There are quite a lot of houserules but none willl be to taxing:
ABILITY SCORES:
- 36 point buy.
RACES:
- DWARVES are slightly different from the standard dwarf. Change the following
ability to the new ability:
Attack Bonus: +1 racial bonus on attack rolls against orcs and
goblinoids.
to:
Attack Bonus: +1 racial bonus on attack rolls against halflings
and goblinoids.
- ELVES are treated normally.
- GNOLLS have the following game statistics:
Ability Scores: +4 Strength, +2 Constitution,
-2 Intelligence, -2 Charisma
Size: Medium.
Speed: 30 feet.
Darkvision: 60 feet.
Racial Hit Dice: A gnoll begins with two levels of humanoid,
which provide 2d8 Hit Dice, a base attack bonus
of 1.5, and base saving throw bonuses of Fort
+2+1, Ref +2/3, and Will +2/3.
Racial Skills: A gnoll’s humanoid levels give it skill points
equal to 5 x(2 + Int modifier). Its class skills
are Listen and Spot.
Racial Feats: A gnoll’s humanoid levels give it one feat.
Natural Armor: +1
Automatic Languages: Common, Gnoll, Tormentirian.
Bonus Languages: Draconic, Elven, Goblin, Halflings.
Favored Class: Ranger.
Level adjustment: +0.
Effective Character Level: 2
- GNOMES are slightly different from the standard dwarf. Change the following
ability to the new ability:
Attack Bonus: +1 racial bonus on attack rolls against kobolds
and goblinoids.
to:
Attack Bonus: +1 racial bonus on attack rolls against halflings
and goblinoids.
- GOBLINS have the following game statistics:
Ability Scores: +2 Dexterity, -2 Strength,
+2 Wisdom, -2 Charisma.
Size: Small.
Speed: 20 feet.
Darkvision: 60 feet.
Racial Skill Bonuses: +4 Move Silently
+4 Ride
Dodge: +4 dodge bonus to Armor Class against monsters of
the giant type. Any time a creature loses its
Dexterity bonus (if any) to Armor Class, such as
when it’s caught flat-footed, it loses its dodge
bonus, too.
Automatic Languages: Goblin, Common, Tormentirian.
Bonus Languages: Draconic, Elven, Giant, Gnoll, Halfing.
Favored Class: Rogue.
Level adjustment: +0.
- HALFLINGS will always be chaotic evil, except for sorcerers. These gain an
extra ability, which will not be mentioned here. They may be evil if they
like, but it isn't necassary and not recommanded.
For none sorcerers, use the following abilities for halflings instead of the
regular ones:
Ability Scores: +2 Dexterity, -2 Strength.
Size: Small.
Speed: 20 feet.
Racial Skill Bonuses: +2 on Intimidate.
+2 on Bluff.
+2 on Move Silently.
+2 on Listen.
Saving Throw Bonuses: +1 racial bonus on all saving throws.
+2 morale bonus against fear.
Attack Bonus: +1 racial bonus on thrown weapons' attack roll.
Weapon Familiarity: Halflings may treat Massacre Blades as martial
weapons, rather than exotic weapons.
Cannibalist: Eats mudered or slain foes when the oppertunity
is there. Eats everything really, might contract
a disease in the process. This ability does not
grant any benefits, but should be taken into
account.
Massochist: Has to inflict pain on himself.
+4 circumstance bonus on saving throws against
pain effects.
When damaged in excess of 1 hit point per level
of the massochist in a single round, gain a +1
circumstance bonus on attack, damage, skill
checks and saving throws on the next round.
Sadist: When damaging an opponent in excess of 1 hit
point per leve of the sadist in a single round,
gain a +1 circumstance bonus on attack, damage,
skill checks and saving throws on the next round.
Sadists laugh as the blood splatters on their
faces.
Automatic Languages: Common, Halfling, Tormentirian.
Bonus Languages: Infernal, Abyssal, Goblin Orc
Favorite Class: Rogue
- HALF ELVES are treated normally.
- HALF ORCS are slightly smarter then the normal half orc:
Ability Scores: +2 Strength, -2 Charisma
- HUMANS are treated normally.
