I actually use all "core" classes except druids and clerics - and I've added quite a few more classes and house rules (mostly from Complete Warrior and Unearthed Arcana):
HOUSE & CAMPAIGN RULES
Creation
- the abilities of a PC have to be rolled up with one of the approved methods (see the relevant file)
- PCs may choose up to 2 Traits (usually at first level)
- PCs may choose up to 2 Flaws (usually at first level). Taking one flaw at 1st level gives one bonus feat at 1st level. Taking a second flaw at 1st level gives one bonus feat at 5th level (or later)
- all racial transformations which according to DF01 "can only be taken at 4th level" can also be taken at level 2.
- alignment follows the rules from the Book of Hallowed Might (p.14).
- new PCs (e.g. to replace dead PCs) start with 90% of the XP total of the active PC with the least amount of XPs in the party.
Classes
Bard (bardic sage, savage bard, divine bard)
Barbarian (totemic barbarians [lizardfolk], barbarians with "whirling rage")
Battle Sorcerer
Disciple (cloistered cleric)
Fighter (thug)
Hexblade [night elf, tiefling]
Monk [yuan-ti]
Paladin (paladin of freedom, paladin of tyranny)
Psion [yuan-ti]
Psychic Warrior [yuan-ti]
Ranger (rangers with favored environment)
Rogue
Shaman
Spirit Adept
Sorcerer
Soulknife [yuan-ti]
Swashbuckler [saltbloods]
Wilder [yuan-ti]
Wizard
Weapon Group Feats at 1st Level
all: Basic
Bard: + any two
Barbarian: + any three
Battle Sorcerer: + any one
Disciple: + any two
Fighter*: + any four
Hexblade: + any three
Monk: + Monk + any one
Paladin: + any three
Psion + any one
Psychic Warrior: + any two
Ranger: + any three
Rogue: + any two
Shaman: + any one
Spirit Adept: + any two
Sorcerer: + any one
Swashbuckler: + Light Blades + any two
Wizard: + Crossbow
(*) may choose Weapon Group as a fighter bonus feat
Death & Dying
- death may occur at -CON
- death at -CON may be prevented by a successful fortitude save
(DC= 15 + lost hps beyond -CON)
- a successful survival roll like this requires a further roll to determine the type and amount of permanent ability damage taken
- "Death through massive damage" results "only" in immediate hp loss to -1 hp(or 2 pts. above the death threshold of -CON in the case of a natural "1" on the saving throw)
- "Death through massive damage" is linked to the victim's size:
The threshold is T = M + 2*HD
[HD hit dice or level, M = 25 for medium sized creatures +/- 5 per size category]
The fortitude saving throw has the DC = 15 + 1 per full 5 pts. lost hp beyond the threshold
[Example: a human fighter of 9th level has a threshold of 25+18=43; an average fire giant has a threshold of 30+30=60]
Magic
- all spellcasters are treated as if they had the Eschew Materials feat
- all spells use the Recharge option
- Spelltouched feats are allowed
- the "Magic Rating" system for determining effective caster level is in effect
- certain extremely rare materials allow the application of metamagical effects "for free", i.e. without having the metamagic feat and without any level-adjustment for the spell
Hero Points
- the GM *may* give out a Hero token to reward extremely courageous and/or heroic behaviour of a PC.
One such token may be spent to receive one of the following effects: +20 to any one roll or check, immediate recovery of 2 hit points per Con modifer (if positive) and character level,
immediate recharge of any one spell level just used by the caster, automatic threat by the character, automatic miss against the character, one major but accidental change of the social or physical environment (e.g. one of the guards is your cousin, there's a convenient raft tied up by the river, the key is in the flower pot, there are unguarded horses standing outside, etc…)
Sanity
The sanity rules are in effect.
However, actual sanity loss requires more than "normal" monsters.
Sources may be:
- some aberrations
- some outsiders (especially "far realm" ones)
- some fiends
- some undead
- all "madness" effects (e.g. Allip)