Common house rules

kirinke said:
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. :)

it fits, I'm not argueing that. But as the most powerful base classs you just made them that much better.
 

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Also added another house rule. Mainly for wizards, but could be used for other spell-casters.
Adds a bit of flavor the the spell-caster classes I think. :D
 

My House Rules (at the moment):

Rule 1: Several classes and most races have been modified from their original forms. A quick browse through this forum will reveal most of the changes I've made. The biggest changes have been to half-human races and to the planetouched, though I've replaced Drow with Elves with the Night-Adapted template from Dragonstar's Galactic Races.

Rule 2: I use a modified form of Armor as DR from Unearthed Arcana; Armor grants DR as the variant states, but does not provide any AC ("Defense") bonus.

Rule 3: Similarly, I use a modified form of Class Defense Bonus, in which each class gets a Defense bonus based on their general agility and fighting skill. There are three values, based on Good, Poor, and Medium saves. AC-granting magic items are rare, and I'm working on fixing the spells, though thankfully none of my players are interested in that kind of magic.

Rule 4: I use the Gestalt rules. (Yes, UA is my favorite book.) Each race's Favored Class is replaced by a Favored Gestalt. I've made a number of house rules for dealing with LA and monster HD as a result.

Rule 5: Instead of multiclassing penalties, characters advancing in their Favored Gestalt gain an extra skill point per level. Races with Favored Class: Any get this bonus with the Gestalt they chose at first level, which stacks with the Human's bonus skill point per level.

Rule 6: Massive Damage Threshold is equal to the characters CON score plus their number of Hit Dice. Damage in excess of the Massive Damage Threshold requires the character to make a Fortitude saving throw of 10 + 2/5 of the damage in excess of the Threshold or drop to the amount they failed the saving throw by in negative hitpoints. Characters die at -CON instead of -10.
 

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