House Rules
This is my initial batch of house rules...there may be others, but this is what I had actually typed up. If I see something on your PC that would also be houseruled I will let you know so we can discuss it, but this should cover most everything.
Min-Maxing
I have no problem with players min-maxing their PCs to be effective, but with that said I do not like full-on powergamers. Although my games can be combat heavy, I prefer to have as much roleplaying as I do rollplaying in my games.
Hit Points
PCs start with maximum hit points at first level. As the PC levels up, hit points are ¾ of the maximum possible roll at each level (for classes using d6 or d10, round down at even levels, up at the odd levels).
Classes
A general statement: I am not a fan of animal companions and familiars. I realize that for certain classes these are rather important class abilities, but if you can find a way to build your PC without an animal companion, that would make me happy. With that said, I am not going to bar the class feature either. Also, if you want to use an alternate class feature from PHB2, please do so…anything to encourage further diversity among the characters.
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Cleric: Clerics can ONLY spontaneously cast spells on their domain spell lists. If you want a cleric capable of spontaneously healing, he will need to have the healing domain, or the
Spontaneous Healer feat. Additionally, all clerics are automatically proficient with their deity’s favored weapon. (I will post a list of some of the deities in my campaign world this weekend.)
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Fighter: Fighters receive a bonus feat at
every level.
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Ranger: Rangers are not spellcasters, and instead use the Ranger Variant from Complete Warrior, page 13. A ranger may also opt to forego his Animal Companion class feature, and may take a bonus feat as a replacement for the animal companion at level 4 instead.
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Paladin: The paladin class exists only as the
Prestige Paladin from the SRD.
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Wizard: All variant wizards are available from the PHB and SRD, including Domain Wizards and Specialist Wizard Variants. Wizards are well-respected in the campaign world, generally considered to be learned sages and teachers by most common folk. However, Wild Mages (as per the prestige class) are considered outlaws, and hunted down by the Enclave (High Order of the Arcane).
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Sorcerers: Sorcerer Variants from the SRD are also available for play (notably the Battle Sorcerer). Although the general populace cannot tell the difference, sorcerers are certainly looked down upon by true wizards as “unschooled upstarts”.
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Psychic Warrior: Feat progression is changed to: Levels 1,2 - bonus feat, level 3 - none, levels 4,5 - bonus feat, level 6 - none, levels 7,8 - bonus feat, level 9 - none, levels 10,11 - bonus feat, level 12 - none, levels 13,14 - bonus feat, level 15 - none, levels 16,17 - bonus feat, level 18 - none, levels 19,20 - bonus feat. (This is something new we are trying for Fenris, assuming he decides to play a Psychic Warrior)
Feats
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Dodge: The dodge feat grants a flat +1 dodge bonus to armor class.
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Improved Toughness: Improved toughness can replace toughness anywhere that toughness is required as a prerequisite.
Skills
Maximum skill ranks for a class skill is (level + 3), as per 3.5 rules. Maximum skill ranks for a cross-class skill is ([level + 3]/2) as per the 3.0 rules.
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Intimidate: A character can substitute his STR bonus for his CHA bonus on Intimidate checks, if appropriate. For example, a powerful brute character towering over a lesser character, or lifting him by the neck with a single arm, would be able to apply their STR bonus to an Intimidate check instead of CHA.
Equipment
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Backpack: A backpack gives you a +2 equipment bonus to Strength, but ONLY for the purpose of determining your carrying capacity.
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Brigandine Armor: Named for the brigands that generally favor this armor, brigandine is very similar to scale mail. However, the scales are sewn between two layers of leather backing, making brigandine much harder to detect at a distance. Type: Medium Armor; Cost 75gp; Armor Bonus +4; Max Dex Bonus +4; Armor Check Penalty: -3; Arcane Spell Failure Chance: 20%; Weight: 30lb.
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Asarandi Armor: The hobgoblins of Asarand are famed for their very finely fitted armor. Asarandi Armor is considered masterwork quality, but armor check penalty is lessened by 2 instead of 1, maximum Dexterity bonus is increased by 1, and ASF penalties are reduced by 5%. Asarandi Armor costs an extra 500 gold pieces over and above the normal cost of the armor. Asarandi Armor benefits apply only to armor, and is not applicable to shields.
