scars_of_carma
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Nar's House Rules
Character Creation
Rolling System: roll 2d20 for each stat, use the higher number, assign IN ORDER starting with STR. Roll 2 complete sets and pick whichever you prefer. REROLL ANYTHING UNDER AN 8!
Starting HP's: All characters start out automatically max'ing their first HD, racial or not. If they have an ECL that means their 1st level of racial HD is maxed and NOT their first class level HD.
Racial ECL: Races that have an ECL of +1 or higher will substitute a racial level of the appopriate type for each "+". For instance... a Goliath character (ECL+1) starting at 1st level would have NO class levels and ONE level of monstrous humanoid.(See Monster Manual III, gloassary) Races with an ECL are still allowed the extra benefits starting off in 1st level in their first class when they do start taking class levels.
Character Classes:
FEATS: Listed Class Feats or Bonus feats can be substituted with another feat of your choosing IF I APPROVE OF IT first and its reasonable to think you've had the opportunity to learn that feat.
Weapon Specialization: I allow any martial class to specialize not just fighters BUT ONLY if they took a martial class at 1st level.
Fighters: Automatically gain proficiency with an exotic weapon of their choice IF they take the fighter class at 1st level.
Wizards: I do not require Wizards to use Spell Components IF they take the Wizard class at 1st level. (But if they do I will make the spell effects slightly better) It is simply too much to demand most players to keep track of if they really want to play a wizard.
I still require components and XP penalties for creation of magic items or arcane rituals!
Multiclassing: Typically characters may only multiclass into another class that MAKES SENSE to progress into. In other words... a fighter will not later multiclass into a barbarian although a barbarian could later multiclass into a fighter... A cleric will not multiclass into an arcane spellcaster UNLESS they loose their faith. Of course, anything is possible based on the right roleplaying.
Psionics: NO!
Incarnum magic-users: NO!
Unearthed Arcana Flaws/Advantages: By all means flawed characters are more interesting.
Combat: I prefer to make combat a little more random and deadly.
Called Shot: = Critical Hit. Called Shots can only be attempted with a ranged attack or a character with the Sneak Attack class ability.
Flat Footed + Sneak Attack: -2 to hit limbs, -4 to hit hands, -6 to hit head (or object) -8 to hit eyes or throat.
Sneak Attack: -3 to hit limbs, -5 to hit hands, -7 to hit head (or object) -9 to hit eyes or throat.
Flat Footed: -4 to hit limbs, -6 to hit hands, -8 to hit head (or object), -10 to hit eyes or throat.
Massive Damage: = taking more DMG then half your total HP in one hit...doesn't matter how few HP you had to begin with. Also, a higher level character (or an older monster) has a higher chance of killing someone because of their experience in combat.
Std. Save vs. Massive Damage = DMG dealt +1/2 character level or 1/2 HD of attacker whichever is higher. Failure to save vs. massive dmg results in one of three things... death from shock + bloodloss (failing the save by -10), incapacitation from shock + bloodloss (failing the save by -5), or just shock. A character in shock can do nothing but a 5ft step and a minor action, each round, until they make the save. Anyone in shock will suffer bloodloss (internal or otherwise) at twice the normal rate...
Power Attack: This feat allows you to break bones with a bludgeoning weapon, impale with a peircing weapon or cut to the bone with a slashing weapon on a successful hit. YOU MUST HAVE A BAB of +5 and -5 FROM EACH ATTACK to receive this benefit.
Roll D20 to determine which body part. 1-3 Right Arm (cannot use weapon), 4-6 Left Arm (cannot use weapon), 7-9 Right Leg (half move), 10-12, Left Leg (half move), 13 Right hand (cannot hold item), 14 Left Hand (cannot hold item), 15-16 Gut (-1D3 Con) 17-18 Ribs (Punctured Lung, -1D6 Con) 20 Skull (Roll save vs. massive damage)
Critical Hits: NO confirmation role required. I use a chart for crits.
Fumbles: Nat 1 = auto fumble. I use a chart for fumbles.
Instant Kills: Critical Hit + Nat 20 = Instant Kill
Equipment:
-Generally any item 5lbs or less is a Small item.
-Generally any item over 5lbs is a Medium item.
-Generally any item over 10lbs is a Large item.
-Standard Backpacks will hold 8 small items, 4 medium items, or 2 large items or a total weight of 40lbs internally. You can strap an additional 20lbs externally.
