Jump to content

House Rules


Sorithar

Recommended Posts

Regional Feats


You may take more than 1 Regional Feat, but cannot select more than one at any given level.

Regional Feats that may only be taken at level 1, can still only be taken at character creation.

After level 1, if you wish to take a Regional Feat, you must have 2 or more ranks in Knowledge (Local) for the region that applies to the feat you wish to take.

This is a meshing of the rules from the original FRCS and the updates in the PGtF.

Link to comment
Share on other sites

Template for Leveling

When your character levels, please use this template to fill in the leveling info in a post in your character's private thread. Once approved, you can modify your CS accordingly.


Wizard 5 (class level)

Caster Level: 5 (NA if not relevant)

Base Attributes: (changes to BAB, Saves etc...)
+1 Will

Special Abilities Gained: (from PrC or class levels)
Evasion

Skills: (skill name: # of ranks invested)
Knowledge (Arcana): +1
Knowledge (the Planes): +1
Knowledge (Architecture and Engineering): +1
Spellcraft: +1
Concentration: +1
Craft (Draw): +1

Feats: (feat name (location printed if other than PH) (reason for adding if other than character level))
Alacritous Cogitation (Complete Mage pg. 37) (Wizard 5 bonus)

Spells: (spell level: # of total slots added (includes bonus slots for high attributes)
3rd Level: +2

New Spell Learned: (if relevant)
Dispel Magic
Haste

Link to comment
Share on other sites

Feat: Ironstar Bloodline [General]


You are descended from the shield dwarves of Clan Ironstar, famed for their smithcraft and their command of magic.

Prerequisite: Shield dwarf.
Benefits: Knowledge (arcana) is always a class skill. You receive a +2 circumstance bonus to Craft (armorsmithing), Craft (weaponsmithing), and Knowledge (arcana) checks.
You may choose between the following racial traits: -2 Charisma (normal), -2 Intelligence, or -2 Wisdom.
Normal: Shield dwarves have the following racial trait: -2 Charisma.
Special: You may only take this feat as a 1st-level character.

Important

This feat is a regional feat for Dwarves and the Western Heartlands. It is technically only available at 1st level.

 

Edited by Sorithar (see edit history)
Link to comment
Share on other sites

Deities and Favored Weapons


Priests of a deity with an exotic favored weapon who receive the Martial Weapon Proficiency feat for free receive the Exotic Weapon Proficiency in that favored weapon for free instead.

Altered Favored Weapons:

Tymora - Longsword

Link to comment
Share on other sites

Domain Feats (Complete Champion)

Update to Domain Feats house ruling


The power of a Domain feat is useable 1/day.

Turn or Rebuke undead attempts cannot be used to power additional uses of a Domain feat.

However, if a Domain feat is taken in lieu of access to a Domain, the additional uses clause for that Domain feat does apply.

Regardless, under no circumstances, can a character have more than two Domain feats.

Special: The Domain feat Knowledge Devotion has an additional two clauses:

A. Cloistered Cleric cannot exchange its bonus access to the Knowledge Domain for the Domain feat. Access to the Knowledge Domain is a key component of the class' themeatic feel and replacing it with the Domain feat defeats that concept.

B. When using the ability granted by the feat, your roll must still exceed the base DC to identify the creature in question (e.g. 10+HD) before granting any bonus.

Link to comment
Share on other sites

Feat: Initiate of Urogalan [Initiate]


You have been initiated into the greatest secrets of Urogalan's church.

Prerequisite: Cleric level 3rd, patron deity Urogalan.
Benefit: You can spontaneously cast any spell on your spell list that has the earth descriptor or the word earth in its name, including stone shape, wall of stone and earthquake. This ability works like spontaneously casting cure spells does.
In addition, you may add the following spells to your cleric spell list.
Level
2nd - Earth Anchor
3rd - Doomhound
4th - Call Hounds

Link to comment
Share on other sites

New Divine Spells


Earth Anchor

Transmutation [Earth]
Level: Initiate of Urogalan 2
Range: Close (25 ft. + 5 ft./2 levels)
Components: V,S,M,DF
Duration: 1 round/level
Casting Time: 1 standard action
Area of Effect: 30-foot radius emanation
Saving Throw: Fortitude negates
Spell Resistance: No

This spell causes the earth in the area of effect to exude a powerful gravitational force. Creatures within the area of effect who are in contact with the ground feel bonded to the earth or stone on which they stand. Affected creatures have their movement reduced by half as they find it difficult to lift any body part in contact with the ground away from the earth to which it is anchored. Affected creatures cannot run or charge while in the area of effect.
An affected creature exiting the spell's area of effect is no longer bound by the effects of the earth anchor. Creatures entering or reentering the area of effect after the spell is cast must succeed on a saving throw or be affected by the earth anchor.
Only living, corporeal creatures in physical contact with the ground are affected by this spell. Boots, clothing, armor, and the like do not count as a gap between an individual and the ground.
Material Component: A small amount of mud.

Doomhound

Necromancy [Fear, Mind-Affecting]
Level: Initiate of Urogalan 3
Range: Close (25 ft. + 5 ft./2 levels)
Components: V,S,DF
Duration: 1 round/level
Casting Time: 1 standard action
Target: One living creature
Saving Throw: Will partial
Spell Resistance: Yes

This spell creates a shadowy mastiff visible only to the caster and the target of the spell. Once created, a doomhound inexorably stalks its target, never approaching closer than 10 feet or falling more than 100 yards behind, creating a unshakable premonition of death. The initial appearance of a doomhound causes fear in the target creature, as the spell cause fear. A successful Will save negates the fear effect, but it does not dispel the doomhound. Regardless of whether or not the target of this spell attempts to flee the doomhound when it first appears, for as long as the doomhound stalks the target, the target is shaken.
Only one doomhound can stalk a target at any time. The effects of this spell can be ended at any time by dispel magic, remove curse, limited wish, or wish or by the death of the target, but physical or magical attacks are otherwise ineffective against a doomhound.

