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GrassyGnoll
2008-03-29, 12:31 AM
Because "How Do I DM" threads never get old. Either way I am preparing for my first attempt at DMing. It's going to be a Dark Sun campaign starting around level 4. So far we're got a Mul gladiator, a pyromaniac of an Elan (wilder/pyrokineticist), and the bastard daughter of a dragon king. Already there is talk of tweaking the pyrokineticist class to include manifestor levels and a general lack of know how on behalf of the Mul and half-dragon. Suggestions for ways to solve these predicaments (Also, generally good ideas for house rules)?

FlyMolo
2008-03-29, 12:34 AM
Erm, PsyWar gets full BAB, soulknife gets ditto plus an HD increase in size. These are pretty necessary if anyone wants to play them.

Those houserules I play with. I'm also thinking of using attack routines as one attack plus the rest at -5, not -5,-10,-15, etc. So those last attack don't just trail off hunting for crits.

Zincorium
2008-03-29, 12:41 AM
General house rules? Use common sense + talk between yourselves on all rules questions. Everything else gets specific.

The only mechanical balance question is exactly what the 'bastard daughter of a dragon king' is. If it's not something wild (neither wilder or gladiator is all that problematic) you're looking at a minimum of house rules.

The one thing I would look at when adding manifester levels to pyromancer (and I agree it needs them) is a comparison of how many additional power points from ability scores are gained, and how many power points he character is able to spend. Looking at it from a 'what is this capable of, maximum' I can't honestly say that more than 2 lost levels (1st and 5th are good) can be justified for a wilder and from a game balance perspective. Obviously opinions will differ.


Other (more useful) ideas for houserules depend a lot on what, beyond the setting itself, type of game you're looking at. Dark sun suffers from being very adaptable but poorly supported, games focusing on political intrigue, saving the environment, or simply surviving in the waste all have different aspects that are emphasized and thus different house rules become useful.

I will say that you should never house rule anything that doesn't impact the game you're playing right now, house rules are best used as measures taken to ensure playability, if it's not going to come up, leave it alone.

GrassyGnoll
2008-03-29, 12:48 AM
The only mechanical balance question is exactly what the 'bastard daughter of a dragon king' is. If it's not something wild (neither wilder or gladiator is all that problematic) you're looking at a minimum of house rules.


We're probably looking at a fighter or scout. Something that won't totally kick her ass for losing the first three levels.

Edit: Maybe ranger? With the caster and tank angles covered it'd do them good to have a skill monkey. Could lessen their eventual dependency on health potions too.

Nebo_
2008-03-29, 12:51 AM
Erm, PsyWar gets full BAB, soulknife gets ditto plus an HD increase in size. These are pretty necessary if anyone wants to play them.

Agreed on the soulknife, strongly disagreed on the Psychic Warrior. Psychic warrior is one of the best balanced classes in D&D, don't touch them. Soulknives still kinda suck even with the HD increase and BAB bump.

Glyphic
2008-03-29, 01:14 AM
I kinda like lumping similar skills together, as long as we're talking house rules.

Spot and listen become perception.
Hide and Move silently become Stealth.
Disable device and open lock become disable device.
Decipher script and forgery become Decipher Script.

Draz74
2008-03-29, 01:28 AM
Agreed on the soulknife, strongly disagreed on the Psychic Warrior. Psychic warrior is one of the best balanced classes in D&D, don't touch them. Soulknives still kinda suck even with the HD increase and BAB bump.

Psychic Warrior: I agree, don't touch.

Soulknife: Don't bump the HD. It's already pretty elite (d10).

BAB bump? Yes.

Any other houserules to make the Soulknife stronger? Ordinarily, I'd say yes. They're just that weak. But in Dark Sun, where everyone has a hard time getting their hands on good weapons because of metal shortages? The Soulknife might be plenty good with just the BAB boost. Maybe just give him 2 more skill points or something.

TheThan
2008-03-29, 01:37 AM
I kinda like lumping similar skills together, as long as we're talking house rules.

Spot and listen become perception.
Hide and Move silently become Stealth.
Disable device and open lock become disable device.
Decipher script and forgery become Decipher Script.

I'm doing something similar, along with the skill system from star wars saga. should make for a good game when i get around to finishing the setting (oriental adventures setting, HEAVILY house ruled.)

I also combined
Balance, escape artist and tumble into Acrobatics
Climb, jump and swim into athletics
Spot, listen, sense motive and search into perception
And a few others.

I got the list down to 12 skills total. Not bad really.

i've got a ton of other house rules (let me see if i can find them...)

Kizara
2008-03-29, 04:07 AM
My Tome:

(NOTE: Extremely long (27 pages), but decently sorted. Also, slightly abridged v1.4 as the whole doc is too long for one post)

Tome of House Rules

In the document, * designates an element I am not happy with and requires further work; ** designates a change that is largely based on flavor, instead of balance reasons.

Character generation and advancement:

Roll 4d6, drop lowest, 9 times selecting the best 6. Total this value, and buy your ability points on a 1:1 basis. Alternately, use 90 points and buy your abilities on a 1:1 basis. You are free to make a 18-16-18-14-16-8 character, but you will be expected to RP those mental stats.

All characters gain 1 free rank in any one knowledge, craft, perform or profession skill at level 1 to represent their background.

Players may roll once for HP, rerolling results of 1. They may also take a result of ¾; they may take this result after they have attempted to roll.

At the beginning of the game, each PC is awarded an amount of ‘hero points’ as the DM desires (generally 1-5). These points may be used to force a re-roll (as if you had the Luck Domain granted power) at any time. You gain more hero points through exceptional character development or plot progression (again, DM discretion). Additionally, if the DM desires you may get additional hero points every few levels, such as 1 pt per 5 levels.

Death and Dying:

Death occurs when a character has a number of negative hit points equal to their Constitution score. Thus, a character with a 14 constitution dies at -14.
Stabilization is achieved via a Constitution Check (DC= 10 + amount in negatives). A heal check can substitute for this save (using the same DC).
Regaining a negative HP is achieved in the same fashion.

Characters naturally heal their HD + constitution modifier wroth of hit points per day.

Multiclassing:

XP Penalties for multiclassing are removed. Thus, the favoured class mechanic is also removed. Races still retain a favoured class for flavour purposes and demographics generation.

Miscellaneous:

As an Immediate Action, you may take a 5ft step. Moving in this way provokes an Attack of Opportunity. You may not exceed your total possible movement or take more than one 5ft step using this action. Unlike a normal 5ft step, you may use this action even if you have moved this round (as long as you still have movement left).

Shields apply their AC bonus against touch attacks, unless that attack is one that effects armor/metal directly (such as Heat Metal).

Double weapons are treated as if you are wielding both sides with 2 hands. Thus, you add 1.5x your Strength modifier to your damage on both sides and you Power Attack with greater efficiency.

Innate Resistance:

This special ability of certain melee classes maintains one progression. That is, if you have multiple melee classes granting you this ability, you add up the total levels giving you the ability, and add 2 to that number to determine your SR. If you have racial SR (for instance, because you are drow) or SR from another class ability, add 2 to that value. Aside from adding a static bonus of 2, this ability never stacks with other sources of SR.

Races (Core):

-Half-Orcs get a +2 racial bonus to Survival and Intimidate, and +4 to saves to resist disease, and a +2 on morale checks and saving throws against fear. In addition, they have -2 Dexterity and +2 Constitution.


