeoneering is now Knowledge Architure.
Character needed it for a PrC. This gave it some extra utility outside of the dugeons.

Weapon Finesse is effective with only one weapon, same as Weapon Focus


All of my other house rules are pretty much strung out across this site.
 


Wizard's get scribe scroll at 1st and summon familiar.
Clerics only get turn/rebuke undead. So scribe scroll at first balances that out.

Hmmm. I should pop the brew potion feat to 5th level in order to balance out the Wizardly bonus feat.
 

Clerics also get twice the hit points and 1.5 times the base attack bonus, while having the same spellcasting power as the wizard. Naturally, the wizard should get some pluses.
 

Still, I doubt that brew potion/scribe scroll is going to unbalance the cleric. And it might make those who wouldn't play a cleric consider it.

still, like any house rule, they can be taken or not. as the game/dm dictates. :cool:
 

True, adding those feats will not unbalance the cleric.

However, I don't feel the need to add extra incentive to be a cleric. It's an awesome class, and some say it's necessary to larger parties.
 

For the most part, the real reason why I added it was because of the classic clerical background. In medieval times, they did a great deal of scribing bibles and other holy/historical works and were healers as well. I figure that DnD clerics would have a least a similar background. So, the feats do fit. :)

And I love playing clerics myself. :)
 

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