-Coins are heavy! 30coins per #. 30coins per belt-pouch. 300coins per sack or small chest. 1000coins per large chest.
-If your character is carrying more then a 100lbs worth of stuff... chances are they will need a pack horse...
Helmets: ARE NOT included with armor. I say this because armor listed DOES NOT penalize Spot and Listen which it would if it included a helmet...
Open Faced Helms: -2 Listen, -2 Spot, 20% Fortification vs. Crits to head. (does not stack)
Closed Faced Helms: -4 Listen, -4 Spot, 40% Fortification vs. Crits to head. (does not stack)
3gp Open Helmet (leather) 2lbs Hardness: 3 /Hit Points: 2 /Spell Fail:10%
6gp Open Helmet (reinforced) 3lbs Hardness: 5 /Hit Points: 5 /Spell Fail:
10%
10gp Open Helmet (metal) 5lbs Hardness:10 /Hit Points:10 /Spell Fail: 10%
12gp Closed Helmet (reinforced) 5lbs Hardness: 5 /Hit Points: 10 /Spell Fail: 20%
20gp Closed Helmet (metal) 8lbs, Hardness: 10 /Hit Points: 20 /Spell Fail: 20%
Weapons:
Slashing/Piercing Melee Weapons: If you get hit with these melee weapons you will loose -1hp per round from blood loss, FOR EACH hit... (wounding weapons increase this to -5hp per round per hit... think anime style blood-sprays *grin* ) On a critical hit with a piercing weapon you will impale. With a slashing weapon you will cut to the bone.
Arrows/Small-Sized Thrown-Weapons: If you get hit with an arrow it is stuck in your flesh until you pull it out! -1 to all checks FOR EACH arrow you have in your body. Pulling an arrow out deals 1hp of damage and you will suffer -1hp per round from blood loss after that. Removal of an arrow is a move-action.
Thrown Spears/Javelins: Thrown spears or javelins are assumed to merely graze you unless they score a critical hit then they impale you. Same bloodloss effects as a handheld specific weapon.
Bludgeoning Weapons: Blows from a bludgeoning weapon will break bones on a critical hit.
Character Creation
Rolling System: roll 2d20 for each stat, use the higher number, assign IN ORDER starting with STR. Roll 2 complete sets and pick whichever you prefer. REROLL ANYTHING UNDER AN 8!

Starting HP's: All characters start out automatically max'ing their first HD, racial or not. If they have an ECL that means their 1st level of racial HD is maxed and NOT their first class level HD.
Racial ECL: Races that have an ECL of +1 or higher will substitute a racial level of the appopriate type for each "+". For instance... a Goliath character (ECL+1) starting at 1st level would have NO class levels and ONE level of monstrous humanoid.(See Monster Manual III, gloassary) Races with an ECL are still allowed the extra benefits starting off in 1st level in their first class when they do start taking class levels.
Character Classes:
FEATS: Listed Class Feats or Bonus feats can be substituted with another feat of your choosing IF I APPROVE OF IT first and its reasonable to think you've had the opportunity to learn that feat.
Weapon Specialization: I allow any martial class to specialize not just fighters BUT ONLY if they took a martial class at 1st level.
Fighters: Automatically gain proficiency with an exotic weapon of their choice IF they take the fighter class at 1st level.
Wizards: I do not require Wizards to use Spell Components IF they take the Wizard class at 1st level. (But if they do I will make the spell effects slightly better) It is simply too much to demand most players to keep track of if they really want to play a wizard.
I still require components and XP penalties for creation of magic items or arcane rituals!
Multiclassing: Typically characters may only multiclass into another class that MAKES SENSE to progress into. In other words... a fighter will not later multiclass into a barbarian although a barbarian could later multiclass into a fighter... A cleric will not multiclass into an arcane spellcaster UNLESS they loose their faith. Of course, anything is possible based on the right roleplaying.
Psionics: NO!
Incarnum magic-users: NO!
Unearthed Arcana Flaws/Advantages: By all means flawed characters are more interesting.
Combat: I prefer to make combat a little more random and deadly.
Called Shot: = Critical Hit. Called Shots can only be attempted with a ranged attack or a character with the Sneak Attack class ability.