Classes (core):

Barbarian:

-Trap Sense is now Danger Sense and applies to the barbarian’s AC and Reflex saves in every situation, including combat. (he still loses Dodge bonuses to AC when appropriate)
-Increase DR progression by 2. Thus, granting DR 4/- at 10th-level.
-Gain Knowledge (history) and Spot as class skills.
-Gain Innate Resistance: SR 2 + class level. If you have SR from any other permanent source (racially), improve that progression by 2.

Bard:

-Add 2 spells per day to each spell level in his progression.
-Pick 3 additional 1-handed melee or ranged martial weapons. You are now proficient with those weapons.
-Gain Forgery as a class skill.

Cleric:

-Domains outside those in the PHB will be reviewed on an individual basis, with the default being that they are banned.
-If you do not wish to worship a deity, it is suggested that you still select one for the purpose of choosing domains. You must meet the normal alignment restriction for worshiping the selected deity. RP-wise, this deity has no relevance to you.
If this cannot work for you, your concept will be reviewed on an individual basis.
-Gain Sense Motive as a class skill.
-Gain 1 free rank in Celestial, Infernal or Abyssal (according to alignment)

Druid:

-Spontaneous Summoning is removed. You may still prepare and cast summoning spells as desired.
-Gain Proficiency with all martial bows.
-Wild Shape forms and Animal Companions are restricted to MM1 sources only. Specific exceptions may be made.
-Wild Shape (large) is obtained at 11th-level, Wild Shape (tiny) is obtained at 13th-level, Wild Shape (huge) is obtained at 15th-level.
-Bump animal companion progression chart forward 2 steps, so you don’t receive 1st-level benefits until 5th level, and so forth. This effects when you can have a more powerful companion as well. You still start with your companion at level 1, however, and you still gain link at level 1.
-Share Spells with animal companion is removed.
-Wild Shape does not grant any healing or restoration.
-If your animal companion dies, you may not replace him until a period of morning equal to 1 month + 1 month per 2 levels.
-Gain Knowledge (geography) as a class skill.

Fighter:

-Gain +1 to weapon attack rolls at 3rd level and every three levels thereafter (6th, 9th, etc).
-Gain +1 to weapon damage rolls at 4th level and every four levels thereafter (8th, 12th, etc)
-Gain Defensive Combat: You may subtract a number from your attack rolls and add it to your AC as a Dodge bonus. This number may not exceed your fighter level. Does not stack with Combat Expertise.
-Gain Armor Specialization as a free bonus feat at level 6.
-Gain 1 of Iron Will, Lightning Reflexes or Great Fortitude at level 7.
-Gain Uncanny Dodge at level 9.
-Gain Improved Uncanny Dodge at level 13.
-Gain a +1 Armor bonus to AC (stacks with normal armor) while wearing heavy armor at 6th-level and every 6 levels thereafter (12th,18th).
-Gain Concentration as a class skill.
-Gain Innate Resistance: SR 2 + class level. If you have SR from any other permanent source (racially), improve that progression by 2.

Monk:

-You may use Flurry of Blows as part of an attack action.
-If you fail an attack roll while attempting Stunning Fist, the use is not wasted.
-You may Power Attack at a 1:1 ratio with your unarmed strike as part of an attack or full-action action.
-Whenever your Ki Strike progression improves, gain a +1 enhancement bonus to damage (in addition to the listed benefits)
-Lose Knowledge (arcane) and gain Knowledge (history) as class skills.
-Gain Innate Resistance: SR 2 + class level. If you have SR from any other permanent source (racially), improve that progression by 2.

Paladin:

-Gain Will as a good save.
-Increase Skill Point progression from 2 to 4.
- ‘Drop’ spell casting progression by 4 levels, granting 1st-level spells at level 1. A 5th-level spell list will be created.
-Gain Climb, Intimidate, Knowledge (history), Knowledge (the planes), and Spellcraft as class skills.
-Gain 1 free rank in Celestial.
-Remove Disease progression now X/day instead of X/week. It also can be used to Remove Curse , Neutralize Poison, or Lesser Restoration.
-Gain Immunity to fear at level 3.
-At 11th-level Detect Evil becomes a 60ft-radius. At 17th-level it has a continuous duration that does not require concentration.
-Gain Mettle at level 12.
-Gain Innate Resistance: SR 2 + class level. If you have SR from any other permanent source (racially), improve that progression by 2.
-At 20th-level, gain the following:
A Hero Never Falls (Ex)
At 20th level, the paladin's sheer strength of will drives her on when death would claim lesser men. Once per day when a paladin would be reduced to 0 or less hp or otherwise killed (such as by a death effect), she instead is reduced to 1 hp. If the paladin would be killed by having an ability score reduced to zero, that score is instead reduced to 1.

-New Paladin Aura System:
Switchable Auras
All auras except Aura of Good are switchable as a move action. You may have only one aura other than Aura of Good active at a given time. These auras function while the paladin is conscious, but not while the paladin is unconscious or dead. The paladin's auras only affect her allies, and not the paladin herself.


1) Aura of Courage (Ex)
At 3rd level, the paladin may exude an aura of courage that inspires her allies. Each ally within 30 feet of her gains a +4 morale bonus on saving throws against fear effects. Aura of Courage's bonuses scale by level. At level 8, allies gain +6 to saves against fear, and a +1 morale bonus to attack rolls. At level 13, allies gain +8 to saves against fear, and a +2 morale bonus to attack rolls. At level 18, allies gain immunity to fear, and +3 morale bonus to attack rolls. This is a switchable Aura.

2) Aura of Devotion (Ex)
Upon reaching 8th level, the Paladin may exude an Aura of Devotion. While this ability is active, the Paladin grants a +1 morale bonus to AC to all allies within 30 feet. At level 13, this bonus increases to +2. At level 18, this bonus increases to +3. This is a switchable aura.

3) Aura of Resilience (Ex)
Beginning at 13th level, the paladin gains Aura of Resilience. While this ability is active, the Paladin grants the ability to reroll one Fortitude save every round to any ally within a 30ft radius of her. The decision to reroll must be made after the roll is made but before the result is declared. This is a switchable Aura.

4) Aura of Faith (Ex)
At 18th level, the paladin gains Aura of Faith. While this ability is active, the Paladin grants the ability to reroll one Will save every round to any one ally within a 30ft radius of her. The decision to reroll must be made after the roll is made but before the result is declared. This is a switchable Aura.

Paladin Variant 1: Paladin of Freedom
As above Paladin, with the following changes;

-Increase Skill Point progression from 4 to 6.
-Lower HD to d8.
-Lose Fortitude and gain Reflex as a good save.
-Lose Medium and Heavy Armor Proficiency.
-Gain Immunity to Compulsion instead of Immunity to Fear at 3rd-level.
-Gain Aura of Resolve instead of Aura of Courage at 3rd-level (granting a bonus against compulsion effects instead of fear effects).
-Gain Aura of Freedom at 13th-level instead of Aura of Resilience. The aura functions off of Reflex saves, grapple checks to resist being grappled, and escape artist checks instead of Fortitude saves.
-Remove the following spells from the paladin's spell list: discern lies, dispel chaos, magic circle against chaos, protection from chaos.
-Add the following spells to the paladin's spell list: 1st—protection from law; 3rd—magic circle against law; 4th—dispel law, freedom of movement.
-Gain Bluff, Escape Artist, Gather Information, Knowledge (local), Move Silently, Hide and Tumble as class skills.
-Gain Evasion at level 5.
-Change Smite progression from every 5 levels to every 6 levels, thus gaining 2/day at level 6, and 3/day at level 12 and so forth.
-Code of Conduct: A paladin of freedom must be of chaotic good alignment and loses all class abilities if he ever willingly commits an evil act. Additionally, a paladin of freedom's code requires that he respect individual liberty, help those in need (provided they do not use the help for lawful or evil ends), and punish those who threaten or curtail personal liberty.


