seasong
First Post
This is a small bit of the house rules I've put together for my Europ campaign. I am soliciting commentary, critiques, and any problems you can see with this. I know it won't please everyone (for example, anyone who wants to retain archetypal characters), but I would like it to be as good as possible for what it does.
Class & Level
Class Construction System
Each level you gain a number of class points which you can spend on various class features. The "typical" campaign will start with 45 points at 1st level, and gain 18 points per level thereafter. Europ starts with 30 points at 1st level, and gains 12 points per level thereafter.
BAB: 3 points per +1 BAB (BAB can not exceed level).
Hit Points: 2 points per +1 hp.
- you start with CON x2 hit points, times a size multiplier (x2 for Large, x1/2 for Small).
Basic AC: 3 points per +1 BAC (BAC can not exceed level).
Saves: 1 point per +1 to a save (base saves can not exceed level +1 without buying a feat)
Skills: 1 point per +1 skill point (skill points in one skill can not exceed level +3).
Feats: 5 points per feat.
Note: The Toughness feat is not allowed. A feat can provide a +2 to a save or skill, above and beyond the normal level-based limit, but you may only take one such feat per save/skill per level.
Restrictions
Barred Alignment Axis: +1 points
Required Partial Neutral: +1 points
Two Barred Alignment Axes: +2 points
Required Alignment Axis: +2 points
Two Required Alignment Axes: +3 points
Paladin's Code: +3 points
Druidic Armor Restriction: +3 points
If you break a restriction, you lose twice its value in class abilities, usually from your feat selection. You can usually "repent & recover" your abilities, but this should be more difficult than simply following the restriction again.
Restrictions can not be "bought off" except by losing the aforementioned class abilities.
Class Feats
BARBARIAN FEATS
Fast Movement (1 feat: +10' per round movement)
Rage (1 feat: use 1/day)
Greater Rage (1 feat: increases Rage to +6)
Not Winded By Rage (1 feat: as it says)
Uncanny Dodge (1 feat: doesn't lose AC when flat-footed)
Uncanny Dodge (1 feat: can't be flanked)
Uncanny Dodge (1 feat: +2 vs traps, stackable)
Damage Reduction (1 feat: DR 1/-, stackable)
BARD FEATS
Bardic Music: Inspire Courage (1 feat)
Bardic Music: Countersong (1 feat)
Bardic Music: Fascinate (1 feat)
Bardic Music: Inspire Competence (1 feat)
Bardic Music: Suggestion (1 feat)
Bardic Music: Inspire Greatness (1 feat)
Bardic Knowledge (1 feat)
CLERIC FEATS
Turn or Rebuke Undead (1 feat)
Domain-Related Abilities Vary (???)
DRUID FEATS
Nature Sense (1 feat)
Animal Companion (1 feat)
Woodland Stride (1 feat)
Trackless Step (1 feat)
Resist Nature's Lure (1 feat)
Wild Shape (1 feat: use 1/day)
Wild Shape: Large (1 feat, modifies Wild Shape)
Wild Shape: Huge (1 feat, modifies Wild Shape)
Wild Shape: Tiny (1 feat, modifies Wild Shape)
Wild Shape: Dire (1 feat, modifies Wild Shape)
Wild Shape: Elemental (1 feat, modifies Wild Shape, takes 2 uses!)
