New House Rules Thread

New House Rules Thread

...Big Leagues...

With the upped powers of mortals, there's no doubt that epic level and characters with divine ranks also got a pat on the back.

Epic Level Basics
  • From 20th-level, and on, a character's ability score increases are doubled.
  • The 'Epic Level Basics" have been changed to make the following text; "A character’s base save bonuses and base attack bonus don’t increase after 20th level.", not true.
  • Beyond 20th-Level, a character's save and attack bonuses are extrapolated, with the Epic Save and Epic Attack Bonuses being stacked and added upon it.
  • A 20th-Level Fighter has a BAB +20/+15/+15/+15, while a 25th-Level Fighter would be extrapolated to have a +25/+20/+20/+20 and +12/+6/+6 Base Save Bonuses for Fortitude, Reflex and Will Saves respectively. With the modified Epic Level Basics, these Base Bonuses would become +27/+22/+12/+12 and +15/+9/+9
  • A 28th-Level Wizard has a BAB +12/+7/+7, and +8/+8/+14 bonuses for Saves. With the same Epic-Level Bonuses, it would become +16/+11/+11 and +12/+12/+18.
  • At 21st level, and every three levels thereafter, the character may select an epic feat in place of a nonepic feat.
  • An epic character also continues to gain non-epic feats at every level divisible-level.
  • The character effectively gains two feats at 21st-level and beyond; they must take an epic and a non-epic feat, and not take two of each.
    Changed Feats
    • Armor Skin's benefits are doubled.
    • Bane of Enemies requires 6 or more advancements of Favored Enemy