Ranger:

- ‘Drop’ spell casting progression by 4 levels, granting 1st-level spells at level 1. A 5th-level spell list will be created.
-Increase spells per-day progression by 1 per spell level. Granting 1 base spell per-day instead of 0, 3 instead of 2, and so forth.
-Bump animal companion progression chart forward 1 step, so you don’t receive 4thst-level benefits until 6th level, and so forth. This effects when you can have a more powerful companion as well. You still start with your companion at level 4, however, and you still gain link at level 4.
-Animal companion level is based off relative druid level.
-Share Spells with animal companion is removed.
-Gain Balance, Gather Information, Knowledge (local), and Sense Motive as class skills.
-Gain Innate Resistance: SR 2 + class level. If you have SR from any other permanent source (racially), improve that progression by 2.

Rogue:

-Special Ability progression starts at level 8 instead of level 10.
-Gain Knowledge (dungeoneering) as a class skill.

Sorcerer:

-Pick 1 martial weapon, you are proficient with that weapon.
-You may change a spell known at every new level, the spell changed may be of any level you can cast.
-Gain +1 spell known per spell level.
-Gain Diplomacy, Gather Information, Intimidate, and Knowledge (the planes) as class skills.
-You may replace a current spell known for another every time you level up, and this spell may be of any level.
-Gain Eschew Materials as a free bonus feat, at level 1.
-Gain Improved Familiar at level 4, you may re-summon your familiar at this time with no penalty.
-Gain Arcane Spell Power at 6th, 12th and 18th level, adding +1 to spell DCs.
-Gain Metamagic Familiarity at 5th, 10th, 15th and 20th level: At each level, choose a metamagic feat that you know, that feat costs 1 spell level less to apply, and doesn’t require extra time to cast (as normal for spontaneous casters). You may not select the same feat multiple times.

Wizard:

-Gain Appraise and Forgery as class skills.
-Gain 1 free rank in Speak Language (Draconic).
-School Specialization is removed.

Classes (Supplemental):

Complete Divine

Favored Soul:

-Gain Deity’s Weapon Focus at 1st-level and Deity’s Weapon Specialization at 6th-level (instead of as listed)
-Lose Reflex good saves.
-Gain Wings at 11th-level instead of 17th.
-Lose Elemental Resistances.
-Gain DR 5 at level 10, DR 10 at level 15, and DR 15 at level 20. DR is to Good or Evil.
-Gain the appropriate cure or inflict spell (depending on alignment) each level for free as a Spell Known, including mass versions.
-Gain Heavy Armor Proficiency.
-Gain Turn or Rebuke Undead at level 1.
-At level 6 gain the Luck Domain’s granted power (but not its spells).
-Casting is based off of Charisma in all respects. Restriction of spell level on spell swapping is removed.
-Lose Jump and gain Knowledge (religion), and Knowledge (the planes) as class skills.
-Gain Smite (opposite alignment) at 1/day at 5th-level, 2/day at 10th-level, 3/day at 15th-level and 4/day at 20th-level.
-Gain Innate Resistance: SR 2 + class level. If you have SR from any other permanent source (racially), improve that progression by 2.

Shugenja is banned. (flavour)
Spirit Shaman is banned. (flavour)

Church Inquisitor:

-Lose casting progression at 1st and 5th levels.
-Gain Iron Will as a bonus feat at 2nd-level.

Consecrated Harrier:

-Gain Fort good saves.
-Add “Survival 5 ranks” to prerequisites.

Contemplative:

-HD becomes d4.

*Divine Crusader:

-Knowledge (religion) prerequisite is now 8 ranks.
-Casting is ‘bumped up’ 2 steps, gaining 1st-level spells at 3rd level and not gaining spells above 7th-level.
-BAB becomes full progression.

Divine Oracle:

-Lose casting progression at 1st level.

Geomancer:

-Lose Ley Lines
-After 1st-level, gain 1/1 progression instead of single progression.

*Holy Liberator:

-spellcasting becomes “+1 of existing class” but only works for paladin progression.
-Increase Skill Point progression from 2 to 4.
-If you already have Aura of Resolve, gain Aura of Courage.
-Celestial Companion Benefits stacks with (and is the same animal) as the Paladin’s special mount.
-If you already have Divine Grace, instead pick a domain. Gain the granted benefit and additional spell casting of that domain.

Radiant Servant of Pelor:

-lose casting progression at 1st and 5th levels.

Sacred Exorcist:

-HD becomes d6.

Ur-Priest will not be available as a PC class (flavor and abuse issues).

Warpriest:

-Gain casting progression at 3rd and 7th level.

Complete Arcane

Warlock:
-Remove alignment restrictions. Alignment instead based on flavor and background.
-Gain 1 more Invocation known per level, thus granting 6 Invocations known at level 8.
-Gain 2 free ranks in Speak Language (type of heritage creatures).

*Warmage

Wu Jen is banned (flavour).

Complete Adventurer

*Ninja

Scout
-Gain Disable Device, Handle Animal, Open Lock, Sense Motive and Use Magic Device as class skills.
-Free Movement instead duplicates the Freedom spell, including making the scout immune to Imprisonment.
-Include Weapon Finesse and Combat Reflexes, Armor Proficiency (medium) in bonus feats list.
-Add the Rapier, Scimitar, longbow and Shields to the starting proficiencies list.
-Gain Innate Resistance: SR 2 + class level. If you have SR from any other permanent source (racially), improve that progression by 2.

Spellthief

Beastmaster
-Levels do not stack with druid levels. This means that a druid’s animal companion progress does not continue, and the beastmaster’s companions use only his class level, independently. However, the normal penalty that the druid’s companion face in progression does not apply to the beastmaster’s companions.
-Gain Intimidate as a class skill.
-Gain Speak with Animals 3/day at 3rd level, instead of as listed.
-Gain Speak with Animals at will at 6th level.
-Gain Command Animals 3/day at 9th-level (treat as Command Plants, but affecting animals instead).

Bloodhound

-Gain Decipher Script, Disable Device, Knowledge (local) and Tumble as class skills.
-Mark bonus also grants the bonus to attack and damage.


Skills:

Skill sets: Certain skills are combined together to form a ‘skill set’, these skill sets are levelled up (ranked up) as normal, and checks are made to them as normal. However, one generally only has specific bonuses to a particular skill in the set. For instance, in the Perception skill set, elves have +2 to Perception, but an eagle only has +8 to spot.

You may not take Skill Focus in a skill set, only in a subskill of that set. You may however take a feat such as Acrobatic and have it grant you +2 to skills of a skill set. You must have all applicable class skills in the skill set in order to take a skill set as a class skill.

Also, at the DM’s option, skills gained through a skill set do not count towards qualifying for things like feats or prestige classes.