Venom Immunity (1 feat)
A Thousand Faces (1 feat)
Timeless Body (1 feat)
FIGHTER FEATS
11 feats spread over the levels
MONK FEATS
Improved Unarmed Strike (1 feat, 1d6 damage, no AoO)
Unarmed Damage (1 feat: stages damage up: d8, d10, d12, d20)
Flurry of Blows (1 feat)
Rapid Movement (1 feat per +10' per round movement)
AC Bonus (buy as BAC)
Stunning Attack (1 feat)
Evasion (1 feat)
Improved Evasion (1 feat)
Deflect Arrows (1 feat)
Still Mind (1 feat)
Slow Fall (1 feat: stages distance up: 20', 40', 60', any distance)
Purity of Body (1 feat)
Improved Trip (1 feat)
Wholeness of Body (1 feat)
Leap of the Clouds (1 feat)
Ki Strike (1 feat: treat unarmed as +1 weapon, stackable)
Diamond Body (1 feat)
Abundant Step (1 feat)
Diamond Soul (1 feat)
Quivering Palm (1 feat)
Timeless Body (1 feat)
Tongue of the Sun & Moon (1 feat)
Empty Body (1 feat)
Perfect Self (1 feat)
PALADIN FEATS
Detect Evil (1 feat)
Divine Grace (1 feat)
Lay On Hands (1 feat)
Divine Health (1 feat)
Aura of Courage (1 feat)
Smite Evil (1 feat)
Remove Disease (1 feat)
Turn Undead (1 feat)
Special Mount (1 feat)
Remove Disease 6/week (4 steps)
RANGER FEATS
Track (1 feat)
Favored Enemies (1 feat: 1 enemy)
Ambidexterity (1 feat)
Two-Weapon Fighting (1 feat)
ROGUE FEATS
Sneak Attack (1 feat: +1d6 flanking damage, stackable)
Evasion (1 feat)
Uncanny Dodge (1 feat: doesn't lose AC when flat-footed)
Uncanny Dodge (1 feat: can't be flanked)
Uncanny Dodge (1 feat: +2 vs traps, stackable)
Crippling Strike (1 feat)
Defensive Roll (1 feat)
Improved Evasion (1 feat)
Opportunist (1 feat)
Skill Mastery (1 feat)
Slippery Mind (1 feat)
SORCEROR FEATS
Summon Familiar (1 feat)
WIZARD FEATS
Summon Familiar (1 feat)
Scribe Scroll (1 feat)
4 Bonus Metamagic Feats
FOR ALL SPELL CASTERS
Each spell level you are able to cast is a feat. Thus, the ability to cast level 0 Arcane spells is a feat; level 1 spells is a second feat; and so on.
For spells per day, use the chart for your caster type, using the lower of your character level and your highest level spell feat. For spells known, use the higher of these two (thus, a 5th level character with the spell feat '5th level spells' would know the spells, but be unable to cast them).
For arcane magic, choose wizard or sorcerer from the start, and you will always follow this progression.
Alternately, you may wish to use my Europ magic rules.
Skill Rules
Class Skills
PCs choose 12 skills which they learn as Class Skills. Everything else is double cost to learn. This list remains the same throughout the PC's career, although a feat may be taken to learn a new Class Skill; each feat allows the PC to learn one additional skill as a Class Skill.
Skill lists should reflect background, training and natural inclinations.
Arms & Armor Proficiency
Weapon and armor use now uses skill points rather than feats. Each weapon (including unarmed strikes and grappling) or armor type (light, medium, heavy and shields) costs 1 skill point to learn. Characters have NO proficiencies by default, unless they put skill into it.
Additional skill points may be put into a particular weapon proficiency. Each 1 point gives one "feat" with that weapon only. You must meet all of the normal prerequisites for the feat (to Deflect Arrows, you must have DEX 13+). You can still take the feat normally (in which case it applies to all weapons that it would normally apply to). The feats that may be taken in this manner are:
Ambidexterity
Cleave
Combat Reflexes
Deflect Arrows (improved unarmed strike or weapon focus)
Expertise
Far Shot
Improved Bull Rush (shield)
Improved Critical
Improved Disarm
Improved Trip (wrestling)
Improved Two-Weapon Fighting (must take for each weapon able to use)
Improved Unarmed Strike (unarmed strike)
Point Blank Shot
Power Attack
Precise Shot
Quick Draw
Rapid Shot
Ride-By Attack
Shot on the Run
Spirited Charge
Spring Attack
Stunning Fist (unarmed strike)
Sunder
Two-Weapon Fighting (must take for each weapon able to use)
Weapon Finesse
Weapon Focus
Weapon Specialization
If you are in doubt as to whether or not a weapon feat should be available for a skill point, apply the following litmus test:
1. Is the feat "extraordinary"? (for example, Whirlwind attack). If yes, it should not be available for a skill point.
2. Does the feat represent skill with the weapon, or skill at something else while using the weapon? (for example, Mounted Combat is skill with the mount while using a weapon). If skill at something else, it should not be available for a skill point.
Literacy
Characters are illiterate by default. It costs 1 skill point to be literate in a particular script.
Combat Modifications
Hit Points
Characters start at 1st level with hit points equal to CON x2. Small characters halve this, and Large characters double it (each size category thereafter also halves or doubles hit points). Monster hit points are calculated in exactly the same way.
You can improve your hit points with class points, but this is costly (2 points per +1 hit point).
Armor Class & Damage Resistance
Armor provides you with DR equal to its AC. Thus, armor with AC +3 becomes armor with DR 3/-. Shields still provide an AC bonus.
Magical armors add the bonus to DR.
Magical shields add the bonus to AC.
