Agrippa
2010-08-20, 11:07 PM
I thought about it for a while and decided to post up my own house rules for your viewing and discussion.
1. When making a full attack any character may as much as they want in a round so long is it doesn't exceed the character's move rate. This includes movement inbetween attacks. Use of the Cleave feat adds to your movement per round.
2. All psionic powers are refered to as sorcery and all psionic classes are similarly reflavored. Psion becomes sorcerer, psychic warrior is mystic knight, ardent is battle magi (warrior preist/sorcerer) and the psychic rogue is called the thaumaturgic assassin.
3. Ardents/battle magi may not take opposing alignment mantles unless they themselves are neutral on that axis.
4. Polymorph grants the creature's physical ability bonuses not the scores. It also only allows for transforming into creatures from tiny to huge in size.
5. While magic items can be bought and sold, the availability of specific enchanted objects in specific cities varries. You are not guaranteed any particular magic item or weapon. If you want a perticular item or weapon then I'll let you specifically quest for it. Whether the quest involves combat and exploration, haggling or just plain old theft is up to you.
6. Only offensive and utilty spells can be enchanted into wands while only healing and personal or single target buff spells can be made into potions. At the same time all level limits are lifted from both wands and potions.
7. Also priestly magical items are unusable by divine magic users opposed to the crafter's deity. This extends to scrolls too.
8. The Brew Potion feat allows you to brew any kind of potion you have the proper ingrediants for. You don't have to be part of a particular class to brew potions of its spells.
9. There is no Conjuration (Healing) subschool. Its dead and buried now. Instead we have the Necromancy (Healing) subschool. There's a big difference.
10. The Cure x Wounds line of spells heals a number of hitpoints worth of damage equal to the spell's minimum caster level in d8s. So while Cure Light Wounds and its mass version would be left the same both normal and Mass Cure Moderate Wound would heal 3d8 points of damage +1 point per caster level (maximum +15). Cure Serious Wounds heals 5d8 points of damage +1 point per caster level (maximum +25) while Cure Critical Wounds heals points of damage 7d8 +1 point per caster level (maximum +35). It won't overpower them by any means, just make them that much more useful.
11. Both Natural Spell and Persistant Spell are now what I like to call Superhero tiered feats. That means you have to be at least 16th level to learn either feat.
12. The base amount treasure acquired is doubled. This however only applies to "lair" found treasure. Individual treasure is typically half to full standard per monster/NPC. The term lair could also is expanded to mean storeroom or vault. This means that in a particualrly well-funded and maintained thieves' den or bank you might find dozens of such "lairs" if you would. The encounter level the for stash like this is typically equal to leader's or manager's level or is baed on the difficulty of theft. In some cases you can add to the treasure trove level based on the owner's social status. NPC aristocrats have a wealth level bonus equal to one fifth thier level.
13. The costs of all potions, as opposed to grenades, are now one fifth the DMG/SRD costs. So now your 50 potions of cure light wounds only cost 500 gold pieces.
14. All potions are divided into two major categories, potions and grenades. Potions are limited to necromancy (other than clone or trap the soul) and transmution, while grenades are limited to evocation and certain non-summoning conjuration. Evard's black tentacles don't count.
15. The warblade and crusader classes do not exist. Thier maneuver progressions are kept and are given to the fighter class instead. In other words fighter is a full initiating class with either warblade or crusader maneuvers and maneuver progression. Also, paladins automatically get crusader progression while rangers get warblade progression.
16. The barbarian class no longer exists. Instead Rage and its improved versions are now fighter bonus feats.
17. Weapon specialization is a worthwhile class ability and not a crappy feat.
18. I'll also make most prestige class abilities into feats for whatever base classes are best suited to them.
19. Divine Metamagic does not exist.
20. Feats are gained every two levels after level one. This doesn't include the first level feat or any bonus feats.
21. Nightsticks do not exist either.
22. Smite evil uses Pathfinder rules and grants the weapon used the ghost touch property.
23. Lay on Hands heals a number of hit points per day equal to paladin level x Charisma bonus x 2.
24. Paladinic remove disease and disease immunity affects all non-Godlike tier diseases.
25. At 13th level a paladins weekly uses of remove disease are multiplied by the paladin's Charisma modifier.
26. Paladins gain spellcasting ability at 6th level and have a caster level equal to that of a cleric five levels lower.
27. Any divine spell from 0 to 4th allowed to a Good aligned cleric is allowed to paladins, within reason. This is in addition to paladin only spells.
28. Paladins are spontaneous caster and use the spellcasting progression below.
Paladin spells per day
{table=head]Paladin Level|0 level|1st level|2nd level|3rd level|4th level
6th|5|3|-|-|-
7th|6|4|-|-|-
8th|6|5|3|-|-
9th|6|6|4|-|-
10th|6|6|5|3|-
11th|6|6|6|4|-
12th|6|6|6|5|3
13th|6|6|6|6|4
14th|6|6|6|6|5
15th|6|6|6|6|6
16th|6|6|6|6|6[/table]
29. At 7th level a paladin's divine grace extends to a 10' radius. At 12th level both Aura of Courage and Divine Grace extend to a 30' radius.