New House Rules Thread


  • Iterative attacks from Base Attack Bonus have a penalty of -5, non stacking. Yes, monsters and NPCs do this too.
  • Heavy crossbows (including their repeating forms) have their base damage die increased by one step. As this is a modification to the base item, it stacks with any other effects of that type.
  • Crossbows can be made to utilize the user's Strength bonus by mechanisms that provide more resistance, and recoil when fired that requires a stronger user in order to utilize properly. This otherwise works just like composite bows, including the +75 (light) or +100 (heavy) gold per + of strength bonus on the 'pull'.
  • Crossbows, but not bows can ignore a number of points of armor or natural armor bonus equal to the strength bonus of the crossbow or the strength bonus of the wielder, whichever is the lower. Crossbows do not bypass AC that is not armor or natural armor, and if the target has less armor or natural armor than you have penetrating power the remainder has no effect. Yes, this does effectively give you Str and Dex to hit with a crossbow against armored foes.
  • Composite bows and crossbows can have their pull increased, but not decreased by a skilled bowyer. This requires materials of a total cost of the price difference between the current and the new item + 50 gold, 1 hour of time, and a successful Craft (bowyer) check made at the end of this process. The DC on this skill check is 20 + the new composite bonus of the bow + 2 if the bow or crossbow is an exotic weapon. Failing this check requires the bowyer to restart the hour long process from the beginning but their materials remain intact. Failing by 5 or more ruins the materials but does not harm the bow or crossbow.
  • A new wondrous item exists in the form of the Sniper's Bowstring. Despite its name, it also works fine with any crossbow, including magical bows and crossbows. Any bow or crossbow fitted with a Sniper's Bowstring automatically counts as composite adjusted to their current Strength score. Its market value is 1,000 gold and can be crafted by anyone with a CL of 3, Craft Wondrous Item, and Bull's Strength.
  • A new item exists, the throwing dagger. As you might expect from the name, they are finely balanced for throwing, and have a range increment of 30 feet. However they are not suited for close quarters combat. Melee attacks with a throwing dagger take a -2 penalty. They are otherwise identical to daggers.
  • If you have at least 4 BAB, you can Precise Shot with any ranged weapon you are proficient in.
  • If you have Precise Shot, you can still shoot at opponents in melee without the -4 Attack Roll Penalty, and gain an additional +2 Bonus to Attack and Damage Rolls.
  • If you have at least 1 BAB, you can Point Blank Shot with any ranged weapon you are proficient in.
  • If you have the Point Blank Shot feat, you get a +2 Bonus to Attack and Damage Rolls at 30 ft., instead of +1. With Precise and Point Blank Shots, that's a +4 Bonus to Attack Rolls at 30 ft.!
  • Two-Weapon Defense provides an Insight bonus to AC equal to the number of mainhand attacks you can make derived from BAB.
  • If you have at least 1 BAB, you can Power Attack with any weapon you are proficient in. If you have the Power Attack feat, you gain a +3 bonus on her melee damage rolls for every –2 penalty you take on you melee attack rolls when using the Power Attack feat (or +3 for every –1 penalty if wielding a two-handed weapon other than a double weapon). Yeah!
  • The Weapon Focus Path
    • If you have at least 4 BAB, you can apply Weapon Focus to one weapon in a line that automatically scales with HD. At 4 you are considered to have Weapon Specialization with that weapon, at 8 Greater Weapon Focus, and at 12 Greater Weapon Specialization. Note that it does not matter what class those levels are in. And yes, that does include monsters. By 12th level, a character should have a +2 Attack Roll Bonus with their chosen weapon and a +4 Damage Roll Bonus with the same weapon.
    • If you take the Weapon Focus, Weapon Specialization, Greater Weapon Focus and Greater Weapon Specialization Feats, double the bonuses, so by 12th level, a character would have a +4 Attack Roll Bonus and a +8 Damage Roll Bonus with their chosen weaponas the bonuses double for actually taking the feats.
    • Fighters QUADRUPLE the bonus from taking the Weapon Focus, Weapon Specialization, Greater Weapon Focus and Greater Weapon Specialization Feats and TRIPLE the bonuses of the Path if they qualify for bonus feats for single-classing as a Fighter.
    • A 12th-level Fighter multiples the effects of the Weapon Focus Path by 4, and the benefits of the associated Feats by 5.
    • Characters who 'dip' fighter, double the effects of the Path, as if they'd taken the feat, and made no other changes.
    • Everyone can apply the Weapon Focus Chain/Line to anyone one weapon or weapon group-not Slashing, Piercing or Bludgeoning, but actual Weapon Groups from Unearthed Arcana. This Line/Chain scales by level, going from Weapon Focus at 1st-Level, to Greater Weapon Specialization at 12th-Level, resulting in a final bonus of +2 to Attack Rolls and +4 to Damage Rolls
    • I swear, if anyone takes a Weapon Focus on Slashing, Piercing or Bludgeoning Weapons, animated flaming rocks will fall into their rear ends.
    • Using the Path on ranged touch attacks, for spellcasters, allows the damage roll to be applied to appropriate spells.
    • DO NOT, mix the Line/Chain with the actual taking of Feats. If you apply the Chain/Line's Weapon Focus and Weapon Specialization for longsword, you CANNOT then take the Greater Weapon Focus and Greater Weapon Specialization for longsword-you MUST continue to apply the line. Of course, if for some reason you don't want to continue the line, I guess you don't have to, but you can't apply it elsewhere.

Damaging Magical Items
  • Unless otherwise noted, a magic item can be damaged just like
    any other object, but ... , a magic item doesn’t even need to attempt a saving throw against a harmful effect unless it meets one of three criteria:
    • It is unattended;
    • It is specifically targeted by an effect (such as a shatter spell);
    • Its wielder rolls a natural 1 on his save against an effect that
      can harm objects.
  • A damaged magic item continues to function (and can be repaired) as long as it has at least 1 hit point. If reduced to 0 hit points, it is destroyed and all its magical power lost forever.
  • Based on these rules from the Magic Item Compendium, a single rolled 1 could destroy every character's items, and that seems kinda rough... Instead, when a character rolls a 1 on a Saving Throw, where damage is a factor, including the Massive Damage Saving Throw, Falling Damage, or anywhere else, a save has gotta be made...
    • I will roll 1d4+1.
    • I will choose two to five items items to be affected by the attack, in order of the most likely to be damaged: shields, armor, weapons and held items, worn items, stored items.
    • The player a number of items to be subjected to make their own saving throws according to the number rolled on the 1d4.
    • I will then roll the saving throws of those items, and apply damage to them.
    • It is now impossible for a single 1, to wipe out an entire purchase of items, but a 1 still subjects items to damage.