AC will normally equal:
10 + Size Bonus + BAC + DEX Bonus
Size Bonus
Small +3
Medium +0
Large -3
Class & Level
Class Construction System
Each level you gain a number of class points which you can spend on various class features. The "typical" campaign will start with 45 points at 1st level, and gain 18 points per level thereafter. Europ starts with 30 points at 1st level, and gains 12 points per level thereafter.
BAB: 3 points per +1 BAB (BAB can not exceed level).
Hit Points: 2 points per +1 hp.
- you start with CON x2 hit points, times a size multiplier (x2 for Large, x1/2 for Small).
Basic AC: 3 points per +1 BAC (BAC can not exceed level).
Saves: 1 point per +1 to a save (base saves can not exceed level +1 without buying a feat)
Skills: 1 point per +1 skill point (skill points in one skill can not exceed level +3).
Feats: 5 points per feat.
Note: The Toughness feat is not allowed. A feat can provide a +2 to a save or skill, above and beyond the normal level-based limit, but you may only take one such feat per save/skill per level.
Restrictions
Barred Alignment Axis: +1 points
Required Partial Neutral: +1 points
Two Barred Alignment Axes: +2 points
Required Alignment Axis: +2 points
Two Required Alignment Axes: +3 points
Paladin's Code: +3 points
Druidic Armor Restriction: +3 points
If you break a restriction, you lose twice its value in class abilities, usually from your feat selection. You can usually "repent & recover" your abilities, but this should be more difficult than simply following the restriction again.
Restrictions can not be "bought off" except by losing the aforementioned class abilities.
Class Feats
BARBARIAN FEATS
Fast Movement (1 feat: +10' per round movement)
Rage (1 feat: use 1/day)
Greater Rage (1 feat: increases Rage to +6)
Not Winded By Rage (1 feat: as it says)
Uncanny Dodge (1 feat: doesn't lose AC when flat-footed)
Uncanny Dodge (1 feat: can't be flanked)
Uncanny Dodge (1 feat: +2 vs traps, stackable)
Damage Reduction (1 feat: DR 1/-, stackable)
BARD FEATS
Bardic Music: Inspire Courage (1 feat)
Bardic Music: Countersong (1 feat)
Bardic Music: Fascinate (1 feat)
Bardic Music: Inspire Competence (1 feat)
Bardic Music: Suggestion (1 feat)
Bardic Music: Inspire Greatness (1 feat)
Bardic Knowledge (1 feat)
CLERIC FEATS
Turn or Rebuke Undead (1 feat)
Domain-Related Abilities Vary (???)
DRUID FEATS
Nature Sense (1 feat)
Animal Companion (1 feat)
Woodland Stride (1 feat)
Trackless Step (1 feat)
Resist Nature's Lure (1 feat)
Wild Shape (1 feat: use 1/day)
Wild Shape: Large (1 feat, modifies Wild Shape)
Wild Shape: Huge (1 feat, modifies Wild Shape)
Wild Shape: Tiny (1 feat, modifies Wild Shape)
Wild Shape: Dire (1 feat, modifies Wild Shape)
Wild Shape: Elemental (1 feat, modifies Wild Shape, takes 2 uses!)
