House Rules

Character Creation

Create your characters in Overfiend using the following rules:
  • Core RSRD access only
  • 28 point buy system
  • Maximum HP and GP at first level by class. 1/2 hit die + CON bonus at each additional level.
  • No evil alignments


This is a long campaign so we want to keep it moving as much as possible. Real life does happen, so please follow the following guidelines:
  • Try to post once per day
  • If you will be unable to post for an extended time please let us know in advance in the OOC thread and by PM.
  • If we are waiting for a post for more than 2 days the GM will take your turn to keep things moving.
  • Players absent for more than 2 weeks without giving notice will be replaced.

Map Standards

These are the standards used on the maps:
  • 5' squares
  • North is always up
  • Specify your destination squares when moving using the coordinates
  • Updates will be at night and on weekends (graphics are on my home computer)

Some squares have partial floor areas. In general if the floor area is the full width of the square you can stand there. In the examples below the floor is light grey.

You can enter this square:

You can not enter this square:

Marching Order

Marching order under normal conditions are:

For a 10' wide corridor:
Row 1 - Fighter and Support
Row 2 - Rogue (w/ torch) and Bard
Row 3 - Arcane
Row 4 - Cleric

For a 5' wide corridor:
Fighter, Rogue (w/ torch), Support, Arcane, Cleric

Post any changes in character.

Treasure Division

Treasure will be divided equally according to sale value. Any member may buy an item of treasure for sale value (typically 50% of full value).

If two or more members want the same item they may bid on it, opening with the sale value.

Preference will be given to the character that will benefit the most from the item. The group will decide this in an OOC thread.

Spellbooks and scrolls

Scribing scrolls will require all prerequisites and expenses per the RSRD

Scribe Scroll [Item Creation]

Prerequisite: Caster level 1st.

Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level x ?its caster level x 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.

Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.

Scribe Scroll feat, including time, all material expenses, and all XP expenses.

Learning new spells and adding them to a spellbook will require all prerequisites and expenses per the RSRD

Spellcraft (Int; Trained Only)

Use this skill to identify spells as they are cast or spells already in place.

Spellcraft DC
When using read magic, identify a glyph of warding. No action required.
15 + spell level
Identify a spell being cast. (You must see or hear the spell's verbal or somatic components.) No action required. No retry.
15 + spell level
Learn a spell from a spellbook or scroll (wizard only). No retry for that spell until you gain at least 1 rank in Spellcraft (even if you find another source to try to learn the spell from). Requires 8 hours.
15 + spell level
Prepare a spell from a borrowed spellbook (wizard only). One try per day. No extra time required.
15 + spell level
When casting detect magic, determine the school of magic involved in the aura of a single item or creature you can see. (If the aura is not a spell effect, the DC is 15 + one-half caster level.) No action required.
When using read magic, identify a symbol. No action required.
20 + spell level
Identify a spell that's already in place and in effect. You must be able to see or detect the effects of the spell. No action required. No retry.
20 + spell level
Identify materials created or shaped by magic, such as noting that an iron wall is the result of a wall of iron spell. No action required. No retry.
20 + spell level
Decipher a written spell (such as a scroll) without using read magic. One try per day. Requires a full-round action.
25 + spell level
After rolling a saving throw against a spell targeted on you, determine what that spell was. No action required. No retry.
Identify a potion. Requires 1 minute. No retry.
Draw a diagram to allow dimensional anchor to be cast on a magic circle spell. Requires 10 minutes. No retry. This check is made secretly so you do not know the result.
30 or higher
Understand a strange or unique magical effect, such as the effects of a magic stream. Time required varies. No retry.

You can identify spells and magic effects. The DCs for Spellcraft checks relating to various tasks are summarized on the table above.

Action: Varies, as noted above.

Try Again: See above.

Special: If you are a specialist wizard, you get a +2 bonus on Spellcraft checks when dealing with a spell or effect from your specialty school. You take a -5 penalty when dealing with a spell or effect from a prohibited school (and some tasks, such as learning a prohibited spell, are just impossible).

If you have the Magical Aptitude feat, you get a +2 bonus on Spellcraft checks.

Synergy: If you have 5 or more ranks in Knowledge (arcana), you get a +2 bonus on Spellcraft checks.

If you have 5 or more ranks in Use Magic Device, you get a +2 bonus on Spellcraft checks to decipher spells on scrolls.

If you have 5 or more ranks in Spellcraft, you get a +2 bonus on Use Magic Device checks related to scrolls.

Additionally, certain spells allow you to gain information about magic, provided that you make a successful Spellcraft check as detailed in the spell description.

Epic Use

The character can identify properties of a magic item.

50 + caster level
Identify basic property of magic item
70 + caster level
Identify all properties of magic item
Quick identification of alchemical substances and potions

Identify Basic Property of Magic Item: This use of the skill requires one round of inspection, and functions exactly as if the character had cast an identify spell on the item. A character can't attempt this on the same item more than once.

Identify All Properties of Magic Item: This requires one minute of inspection, and reveals all properties of a single magic item (including command words and charges remaining). A character can't attempt this on the same item more than once. If an item has different caster levels for different properties, use the highest caster level.

Quick Identification: A character can identify a substance or potion in the field as a full-round action, without an alchemical lab or any cost. The character can't retry this check (or take 20); if he or she fails, the character must identify the substance in an alchemical lab, as normal.

Spellcraft skill.

Rewarding Experience

Experience Points will be rewarded using the Forgotten Realms Campaign Setting system.

The Sunless Souls campaign is a long term campaign and will probably have quite a bit of turn over for characters. New characters will be added at one level below the lowest level of any existing character.

Using the Forgotten Realms system allows the new character to catch up and at the same time does not penalize the continuing players. Everyone receives a pro-rated average experience reward based on their own character level, the encounter level, and the number of characters in the group.

At low levels this doesn't have much effect, but as the group increases in level the effect grows too.

Gaining Levels

All new skills, feats, and hit points take effect immediately. Spells can be added to spell books if needed but casters don't get to fill the new slots until their next rest cycle.

Unconscious characters need to be stabilized and heal back to 0 hp before the new hp are added.

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