[Sticky] House Rules Quick Reference Guide
House Rules
Rule Number 1: The DM has final say whether you like the decision or not. In the case of the latter feel free to utilize the tissue box in the Message Board area.
Rule Number 2: With the exception of rule Number 1, all other rules, published or otherwise may be altered or ignored by the DM as fits the campaign. In short, don’t be a rules lawyer. If you feel the need to cry, complain, whine or bitch feel free to utilize the tissue box in the Message Board area.
Rule Number 3: Understand the difference between character knowledge and player knowledge (PK). Sanctions will be imposed if a player is found to be using PK for character gain or benefit.
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Spell DC:
A spells DC is determined by: 10 + Ability Modifier + Spell Level + 1/2 Caster Level
For example a 10th level wizard with an intelligence of 18 (+4 modifier) casting fireball (level 3) would have a DC of 22
Spell Damage level cap:
Spell level damage dice have their caps doubled.
For example a fireball with a normal level cap of 10 is doubled to 20.
Exotic Weapon Feats:
Exotic weapons can be learned using as skill point instead.
For example a player wants to learn to use the elven thinblade they would spend one skill point to do so and track it in Herolab as Kowledge Elven Thinblade (Custom Knowledge Skill)
Sneak Attacks:
A character can only ever make a single sneak attack each round unless they have a feat that allows sneak attack damage to be applied to additional attacks under specific circumstances.
For example a rogue with 2 attacks per round would only be able to sneak attack on the first attack. The second attack resolves as normal. If the same rogue has the Telling Blow feat and crits on the second attack he would then be allowed to add his sneak attack dice to the damage.
Languages:
Languages can be learned for a single skill point and incur no cross class penalty. Adjust the skill point accordingly in Herolab under Permanent Adjustments Skill Points Total and label as Language.
Arcane Disciple (House Rule Variant)
Choose a deity, and then select a domain available to clerics of that deity. You can learn to cast the spells associated with that domain as arcane spells.
Prerequisite
Knowledge (religion) 4 ranks, Spellcraft 4 ranks, able to cast arcane spells, alignment matches your deity’s alignment,
Benefit
Add the chosen domain’s spells to your class list of arcane spells. If you have arcane spellcasting ability from more than one class, you must pick which arcane spellcasting ability this feat applies to. Once chosen, this decision cannot be changed for that feat. You may learn these spells as normal for your class. Use the normal ability for your spellcasting and for determining the save DC for the spell. In addition, you must have an ability score equal to 10 + the spell’s level in order to prepare or cast a spell gained from this feat. Each day, you may prepare (or cast, if you cast spells without preparation) any of these spells as allowed by caster level.
Special
You can take this feat more than once. Each time, you must select a different domain available to the same deity you chose the first time you selected the feat. For example, a character who chose Heironeous and the Good domain with his first selection could choose Law or War with successive selections of the same feat. He couldn’t choose Protection, since that domain isn’t available to clerics of Heironeous.
Upbringing Feat:
All characters receive a free upbringing feat. This feat has to be relevant to and make sense with their back story.
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