Flat Footed + Sneak Attack: -2 to hit limbs, -4 to hit hands, -6 to hit head (or object) -8 to hit eyes or throat.
Sneak Attack: -3 to hit limbs, -5 to hit hands, -7 to hit head (or object) -9 to hit eyes or throat.
Flat Footed: -4 to hit limbs, -6 to hit hands, -8 to hit head (or object), -10 to hit eyes or throat.
Massive Damage: = taking more DMG then half your total HP in one hit...doesn't matter how few HP you had to begin with. Also, a higher level character (or an older monster) has a higher chance of killing someone because of their experience in combat.
Std. Save vs. Massive Damage = DMG dealt +1/2 character level or 1/2 HD of attacker whichever is higher. Failure to save vs. massive dmg results in one of three things... death from shock + bloodloss (failing the save by -10), incapacitation from shock + bloodloss (failing the save by -5), or just shock. A character in shock can do nothing but a 5ft step and a minor action, each round, until they make the save. Anyone in shock will suffer bloodloss (internal or otherwise) at twice the normal rate...
Power Attack: This feat allows you to break bones with a bludgeoning weapon, impale with a peircing weapon or cut to the bone with a slashing weapon on a successful hit. YOU MUST HAVE A BAB of +5 and -5 FROM EACH ATTACK to receive this benefit.
Roll D20 to determine which body part. 1-3 Right Arm (cannot use weapon), 4-6 Left Arm (cannot use weapon), 7-9 Right Leg (half move), 10-12, Left Leg (half move), 13 Right hand (cannot hold item), 14 Left Hand (cannot hold item), 15-16 Gut (-1D3 Con) 17-18 Ribs (Punctured Lung, -1D6 Con) 20 Skull (Roll save vs. massive damage)
Critical Hits: NO confirmation role required. I use a chart for crits.
Fumbles: Nat 1 = auto fumble. I use a chart for fumbles.
Instant Kills: Critical Hit + Nat 20 = Instant Kill
Equipment:
-Generally any item 5lbs or less is a Small item.
-Generally any item over 5lbs is a Medium item.
-Generally any item over 10lbs is a Large item.
-Standard Backpacks will hold 8 small items, 4 medium items, or 2 large items or a total weight of 40lbs internally. You can strap an additional 20lbs externally.
-Coins are heavy! 30coins per #. 30coins per belt-pouch. 300coins per sack or small chest. 1000coins per large chest.
-If your character is carrying more then a 100lbs worth of stuff... chances are they will need a pack horse...
Helmets: ARE NOT included with armor. I say this because armor listed DOES NOT penalize Spot and Listen which it would if it included a helmet...
Open Faced Helms: -2 Listen, -2 Spot, 20% Fortification vs. Crits to head. (does not stack)
Closed Faced Helms: -4 Listen, -4 Spot, 40% Fortification vs. Crits to head. (does not stack)
3gp Open Helmet (leather) 2lbs Hardness: 3 /Hit Points: 2 /Spell Fail:10%
6gp Open Helmet (reinforced) 3lbs Hardness: 5 /Hit Points: 5 /Spell Fail:
10%
10gp Open Helmet (metal) 5lbs Hardness:10 /Hit Points:10 /Spell Fail: 10%
12gp Closed Helmet (reinforced) 5lbs Hardness: 5 /Hit Points: 10 /Spell Fail: 20%
20gp Closed Helmet (metal) 8lbs, Hardness: 10 /Hit Points: 20 /Spell Fail: 20%
Weapons:
Slashing/Piercing Melee Weapons: If you get hit with these melee weapons you will loose -1hp per round from blood loss, FOR EACH hit... (wounding weapons increase this to -5hp per round per hit... think anime style blood-sprays *grin* ) On a critical hit with a piercing weapon you will impale. With a slashing weapon you will cut to the bone.
Arrows/Small-Sized Thrown-Weapons: If you get hit with an arrow it is stuck in your flesh until you pull it out! -1 to all checks FOR EACH arrow you have in your body. Pulling an arrow out deals 1hp of damage and you will suffer -1hp per round from blood loss after that. Removal of an arrow is a move-action.
Thrown Spears/Javelins: Thrown spears or javelins are assumed to merely graze you unless they score a critical hit then they impale you. Same bloodloss effects as a handheld specific weapon.
Bludgeoning Weapons: Blows from a bludgeoning weapon will break bones on a critical hit.
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