House Rules.   Posted by Storyteller.Group: public
 GM, 3 posts
 Darkness comes...
 Death is everywhere...
Fri 25 Apr 2014
at 21:34
House Rules
Races:  Races have slightly different ability scores in this game.

Humans: (+2 to one Physical ability score, +2 to one Mental ability score)
Halflings:  (+2 to Dexterity, +2 to Intelligence)
Illumians:  (+2 to one Mental ability score, +2 to a different Mental ability score)

Elves:  (+2 to Dexterity, +2 to one Mental ability score)
Raptorians:  (+2 to Strength, +2 to Dexterity)
Killorens:  (+2 to Constitution, +2 to Wisdom)

Dwarves:  (+2 to Constitution, +2 to Wisdom)
Gnomes:  (+2 to Intelligence, +2 to Charisma)
Goliaths:  (+2 to Strength, +2 to Constitution)

Giants:  (+4 to Strength, -2 to Dexterity, +2 to one Physical ability score, +2 to one Mental ability score)(LA +2)(Large Sized)
Orcs:  (+2 to Strength, +2 to Constitution)
Kobolds:  (+2 to one Physical ability score, +2 to Charisma)
Goblins:  (+2 to Dexterity)

Damage Dice:

1d4 = 1d4
1d6 = 1d4+2
1d8 = 2d4
1d10 = 2d4+2
1d12 = 3d4

Special Weapons:

There are regular weapons in this world, and then there are Unique and even Legendary weapons, crafted by Masters of their art.

Unique weapons increase their damage by one step, increase their threat by one, and increase their critical hit modifier by one.  Price is determined by the GM, but be warned these types of weapons are hard to come by, and no one will be starting out with them.

Base Dagger is 1d4 19-20/x2
Unique Dagger is 1d4+2 18-20/x3
Legendary Dagger is 2d4 17-20/x4

Due to this new concept, Improved Natural Attack may only be taken once a creature has 5 and 11 HD, but it follows in similar patterns.  It changes as the above new rules for weapons.

This message was last edited by the GM at 21:54, Mon 28 Apr 2014.