Sadrik
First Post
HOUSE RULES
V2009.4
CHARACTER CREATION
Characters coming into the game are to be equal level to current party level. The PHB, DMG, MM are all acceptable resources to use.
Stats
Method 1: All start at 10, add 15 points, can subtract up to 3 points and add them to other abilities.
Method 2: Grid system
Casters gain bonus 0 level spells for a high stat (10-17 grants 1, 18-25 grants 2 etc).
Starting Money
Starting characters get 500gp per level.
I will then give a special item to characters or allow the player to decide what it is through their background story. You must have a background story to define your item. Note this item is not always all good.
Alignment
You do not have to choose an alignment for your character. If you do it is only for role-playing purposes. It has no game mechanic effects.
Detect evil (and spells of their ilk) only work on creatures with the evil descriptor regardless of whether they actually act evil or not. Generally, these are outer planer creatures, spells that have the evil descriptor, undead gain the evil descriptor, evil places and creatures with the evil divine aura (including clerics, black guard etc.).
These rules carry over to detect good/law/chaos, protection from evil/good/law/chaos, magic circle against evil/good/law/chaos, holy/unholy items and any other similar spells and effects.
RACES
Low-light vision is replaced with Night Vision which allows unhindered sight in shadows but no sight in darkness.
Favored class restrictions are removed.
Humans
As PHB but:
The human bonus feat may be used to take Elf blood, Orc blood, Demon blood or Dragon blood.
Elf blood gives +2 DEX, -2 CON and Night Vision
Orc blood gives +2 STR, -2 INT and Night Vision
Demon blood gives +2 INT, -2 WIS and Night Vision
Dragon blood gives +2 CHA, -2 DEX and Night Vision
Dwarves
As PHB but:
• +2 CON, –2 DEX
• Night Vision instead of Darkvision
Elves
As PHB
Gnomes
As PHB
Halflings
As PHB
Half Elves
Race not used, select the human feat Elf blood
Half Orcs
Race not used, select the human feat Orc blood
CLASSES
At each level add HP as follows: D4 = 3, D6 = 4, D8 = 5, D10 = 6, D12 = 7.
Base saves are simply equal to ½ your character level (+0 to +10).
Alignment restrictions are removed (barbarian, bard, paladin, monk, druid).
Multi-class restrictions are removed (paladin, monk).
All casters gain Eschew Materials as a bonus feat.
Barbarian
As PHB but:
Is literate. The fatigue from the rage ability lasts an equal amount of time as the rage did and a barbarian cannot rage while fatigued.
Bard
As PHB but:
Can use Agility, Bluff or Diplomacy to activate their bardic music. At level 2, 6, 10, 14 and 18 a bard can select one of the following, each only once: a bonus fighter feat, a bonus wizard feat, evasion, trapfinding, sneak attack +1d6, or wild empathy.
Cleric
As PHB but:
Loses access to heavy armor. Casts spontaneously like a sorcerer, their spells per day table is also used as their spells known table. Clerics also know their domain spells automatically.
Druid
As PHB but:
Loses the animal companion class feature. Select one form at 5th that you can wildshape into. Gain additional forms each level thereafter. Natures Lore gives +2 to Survival only. Casts spontaneously like a sorcerer, their spells per day table is also used as their spells known table but they know +2 spell of each spell level.
Fighter
As PHB but:
Gains Weapon Specialization class feature, which gives 1 + ¼ the fighter’s level damage bonus in any weapon the fighter has weapon focus.
Monk
As PHB but:
They get a monk damage bonus instead of monk unarmed damage, at 4th +1d4, 8th +1d6, 12th +1d8 and at 16th +1d12. This monk damage bonus may be used with weapons the monk is proficient.
Paladin
As PHB but:
Loses the special mount class feature. Can choose to forgo their spell casting class feature to gain: a smite use every odd paladin level instead of every 5 and gain a bonus fighter feat at levels 5, 10, 15, and 20. Smite evil is changed to simply Smite and works against anyone. Casts spontaneously like a sorcerer, their spells per day table is also used as their spells known table but they know +2 spell of each spell level.