Venom Immunity (1 feat)
A Thousand Faces (1 feat)
Timeless Body (1 feat)
FIGHTER FEATS
11 feats spread over the levels
MONK FEATS
Improved Unarmed Strike (1 feat, 1d6 damage, no AoO)
Unarmed Damage (1 feat: stages damage up: d8, d10, d12, d20)
Flurry of Blows (1 feat)
Rapid Movement (1 feat per +10' per round movement)
AC Bonus (buy as BAC)
Stunning Attack (1 feat)
Evasion (1 feat)
Improved Evasion (1 feat)
Deflect Arrows (1 feat)
Still Mind (1 feat)
Slow Fall (1 feat: stages distance up: 20', 40', 60', any distance)
Purity of Body (1 feat)
Improved Trip (1 feat)
Wholeness of Body (1 feat)
Leap of the Clouds (1 feat)
Ki Strike (1 feat: treat unarmed as +1 weapon, stackable)
Diamond Body (1 feat)
Abundant Step (1 feat)
Diamond Soul (1 feat)
Quivering Palm (1 feat)
Timeless Body (1 feat)
Tongue of the Sun & Moon (1 feat)
Empty Body (1 feat)
Perfect Self (1 feat)
PALADIN FEATS
Detect Evil (1 feat)
Divine Grace (1 feat)
Lay On Hands (1 feat)
Divine Health (1 feat)
Aura of Courage (1 feat)
Smite Evil (1 feat)
Remove Disease (1 feat)
Turn Undead (1 feat)
Special Mount (1 feat)
Remove Disease 6/week (4 steps)
RANGER FEATS
Track (1 feat)
Favored Enemies (1 feat: 1 enemy)
Ambidexterity (1 feat)
Two-Weapon Fighting (1 feat)
ROGUE FEATS
Sneak Attack (1 feat: +1d6 flanking damage, stackable)
Evasion (1 feat)
Uncanny Dodge (1 feat: doesn't lose AC when flat-footed)
Uncanny Dodge (1 feat: can't be flanked)
Uncanny Dodge (1 feat: +2 vs traps, stackable)
Crippling Strike (1 feat)
Defensive Roll (1 feat)
Improved Evasion (1 feat)
Opportunist (1 feat)
Skill Mastery (1 feat)
Slippery Mind (1 feat)
SORCEROR FEATS
Summon Familiar (1 feat)
WIZARD FEATS
Summon Familiar (1 feat)
Scribe Scroll (1 feat)
4 Bonus Metamagic Feats
FOR ALL SPELL CASTERS
Each spell level you are able to cast is a feat. Thus, the ability to cast level 0 Arcane spells is a feat; level 1 spells is a second feat; and so on.
For spells per day, use the chart for your caster type, using the lower of your character level and your highest level spell feat. For spells known, use the higher of these two (thus, a 5th level character with the spell feat '5th level spells' would know the spells, but be unable to cast them).
For arcane magic, choose wizard or sorcerer from the start, and you will always follow this progression.
Alternately, you may wish to use my Europ magic rules.
Skill Rules
Class Skills
PCs choose 12 skills which they learn as Class Skills. Everything else is double cost to learn. This list remains the same throughout the PC's career, although a feat may be taken to learn a new Class Skill; each feat allows the PC to learn one additional skill as a Class Skill.
Skill lists should reflect background, training and natural inclinations.
Arms & Armor Proficiency
Weapon and armor use now uses skill points rather than feats. Each weapon (including unarmed strikes and grappling) or armor type (light, medium, heavy and shields) costs 1 skill point to learn. Characters have NO proficiencies by default, unless they put skill into it.
Additional skill points may be put into a particular weapon proficiency. Each 1 point gives one "feat" with that weapon only. You must meet all of the normal prerequisites for the feat (to Deflect Arrows, you must have DEX 13+). You can still take the feat normally (in which case it applies to all weapons that it would normally apply to). The feats that may be taken in this manner are:
Ambidexterity
Cleave
Combat Reflexes
Deflect Arrows (improved unarmed strike or weapon focus)
Expertise
Far Shot
Improved Bull Rush (shield)
Improved Critical
Improved Disarm
Improved Trip (wrestling)
Improved Two-Weapon Fighting (must take for each weapon able to use)
Improved Unarmed Strike (unarmed strike)
Point Blank Shot
Power Attack
Precise Shot
Quick Draw
Rapid Shot
Ride-By Attack
Shot on the Run
Spirited Charge
Spring Attack
Stunning Fist (unarmed strike)
Sunder
Two-Weapon Fighting (must take for each weapon able to use)
Weapon Finesse
Weapon Focus
Weapon Specialization
If you are in doubt as to whether or not a weapon feat should be available for a skill point, apply the following litmus test:
1. Is the feat "extraordinary"? (for example, Whirlwind attack). If yes, it should not be available for a skill point.
2. Does the feat represent skill with the weapon, or skill at something else while using the weapon? (for example, Mounted Combat is skill with the mount while using a weapon). If skill at something else, it should not be available for a skill point.
Literacy
Characters are illiterate by default. It costs 1 skill point to be literate in a particular script.
Combat Modifications
Hit Points
Characters start at 1st level with hit points equal to CON x2. Small characters halve this, and Large characters double it (each size category thereafter also halves or doubles hit points). Monster hit points are calculated in exactly the same way.
You can improve your hit points with class points, but this is costly (2 points per +1 hit point).
Armor Class & Damage Resistance
Armor provides you with DR equal to its AC. Thus, armor with AC +3 becomes armor with DR 3/-. Shields still provide an AC bonus.
Magical armors add the bonus to DR.
Magical shields add the bonus to AC.
AC will normally equal:
10 + Size Bonus + BAC + DEX Bonus
Size Bonus
Small +3
Medium +0
Large -3