Scribing: Forgery and Decipher Script

Perception: Spot, Listen, Smell

Stealth: Hide, Move Silently, Sleight of Hand

Tinkering: Disable Device, Open Lock

Acrobatics: Tumble, Balance, Escape Artist

Athleticism: Climb, Swim, Jump

Survival: Survival, Use Rope

Innuendo: Bluff, Seduction


Concentration:

-If you attempt to Cast Defensively and fail, you lose the spell, but still provoke.
-Double the spell level (instead of merely the spell level) is added to any DCs that involve the spell level.
-Any Concentration check made to cast a spell, whether from damage, motion or distraction, adds the spell level of the spell being attempted to the DC. Thus, it adds twice the spell level.

For example: If you were hit for 8 points of damage while attempting to cast fly, you would have to make a DC 24 Concentration check or lose the spell.


Intimidate:

-If you display your Strength in some way (such as by attacking with a non-finessed melee weapon) towards your target, you may use it in lieu of Charisma in your Intimidate check.
-When you are attempting to Intimidate someone, your check is opposed by a Will save, adding in any bonus against fear and a +4 circumstance bonus if they are not already shaken or worse.

Diplomacy:

Is not used as-written. I will determine appropriate responses to your requests and objectives depending on your result.
Note: This does not mean the skill is not used, and in fact it is one of the most often used.

-Diplomacy gives a synergy bonus to Gather Information.

*(New Skill) Seduction (Cha):


Speak Language:

It now requires 3 ‘class ranks’ in Speak Language to gain complete fluency with a given language. Partial fluency is also possible, as shown below:
1 Rank: Rudimentary conversation with a limited vocabulary. Able to convey basic intentions, or obtain very common and straightforward information. Make a DC 14 intelligence check to understand general meaning of another conversation. Incur a -6 competence penalty to skills regarding the use of that language.

2 Ranks: Casual conversation with an average vocabulary. Able to communicate effectively regarding common matters, generally understandable and able to understand conversation. Incur a -2 competence penalty to attempting to pass as a native speaker or debate or understand things of an unusual or obscure nature (such as matters requiring a Knowledge (the planes) skill).

3 Ranks: Completely fluent. With some immersion and further practice, able to speak as well as a native speaker. Complete vocabulary.

5 Ranks: Mastery. You have Mastered this language, including obscure or ancient forms of it. Your vocabulary is impressively extensive, and your understanding and command of the language enables you to flawlessly communicate with others. Gain a +4 competence bonus on language-based skill checks while using a language you have Mastered.

-Spells such as Comprehend Languages and Tongues grant the equivalent of 2 ranks in all languages to their recipients.
-Characters start the game with a number of class ranks in Speak Language equal to 1 + Int modifier in addition to their automatic languages.
-People are considered to have rank 3 in their native language (such as Elven for elves), and 2 ranks in any other automatic language (such as Common for elves).


Tumble:

When you attempt to Tumble in combat to avoid an Attack of Opportunity, your tumble check is opposed by your opponent’s attack roll. Essentially, you still provoke but your tumble check serves as your AC. Your opponent must still hit your normal AC to hit you.


Use Magic Device:

-Increase base DCs by 5.
-Add the spell level of any device that mimics a spell (such as a wand) to the DC.
-Add half the caster level of any item that does not directly mimics a spell (such as pipes of sounding) to the DC.

Feats (Core):

-Natural Spell is banned.
-You may take a ‘skill feat’ that gives +2 to two skill checks and apply it to a skill set instead of two separate skills. Alternately, you may select another type of skill check along the same theme. You gain the benefit for that type of check as well. This other skill may not be Spellcraft, Use Magic-Device or Concentration.
-Combat Casting grants a +5 bonus.
-Combat Expertise allows the subtraction of any value from attacks rolls, limited only by BAB.
-Combat Reflexes allows you to make Attacks-of-Opportunity while flat-footed (but you must be aware of your opponent). This does not make you not flat-footed; it is not Uncanny Dodge.
-Dodge works on any opponent, as long as you are aware of them prior to the attack. For supporting Feats or abilities that work off of Dodge, you must still declare an opponent for those abilities.
-*Endurance Grants +2 HP, in addition to normal benefits. It now has “Con 13+” as a prerequisite.
-Far Shot no-longer has any prerequisites.
-Great Fortitude also adds +2 to Constitution checks (but not to Constitution-based skill checks or HD rolls)
-Iron Will also adds +2 to Wisdom checks (but not Wisdom-based skill checks)
-Lightning Reflexes also adds +2 to Dexterity checks (but not Dexterity-based skill checks or Initiative checks)
-Mobility also grants +4 to Tumble checks when tumbling to move past opponents.
-Quick Draw also allows you to sheath a weapon as a swift action.
-Quicken Spell has the prerequisite “Ability to cast 4th-level spells”.
-Improved Critical now stacks with Keen Edge, but not with any other effect or ability that may increase critical threat range (unless that ability explicitly states that it stacks).
-Skill Focus also makes the chosen skill a class skill for you, for all classes.
-Weapon Focus grants +2 to hit with the selected weapon.
-Weapon Specialization grants +3 damage with the selected weapon.

New Feats:

Break the Wind [General]

Prerequisites: BAB 8+, Point Blank Shot, Precise Shot, Far Shot, Strength 19+

Benefit: When firing in windy conditions, you may treat the wind as if it was two levels milder. This allows you to fire through a Wind Wall or similar effect.


Shield Mastery [General]

Prerequisites: BAB 3+, proficiency with shields.

Benefit: You gain double the base AC bonus from large and small shields. In other words, small shields now grant you +2 AC and large shields grant you +4.


Cripple [General]

Prerequisites: BAB 5+, Improved Sunder

Benefit: As a standard action, you may attempt to make a crippling attack. If your attack deals 10 or more damage, your target’s move speed is reduced to half. Your attack may be a melee attack or a ranged attack within 30 feet.


Precision Strike [General]

Prerequisites: BAB 1+, Weapon Finesse

Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add that number to all melee damage rolls. This number may not exceed your base attack bonus. You must use a weapon you have taken Weapon Finesse for with this feat. The penalties to attack and bonuses to damage last until your next turn. Targets immune to precision damage (such as undead) are likewise immune to this effect.

Unlike Power Attack, the kind of weapon and how you wield it is irrelevant to the functioning of this feat; the only requirement being that you use a weapon you have taken Weapon Finesse for.

This feat cannot be used in conjunction with Power Attack or Called Shot.


Called Shot ]General]

Prerequisites: BAB 1+, Point Blank Shot, Precise Shot.

Benefit: On your action, before making an attack roll, you may choose to subtract a number from your ranged attack roll and add that number to your ranged damage roll. This number may not exceed your base attack bonus. Targets immune to precision damage (such as undead) are likewise immune to this effect.

Your target must be within 30ft to benefit from this effect.

This feat cannot be used in conjunction with Power Attack or Precision Strike.


Pin Down [General]

Prerequisites: BAB 6+, Point Blank Shot, Precise Shot.

Benefit: As a full-round action, you may make a single ranged attack with a bow, light or heavy crossbow or medium-sized or larger thrown weapon against a target within 60ft. If your attack hits, your opponent must make a Fortitude save (DC = 10 + damage dealt) or be pinned immobile by your attack, unable to move from that spot. Your opponents may still attack and defend themselves normally and this feat does not work on opponents more then two size categories larger then yourself.

This effect may be removed be a DC 20 heal check requiring a full-round action or by magical healing equal to the original damage of the attack. Otherwise it ends in 3 rounds as the weapon works itself free.
Alternately, the affected individual may attempt a DC 15 Strength check as a move-equivalent action to pull the weapon free. However, doing so results in 1d8 damage to the individual and reduces their movement by half (DC 15 heal check to remove this penalty, or magically healing the damage caused by pulling the weapon loose).