  • Spells of the Cure and Inflict line have a range of Medium (100ft. + 10ft./level) rather than Touch and use d12s when either is used to restore hit points the spells. When used to deal damage, they have a range of Close (25 ft. + 5 ft./level) and use d8s. The Mass versions have a range of Medium (100 ft. + 10ft./level) rather than Close.
  • Cure Minor Wounds restores 1d4+1 hit points rather than just 1 or 1d12.
  • Close Wounds restores 1d8 hit points +1 per caster level.
  • Consecrate and Desecrate respectively deal 1d6 positive or negative energy damage to undead in a spread area at the start of each round. The area of each spell is 30ft per caster level.
  • Healing Potions
    • Unless bought and/or paid for to be brewed at a higher-level, all potions are assumed to have been created at the lowest-level required to cast the spell:
      • Cure Light Wounds, Moderate Wounds, Serious Wounds all heal +5 a standard issue Healing Potions
      • Cure Critical Wounds cannot be made into a potion.

Miscellaneous Stuff
  • Book of Exalted Deeds and Book of Vile Darkness
    The content of these books, have a mild,-case by case, pending approval parity on the evil-good alignment axis.
    For example; Luminous Armor can easily be refluffed as Shadowy Armor; the Nemesis Feat has no good reason why evil rangers shouldn't be able to use it, and Evil Brand and Lich-loved can be refluffed for good.
  • Starmantle Cloak
    Does not stack with Evasion.
  • Dust of Sneezing and Choking
    Victims are allowed a DC 15 Reflex Save to hold their breath.
  • Rough Vision Limits
    • Mountains can be seen from great distances, 60 to 100 miles or more, yet virtually no detail can be seen.
    • On level ground, the horizon is about 5 to 12 miles away, but a character usually cannot see a specific object that far away. The limit of vision for seeing and identifying man-sized objects is much less than this.
    • Under optimum conditions, the maximum range at which a man-sized object can be seen is about 1,500 yards, or 4500 feet if it is moving. If the object doesn't move, it usually cannot be seen at this distance. Even if it is moving, all that can be seen is a moving object. The character cannot tell what it is or what it is doing.
    • At 1,000 yards, or 3000 ft., both moving and stationary man-sized objects can be spotted. General size and shape can be determined, but exact identifications are impossible. It is not likely that creature type can be identified at this range, unless the creature has a very unique shape.
    • At 500 yards, or 1500 ft., general identifications can be made. Size, shape, color, and creature type are all distinguishable. Individuals still cannot be identified, unless they are distinctively dressed or separated from the rest of the group. Livery and heraldic symbols or banners can be seen if large and bold. Most coats of arms cannot be distinguished at this distance. General actions can be ascertained with confidence.
    • At 100 yards, or 300 ft. individuals can be identified (unless, of course, their features are concealed). Coats of arms are clear. Most actions are easily seen, although small events are unclear.
    • At 10 yards, or 30 ft., all details but the smallest are clear. Emotions and actions are easily seen, including such small actions as pick-pocketing (if it is detectable).
  • Miss Chances
    If the attacker hits, the defender must make a miss chance percentile roll to avoid being struck.
    If you roll a miss chance to save time, roll it from the point of view of the defender; the defender always takes the low number, the attacker always takes high.
    On a 50% Miss Chance, a result of 1 to 50, or 1 on a d2, is for the defender.
  • Horses and Steeds
    • If you need a steed superior to the stock ones produced use the following rules.
    • The Horse Book
    • This book is great, except the Heavy Horse starts off with 5HD and not 3HD.
  • Poison
    • A character has a 5% chance per the DC a Poison of exposing himself to a poison whenever he applies it to a weapon or otherwise readies it for use. Additionally, a character who rolls a natural 1 on an attack roll with a poisoned weapon must make a DC 15 Reflex save or accidentally poison himself with the weapon.
    • Assassins add their class level to the DCs of the poisons they use
  • Vampires...
    • Holy symbols are unlikely to work on them... Probably only divine casters who became undead, and then only by the symbol of their faith. I cite I Am Legend for this. The book.
  • Undead and Constructs
    • Immune to nauseau.
  • Time Stop
    • Casting a Time Stop within a TIme Stop changes the dice of the second Time Stop spell to 2d4+2 and a warning. A third Time Stop results in a visit.
  • Character Death
    • Upon death, a character Raised or Resurrected loses a level
    • A character who loses a level instantly loses one Hit Die. The character’s base attack bonus, base saving throw bonuses, and special class abilities are now reduced to the new, lower level. Likewise, the character loses any ability score gain, skill ranks, and any feat associated with the level (if applicable). If the exact ability score or skill ranks increased from a level now lost is unknown (or the player has forgotten), lose 1 point from the highest ability score or ranks from the highest-ranked skills. If a familiar or companion creature has abilities tied to a character who has lost a level, the creature’s abilities are adjusted to fit the character’s new level.