More to come.
1. When making a full attack any character may as much as they want in a round so long is it doesn't exceed the character's move rate. This includes movement inbetween attacks. Use of the Cleave feat adds to your movement per round.
2. All psionic powers are refered to as sorcery and all psionic classes are similarly reflavored. Psion becomes sorcerer, psychic warrior is mystic knight, ardent is battle magi (warrior preist/sorcerer) and the psychic rogue is called the thaumaturgic assassin.
3. Ardents/battle magi may not take opposing alignment mantles unless they themselves are neutral on that axis.
4. Polymorph grants the creature's physical ability bonuses not the scores. It also only allows for transforming into creatures from tiny to huge in size.
5. While magic items can be bought and sold, the availability of specific enchanted objects in specific cities varries. You are not guaranteed any particular magic item or weapon. If you want a perticular item or weapon then I'll let you specifically quest for it. Whether the quest involves combat and exploration, haggling or just plain old theft is up to you.
6. Only offensive and utilty spells can be enchanted into wands while only healing and personal or single target buff spells can be made into potions. At the same time all level limits are lifted from both wands and potions.
7. Also priestly magical items are unusable by divine magic users opposed to the crafter's deity. This extends to scrolls too.
8. The Brew Potion feat allows you to brew any kind of potion you have the proper ingrediants for. You don't have to be part of a particular class to brew potions of its spells.
9. There is no Conjuration (Healing) subschool. Its dead and buried now. Instead we have the Necromancy (Healing) subschool. There's a big difference.
10. The Cure x Wounds line of spells heals a number of hitpoints worth of damage equal to the spell's minimum caster level in d8s. So while Cure Light Wounds and its mass version would be left the same both normal and Mass Cure Moderate Wound would heal 3d8 points of damage +1 point per caster level (maximum +15). Cure Serious Wounds heals 5d8 points of damage +1 point per caster level (maximum +25) while Cure Critical Wounds heals points of damage 7d8 +1 point per caster level (maximum +35). It won't overpower them by any means, just make them that much more useful.
11. Both Natural Spell and Persistant Spell are now what I like to call Superhero tiered feats. That means you have to be at least 16th level to learn either feat.
12. The base amount treasure acquired is doubled. This however only applies to "lair" found treasure. Individual treasure is typically half to full standard per monster/NPC. The term lair could also is expanded to mean storeroom or vault. This means that in a particualrly well-funded and maintained thieves' den or bank you might find dozens of such "lairs" if you would. The encounter level the for stash like this is typically equal to leader's or manager's level or is baed on the difficulty of theft. In some cases you can add to the treasure trove level based on the owner's social status. NPC aristocrats have a wealth level bonus equal to one fifth thier level.
13. The costs of all potions, as opposed to grenades, are now one fifth the DMG/SRD costs. So now your 50 potions of cure light wounds only cost 500 gold pieces.
14. All potions are divided into two major categories, potions and grenades. Potions are limited to necromancy (other than clone or trap the soul) and transmution, while grenades are limited to evocation and certain non-summoning conjuration. Evard's black tentacles don't count.
15. The warblade and crusader classes do not exist. Thier maneuver progressions are kept and are given to the fighter class instead. In other words fighter is a full initiating class with either warblade or crusader maneuvers and maneuver progression. Also, paladins automatically get crusader progression while rangers get warblade progression.
16. The barbarian class no longer exists. Instead Rage and its improved versions are now fighter bonus feats.
17. Weapon specialization is a worthwhile class ability and not a crappy feat.
18. I'll also make most prestige class abilities into feats for whatever base classes are best suited to them.
19. Divine Metamagic does not exist.
20. Feats are gained every two levels after level one. This doesn't include the first level feat or any bonus feats.
21. Nightsticks do not exist either.
22. Smite evil uses Pathfinder rules and grants the weapon used the ghost touch property.
23. Lay on Hands heals a number of hit points per day equal to paladin level x Charisma bonus x 2.
24. Paladinic remove disease and disease immunity affects all non-Godlike tier diseases.
25. At 13th level a paladins weekly uses of remove disease are multiplied by the paladin's Charisma modifier.
26. Paladins gain spellcasting ability at 6th level and have a caster level equal to that of a cleric five levels lower.
27. Any divine spell from 0 to 4th allowed to a Good aligned cleric is allowed to paladins, within reason. This is in addition to paladin only spells.
28. Paladins are spontaneous caster and use the spellcasting progression below.
Paladin spells per day
{table=head]Paladin Level|0 level|1st level|2nd level|3rd level|4th level
6th|5|3|-|-|-
7th|6|4|-|-|-
8th|6|5|3|-|-
9th|6|6|4|-|-
10th|6|6|5|3|-
11th|6|6|6|4|-
12th|6|6|6|5|3
13th|6|6|6|6|4
14th|6|6|6|6|5
15th|6|6|6|6|6
16th|6|6|6|6|6[/table]
29. At 7th level a paladin's divine grace extends to a 10' radius. At 12th level both Aura of Courage and Divine Grace extend to a 30' radius.
More to come.