House Rules
This is the comprehensive listing for all rules we use that aren't standard D&D 3 / 3.5 E. That includes minor rules changes, like multi-classed BAB calculation, or major ones, like the addition of Wild Magic.
Table of Contents
- Character Basics
- Hit Points
- BAB Calculation
- Saving Throws
- Feats
- Multiclassing
- Alignment
- Races
- Classes
- Bards
- Clerics
- Paladins
- Sorcerors
- Prestige Classes
- Combat
- Links to Other Pages
Character Basics
Hit Points
When obtaining hit points for a new level, before rolling, a character may opt to simply take half the maximum of the die they would roll (for example, a wizard[d4] may simply take 2). When actually rolling for hit points, certain values are re-rolled, depending on the type of die used.
Hit Die Re-Rolling |
Type of Die | Values re-rolled |
d4 | None |
d6 | {1} |
d8 | {1, 2} |
d10 | {1, 2} |
d12 | {1, 2, 3} |
So, for example, a Fighter[d10] cannot gain less than 3 hit points(+/- Con modifier) per level.
BAB Calculation
Instead of merely adding up the BAB for each class a PC possesses, a somewhat different method is used. There are three different BAB progressions:
- Weak: HD x 1/2 (Wizard, Sorceror)
- Moderate: HD x 3/4 (Monk, Cleric)
- Strong: HD x 1 (Fighter, Barbarian).
To calculate your BAB, add up the number of levels you have of each BAB progression, calculate the BAB for it, then add up those totals.
For example, a Clr1/Rog1 would normally have a BAB of +0 (+0 for a Clr1, and +0 for a Rog1). However, in these rules, he would have a BAB of +1 (for two levels of moderate BAB progression). The main effect of this rule is to slightly increase the BAB of multiclased characters with two moderate BAB classes.
Saving Throws
Saving throws are calculated in much the same way as BAB. There are two saving throw progressions:
- Weak: HD/3, rounded down
- Strong: 2 + HD/2, rounded down-
To calculate your saves, determine how many levels you have of each save progression for each save, then use the formulae to determine your base saves. For example, a Clr 2 / Brb 2 would be broken down as follows (HD marked in red);
Fortitude: 4 Strong: 2 + (4 / 2): 4
Will: 2 Strong, 2 Weak: 2 + (2 / 2) + (2/3): 3
Reflex: 4 Weak: (4 / 3): 1
This keeps multi-class characters with multiple classes with the same strong saves from having incredibly high saves.
Feats
There are two important caveats regarding feats. First, a character may take any feat at any time they have an open slot; however, they cannot use that feat until and unless they meet the requirements. Additionally, characters may leave their slots open until such time that they select a feat. A list of altered, imported, and new feats can be found here.
Multiclassing
There is no XP penalty for mutliclassing, with one stipulation. The multiclassing that occurs must be part of the character concept, or must be explained in-character during the game (for example, if someone decided to start taking levels as a wizard or monk, they would have to actively find someone to teach them.) If someone begins to obviously munchinize their character (it will take an agreement between the DM and a majority of the other PCs), that character will begin recieve double the XP penalty for multiclassing.
Alignment
Alignment plays a drastically less important role in these campaigns. The choice is the same - LG to CE. However, characters are much freer to act without being constrained by their alignment. The rules allude to this as well, but alignments are much more open. Additionally, Detect spells do NOT trigger solely from a person's alignment. These spells trigger only on creatures with a much stroner association with that alignment - demons, devils, angels, elementals, etc.
Races
Orcs
Disregard the Orc stats in the MM. Orcs have the following stats:
- +4 Strength, -2 Wisdom, -2 Charisma: Orcs are much stronger than the other main races, but they are somewhat less observant, and don't interact well with others.
- Medium: As medium creatures, orcs have no special bonuses or penalties due to their size.
- Orc base land speed is 30 feet.
- Darkvision: Orcs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and orcs can function just fine with no light at all.
- Weapon Familiarity: Orcs treat the Orc Double Axe and Orc Scimitar as martial weapons instead of exotic, due to their racial familiarity with these weaopns. However, they treat the Longsword, Short Sword and Crossbow as exotic weapons.
- +1 Racial bonus on attack rolls against Dwarves and Elves: Orcs are the sworn blood enemies of both of these races, and train to fight against them.
- Intimidating: Orcs recieve a +2 racial bonus to Intimidation checks against non-Orc Humanoids of Medium Size or less.
- Orcs recieve Diehard as a free bonus feat.
- Rage: Orcs may rage as a first level Barbarian once per day. If they also have levels in Barbarian, they may rage one extra time per day.
- Automatic Languages: Orc
- Favored Class: Barbarian.
- Racial Hit Die: 1d8 - They recieve Hit Points, but no other benefits, from this hit die.
- Level Adjustment; +1.
Classes
Bards
- Bards can benefit from Quicken Spell. That is, when they use it, a one action spell is reduced to a free action.
- Metamagic feats do not increase casting time.
Clerics
Clerics choose one of the six elemental deities as their patron; this determins thier options for domain selection, favored weapon, and spontaneous casting. A cleric of one of the four lesser gods (Salamander, Demeter, Amphitryon, Boreas) must choose that elemental domain as one of their two. There are several orders that a player may belong to that bend this rule somewhat and have multiple patrons.
Clerics of Asmodeus and Salamander always spontaneously cast Inflict spells; clerics of Aurora and Amphitryon use Cure spells. Good clerics of Boreas and Demeter use Cure spells; evil ones use Inflict spells. Neutral clerics of these two deities may choose during creation, but that choice is fixed once set. Salamandarian clerics' Inflict spells are Fire Damage, not negative energy; similiarly, Boreas' clerics use Lightning Damage; Demeter, Acid damage.
Paladins
Paladins are not avaiable as a core class. Rather, each god has their own PrC(s) representing their own divine champions.
Sorcerors
- Sorcerors recieve the Eschew Materials feat for free.
- Sorcerors can benefit from Quicken Spell. That is, when they use it, a one action spell is reduced to a free action.
- Metamagic feats do not increase casting time.
Prestige Classes
Forget the normal rules for acquiring Prestige classes. To obtain levels in a PrC, PCs must follow several steps:
- Meet with the DM to discuss their PrC concept, possibly using a pre-written one as a starting point.
- The DM will, with the player's input, create a PrC appropriate to this world that is faithful to that concept.
- PrCs have almost no mechanical requirements (feats, BAB, skills, etc.), with the possible exception of alignment. Instead, they have in-game requirements - being approached by a member of that group, finding someone to train you, etc.
- After meeting all in-game requirements, the PC may begin taking levels in that PrC.
Combat
Critical Hits
The 20-20-crit = death, or whatever it is, is definitely not used. However, another variant called "Multi-Critting" is used. When rolling to verify a critical hit, if the roll naturally falls within the weapon's crit range, the original crit is confirmed, and there is the chance to add the weapon's multiplier - 1 to the multiplier for the hit. This process continues as long as the player rolls within the crit range.
For example, a fighter using a longsword (19-20, x2):
- First roll: 19 - possible crit
- Second roll: 20 - first crit confirmed (x2), possible additional crit
- Third roll: 19 - second crit confirmed (x3), possible additional crit
- Fourth roll: 8 - assuming it hits, third crit confirmed (x4), chain ends. If it were to not hit, the third crit would fail to confirm, and the crit multiplier would be (x3).
Additionally, when rolling damage for a critical hit, a player must elect to roll once and use the appropriate multiplier, or roll a number of dice equal to the multiplier.