Alisair Longreach
First Post
These are my house rules for the Eberron campaign I start later this summer:
Rulebooks in play:
Eberron Player’s Guide, all Player’s Handbooks, all Adventurer’s Vaults, all Power books.
Ability Scores:
Ability Score Array: 18, 16, 14, 12, 11, 10. Three ability scores increase at 4th, 8th, 14th, 18th, 24th and 28th level.
Races:
Ignore all racial ability score bonuses.
Eladrin Education grants characters skill training in Arcana, History, Nature or Religion.
The Half-Elf Dilletante power has been revised.
Classes:
The PCs also receive extra level bonuses at every level except 1st, 11th and 21st level.
The Level bonus is also applied to the damage of all powers.
All attack powers inflict +1d6 damage on a critical hit at 2nd level, +2d6 at 6th, +3d6 at 11th,
+4d6 at 16th, +5d6 at 21st and +6d6 at 26th level unless modified by magic items.
All Cleric Powers are based on Wisdom.
All Paladin Powers are based on Charisma.
All Ranger powers are based on Dexterity.
All Warlock powers are based on Charisma.
The Fighter At-Will attack Sure Strike adds the Strength modifier to damage.
The Ranger At-Will attack Careful Shot adds the Dexterity modifier to damage.
Two-Weapon Rangers lose Prime Shot but gain Two-Weapon Fighting as a bonus feat.
Rogue Sneak Attack damage dice increases to 4d6 at 11th level and to 6d6 at 21th level.
Warlocks may not choose powers outside of their pact (their patrons are very jealous).
Wizards must choose between either adding two Daily Utility powers to their Spellbook or having one Encounter Utility power. Wizards may not retrain Daily Utility and Daily Attack powers.
Wizard of the Spiral Tower paragon path also has Eladrin as a prerequisite.
Wizards never replace Daily powers but add extra Daily powers at the Paragon and Epic tiers.
The Eternal Seeker Epic Destiny is not allowed.
PCs may choose a power outside of their class if it fits a theme or concept, with the DM’s permission.
Skills:
The level bonus is not added to the skill modifier.
Feats:
Trained skills, Expanded Spellbook, Linguist and Ritual Casting may not be retrained.
The Expanded Spellbook feat also encompasses Daily Utility powers.
The Channel Divinity and Multiclass feats are not allowed. Multiclass feats have been revised into one feat.
Equipment:
Magic items do not provide bonuses to attacks and defenses. The Magic prefix do not exist.
Masterwork Armor rules are ignored.
Heavy armor provides an extra +1 AC bonus at 6th, 11th, 16th, 21st and 26th level.
PCs can use one Magic Item Daily Power per body slot per day.
Magic Items ignore properties and powers and rules dependent on Milestones.
Potion of Healing is a level 1 magic item.
Potions of Healing, Vitality and Recovery don’t cost healing surges.
Adventuring:
Use of an Action Point is redesigned as Character Feature Encounter Power.
Combat:
Group Initiative: Enemies above party level act first. PCs with 20+ DEX and a feat bonus to initiative always act before enemies. PCs act in order by DEX modifier or by agreement.
Rituals:
Ritual casters may replace Component Cost with one healing surge for most Heroic tier Rituals.
The Brew Potion ritual is level 1 and only allows the creation of the Potion of Healing.
The Enchant Magic Item ritual is not available to PCs.
A specific Enchant Magic Item ritual is required for each magic item. The market price of the Enchant [Specific] Magic Item ritual is equal to the market price of a ritual of the same level.
Research time for a Ritual is one day per level of the Ritual.
Ritual research cost is equal to market price plus component cost.
DILLETANTE/MULTICLASS POWER
Prerequisites: Ability score 13+ in the Attack modifier. Half-Elf Racial Feature.
Benefit: Choose an at-will attack power from any class. You can use that power as an encounter power.
Restrictions: You may not choose powers with these keywords: Beast, Beastform, Spirit.
You may not choose powers with the Implement keyword unless your class uses implements.
You may not choose Warlock powers.