Charge-Breaker [General]

Prerequisite: Weapon Focus (any weapon that does additional damage to a charging opponent, such as a longspear).

Benefit: When you ready a weapon against a charge, you deal double damage (or triple damage with a spear). Furthermore, you gain +4 to hit a charging opponent.


Anti-Magic Specialist [General]

Prerequisites: Ability to cast Dispel Magic or Greater Dispel Magic, Spell Focus (abjuration), Spellcraft 5 ranks, Know (arcane) 5 ranks.

Benefit: Add 4 to your caster level check when you cast Dispel Magic or Greater Dispel Magic. Gain +2 to Spellcraft or knowledge (arcane) checks to identify an active spell or magical effect.


Linguistic Training [General]

Prerequisite: Speak Language 4 Ranks.

Benefit: Gain 5 class ranks in Speak Language, these may be spent on any number of languages.


Linguistic Specialization [General]

Prerequisites: Mastery (rank 5) of a language, Int 15+.

Benefit: While using a language you have Mastered in language-dependant spells or abilities, you gain a +2 bonus on your effective level (as considered by that ability). Furthermore, you gain a +2 bonus to your spell-save DCs on any language-dependant compulsions or enchantments you cast.


Linguistic Mastery [General]

Prerequisites: Mastery (rank 5) of three languages, Linguistic Specialization, Int 15+.

Benefit: Gain a +4 competence bonus on all language-dependant skills. This bonus stacks with that granted by Mastering a language.
Furthermore, Speak Language is always a class skill for you, and you may purchase Speak Language ranks at half the normal cost.
Finally, you may cast Comprehend Languages at will.


Poison Use (rogue special ability)

Benefit: You gain Safe Poison Use (as assassin).


Hide in Plain Sight (rogue special ability)

Benefit: You can make a hide check even while being observed (as ranger).


Feats (Supplemental):

Complete Divine

-Divine Metamagic is Banned.
-Arcane Disciple is Banned.
-Lion’s Pounce has the added prerequisite of “two other Wild feats”
-Reach Spell only takes up a slot 1 level higher.
-**Sanctify Relic is removed.
-Serpent’s Venom lasts for 1 round (feat doesn’t specify a duration).
-Spontaneous Healer and Wounder are removed.
-True Believer grants you +4 to saves to avoid doing something contrary to your faith instead of the listed benefits. (generally something that would threaten to make you lose cleric/paladin standing)
-**Faith Feats will not be used.

Complete Arcane

All feats that grant spellcasting ability (such as communicator) are removed from normal play. They may be allowed in very specific circumstances or character concepts.

Mage Slayer and its chain cannot reduce your caster level below 1 (that is to say, if you are a 1st-level caster with 3 Mage Slayer feats, your caster level is still 1).

-Born of the Three Thunders: Uses a spell slot 1 level higher.
-Cooperative Spell maxes out at 6 casters. If any of the casters are disrupted, the spell is lost. Add 2 to the DC of any Concentration check made by a casting using Cooperative Spell.
-*Craft Contingent Spell
-Delay Spell only uses a slot two levels higher.
-*Double Wand Wielder
-Draconic Claw does not allow you swift-action claw attacks.
-Draconic Flight grants you wings and poor manoeuvrability. It also lasts for 3 rounds per level of the spell.
-Draconic Heritage also grants you 2 ranks in Speak Language (Draconic).
-Draconic Power’s caster level boost functions only for the appropriate energy type. This is not a house rule.
-Draconic Skin increases your Natural Armor by 2.
-Extra Invocation can grant you knowledge of any grade of Invocation that you can currently know.
-Extra Slot may be of any level you can currently cast.
-Extra Spell can grant knowledge of any level of spell that you can currently cast.
-Extra Spell Secret is removed.
-Guardian Spirit is removed.
-Innate Spell uses a spell slot 7 levels higher then its base spell.
-Lord of the Uttercold: Uses a spell slot 1 level higher.
-Non-Lethal Substitution spells are still subject to the appropriate energy resistance. They take up a slot of the spell’s normal level.
-Pierce Magical Concealment also allows you to automatically succeed at Will Disbelief checks vs. Illusions, and you dispel Invisibility effects on a successful attack.
-Ranged Spell Specialization grants +3 damage.
-Sculpt Spell cannot be used with Anti-Magic Field.
-Sudden Quicken has the Prerequisites: Quicken Spell, any 2 Sudden Metamagic Feats.
-Touch Spell Specialization grants +3 damage.
-Wand Strike does 1d6 damage per spell level of the wand and burns 1 charge of the wand.

Complete Adventurer

-Appraise Magic Value only takes 1 hour to perform.
-Brachiation is not usable in medium or heavy armor.
-Disguise Spell may not be used in conjunction with metamagic feats.
-Dual Strike attack penalties are reduced to -2 and -6.
-Extraordinary Spell Aim does not increase casting time.
-Goad effects all of the target creature’s attacks.
-Improved Swimming grants +4 to swim checks, in addition to stated benefits.
-**Insightful Reflexes is removed.
-Jack of All Trades allows you to use any skill as if you had a number of ranks equal to half your possible total of cross-class ranks in that skill for your level. For instance, at level 6, it would allow you to treat a skill you had no ranks in (such as Decipher Script) as having 2 ranks in that skill.
-Leap Attack: As part of a charge, make a DC 15 Jump check to spend 10 feat of your movement in the air. If you are only moving 10 feet total in your charge, increase the Jump DC to 20. The initial strike of your charge gains a total of +3 to hit and you deal an amount of additional damage equal to your strength modifier. However, you suffer a -4 penalty to AC. These effects replace the normal benefits and drawbacks from charging.
-Natural Bond may only be used to offset multiclassing penalties, not the adjustment to effective level imposed by having a more powerful animal companion.
-Using Subsonics increases your Perform check DC by 5.
-Tactile Trapsmith only allows you to use your Dexterity bonus on Search checks made to find traps.
-Lyric Spell only requires one use of your bardic music ability per spell level, instead of the 1 + 1/spell level as listed.
-Blindsense only lasts for 1 minute, not 1 minute/HD.
-Climb like an Ape lasts for 1 minute/HD, and grants all listed bonuses only during this duration.
-Cougar’s Vision lasts for 10 minutes/HD, and grants all listed bonuses only during this duration.
-Hawk’s Vision lasts for 10 minutes/HD.

Magic and Spells (Core):

Any spell less than 5th-level that effects the status of the target allows a save, generally Fortitude. This covers everything from Ray of Enfeeblement to Enervation. Spells that apply an ability penalty apply an enchantment penalty. Some basic cleric spells (Bane, Prayer, Doom) are an exception from this rule.

The caster level cap on Dispel Magic is removed. Greater Dispel Magic now gives you +4 to the check.

Spells that create permanent materials (such as Wall of Iron or Wall of Stone) create materials that are inherently inferior and worthless for use in all but the most primitive of crafting. This difference is one of the ways such a wall is identified from a mundane wall.

The ability score bonus spell chart is expanded to include cantrips/orisons, thereby granting casters bonus 0-level spells according to high ability score.

Sorcerers and other unprepared casters may use Quicken Spell, and other metamagic feats that speed spellcasting normally, without the normal requirement of a full-round action when using a metamagic feat.