      The victim’s experience point total is immediately set to the midpoint of the previous level.
    • Upon death, prepared spellcasters lose prepared spells as normal and as RAW, without losing spell points.
    • Upon death, spontaneous spellcasters divide their remaining spell points at death by their highest spell-level, and roll 1d2 for each "packet" of spell points. A result of 1 means the spell points are lost.
  • Freed from the Bonds of Cleave-age
    • Cleave and Great Cleave are useless Feats; and I can only think of two times in Tomb of Horrors where they would have been useful and none in Return...
    • Any Feat, Prestige Class, or virtually any requirement for those two feats are dismissed.
    • In the event of some conflict, like a power that's literally an extension of the Cleave line, the Feats might be necessary.
  • Standard Bearing
    • A standard requires two hands, and a weapon or shield cannot be used, and the standard can be used as an improvised weapon.
    • A standard mounted to an appropriate weapon makes that weapon into an improvised weapon as well.
    • A standard mounted to a backpack frame denies the character their dexterity bonus to AC.
    • A standard can be worn as a cloak, for a personal effect and no other effects.
  • Spell Components
    • Usually you don’t worry about components, but when you can’t use a component for some reason or when a material or focus component is expensive, then the components are important.
    • A material component is one or more physical substances or objects that are annihilated by the spell energies in the casting process. Unless a cost is given for a material component, the cost is negligible.
    • A focus component is a prop of some sort. Unlike a material component, a focus is not consumed when the spell is cast and can be reused. As with material components, the cost for a focus is negligible unless a price is given. Assume that focus components of negligible cost are in your spell component pouch.
    • A divine focus component is an item of spiritual significance. The divine focus for a cleric or a paladin is a holy symbol appropriate to the character’s faith.
    • Examples are the Instant Summons, Raise Dead, and the Baleful Polymorph Turn to Frogspell.
  • Training Weapon and Armor Proficiency
    • You can become proficient with any weapon by training with it for (14 days divided by your BAB, +1 for martial weapons and +2 for exotic weapons, minimum 1 day) and make an Int check. The DC is 10 for Simple weapons, 15 for Martial weapons, 20 for Exotic weapons. You cannot take 10 on this check. If this check fails you can try again from the beginning, but if it fails by 5 or more you cannot reattempt to learn that weapon until your BAB permanently improves.
      • There are two kinds of training practical and theoretical.
      • In practical training, with a weapon, you must use the weapon, and defeat a CR appropriate opponent for each day they are required to train.
      • In theoretical training, with a weapon, you must use the weapon, and defeat or achieve a draw with a CR-appropriate trainer proficient with the weapon at the end of the training.
    • You can become proficient with any armor or shield by training with it for (14 days divided by your BAB, + the armor bonus of the armor, minimum 1 day) and making an Int check. The DC is 7 + the armor bonus of the armor. You cannot take 10 on this check. If this check fails you can try again from the beginning, but if it fails by 5 or more you cannot reattempt to learn that armor until your BAB permanently improves. If the armor has other negative effects such as arcane spell failure or violates Druidic oath you still suffer those drawbacks.
      • There are two kinds of training practical and theoretical.
      • In practical training, with armor or a shield, you must use the armor or shield, and successfully defend against and defeat a CR appropriate opponent for each day you are required to train.
      • In theoretical training, with armor or a shield, you must use the armor or shield, and defeat or achieve a draw with a CR-appropriate trainer proficient with the weapon at the end of the training.
    • Evoker Wizards, Warmages, and Sorcerers who have Evocation spells as at least a third of their total spells known do one additional damage per damage dice. Such characters can also ignore a number of points of energy resistance on their targets equal to their caster level. This must be applied or not applied to all targets within the spell area and can be chosen at the time of casting. If the target does not actually have any energy resistance, this has no effect. This ability requires no action beyond that required to cast the spell and can be used at will.
    • Metamagic cost reducers cannot reduce the cost of any given metamagic below 1 or by more than 1. Thus Extend Spell cannot be reduced below a +1 spell level metamagic, Empower Spell cannot be reduced below a +1 spell metamagic, and Maximize cannot be reduced below a +2 spell metamagic. Metamagic rods and Sudden Metamagic feats still work normally. Divine Metamagic still works normally, but beware of Dispels!