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Koradian Armor: Where the Asarandi focus on mobility, the dwarven armorers of Koradar focus their craft on providing the best protection. While Koradian armor is thick and heavy, it does provide better protection. Armor/Shield Bonus is one point better than normal, but ASF is 10% higher than normal, and Armor Check Penalty is one point worse. Additionally, Koradian Armor weighs 10lb more than normal, 5lb more for shields. Koradian Armor can only be applied to mostly metal armors and shields. It is considered masterwork quality, and costs 500 gold pieces over and above the normal cost of armor.
Spell Components
All casters automatically gain the feat
Eschew Material Components when they take their first level in a spell-using class.
Healing
When rolling dice to determine amount of healing from a curative spell, all 1s should be rerolled.
Death
Death on the great orb of Elia is to be feared; although the ability to bring the dead back to life does exist, it is fairly rare, expensive, and the person being brought back is never quite the same as they were before. Being brought back to life weakens the fortitude of one’s body and the force of one’s personality. If recalled to life too many times the corporeal shell can no longer sustain one’s soul. Minor physical changes (eyes that have lost their “spark,” pale complexion, etc.) and mental and psychological changes are often noted in people that are brought back from The Great Beyond.
The following changes apply to the spells necessary to bring the dead back to life:
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Raise Dead: Cleric level 7 spell; Casting time: 24 hours; 5,000gp in items sacred to the deity granting the spell*; subject being raised permanently loses 1 point of constitution or 1 point of charisma (player’s choice).
Raise Dead allows the raising of a creature that has been dead for no longer than 2 days per caster level.
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Resurrection: Cleric level 8 spell; Casting time: 24 hours; 10,000gp in items sacred to the deity granting the spell*; subject being raised permanently loses 1 point of constitution or 1 point of charisma (player’s choice).
Resurrection allows the raising of a creature that has been dead for no longer than 1 year per caster level.
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True Resurrection: Cleric level 9 spell; Casting time: 24 hours; 25000gp in items sacred to the deity granting the spell*; subject suffers no loss of constitution.
True Resurrection allows the raising of a creature that has been dead for no longer than 10 years per caster level.
• Items sacred to deity granting spell: For example, Drazor (the god of war) and Sivar (the god of skill in battle) require the components be a collection of masterwork arms and armor; Trylia (the goddess of thieves and greed) requires the components be valuable goods of any type, so long as said goods are stolen. Galadan (god of magic and learning) requires the components be valuable tomes, books or magical items. Some of the dark gods are known to require blood sacrifices to grant the gift of life.
Additionally, other restrictions may apply to casting these spells: site and time restrictions are common. For example, Uktar (the god of Night and the Moons) requires the spell be cast outside under the full moon during the hours of darkness, and Kanana (the god of forests and green places) requires the spell be cast within a ring of toadstools on the night of a solstice or equinox.
Magic Items
Magic items exist and are by no means rare. However, only lesser magic items can be commonly found available for purchase. Powerful magic items need to be crafted, found or quested for. If you PC is equipped with items of power (something beyond potions, or minor rings, or a +1 weapon), please right up a line or two about where/how you found the weapon, as it isn't something that would have been purchased. I think this helps to add background and depth to the characters. For example:
[sblock=Naraithus]
A family heirloom from long ago, the +1 longsword Naraithus should have went to Skyler's older brother Lane. Lane showed no interest in the fighting arts, though, and thus the sword was given to Skyler instead. Crafted of the finest steel, with a single fuller running down the keen edged blade, Naraithus is an elaborately wrought weapon. The blade, the guard, the hilt, the square capped pommel...all are excellently and tastefully decorated by a master craftsmen.[/sblock]
Money
Ailioth runs on the silver standard. For the purpose of character building, simply step everything down one type of coin. Things that normally cost gold, cost that same amount in silver instead. The amount of starting wealth is in silver, instead of gold. For anything that normally costs copper and would be stepped down to below that, simply assume you have for free. I’ve got a much more complex system, but little of it is actually typed up.