Ranger
As PHB but:
Loses the animal companion class feature. Can choose to forgo their spell casting class feature to gain: +1d6 sneak attack at 4th level. This class feature increases by +1d6 per 4 ranger levels and gain a bonus fighter feat at levels 5, 10, 15, and 20. Casts spontaneously like a sorcerer, their spells per day table is also used as their spells known table but they know +2 spell of each spell level.
Rogue
As PHB but:
Trapfinding class feature gives +5 Perception when looking for traps.
Sorcerer
As PHB but:
Loses the summon familiar class feature. Choose one source for their power: Draconic (gain toughness feat, energy resistance 5 + sorcerer level with a corresponding dragon’s energy type, and Perception is class skill), Fey (gain wild empathy, can learn druid spells, and Survival is class skill), Infernal (fire resistance 5 + sorcerer level, +2 to save vs. poison and disease, and Intimidate is class skill), or Psionic (your sorcerer spells are always stilled and silent, and Diplomacy is class skill)
Wizard
As PHB but:
Loses summon familiar and scribe scroll feat but gains a bonus wizard feat. Wizard’s Spellbooks cost 10gp per filled page and spells take up spell level doubled in pages all cantrips fit on 1 page. Scrolls and other spells cost 10gp per page to write them into a wizard’s spellbook.
Prestige Classes
Are not going to be used.
Multi-classing
Use fractional BAB.
Multi-classing XP penalties are removed.
SKILLS
Skill synergy is removed.
If your class had the old skill as a class skill and it merged into another, you get the new skill as a class skill. Two exceptions: Appraise skill gives you only the Finery skill and Craft skill gives you only the Craft and Build skills.
Merged Skills
Deleted Skills
Concentration (just a caster level check to DC 10 + 2*spell level or spell fizzles)
Profession (as many as you want write them into your background)
Sense Motive (opposed by Will save instead)
Use Rope (just a DEX check)
FEATS
Characters get feats every odd level instead of third.
Magic item creation feats are not selectable.
Feat Changes
Track feat gives +5 Perception when looking for tracks.
Dodge feat gives a flat +1 dodge bonus.
Power Attack feat maxes at -5 BAB.
Toughness feat gives 2HP +1/level but can only be taken once.
Diehard feat gives +4 to stabilize checks.
New Feats
Familiar
Animal Companion/Special Mount/Summon Familiar class features are a feat: prerequisite is ability to cast 1st level spells. No XP loss for losing a familiar. It is also on the wizard’s bonus feat list. It advances based on caster level.
Multi-class
With this feat a character’s class features are treated as being of a higher level in two selected base classes. Each selected class gains a bonus equal to half the other class’s level up to a max of double its level. Example: a fighter 4/wizard 4 character would have the class features of a fighter 6/wizard 6 but in all other ways it is considered an 8th level character (f4/w4). This feat may be taken multiple times.
Deleted Feats
Weapon Specialization
Greater Weapon Specialization
Spell Penetration
Greater Spell Penetration
All the +2 to two skills feats
MAGIC
To cast in melee make a CL check DC 10 + spell level x 2, if fail the spell fizzles.
Summoning and polymorph spells are for specific creatures only. Write the stats of that monster down for each spell for easy in game reference.
Casters can spend gold instead of needing to find a specific component (pearl dust).
Casters can ignore the gold cost of spells by paying 1/25 the gold cost as an XP cost.
Casters can make any spell with an XP cost a ritual by reducing the XP cost by ten for each hour in ritual.
Spell Resistance provides +2 (in some cases more) to saves and AC against magic and they take no damage and suffer no ill effects from magical attacks with a made save.
A failed save on a spell that causes death causes CON damage instead. The creature loses all HP and takes CON damage equal to double the spell level.
Negative spell effects on creatures can be shaken off with another periodic save with a cumulative -1 penalty. A new roll may be attempted based off of spell effects duration: Permanent every day, 1 Day/level every day, 1 Hour/level every hour, 10 Minutes/level every 10 minutes, 1 Minute/level every minute, and 1 Round/level every round.
