This is the list of House Rules that will be in play for this campaign.
General rules
All skills are Class skills for all characters. And some skills have been consolidated into new, more versatile skills, and these will be listed later under skills.
There is no XP penalty for multiclassing.
If the character already has a Feat that he is given automatically when he gains a new Level or a new Class, he can choose another appropriate Feat instead, with DM approval. Weapon Proficiencies, Armor Proficiencies, and Shield Proficiencies only give one Feat per group, no matter how many feats the character has in that group and only if he doesn't gain another Feat of that group at the same time. If this happens with Special Abilities, he’s either given the next level or a suitable Feat.
Ask me if you want me to give you an example of this.
A critical hit is always a critical hit, you don't have to roll to confirm that.
Each level, you get the maximum hp for your class. Monsters and NPCs also have maximum hp.
Species
Only those species listed in the DLCS without Level Adjustments are included.
Dwarf: Stonecunning modifies Perception instead of Search. +1 attack vs. ogres instead of orcs.
Dark Dwarf: +2 to Perception and Stealth instead of Hide, Listen, and Move Silently.
Gully Dwarf: +2 to Stealth instead of Hide and Move Silently. Pitiable modifies Persuasion instead of Diplomacy.
Elf: +2 to Perception instead of Listen, Search, and Spot. Darkvision 30 feet
Qualinesti: +1 to Persuasion instead of Diplomacy and Sense Motive.
Half Elf: +1 to Perception instead of Listen, Search, and Spot. +2 to Persuasion instead of Diplomacy. Darkvision 30 feet
Kender: Despite what’s listed, Kender have the following racial skill modifiers: +2 to Perception, and Subterfuge. Their move is 30ft. They keep everything else, including Lack of Focus and Taunt, as is. All Kender weapons are classified as Simple Weapons instead of Exotic and each Kender is proficient in the hoopak.
Minotaur: +2 Persuasion instead of Intimidate and +2 Athletics instead of Swim.
Size: Size modifies Stealth instead of Hide.
Classes
Only those classes that I have changed or that I have brought in from somewhere other than the books I use, have been listed.
Cleric: To wield Divine Magic, the Character must follow a True God of Krynn.
Druid: To wield Divine Magic, the Character must follow a True God of Krynn.
Monk: Monks can multiclass as other Classes
Mystic: Not available.
Noble: As all skills are Class Skills, the Noble gets a free Skill Focus Feat at Level 1.
Armiger Substitution (KOoA): With the DM’s permission, the Armiger may take Combat Focus as his level 1 Armiger feat. When an Armiger uses Call to Arms, he doesn’t have to state the power of the assistance wanted, he will get the most powerful assistance he qualifies for from his roll.
Paladin: To wield Divine Magic, the Character must follow a True God of Krynn. Paladins can multiclass as other Classes.
Ranger: To wield Divine Magic, the Character must follow a True God of Krynn.
Non Spellcasting Ranger: Remove all spells. You can add one of Fast Movement (Barbarian), Trackless Step, Uncanny Dodge, Wilderness Supremacy, Woodland Stride, or any DM approved Ranger specific feat at level 4, 8, 11, and 14.
Wilderness Supremacy: You can use the Survival skill while traveling at full speed. With 10 ranks in Survival, finding tracks never take longer than a full round action. With 12 ranks in Survival, finding tracks never take longer than a standard action. With 15 ranks in Survival, you may take 10 on Survival checks even when stress and distractions normally would prevent you from doing so.
Soulknife: http://www.d20srd.org/srd/psio...lasses/soulknife.htm is an Ambient Arcane Magic class, instead of a psionic class. Any reference to Mind Blade is replaced by Ambient Blade and psychic/psionic is replaced by arcane. Wild Talent is an arcane SQ instead of a feat.
Wizard: The inscription of spells into his spellbook will take 15 minutes per page. And even though he begins with spells only from the Sorcerer/Wizard spell list, he can also learn Bard Spells, but not healing.
Solamnic Knights: As described in Knightly Orders of Ansalon.