    • If you have spell resistance, and beneficial spells are cast on you, those spells are not hindered by your spell resistance. They should not be considered SR: No, however... While you are in no danger of having a Heal spell fizzle on you if you are a living creature with spell resistance, an undead with spell resistance would not be automatically affected by the same Heal spell as it is not beneficial to it. Such an undead could benefit from a Harm spell in exactly the same way though.
    • The Celerity line of spells no longer exist. Except for the Time Dragon.
    • The Bane weapon enchantment also bypasses all damage reduction by creatures of that type, even if you could not normally bypass that type of damage reduction with that type of attack and even if that type of damage reduction normally cannot be bypassed at all.
    • There is no such thing as multiclass penalties. There never were, were there?
    • Half elves gain bonus skill points as humans. This is in addition to all of their other features.
    • Half orcs gain a bonus feat as humans. This is in addition to all of their other features.
    • Tieflings have +2 Dexterity, +2 Intelligence, +2 Charisma. Their other stats are unchanged.
    • If you have resistance to energy from a permanent, inherent source such as a racial bonus, that resistance applies against each attack made against you that it applies to and not merely as a per round thing. More like DR, less like temporary HP. In addition this stacks with any resistance you have from non permanent and/or inherent sources such as the Resist Energy spell, or a Ring of Greater Fire Resistance. Other sources of elemental resistances still do not stack.
    • Extradimensional, interdimensional and non-dimensional spaces do not mix. Bags of Holdings, Handy Haversacks, Rope Tricks, etc... Don't mix them or else bad things will happen. Your characters effectively KNOW this. The same way you and I know that working with electricity while inebriated in a watery and gasoline-laden environment with combustible materials and decent oxygen-flow is something one should not do and CANNOT do safely.
    • No Intelligence Checks for PCs.
    • When using Search, Persuasion, Thievery(Disable Device), roleplaying provides a Circumstance (Bonus and Penalty). Specifically, when Disabling a trap, the PC must describe what they're doing, what they're looking for etc. This roleplaying is actually more important than the roll. If taking 20 on a Search Check is specified to only examine the floor, or makes no mention, In Character or Out of Character, at my discretion, they will atomatically fail the Check in relation to the ceiling. Same with a trapped door; check the knob and forget the frame, and it may cost you. Rather than solving problems through die rolls, the players have to figure out the meanings of subtle clues and think their way out of trouble. If players seem truly stuck on a challenge, and they've given it their best try but the game has ground to a halt, a skill check-to gain a hint may be made possibe
    • Shout CAN penetrate a silence spell or effect, in fact Shout dispels and counters Silence. A successful save against Shout negates the deafness but does not halve the damage.
    • ...Antimagic Field still has a range of 100 ft. + 10 ft/level...
      ...but the caster can choose between three areas; 1. the normal 10-ft.-radius emanation, centered the caster, 2. a 10 ft. radius emanation, centered on an object, and animated objects and constructs do not count, and 3. a 5ft/2 caster levels radius emanation. The anti-magic field cannot be cast on another creature, but on the area the creature inhabits; casting Area 1 functions normally, with the emanation moving with the caster, casting area 2 lets it work on inanimate objects as if they were the caster and 3 let's the caster place it at some distant point.
      The area type must be decided before the casting of the spell. .
    • A successful save against Greater Shout negates the stunning and halves the duration of deafness but not the damage dealt.
    • Firestorm deals damage in d8s not d6s and deals half fire damage, half divine damage like Flame Strike.
    • Earthquake's Concentration DC for spellcasters is 40, the bludgeoning damage to creatures caught in a cave-in or a landslide is 15d8 with no reflex save for half. A creature caught in a cave-in or landslide must pass a DC 15 reflex save or die. Creatures on open ground are automatically knocked prone with no save and must also pass DC 20 reflex saves to avoid falling into fissures. Structures are dealt 15d8+100 untyped damage and creatures inside are dealt 6d8 bludgeoning damage +9d8 additional bludgeoning damage if the entire structure collapses with no reflex save for half. Creatures in the area of a river, marsh or lake are treated as though they are pinned beneath rubble as they are sucked into the quicksand and mud. Creatures that are pinned beneath rubble automatically face lethal damage if they are unconscious.
    • There will be no Deus Ex Machinas.
    • Unearthed Arcana; this material and more is accepted!
      • Environmental Racial Variants
      • Elemental Racial Variants
      • Racial Paragon Classes
      • Variant Character Classes
      • Specialist Wizard Variants
      • Class Feature Variants
      • Prestigious Character Classes
      • Generic Classes
      • Character Flaws; Maximum 2-must be roleplayable.
      • Character Traits; Roleplay it or lose it.
      • Weapon Group Feats
      • Summon Monster Variants
      • Some form of Taint
      • Spelltouched Feats, but only acquired in game.