Special: This feat replaces all multiclass feats.
Rulebooks in play:
Eberron Player’s Guide, all Player’s Handbooks, all Adventurer’s Vaults, all Power books.
Ability Scores:
Ability Score Array: 18, 16, 14, 12, 11, 10. Three ability scores increase at 4th, 8th, 14th, 18th, 24th and 28th level.
Races:
Ignore all racial ability score bonuses.
Eladrin Education grants characters skill training in Arcana, History, Nature or Religion.
The Half-Elf Dilletante power has been revised.
Classes:
The PCs also receive extra level bonuses at every level except 1st, 11th and 21st level.
The Level bonus is also applied to the damage of all powers.
All attack powers inflict +1d6 damage on a critical hit at 2nd level, +2d6 at 6th, +3d6 at 11th,
+4d6 at 16th, +5d6 at 21st and +6d6 at 26th level unless modified by magic items.
All Cleric Powers are based on Wisdom.
All Paladin Powers are based on Charisma.
All Ranger powers are based on Dexterity.
All Warlock powers are based on Charisma.
The Fighter At-Will attack Sure Strike adds the Strength modifier to damage.
The Ranger At-Will attack Careful Shot adds the Dexterity modifier to damage.
Two-Weapon Rangers lose Prime Shot but gain Two-Weapon Fighting as a bonus feat.
Rogue Sneak Attack damage dice increases to 4d6 at 11th level and to 6d6 at 21th level.
Warlocks may not choose powers outside of their pact (their patrons are very jealous).
Wizards must choose between either adding two Daily Utility powers to their Spellbook or having one Encounter Utility power. Wizards may not retrain Daily Utility and Daily Attack powers.
Wizard of the Spiral Tower paragon path also has Eladrin as a prerequisite.
Wizards never replace Daily powers but add extra Daily powers at the Paragon and Epic tiers.
The Eternal Seeker Epic Destiny is not allowed.
PCs may choose a power outside of their class if it fits a theme or concept, with the DM’s permission.
Skills:
The level bonus is not added to the skill modifier.
Feats:
Trained skills, Expanded Spellbook, Linguist and Ritual Casting may not be retrained.
The Expanded Spellbook feat also encompasses Daily Utility powers.
The Channel Divinity and Multiclass feats are not allowed. Multiclass feats have been revised into one feat.
Equipment:
Magic items do not provide bonuses to attacks and defenses. The Magic prefix do not exist.
Masterwork Armor rules are ignored.
Heavy armor provides an extra +1 AC bonus at 6th, 11th, 16th, 21st and 26th level.
PCs can use one Magic Item Daily Power per body slot per day.
Magic Items ignore properties and powers and rules dependent on Milestones.
Potion of Healing is a level 1 magic item.
Potions of Healing, Vitality and Recovery don’t cost healing surges.
Adventuring:
Use of an Action Point is redesigned as Character Feature Encounter Power.
Combat:
Group Initiative: Enemies above party level act first. PCs with 20+ DEX and a feat bonus to initiative always act before enemies. PCs act in order by DEX modifier or by agreement.
Rituals:
Ritual casters may replace Component Cost with one healing surge for most Heroic tier Rituals.
The Brew Potion ritual is level 1 and only allows the creation of the Potion of Healing.
The Enchant Magic Item ritual is not available to PCs.
A specific Enchant Magic Item ritual is required for each magic item. The market price of the Enchant [Specific] Magic Item ritual is equal to the market price of a ritual of the same level.
Research time for a Ritual is one day per level of the Ritual.
Ritual research cost is equal to market price plus component cost.
DILLETANTE/MULTICLASS POWER
Prerequisites: Ability score 13+ in the Attack modifier. Half-Elf Racial Feature.
Benefit: Choose an at-will attack power from any class. You can use that power as an encounter power.
Restrictions: You may not choose powers with these keywords: Beast, Beastform, Spirit.
You may not choose powers with the Implement keyword unless your class uses implements.
You may not choose Warlock powers.
Special: This feat replaces all multiclass feats.