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Sorithar

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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 form the original FRCS and the updates in the PGtF.

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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

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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 favoured weapon for free as well.

Altered Favoured Weapons

Tymora - Longsword

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Domain Feats (Complete Champion)

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 liu 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.

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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.
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 SC 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.

Approved Spells from non-Core Sources

0th:

Candlelight - Ghostwalk

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

2nd:

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

3rd:

Mass Vigor, Lesser - SpC
Detect Minerals and Metals - RoF
Burrow - RoF

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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...

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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...
 

 

Spell Areas.jpg

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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.

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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.

Edited by Sorithar (see edit history)
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Knowledge Checks to Identify Creatures

 

When rolling a Knowledge Check to identify a creature, please specify from the following table what you'd like to know if you beat the DC.
Pick 1 category for each 5 by which you think you beat the Knowledge Check DC.
 

Category Resulting Information
Senses low-light vision, darkvision (range), etc...
AC Total AC, and which is worse (Touch/Flat-Footed)
Hit Dice Number and Size of Die, but no added modifier
Saves Ranked in order, but no numbers
One Specific Save Exact number, no info on the other two
Resistances Spell, Damage and Energy
Immunities Immunities
Weaknesses Weakness and Vulnerabilities
Speed All relevant movement rates and quantities
Special Attacks All special attacks
Special Defenses fast healing, regeneration, evasion
Special Abilities Anything not covered under special attacks or defenses
Spell-Like Abilities All SLA's including caster level
Statistics In order, no numbers
Fighting Ability BAB
Feats All feats
Skills What skills are trained. What skills have a racial modifier
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Non Proficiency and Armor Check Penalty

 

Base ACP (per the PH) dictates non-proficiency penalties, but modifying ACP has no impact on non-proficiency penalties.

Example: The Armor Check Penalty (ACP) of Full Plate amour is -6. Therefore, if you are not proficient in its use, you suffer a -6 penalty to attack rolls and all strength and dexterity based skill checks when wearing Full Plate.
Even if you wear the "celestial elven gilded water flow full plate of perfect balance" with an ACP of 0, if you are not proficient in the use of Full Plate armor, you suffer the -6 penalty for non-proficiency.

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