Whimsical
Explorer
House rules:
Wizard spellbooks are actually scroll books. Use the scroll scribing rules for creating your spellbook. You can study the spellbook or any scroll to prepare a spell and cast it at your casting level, or you can cast it as a scroll (which would erase it of course). No spellbook is keyed to the wizard that scribed it. The scribing language is universal for arcane casters.
Roll your stats as normal. You may choose to use these or do 32 point buy.
Roll your HP as normal. If the total you roll is less than the average of the rolled dice (3.5 for d6 for example), use the average. Any .5 from the totaled average rounds up.
Both of these rules protect the player from low dice rolls that will affect them for the entire campaign while not granting those who roll well any more benefits. I would prefer that everything was pointbuy & average, but I know there are players who hate not rolling for their stuff.
From Arcana Evolved:
At 10th & 20th level, you may choose to swap out a feat that your character has taken for another feat.
You are staggered and bleeding when your HP are between 0 and 0-CON bonus.
You are dying if your HP are below your staggered limit and 0-CON score.
You are dead if your HP are below 0-CON score.
Arcana Evolved also have good rules for opposed tumble and concentration checks.
Death by massive damage needs to go bye-bye if your game is hitting high levels.
Tumble & half move from prone: DC 5. Can do untrained.
Tumble by/through opponents from prone while avoid AoOs: +5
Cross class skills are 1 point : 1 rank.
No multiclassing restrictions on Paladin or Monk
Save or Die effects are instead instead Save or "your hit points go to zero minus spell level and you are bleeding".
Dispel Psionics has a caster level cap of 10 and the augmentation increases this cap by 1 for each power point spent.
Undead Turning will be changed. I'm thinking of something along the lines of undead saving or suffering an effect if they fail based on their CR, or a lesser effect if they succeed. I haven't set this up but it would go something like Destroyed (CR four less than CL) => Turned (CR > CL) => "Stunned" => Slowed & Checked (can't come closer to caster) => nothing. Undead would get a free save at the beginning of their turn to upgrade their condition a step. Actually, I'm going to use this system for all of the Save or "you might as well get some snacks because your character is done for a while" effects, like stunning or hold. I want to keep the player in the game.
Planar keys (for Plane Shift), cost 10 GP for the native plane, the ethereal plane, the astral plane, and the plane of your deity whom you worship as a divine spellcaster. Otherwise they are 100 GP each.
I also adjust or don't allow selected elements from non-core books. No thought bottles, for example.
An no evil anything for the PCs. I want heroic players.
Wizard spellbooks are actually scroll books. Use the scroll scribing rules for creating your spellbook. You can study the spellbook or any scroll to prepare a spell and cast it at your casting level, or you can cast it as a scroll (which would erase it of course). No spellbook is keyed to the wizard that scribed it. The scribing language is universal for arcane casters.
Roll your stats as normal. You may choose to use these or do 32 point buy.
Roll your HP as normal. If the total you roll is less than the average of the rolled dice (3.5 for d6 for example), use the average. Any .5 from the totaled average rounds up.
Both of these rules protect the player from low dice rolls that will affect them for the entire campaign while not granting those who roll well any more benefits. I would prefer that everything was pointbuy & average, but I know there are players who hate not rolling for their stuff.
From Arcana Evolved:
At 10th & 20th level, you may choose to swap out a feat that your character has taken for another feat.
You are staggered and bleeding when your HP are between 0 and 0-CON bonus.
You are dying if your HP are below your staggered limit and 0-CON score.
You are dead if your HP are below 0-CON score.
Arcana Evolved also have good rules for opposed tumble and concentration checks.
Death by massive damage needs to go bye-bye if your game is hitting high levels.
Tumble & half move from prone: DC 5. Can do untrained.
Tumble by/through opponents from prone while avoid AoOs: +5
Cross class skills are 1 point : 1 rank.
No multiclassing restrictions on Paladin or Monk
Save or Die effects are instead instead Save or "your hit points go to zero minus spell level and you are bleeding".
Dispel Psionics has a caster level cap of 10 and the augmentation increases this cap by 1 for each power point spent.
Undead Turning will be changed. I'm thinking of something along the lines of undead saving or suffering an effect if they fail based on their CR, or a lesser effect if they succeed. I haven't set this up but it would go something like Destroyed (CR four less than CL) => Turned (CR > CL) => "Stunned" => Slowed & Checked (can't come closer to caster) => nothing. Undead would get a free save at the beginning of their turn to upgrade their condition a step. Actually, I'm going to use this system for all of the Save or "you might as well get some snacks because your character is done for a while" effects, like stunning or hold. I want to keep the player in the game.
Planar keys (for Plane Shift), cost 10 GP for the native plane, the ethereal plane, the astral plane, and the plane of your deity whom you worship as a divine spellcaster. Otherwise they are 100 GP each.
I also adjust or don't allow selected elements from non-core books. No thought bottles, for example.
An no evil anything for the PCs. I want heroic players.