COMBAT
Taking Damage
Hit Points represent your stamina, luck and skill during combat and CON is your life force. Characters at zero HP begin to take CON damage when at zero CON they are dead (or unconscious with non-lethal damage). When a character takes CON damage they must make a Fortitude save DC 20, if they fail they become disabled with lethal damage (staggered with non-lethal damage). While disabled if they sustain additional damage and the save is failed again they become unconscious and are dying. While dying roll another save every round or suffer another point of damage.
Stabilizing
A DC 15 Heal skill check or any sort of magical healing will automatically stabilize a dying creature, though it will not bring a creature back to consciousness. Roll a Fortitude save DC 20 every minute to return to consciousness. With someone tending a heal check DC 15 may be used instead.
Creatures without a CON Score
Have 10+HD bonus HP, when their HP are at zero they are destroyed.
Energy Drain
An energy drain attack deals two CON damage, instead of giving a negative level. Permanent level loss is dealt with by permanently losing two CON.
Falling
Falling deals 1 CON damage for every 10' fell in addition to the HP damage.
Critical Hits and Sneak Attacks
Can hit anything. Some undead, plants, elementals and constructs have the fortification magic item property.
V2009.4
CHARACTER CREATION
Characters coming into the game are to be equal level to current party level. The PHB, DMG, MM are all acceptable resources to use.
Stats
Method 1: All start at 10, add 15 points, can subtract up to 3 points and add them to other abilities.
Method 2: Grid system
Casters gain bonus 0 level spells for a high stat (10-17 grants 1, 18-25 grants 2 etc).
Starting Money
Starting characters get 500gp per level.
I will then give a special item to characters or allow the player to decide what it is through their background story. You must have a background story to define your item. Note this item is not always all good.
Alignment
You do not have to choose an alignment for your character. If you do it is only for role-playing purposes. It has no game mechanic effects.
Detect evil (and spells of their ilk) only work on creatures with the evil descriptor regardless of whether they actually act evil or not. Generally, these are outer planer creatures, spells that have the evil descriptor, undead gain the evil descriptor, evil places and creatures with the evil divine aura (including clerics, black guard etc.).
These rules carry over to detect good/law/chaos, protection from evil/good/law/chaos, magic circle against evil/good/law/chaos, holy/unholy items and any other similar spells and effects.
RACES
Low-light vision is replaced with Night Vision which allows unhindered sight in shadows but no sight in darkness.
Favored class restrictions are removed.
Humans
As PHB but:
The human bonus feat may be used to take Elf blood, Orc blood, Demon blood or Dragon blood.
Elf blood gives +2 DEX, -2 CON and Night Vision
Orc blood gives +2 STR, -2 INT and Night Vision
Demon blood gives +2 INT, -2 WIS and Night Vision
Dragon blood gives +2 CHA, -2 DEX and Night Vision
Dwarves
As PHB but:
• +2 CON, –2 DEX
• Night Vision instead of Darkvision
Elves
As PHB
Gnomes
As PHB
Halflings
As PHB
Half Elves
Race not used, select the human feat Elf blood
Half Orcs
Race not used, select the human feat Orc blood
CLASSES
At each level add HP as follows: D4 = 3, D6 = 4, D8 = 5, D10 = 6, D12 = 7.
Base saves are simply equal to ½ your character level (+0 to +10).
Alignment restrictions are removed (barbarian, bard, paladin, monk, druid).
Multi-class restrictions are removed (paladin, monk).
All casters gain Eschew Materials as a bonus feat.
Barbarian
As PHB but:
Is literate. The fatigue from the rage ability lasts an equal amount of time as the rage did and a barbarian cannot rage while fatigued.
Bard
As PHB but:
Can use Agility, Bluff or Diplomacy to activate their bardic music. At level 2, 6, 10, 14 and 18 a bard can select one of the following, each only once: a bonus fighter feat, a bonus wizard feat, evasion, trapfinding, sneak attack +1d6, or wild empathy.