Call Hounds

Conjuration (Summoning)
Level: Initiate of Urogalan 4
Range: Close (25 ft. + 5 ft./2 levels)
Components: V,S,F,DF
Duration: 1 round/level (D)
Casting Time: 1 round
Effect: Two summoned hounds
Saving Throw: None
Spell Resistance: No

When cast, a pair of jet-black hounds appear anywhere within the spell's range, as desired by the caster. The hounds are completely loyal to the caster and attempt to carry out the caster's every command so long as such actions do not contradict the tenets of Urogalan's faith. If ordered to undertake a task contrary to the tenets of Urogalan, the hounds simply vanish, ending the spell. The hounds are equivalent to dire wolves with maximum hit points per hit die and a lawful neutral alignment. They are more intelligent than normal dire wolves (Int 5) and can understand complex instructions.
Call hounds ends if the hounds are slain, otherwise banished or if the caster is slain or rendered unconscious.
Spell Focus: A silver dog whistle (worth at least 50 gp) that the caster sounds during casting.

Link to comment
Share on other sites

Spell Rulings

Flaming sphere: Damage altered to 2d6+1d6/3 caster levels (max. 5d6).
Nimbus of light: Damage from this spell is positive energy damage.
Light of "God's name" (light of Lunia): Damage from this spell is positive energy damage.
Light of "God's name" , greater (light of Venya): Damage from this spell is positive energy damage.
Presper's persistent blade: Replaces and is identical to Shelgarn's persistent blade (MoF 117), but with caster's BaB added to the attack modifier as per the SpC update.
Detect thoughts: During the 2nd round of concentration the spell reveals the intelligence of creatures in the area of effect from highest to lowest, as per RAW, but does not reveal the exact number.
Weapon of Energy: Sonic is not an energy type available with this and the spell is of the Evocation school, not the Transmutation.
Orb of Acid, Lesser: The spell is subject to Spell Resistance and is of the Evocation school.
Checkmates Light: 4th level spell and bonus increases every 4 caster levels.

Approved Spells from non-Core Sources:

0th:

Candlelight - Ghostwalk
Repair Minor Damage - SpC

1st:

Vigor, Lesser - SpC
Guiding light - SpC
Light of "God's name", Lesser (light of Lunia) - SpC
Nimbus of light - SpC
Foundation of Stone - SpC
Orb of Acid, Lesser - SpC

2nd:

Light of "God's name" (light of Mercuria) - SpC
Wave of Grief - CD

3rd:

Light of "God's name", greater (light of Venya) - SpC
Mass Vigor, Lesser - SpC
Detect Minerals and Metals - RoF
Burrow (Races of Faerun) - RoF
Flame of Faith - SpC

4th:

Weapon of Energy - SS
Energy Vortex - CD
Wall of Light - SpC
Checkmates Light - SpC
Edited by Sorithar (see edit history)
Link to comment
Share on other sites

Percentage Rolls


Less of a House Rule, more of a drawing a line:

All percentile rolls in this game henceforth will follow the same rule:

Low is a "success".

If a creature has concealment with a 20% miss chance and you roll 1-20 on a d100 (percentile dice), you miss. 21-100 would hit.
If there is a 10% chance of a gem is a ruby, a roll of 1-10 on a d100 (percentile dice), means its a ruby. etc...

Link to comment
Share on other sites

Spell Areas Of Effect


For the spellcasters in the group.

Note that spells with areas always originate from a corner of the map square your character is occupying, though which corner and in which direction is entirely up to you when releasing the spell.
Yes, this means your character may be off center, it is simply the nature of using square grids and occupying the void and not the intersection...

cd2519e184aba96e14df61b53c201587.jpg.663c5ef963de685e4fdd8bafd31fbfc3.jpg

 

Link to comment
Share on other sites

Sense Motive Checks


I wouldn't typically support rules that might slow down play in PBP, but this is one exception I'd like to try out.

Unless you're using Sense Motive to resist a Bluff attempt in combat, please do not roll Sense Motive Checks.

Let me know, ideally in your private thread, that you wish to make the check and what you're looking to sense (and your modifier please) and I shall make the check for you before posting the result of your check.

Technically, unless I'm missing something, this shouldn't slow us down, as even if you were to roll yourselves, you'd be waiting for my response before acting.

Either way, if we find this doesn't work and is slowing anything down, I will be glad to revisit and perhaps remove this ruling.

Link to comment
Share on other sites

Learning New Languages


Languages are difficult to master properly, even for the most intelligent of creatures. In order to learn a new language, your character is expected to have shown interest in, and effort to master the language in question.

In game terms, this means the following:

- You are required to state your intent to learn a new language before making it half way to your next level, as measured in XP.
- You must have had continuous access or exposure to any language you select to learn over the course of your previous level when levelling.
- Characters can not learn more than 2 languages per level. Feats or items or spells granting additional languages known allow a character to exceed this limit.
- Characters are restricted to a number of languages known equal to half their intelligence score after bonus languages granted at character creation. Feats or items or spells granting additional languages known allow a character to exceed this limit.

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...