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My House Rules (Original Subject)
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<blockquote data-quote="Chacal" data-source="post: 34878" data-attributes="member: 1349"><p>Ok, here are some of the house rules in use IMC:</p><p></p><p><strong>All</strong></p><p>4 "background" skills points granted at 1st level ( Knowledge, language, specific wilderness lore, professions and crafts)</p><p></p><p><strong>Barbarians</strong></p><p>Half of the hit points granted by the rage are temporary hit points.</p><p>At 3rd level, a barbarian gets Improved healing : he adds half his con modifier to the hit points he naturally heals each day.</p><p></p><p><strong>Bards</strong></p><p>(there is one perform skill for each instrument )</p><p>If a bard puts at least one skill point in a perform skill when levelling in bard, he gets one bonus point in another perform skill.</p><p>The bard's special abilities use the appropriate perform skill. </p><p>To be able to use a bard special ability, the number of ranks in perform is not the only prerequisite: The character must be a bard of at least </p><p>level (#ranks prerequisite )- 5. </p><p></p><p></p><p><strong>Clerics</strong></p><p>Spontaneous castings of cure/inflict wounds use D6, prepared ones use D10. </p><p>Not all clerics are heavy armored, turning undead combat machines (but this would be another Topic)</p><p></p><p><strong>druids</strong></p><p>Knowledge(Geography) is a class skill. </p><p>When wildshaping, most of the animal abilities can be used.</p><p></p><p><strong>Fighters</strong></p><p>Knowledge(War) and Intimidate are class skills</p><p></p><p><strong>Rangers</strong></p><p>Choice between (Ambi & TWF) and (Point blank shot & rapid shot) and (Alertness & skill focus (Wilderness lore)) (House Rule first seen in the tower netbook of feats).</p><p></p><p>Heavy things will fall on a player's head whose PC is taking a single level of ranger just for the feats <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Still looking for a way to add some terrain bonuses, like overland movement. I have to check the ranger project...</p><p></p><p><strong>Rogues</strong></p><p>Rogues can only perform sneak attacks with Rogue weapons +LongBow</p><p></p><p><strong>Sorcerers</strong></p><p>All belong to a special kind of energy/ plane. Campaign specific. under development.</p><p></p><p>May I have some comments on these ?</p><p></p><p>Chacal</p></blockquote><p></p>
[QUOTE="Chacal, post: 34878, member: 1349"] Ok, here are some of the house rules in use IMC: [b]All[/b] 4 "background" skills points granted at 1st level ( Knowledge, language, specific wilderness lore, professions and crafts) [b]Barbarians[/b] Half of the hit points granted by the rage are temporary hit points. At 3rd level, a barbarian gets Improved healing : he adds half his con modifier to the hit points he naturally heals each day. [b]Bards[/b] (there is one perform skill for each instrument ) If a bard puts at least one skill point in a perform skill when levelling in bard, he gets one bonus point in another perform skill. The bard's special abilities use the appropriate perform skill. To be able to use a bard special ability, the number of ranks in perform is not the only prerequisite: The character must be a bard of at least level (#ranks prerequisite )- 5. [b]Clerics[/b] Spontaneous castings of cure/inflict wounds use D6, prepared ones use D10. Not all clerics are heavy armored, turning undead combat machines (but this would be another Topic) [b]druids[/b] Knowledge(Geography) is a class skill. When wildshaping, most of the animal abilities can be used. [b]Fighters[/b] Knowledge(War) and Intimidate are class skills [b]Rangers[/b] Choice between (Ambi & TWF) and (Point blank shot & rapid shot) and (Alertness & skill focus (Wilderness lore)) (House Rule first seen in the tower netbook of feats). Heavy things will fall on a player's head whose PC is taking a single level of ranger just for the feats :) Still looking for a way to add some terrain bonuses, like overland movement. I have to check the ranger project... [b]Rogues[/b] Rogues can only perform sneak attacks with Rogue weapons +LongBow [b]Sorcerers[/b] All belong to a special kind of energy/ plane. Campaign specific. under development. May I have some comments on these ? Chacal [/QUOTE]
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