Cleric
As PHB but:
Loses access to heavy armor. Casts spontaneously like a sorcerer, their spells per day table is also used as their spells known table. Clerics also know their domain spells automatically.
Druid
As PHB but:
Loses the animal companion class feature. Select one form at 5th that you can wildshape into. Gain additional forms each level thereafter. Natures Lore gives +2 to Survival only. Casts spontaneously like a sorcerer, their spells per day table is also used as their spells known table but they know +2 spell of each spell level.
Fighter
As PHB but:
Gains Weapon Specialization class feature, which gives 1 + ¼ the fighter’s level damage bonus in any weapon the fighter has weapon focus.
Monk
As PHB but:
They get a monk damage bonus instead of monk unarmed damage, at 4th +1d4, 8th +1d6, 12th +1d8 and at 16th +1d12. This monk damage bonus may be used with weapons the monk is proficient.
Paladin
As PHB but:
Loses the special mount class feature. Can choose to forgo their spell casting class feature to gain: a smite use every odd paladin level instead of every 5 and gain a bonus fighter feat at levels 5, 10, 15, and 20. Smite evil is changed to simply Smite and works against anyone. Casts spontaneously like a sorcerer, their spells per day table is also used as their spells known table but they know +2 spell of each spell level.
Ranger
As PHB but:
Loses the animal companion class feature. Can choose to forgo their spell casting class feature to gain: +1d6 sneak attack at 4th level. This class feature increases by +1d6 per 4 ranger levels and gain a bonus fighter feat at levels 5, 10, 15, and 20. Casts spontaneously like a sorcerer, their spells per day table is also used as their spells known table but they know +2 spell of each spell level.
Rogue
As PHB but:
Trapfinding class feature gives +5 Perception when looking for traps.
Sorcerer
As PHB but:
Loses the summon familiar class feature. Choose one source for their power: Draconic (gain toughness feat, energy resistance 5 + sorcerer level with a corresponding dragon’s energy type, and Perception is class skill), Fey (gain wild empathy, can learn druid spells, and Survival is class skill), Infernal (fire resistance 5 + sorcerer level, +2 to save vs. poison and disease, and Intimidate is class skill), or Psionic (your sorcerer spells are always stilled and silent, and Diplomacy is class skill)
Wizard
As PHB but:
Loses summon familiar and scribe scroll feat but gains a bonus wizard feat. Wizard’s Spellbooks cost 10gp per filled page and spells take up spell level doubled in pages all cantrips fit on 1 page. Scrolls and other spells cost 10gp per page to write them into a wizard’s spellbook.
Prestige Classes
Are not going to be used.
Multi-classing
Use fractional BAB.
Multi-classing XP penalties are removed.
SKILLS
Skill synergy is removed.
If your class had the old skill as a class skill and it merged into another, you get the new skill as a class skill. Two exceptions: Appraise skill gives you only the Finery skill and Craft skill gives you only the Craft and Build skills.
Merged Skills
Code:
New Skill Old Skills New Uses
Agility (Dex) Balance, escape artist, jump, perform (dance), tumble All other dexterity related checks
Athletics (Str) Climb, ride, swim All other strength related checks
Bluff (Cha) Bluff, disguise, perform (act, comedy) Must beat opponent’s Will save +15 to bluff them
Build (Int) Appraise, craft (structures, vehicles), knowledge (engineering)
Craft (Int) Appraise, craft (armor, bows, weapons, items)
Diplomacy (Cha) Diplomacy, gather information, perform (instrument, sing, oratory)
Disable Device (Int) Appraise, craft (traps), disable device, open locks
Finery (Int) Appraise, craft (art object), forgery
Handle Animal (Cha) As PHB
Heal (Int) As PHB
Intimidate (Cha) As PHB
Knowledge (Int) Knowledge (local, geography, history, nobility, religion)
Language (Int) Decipher script, speak language
Perception (Wis) Listen, search, spot Tracking is based on perception not survival
Sleight of Hand (Dex) As PHB Feint with weapons is here not with bluff
Spellcraft (Int) Appraise, craft (alchemy), knowledge (arcana, the planes), spellcraft Magic item identification
Stealth (Dex) Hide, move silently Must beat opponent’s 10+ Perception to sneak by them
Survival (Int) Knowledge (dungeoneering, geography, nature), Survival
Use Magic Device (Int) As PHB
Deleted Skills
Concentration (just a caster level check to DC 10 + 2*spell level or spell fizzles)
Profession (as many as you want write them into your background)
Sense Motive (opposed by Will save instead)
Use Rope (just a DEX check)
FEATS
Characters get feats every odd level instead of third.