Players are encouraged to create alternate versions of existing elemental attack spells that deal a different primary elemental (acid, cold, electricity, fire) damage type. For example:
Lightning bolt (electricity) -> Line of Fire (fire)
Cone of Cold (cold) -> Cone of Fire (fire)
Fireball (fire) -> Frost Nova (cold)
Scorching Ray (fire) -> Caustic Tendrils (acid)
The new versions must make sense and might be modified to accommodate the new elemental types.

Also, see changes to Concentration skill (above).

Bard:

-Alarm duration is now 1hr/level.
-Add Detect Undead to 0-level list.
-Erase: Chance to erase held writing is 50%, DC to destroy magical writing is 10+ caster level.
-Undetectable Alignment lasts 2hrs/level.
-Comprehend Languages is a 3rd-level spell.
-Detect Secret Doors is a 2nd-level spell.
-Charm Person duration is now 10 min/level.
-**Identify M component removed.
-Comprehend languages is a 2nd-level spell.
-*Hyponotism
-Tasha’s Hideous Laughter is a 2nd-level spell.
-Alter Self: See sor/wiz list.
-Blindness/Deafness duration is 2hours/level.
-Blur lasts 2rounds/level.
-Glitterdust: see sor/wiz list. It is a 3rd-level spell.
-Heroism has a casting time of 1 round.
-Invisibility: See sor/wiz list.
-Mirror Image: See sor/wiz list.
-Shatter: See sor/wiz list.
-Add Knock to 2nd-level list.
-Glibness only grants +15 to bluff, and the DC to overcome its effects is 12 + your caster level, instead of as written.
-Add Lesser Restoration to 3rd-level list.
-Phantom Steed speed is now 30ft + 10 ft/2 caster levels (maximum 100 ft).
-Tongues is a 4th-level spell.
-See Invisibility is a 2nd-level spell.
-Dimension Door: see sor/wiz list.
-Leomund’s Secure Shelter: see sor/wiz list.
-Shadow Conjuration is removed.
-Zone of Silence is a 3rd-level spell.
-Shadow Evocation is removed.
-Heroism, Greater has a casting time of 1 round.
-*Mislead
-Song of Discord allows creatures a +2 to +4 bonus to saves to resist its effects if they are starch allies, long-time friends or intimate with each-other.

Cleric:

-Create Water only creates 1 gallon/level.
-Divine Favor is a 2nd-level spell.
-Find Traps is removed from the normal list, still exists as a Domain spell.
-Silence is a 3rd-level spell.
-Undetectable Alignment lasts 2hrs/level.
-Add Gust of Wind to 2nd-level list.
-Add Darkvision to 2nd-level list.
-Wind Wall is a 6th-level spell.
-Blindness/Deafness duration is 2hours/level.
-Divine Power now has a casting time of 1 round.
-Air Walk has a casting time of 1 minute. When the effect ends, you fall without any floating effect. Target must be within 1 size of the caster.
-Freedom of Movement grants a bonus equal to your caster level to resist grapple attempts and Escape Artist checks, instead of immunity. It still grants immunity to the listed magical effects.
-**Raise Dead, Resurrection and True Resurrection cost 1,000 XP to cast.
-Righteous Might now has a casting time of 1 round, no-longer grants DR or natural armor, and the size bonus to strength is reduced to 6.
-Holy word/Dictum/Word of Chaos/Blasphemy do not allow caster-level boosting effects, such as Necklace of Prayer beads, to benefit them.
-Word of Recall has a casting time of 1 round.
-Regenerate is a 5th-level spell.
-Etheral Jaunt is a 6th-level spell.
-Etherealness is a 8th-level spell.
-Gate grants you no control over called creatures, ever. The HD restrictions on controlling are instead applied to summoning. The XP cost for the calling version is removed.

Druid:

-Entangle has a range of Medium and is a 20-ft radius spread.
-Faerie Fire is a 2nd-level spell.
-Warp Wood does not work on enchanted wood, or wooden magical items.
-You may apply your Armor Bonus to AC to your save vs. Spike Growth. Also, area is reduced to 1 10ft cube/level; casting time increased to 1 round.
-Casting time of Spike Stones increased to 1 round, and you may apply half your armor bonus to AC to your save.
-Add Leomound’s Tiny Hut to 3rd-level list.
-Air Walk: see Clr list.
-Add Wall of Stone to 5th-level list.
-Wind Wall is a 6th-level spell.
-Regenerate is a 7th-level spell.
-Shapechange is removed from normal play, exists as an epic spell.
-Reincarnate is a 5th-level spell. Bonuses accrued from aging do not transfer to new forms (nor do penalties).
-**Reincarnate and its variants cost 1,000xp to cast.
-Repel Wood and Repel Metal or Stone now both allow SR.

Paladin:

-Add Detect Magic to 1st-level list.
-Lesser Restoration is a 2nd-level spell.
-Undetectable Alignment, when cast by a paladin, allows him have his aura not have a lingering effect.
-Add Bear’s Endurance to 2nd-level list.
-Add Spiritual Weapon to 2nd-level list.
-Cure Moderate Wounds is a 2nd-level spell
-Cure Serious Wounds is a 3rd-level spell.
-Add Cure Critical Wounds to 4th-level list.
-Add Magic Vestment to 3rd-level list.
-Add Invisibility Purge to 3rd-level list.
-Add Dimensional Anchor to 4th-level list.
-Remove Restoration from the 4th-level list (add to 5th).

5th-level list:

-Cure Light Wounds, Mass
-Disrupting Weapon
-Righteous Might
-Spell Resistance
-True Seeing
-Spell Immunity
-Restoration
-Mark of Justice
-Find the Path

Ranger:

-Add Create Water as a 1st-level spell.
-Calm Animals is a 2nd-level spell.
-Delay Poison is a 2nd-level spell.
-Add Detect Magic to 1st-level list.
-Add Magic Weapon to 1st-level list.
-Resist Energy is a 2nd-level spell.
-Barkskin is a 1st-level spell.
-Protection From Energy is a 3rd-level spell.
-Cure Light Wounds is a 1st-level spell.
-Wind Wall is removed from these lists. (and added to 5th)
-Darkvision is a 2nd-level spell.
-Add Lesser Restoration to 3rd-level list.
-Add Dispel Magic to 4th-level list.
-Add Spike Stones to 4th-level list.

5th-level list.
-Wind Wall
-Animal Growth
-Commune with Nature
-Death Ward
-Stoneskin
-Tree Stride
-Wall of Thorns
-Wall of Stone
-Spell Resistance

Sorcerer/Wizard:

-Alarm duration is now 1hr/level.
-Detect Undead is a 0-level spell.
-Hold Portal range is now Close.
-Comprehend Languages is a 3rd-level spell.
-Detect Secret Doors is a 2nd-level spell.
-Charm Person duration is now 10 min/level.
-**Identify M component removed.
-Tenser’s Floating Disk is now 10 min/level.
-Color Spray is a 2nd-level spell.
-Jump gives +5/10/20 instead of the listed bonuses.
-Arcane Lock now has a 250gp M component (instead of as listed).
-Fog Cloud can be burnt away in the same manner as Obscuring Mist.
-Glitterdust is a 3rd-level spell, save is changed to Fort, and this spell negates concealment or displacement for its duration.
-Melf’s Acid Arrow now does 2d6 acid damage/round.
-Touch of Idiocy: Pick 2 scores to drop, not all 3. Damage is now 2d4. Will negates, lasts for 1 min/level.
-Held or attended objects are allowed a save, including the use of Shatter.
-Invisibility is broken by any strenuous action, including casting any spell. Essentially, recipients are restricted to actions such as mundane conversation or movement, possibly including actions such as swimming or climbing. These rules cover Invisibility Sphere and Mass Invisibility as well.
-An Enemy can strike at up to three adjacent ‘images’ created by Mirror Image as a full-attack action by sweeping his weapon through the area. He makes touch attacks against the targets, hits against the images dispel them, but hits against you in this fashion deal no damage.
-Ghoul Touch duration now simply 1d6 rounds.
-Tasha’s Hideous Laughter is a 3rd-level spell.
-Blindness/Deafness duration is 2hours/level.
-Blur lasts 2rounds/level.
-Knock functions as-stated in regards to barriers held closed by magical spells (such as a door with Hold Portal). However, against mundane means, it has the result of a DC 25 Open Lock check on the door in question. Alternately, it can give +10 to Open Lock checks and the ability to use the skill untrained (to creature touched) for 1 min/level. Finally, it’s range is now touch.
-Rope Trick is removed.
-Spider Climb also grants immunity to webs, including the Web spell. However, it is now 1 min/level.
-Alter Self: If your new form has wings, you may glide (but not fly) at your base movement speed (max). Other forms of movement are likewise restricted. You can gain a maximum natural armor bonus of +2. Although you gain the natural weapons of the assumed form, you are not proficient with them unless you have proficiency from another source (you took a feat, or you normally have similar natural attacks). You do not gain racial feats, and you may gain a maximum of +4 from racial skill bonuses.
-See Dispel Magic changes, above.
-Explosive Runes now has 250 gp material component cost (gold dust) and has a 1 minute casting time.
-Phantom Steed speed is now 30ft + 10 ft/2 caster levels (maximum 100 ft).
-Stinking Cloud: Only 1 save is needed against it, and you can try every round till you make it (suffering effects until you do). Once you make the save you are immune to the effects of that Stinking Cloud.
-Suggestion: While a reasonable suggestion imposes -1 or -2 to the save, an unreasonable one or one that is highly contrary to the subject’s desires simply will not work.
-Tongues is a 5th-level spell.
-Wind Wall is a 6th-level spell.
-Ray of Exhaustion cannot stack with itself, or with any other magical effect that creates fatigue. That is, you cannot simply cast it on someone twice to make them exhausted, regardless if they make their saves.
-Fly now has a casting time of 1 round and a duration of 2 rounds/level. Furthermore, you drop uncontrollably if the spell ends.
-Fire Trap is a 2nd-level spell.
-Dimension Door: If cast as a swift action, has a range of close. If cast as a standard action, has a range of close +40ft. If you take 1 round to cast it, it has a range of long.
-Leomound’s Secure Shelter is a 5th-level spell.
-Solid Fog allows you to make a strength check (DC 25) to be able to move through it at half speed, and not suffer the penalty to attacks.
-Crushing Despair is a 3rd-level spell.
-Otiluke’s Resilient Sphere has a casting time of 1 round. Note: This may result in you trapping yourself with enemies in the sphere.
-Shadow Conjuration is removed.
-*Polymorph: Aberration, Ooze, Plant and True Dragon forms are removed. Casting time is 1 round. A -4 circumstance penalty applies on all attacks, saves and checks due to disorientation.
-Animate Dead is a 3rd-level spell.
-Mordenkainen’s Private Sanctum is now 10ft cube/level, and the cubes must be continuous. Any spell or ability able to penetrate magical Darkness overcomes the screening effect of this spell.
-Teleport has a casting time of 2 rounds.
-Baleful Polymorph: You may not polymorph them into a fatal form. Duration is 1 round/2 levels. No secondary Will save (or subsequent penalties). Equipment melds into the new form and re-forms with the subject when the duration expires. Normal form is resumed after duration, with a -2 circumstance penalty to all actions for 1 round due to disorientation.
-Fabricate is removed.
-Feeblemind: The penalty to the Will save for arcane casters is removed. It can be dispelled by a Break Enchantment as well as the listed effects.
-Shadow Evocation is removed.
-Magic Jar is removed.
-Overland Flight now grants poor manoeuvrability.
-Mordenkainen’s Magnificent Mansion: The entrance is a barrier that requires a Will Save to pass. If the mansion is dispelled (targeting the entrance), those inside are deposited outside where the entrance was and are stunned for 1 round (no save). Nothing can be removed from the mansion.
-Contingency’s triggered spell can’t have a casting time longer then 1 standard action. Triggering condition is based on your perceptions and must be external. “Cast stone skin when I’m attacked” is valid, “cast stone skin when I feel hungry” is not.
-Teleport, Greater has a casting time of 1 round.
-Teleport Object has a casting time of 1 round.
-Insanity is an 8th-level spell.
-Etheral Jaunt is a 6th-level spell.
-Delayed Blast Fireball does 1d8/level fire damage.
-Forcecage has a casting time of 1 round.
-Shadow Conjuration, Greater is removed.
-*Magic Jar
-Simulacrum is an 8th-level spell.
-Moment of Prescience does not apply to Initiative checks (this is not a house rule).
-Symbol of Insanity is a 9th-level spell.
-Otiluke’s Telepathic Sphere has a casting time of 1 round.
-Polymorph Any Object: Fortitude Negates. If cast on a person, acts as permanent-duration Baleful Polymorph. If cast on objects, it effects a 10ft cube/level, cannot create materials of great intrinsic value, and costs 1,000 XP. (similarity chart is removed)
-Shadow Evocation, Greater is removed.
-Etheralness is a 8th-level spell.
-Gate: see cleric list
-*Mordenkainen’s Disjunction
-Shades is removed.
-Shapechange is removed from normal play, exists as an epic spell.
-Time Stop is removed from normal play, exists as an epic spell.



A continous work in progress.

Kizara
2008-03-29, 04:12 AM
I'm doing something similar, along with the skill system from star wars saga. should make for a good game when i get around to finishing the setting (oriental adventures setting, HEAVILY house ruled.)

I also combined
Balance, escape artist and tumble into Acrobatics
Climb, jump and swim into athletics
Spot, listen, sense motive and search into perception
And a few others.

I got the list down to 12 skills total. Not bad really.

i've got a ton of other house rules (let me see if i can find them...)

I have done something very similar, and tried to intergrate this skill system into the current class skill system and skill-affecting feats. Check out my tome (skill section) for details.

Also, I find if its helpful to have all your house rules in a word doc like said tome. :)

Drascin
2008-03-29, 04:32 AM
I have very few constant houserules, going more for the negotiating profile - if a player feels something is underpowered or makes no sense, we can talk about it and find a solution. That prevents me from doing huge amounts of work on things that will never come up and keeps the players happy :smallamused:.

Some of the few constants are: improved Soulknife, improved fighter, my "cool or cinematic stunts net you bonuses" policy, or my reworking of a handful of feats.

CASTLEMIKE
2008-03-29, 08:06 AM
Consider the Battle Psion Variant to the Battle Sorcerer variant basically lose 9 known powers and 1/6 of the PP and pick up light armor, average BAB, D8, and a single hand held weapon proficiency.

Consider changing the Psychic Warrior to best BAB but with the known Powers and Power Points of a Variant Psychic Rogue.

It was around Dragon #315 the +1 ECL Darksun standard psionic races. Basically the races got a scaling psionic power 1st level power at L1, 2nd level power at L5, 3rd level power at L10, 4th level power at L15, 5th level power at L20. PP 3, 6, 11, 18 and 27. The races worked best with a psionic class. Thought they would really be nice with a Variant Educated Wilder or an Erudite PC.