- KOBOLDS are slightly stronger in my campaign. Kobolds have the following
racial abilities:
Ability Scores: +2 Dexterity, -2 Strength.
Size: Small.
Speed: 30 feet.
Darkvision: 60 feet.
Racial Skill Bonuses: +2 racial bonus on Craft (trapmaking).
+2 Profession (miner).
+2 Search checks.
Racial Feats: As Class.
Natural armor +1 bonus.
Special Qualities: Light sensitivity.
Automatic Languages: Kobold, Draconic, Tormentirian.
Bonus Languages: Common, Undercommon.
Favored Class: Sorcerer.
Level adjustment: +0.
- ORCS use the following statistics:
Ability Scores: +4 Strength, -2 Wisdom, -4 Charisma
Size: Medium.
Speed: 30 feet.
Darkvision: 60 feet.
Natural armor +1 bonus.
Special Qualities: Light sensitivity.
Dazzled in bright sunlight or within the radius
of a daylight spell.
Automatic Languages: Common, Orc, Tormentirian.
Bonus Languages: Dwarven, Giant, Gnomish, Undercommon.
Favored Class: Barbarian.
Level adjustment: +0.
CLASSES:
- Clerics: Can not cast healing spells or choose the healing domain.
- Clerics: Always believe in a deity, neve a source.
- Psionics: I will limit the maximum number of psionics in this campaign to one.
psionics will follow special rules wich will be explained to the character
that wants to play one. Starting out as another class will prevent you from
ever choosing a psionic class.
MULTI-CLASSING:
- No penalty to XP fo multy-classing.
- Maximum of 4 different classes up to level 20. Template counts as a class for
this purpose. So, this isn't an option:
Barbarian 4, Bard 2, Rogue 3, Sorcerer 1, Dragon Disciple 1.
After you've reached level 20.... Well, we'll see about that.
- BAB en Saves progression: Partial bonusses: 1/2, 3/4 or 1 point per level
BAB en Save progression: Only first class will give you the initial +2 bonus
on your good save. If a later class allows a different good save then your
first class, you may add that +2 initial bonus (don't forget you get 2.5
points in your good save at level 1
SKILLS:
- Knowledge: Nature en Knowledge: Religion may use Wisdom bonus
- Spellcraft may use Wisdom when your spells depend on your Wisdom score.
- Spellcraft may use Charisma when your spells depend on your Charisma score.
- Psionic and Magic Skills: Psionic skills can be used instead of the same magic
skill, but suffer a -4 penalty when doing so.
Magic skills can be used instead of the same magic skill, but suffer a -4
penalty when doing so.
- Intimidate can make use of your Strentgh score.
Feats:
- Dodge: Always grants a +1 dodge bonus to Armor Class.
- Greenbound Summoning: BANNED!
Equipment:
- Mone has a weight! It is 100 coins for 1 lbs!
COMBAT:
- Additional Weapons:
Exotic Two-Handed Melee Weapon:
Name Cost Dmg (S) Dmg (M) Crit Range Inc Weight Type
Massacre Blade 100 gp 1d8/1d8 1d10/1d10 x2 — 18 lb. Slashing*
*Double Weapon
SPELLS:
- Healing spells only work for druids worshipping a Source, rangers worshipping
a Source, bards, and paladins who do not worship a God
- Minor Mend Tissue and Bones, Light Mend Tissue and Bones, Moderate Mend
Tissue and Bones, Serious Mend Tissue and Bones, Critical Mend Tissue and
Bones, Full Mend Tissue and Bones and the like replace healing spells for
clerics, though there is no specific domain to which they belong. These CAN be
used by Clerics, Rangers worshipping a God, druids worshipping a God and
paladins worshipping a God. They act like a cure spell but the recipient must
make a fortitude save ( DC 15 + Spelllevel) or be shaken for a couple of days
equalling the number by which you missed the save divided by two.
- Darkness: Doesnt give Shadowy Illumination but gives 20% concealment...
Otherwise it would illuminate the dark.
DEATH:
- Death occurs at -10, - 1/2 HD, - Con Mod, - Toughness feat.
So, a warrior with 4 HD, a con of 14 and the toughness feat would die at -10
-2 -2 -3 = -17
This message was last edited by the GM at 18:32, Wed 06 June 2007.