Magic item creation feats are not selectable.
Feat Changes
Track feat gives +5 Perception when looking for tracks.
Dodge feat gives a flat +1 dodge bonus.
Power Attack feat maxes at -5 BAB.
Toughness feat gives 2HP +1/level but can only be taken once.
Diehard feat gives +4 to stabilize checks.
New Feats
Familiar
Animal Companion/Special Mount/Summon Familiar class features are a feat: prerequisite is ability to cast 1st level spells. No XP loss for losing a familiar. It is also on the wizard’s bonus feat list. It advances based on caster level.
Multi-class
With this feat a character’s class features are treated as being of a higher level in two selected base classes. Each selected class gains a bonus equal to half the other class’s level up to a max of double its level. Example: a fighter 4/wizard 4 character would have the class features of a fighter 6/wizard 6 but in all other ways it is considered an 8th level character (f4/w4). This feat may be taken multiple times.
Deleted Feats
Weapon Specialization
Greater Weapon Specialization
Spell Penetration
Greater Spell Penetration
All the +2 to two skills feats
MAGIC
To cast in melee make a CL check DC 10 + spell level x 2, if fail the spell fizzles.
Summoning and polymorph spells are for specific creatures only. Write the stats of that monster down for each spell for easy in game reference.
Casters can spend gold instead of needing to find a specific component (pearl dust).
Casters can ignore the gold cost of spells by paying 1/25 the gold cost as an XP cost.
Casters can make any spell with an XP cost a ritual by reducing the XP cost by ten for each hour in ritual.
Spell Resistance provides +2 (in some cases more) to saves and AC against magic and they take no damage and suffer no ill effects from magical attacks with a made save.
A failed save on a spell that causes death causes CON damage instead. The creature loses all HP and takes CON damage equal to double the spell level.
Negative spell effects on creatures can be shaken off with another periodic save with a cumulative -1 penalty. A new roll may be attempted based off of spell effects duration: Permanent every day, 1 Day/level every day, 1 Hour/level every hour, 10 Minutes/level every 10 minutes, 1 Minute/level every minute, and 1 Round/level every round.
COMBAT
Taking Damage
Hit Points represent your stamina, luck and skill during combat and CON is your life force. Characters at zero HP begin to take CON damage when at zero CON they are dead (or unconscious with non-lethal damage). When a character takes CON damage they must make a Fortitude save DC 20, if they fail they become disabled with lethal damage (staggered with non-lethal damage). While disabled if they sustain additional damage and the save is failed again they become unconscious and are dying. While dying roll another save every round or suffer another point of damage.
Stabilizing
A DC 15 Heal skill check or any sort of magical healing will automatically stabilize a dying creature, though it will not bring a creature back to consciousness. Roll a Fortitude save DC 20 every minute to return to consciousness. With someone tending a heal check DC 15 may be used instead.
Creatures without a CON Score
Have 10+HD bonus HP, when their HP are at zero they are destroyed.
Energy Drain
An energy drain attack deals two CON damage, instead of giving a negative level. Permanent level loss is dealt with by permanently losing two CON.
Falling
Falling deals 1 CON damage for every 10' fell in addition to the HP damage.
Critical Hits and Sneak Attacks
Can hit anything. Some undead, plants, elementals and constructs have the fortification magic item property.
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