HOUSE RULES

Like every DM out there I have my own house rules that I like to use. Some of these are just tweaks to the existing rules and some are total changes. Some of them are still being playtested and may change over time.

I created this because we are using 'sub abilities' option rules converted from 2nd edit. AD&D. Basically it breaks down the six main attributes into two each.

Strength - (Muscle, Stamina)
Dexterity - (Aim, Agility)
Constitution - (Health, Fitness)
Intelligence -(Reason, Knowledge)
Wisdom - (Intuition, Willpower)
Charisma - (Leadership, Appearance)


Downloads
Character Sheet
Spellcaster Sheet
Spell Sheet

All skills have been broken down to better follow each sub ability. For non skills, here are the rules breakdown.

STRENGTH
Muscle mod
- Damage Bonus
- Strength Checks (open doors)
- Max Press
Stamina mod
- Running Checks
- Endurance Checks

DEXTERITY
Aim mod
- To Hit Bonus (melee & range)
Agility mod
- initiative
- AC Bonus
- Reflex Save Bonus

CONSTITUTION
Health
- Wound Score
- Fortitude Save Bonus
Fitness
- Vitality Mod
- Holding Breath

INTELLIGENCE
Reason
- Arcane Spell DC
Knowledge
- Arcane Bonus Spells
- Bonus Skill Points

WISDOM
Intuition
- Divine Spell DC
- Monk AC mod
Willpower
- Bonus Spells for Divine Casters
- Will Save Bonus

CHARISMA
Leadership
- Spell DC for Spontaneous Casters
Appearance
- Bonus Spells for Spontaneous Casters

Character Creation Rules

• Attributes
Start with 13's in all six stats, you may adjust them 1-for-1 as you please, but no stat may be higher than 20 AFTER racial stats are applied.

Place these number in both of the sub-abilities. (ie STR: 15 (muscle: 15, stamina: 15), you may then adjust the numbers between the two sub-abilities 1-for-1 but they must not be more than 4 apart. (ie Muscle: 16, Stamina: 14), or (Muscle: 13, Stamina: 17)

When you gain attribute points (at 4th, 8th, 12th etc.. level) you gain TWO points that may go into any TWO substats.. (you may not put two points in the same stat at the same level gain)

• Starting Feats
In addition to your first 'character' level feat, you also get a 'Regional Feat' which may be chosen from the Regional Feats in "Forgotten Realms Campaign Setting" or "Players Guide to Faerun", optionally you may use the Ceremony Feats from "Monte Cook's Arcana Unearthed".

You may also take a 'Flaw' from WOTC Unearthed Arcana or Dragon #328? to gain an extra feat.

• Starting Gold
Each character starts with the maximum starting gold as per initial character class

• Starting Hit Points
We are using the "Wounds & Vitality System" found in "Arcana Unearthed"
Wounds are equal to your Health Score, and Vitality is equal to your Hit Die +/- your Fitness Mod.

Any Critical Hit comes off your Wounds Score, when it reaches Zero, your character is dead. Non Critical hits come off your Vitality Score, when it reaches Zero, you then take points from your Wounds Score.

Each character starts with the maximum hit points as per class at first level.
Every level there after you roll, but if the roll is LESS than half then the number becomes that half number. IE if Torag the Cleric rolls a d8 for his hitpoints at 2nd level and he gets a 3, then the number actually becomes a 4 (d8 divided by 2 = 4). If he rolled 4 or higher it would remain that number. This avoids high level fighters with low hitpoint scores.

• Skills
In addition to your class skills, beginning at first level, each character may select a number of skills equal to their Knowledge Modifier that are always considered Class Skills. These may be ANY skills even if unavailable to your initially chosen Class. You must provide a reasonable explaination as to why your character has these skills. Characters with a negative modifier are not affected by this rule.

• Skills II
In my campaigns I have altered some of the skills.
Hide & Move Silently are now combined into Sneak
Listen & Spot are now combined into Observe
Heal Check 15 allows you to heal 1/2 your RANKS in Heal 1/day/person

House Rules

Alternative Ranger Class
Alternate Item Creation Feats

 

 

Books and Resources Allowed

Wizards of the Coast (website)
• Players Handbook
• Dungeon Masters Guide
• Dungeon Masters Guide II
• Monster Manual I
• Monster Manual II
• Complete Adventurer
• Complete Arcane
• Complete Divine
• Complete Warrior
• Races of Destiny
• Races of the Wild
• Manual of the Planes
• Expanded Psionics Handbook
• Savage Species
• Epic Level Handbook
• Unearthed Arcana
• Defenders of the Faith
• Masters of the Wild
• Tome & Blood
• Song & Silence
• Sword & Fist
• Dragonlance Campaign Setting

All Forgotten Realms books (website)
• FR Campaign Sourcebook
• Players Guide to Faerun
• Faiths & Pantheons
• Magic of Faerun
• Races of Faerun
• Lords of Darkness
• Unapproachable East
• Silver Marches
• Shining South
• Serpent Kingdoms
• Lost Empires of Faerun

Mongoose Publishing (website)
The Quintessential Fighter
The Quintessential Rogue
The Quintessential Cleric
The Quintessential Wizard
The Quintessential Dwarf
The Quintessential Monk
The Quintessential Witch
The Quintessential Psychic Warrior
The Quintessential Druid
The Quintessential Paladin
The Quintessential Psion
The Quintessential Barbarian
The Quintessential Bard
The Quintessential Gnome
The Quintessential Ranger
The Quintessential Halfling
The Quintessential Half-Orc
The Quintessential Sorcerer
The Quintessential Drow
The Quintessential Human
The Quintessential Fighter II
The Quintessential Rogue II
The Quintessential Cleric II
The Quintessential Bard II
• Ultimate Equipment Guide
• Seas of Blood
• Encyclopedia Arcana Enchantment
• Encyclopedia Arcana Illusionism
• Encyclopedia Arcana Necromancy
• Encyclopedia Arcana Elementalism
• Encyclopedia Arcana Star Magic
• Encyclopedia Arcana Fey

Fantasy Flight Games (website)
Path of the Sword
• Path of the Magi
Path of Faith
Path of Shadow
Spells & Spellcraft
• Traps & Treachery I
Traps & Treachery II
Dungeoncraft
Cityworks
• Wildscape
• Seafarers Handbook
• Mythic Races
• School of Illusion
• School of Evocation

Malhavoc Press (website)
Monte Cook's Arcana Unearthed
• Book of Eldritch Might I
• Book of Eldritch Might II
• Book of Eldritch Might III

Miscellaneous
• Book of the Righteous - Green Ronin
• Good - AEG
• Relics & Rituals I - Sword & Sorcery
• Relics & Rituals II - Sword & Sorcery
• Elements of Magic - EN Publishing

* and before you ask... Yes I own all these.