  • Fanfare is banned. Bards can use Shout, Greater.


Maximum of two.

  • Summon Monster/Nature's Ally
    When you summon a monster from a lower-level list, it arrives with additional hit-dice equal to the difference between the spell-level used to summon it and the actual spell when it can first be summoned. For example; Dranga can use Summon Monster V to summon a Fiendish Dire ape, with 5 hit-dice, or 1d4+1 Fiendish wolves, with 5 hit dice and Hassadur could summon an Elder Elemental with summon nature's ally IX or 1d4+1 lions with 8 HD, since they max out at that many hit dice.

Rough Hearing Limits
  • Under normal conditions, hearing range is a 120 foot spread (i.e., it can turn corners and so forth). This is the range at which a single bard can be heard sufficiently well to affect a target with one of their bardic music uses or effects unless other ranges are indicated.
  • The spread can make its way through solid items (such as doors and walls) at a cost of 10 "feet" per point of Hardness possessed by the item.
  • Areas of silence as though they were impenetrable walls of force for determining the reach of the spread.
  • Each additional musician beyond the first, or playing or shouting loudly, increases the range of the spread by 40 feet (while not strictly correct physically, it is the "closest fit" for groups of fewer than 8 musicians).
  • A musician, singer or speaker may always choose to play more softly and decrease the hearing range. Thus a whisper can only be heard in adjacent squares.
  • It is possible to hear the music that a musician is playing outside of this range; it is simply too indistinct to allow the effects of the mystic music to be effective. Anyone attempting to perceive that the musician is playing who is outside of the "hearing range" must succeed at a Listen check (DC 15 + 1 for every 10 feet between the subject and the hearing range). For example, in normal conditions, a character 200 feet away from a musician who attempts to Listen to see if the musician is playing must succeed at a Listen check against DC 23 (he is 80 feet outside of the hearing range of 120 feet, so the DC is 15+8).
  • Some effects are only effective within a certain range (usually this range is shorter than hearing range). If conditions would reduce hearing range to less than the designated range, use the hearing range value instead. This gives the range at which the effect can work and is not adjusted for conditions except as already noted (i.e., when hearing range is so drastically reduced by conditions that it is shorter than the listed value).


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