Make the Secret Houses a +0ECL race basically only picking up a single bonus feat of a fixed power instead of having to burn a feat as they are currently written.

Half Dragon might consider giving her the +2 LA Phrenic template or a tweaked variant of it.

Arioch
2008-03-29, 08:16 AM
Make sure your players know your policies on such things as dice (what do you do if they land tilted, or bounce off something?) and takebacks.

In one of my campaigns, I use the recharge magic varient from Unearthed Arcana, because the party is too small and needs a power boost.

I always have creatures with no Intelligence score as neutral - if it can't think, it can't be evil, even if it is animated by an evil being and compelled to carry out evil acts.

Yahzi
2008-03-29, 12:12 PM
My Tome:
Very nice. Thanks for posting all of that.

I can see I still need to do something with skills.

Ascension
2008-03-29, 12:39 PM
The last game I played in had a nice house rule that gave you half of your HD for free upon leveling up, and had you roll for the other half. This is a good way to prevent a barbarian from rolling ones all the time, and gives you higher HP than simply taking the averages (as many people do).

The Ranger's fighting style progression was also altered (IIRC they had all the feats by sixth level), the easily abusable spells were explicitly listed as "You use these, your enemies use these," and I think I remember something else being altered, but I can't recall what it was.

TheThan
2008-03-29, 12:48 PM
I have done something very similar, and tried to intergrate this skill system into the current class skill system and skill-affecting feats. Check out my tome (skill section) for details.

Also, I find if its helpful to have all your house rules in a word doc like said tome. :)

Yeah, I've got a document I'm working on. its unfinished. but its got alot of stuff in it already.

SilverClawShift
2008-03-29, 01:36 PM
My Tome:

That's a list of really fantastic rules. That said? I'm glad I don't play with you. That'd be a lot to remember, on top of the official stuff.

Kizara
2008-03-29, 02:41 PM
That's a list of really fantastic rules. That said? I'm glad I don't play with you. That'd be a lot to remember, on top of the official stuff.

Thank you.

Onewingedangel gets credit for the paladin aura system, as I jacked it from him.

As for remembering, yes you are right. On the same note, I don't allow excessive amounts of splat so its basically remembering this instead of n+20 amounts of new splat material.

FlyMolo
2008-03-29, 03:14 PM
I like to be flexible. And if a player wants to do something really cool and powerful, trade it for all his spell slots or exhausted-hood or both.

And lots of homebrew. I definitely use lots of homebrew. Potions that you can drink as move action but tend to explode? Fun.

Potion miscibility rules are cool too.

Draz74
2008-03-29, 03:16 PM
@Kizara: You probably already know this, but "Disable Device is a class skill for Scouts" isn't a house rule, either. It's in the errata.

Nice list. But still leaves some things I'm not satisfied with. Which motivates me to go work on my built-from-the-ground up system of houserules ... which is so extensive that it's more of a new system than a set of house rules.

Kizara
2008-03-29, 03:41 PM
@Kizara: You probably already know this, but "Disable Device is a class skill for Scouts" isn't a house rule, either. It's in the errata.

Nice list. But still leaves some things I'm not satisfied with. Which motivates me to go work on my built-from-the-ground up system of houserules ... which is so extensive that it's more of a new system than a set of house rules.

I did actually, but since I don't expect myself or others to look up and be up-to-date on all the latest errata I included it there for easy referance.

Also, is there anything that stands out to you that needs to be changed/improved that I haven't touched upon?

Gorbash
2008-03-29, 03:41 PM
When we're playing in Faerun, we get one extra regional feat at first lvl, based on region (duh) and character background.

Polymorph/Alter Self/Shifter's Wild Shaping restricted only to monsters character had contact with, or they're common enough (trolls, etc). That is to prevent someone to flip through 5 monster manuals and go, ahhh I'll become this thing I've never seen or heard of, it has some pretty nice stats and special attacks.

Those are two major that I can think of... Probably there's some more minor stuff, can't remember them, though...

_Puppetmaster_
2008-03-29, 03:57 PM
Soulknives get a huge bonus if you have the practiced mind blade feat from dragon and soulbows.

A soulknife 13/soulbow 7 with practiced mind blade gets a +6 with +5 enchantments mind blade. Just so you know.

GrassyGnoll
2008-03-29, 06:29 PM
Half Dragon might consider giving her the +2 LA Phrenic template or a tweaked variant of it.

Whazzat?

Also, I gotta say regarding Kizara's Tome that no class should be banned purely of of flavor. Just let 'em re-fluff it a bit.

Kizara
2008-03-29, 06:40 PM
Whazzat?

Also, I gotta say regarding Kizara's Tome that no class should be banned purely of of flavor. Just let 'em re-fluff it a bit.

Flavor= not appropriate for my campaign setting. Also, those classes often have unique rules or spell-lists that are a whole 'nother headache to balance, so its easier to say "whatever, we aren't using that".

I've yet to have anyone want to play a wu-jen anyways. And my "re-fluffing" of the class would turn out to be a cleric or favored soul, of which we already have two well-made classes for. :)

GrassyGnoll
2008-03-29, 06:47 PM
I've yet to have anyone want to play a wu-jen anyways. And my "re-fluffing" of the class would turn out to be a cleric or favored soul, of which we already have two well-made classes for. :)

Agreed, Wu Jen are to OA what...um, Wu Jen are to everything else.

But Spirit Shaman? I always appreciated their more ethereal alternative to druids. Plus it was one of the few caster classes that fit well flavor-wise with "noble savage" races.

Kizara
2008-03-29, 06:58 PM
Agreed, Wu Jen are to OA what...um, Wu Jen are to everything else.

But Spirit Shaman? I always appreciated their more ethereal alternative to druids. Plus it was one of the few caster classes that fit well flavor-wise with "noble savage" races.


You know what? I saw the class and read some of the introduction, saw it was mainly oriental in flavor and axed it. Upon reading it a bit further, I think there might be more of a use for it.

Problem is, to really RP that class as it's meant to be (the oriental spirit shaman ala Princess Monoke (which I liked btw)), one has to incorporate spiritualism and spirits themselves into the metaverse. I like keeping my metaverse more limited so I can actually make sense of it and have it be internally-consistant.

Nonetheless, I'll take it off my black list and have a look at re-working it to be more appropriate. It actually looks like a fairly well-made class.

Gorbash
2008-03-30, 07:29 AM
I remembered another one now.

DM lets us 'upgrade' are magic weapons, as in I don't have to sell my +1 longsword and then buy, say, +1 frost longsword, I can just pay the difference (in this case 6000 gp). This way we keep the tradition that heroes are attached to their weapons.:smallsmile:

Chosen_of_Vecna
2008-03-30, 08:16 AM
I remembered another one now.

DM lets us 'upgrade' are magic weapons, as in I don't have to sell my +1 longsword and then buy, say, +1 frost longsword, I can just pay the difference (in this case 6000 gp). This way we keep the tradition that heroes are attached to their weapons.:smallsmile:

That's not a houserule, that's the way it is.

Gorbash
2008-03-30, 08:48 AM
Rly? We had no idea... You learn something new every day. :smallsmile:

GrassyGnoll
2008-03-30, 11:46 PM
New idea. Let's say I scrapped the breath attack of the half-dragon template (that would drop it down to LA +2, right?) and she played a dragon shaman, now they're no longer short a cleric type.