Wizard of High Sorcery: In lieu of a Secret, the Wizard of High Sorcery can select 2 Metamagic Feats. And the following Secrets must be replaced in that way: Magic of Betrayal (Black), Magic of Change (Red), Magic of Deception (Red), Magic of Defense (White), and Magic of Truth (White).]
When it comes to magic, you can only have levels in classes using one type of magic. That is, your character cannot use both divine and arcane magic, nor can he use both ambient and focused magic. All divine magic in this timeline is focused. For arcane magic wizards use focused magic and sorcerers use ambient.
Skills
If anything is different about a Skill than what is listed in 3.5, then it will be listed here.
Concentration: Concentration is based on Wisdom.
Knowledge: Instead of spending Skill Points on Knowledge skills, I will be handing out free Skill Ranks for some Knowledge skills. From the beginning, the character will have the knowledge skills that are vital to his concept maxed out. From level 3, knowledge skills important, but not vital, to the concept will have 5 free Skill Ranks. Other knowledge skills will have no free skill ranks.
Jump: A successful Long Jump requires a Jump Check (DC 4+ D), where D is the distance jumped. A successful High Jump requires a Jump Check (DC 4*D - 2), where D is the distance jumped.
Spellcraft: To Learn a spell from a spellbook or scroll a wizard must study a new spell intelligibly for spell level hours.
Agility (Dex): Combines Balance, Escape Artist, and Tumble.
* When you stand up from prone as a Movement Action, you may attempt to make a DC 15 check. If you succeed, you do not provoke an AoO when you do so. If you fail the check, you still stand up, but you provoke an AoO.
Athletics (Str): Combines Climb, Jump, and Swim.
Intrigue (Cha): Combines Disguise and Gather Information
Perception (Wis): Combines Listen, Search, Sense Motive, and Spot.
Persuasion (Cha): Combines Bluff, Diplomacy, and Intimidate.
Stealth (Dex): Combines Hide and Move Silently.
Subterfuge (Dex): Combines Disable Device, Open Lock, and Sleight of Hand.
Synergy
Agility: Athletics, Use Rope (bind)
Athletics: Agility
Craft: Related Appraise checks
Decipher Script: Use Magic Device (scrolls)
Handle Animal: Ride; Wild Empathy
Knowledge (Arcana): Spellcraft
Knowledge (Architecture/Engineering): Search (secret doors)
Knowledge (Dungoneering): Survival (Underground)
Knowledge (Geography): Survival (Lost, Hazards)
Knowledge (History): Bardic Knowledge
Knowledge (Local): Intrigue
Knowledge (Nature): Survival (Nature)
Knowledge (Nobility/Royalty): Persuasion
Knowledge (Religion): Turn/Rebuke Undead
Knowledge (The Planes): Survival (the planes)
Perception: Persuasion, Survival (Track)
Persuasion: Intrigue (Act in Character), Subterfuge
Spellcraft: Use Magic Device (Scrolls)
Survival: Knowledge (Nature)
Use Magic Device: Spellcraft (Scrolls)
Use Rope: Agility (Rope), Athletics (Rope)
Feats
Any Character can, as they level up or are created, trade 4 unspent Skill Points for a Feat. Or a Feat for 4 Skill Points. Though either transfer must be noted on the Character Sheet.
Metamagic Feats: They do not generally increase the spell level of the modified spell or the needed spell slot, unless the Metamagic Feat specifically increases the spell’s level, e.g. Heightened Spell. Adding Metamagic Feats to spells do not increase the spell’s casting time.
Acrobatic: +2 to Agility and Athletics.
Agile: This is the same feat as Skill Focus (Agility)
Alertness: This is the same feat as Skill Focus (Perception)
Athletic: This is the same feat as Skill Focus (Athletics)
Bull of the Sea: (WotL) Modifies Agility instead of Balance.
Charming: (WotL) This is the same feat as Skill Focus (Persuasion)
Combat Casting: This is the same feat as Skill Focus (Concentration)
Deceitful: +2 to Intrigue and Forgery
Deft Hands: +2 Subterfuge and Use Rope
Dodge: Prerequisite: Dex 13. +1 dodge bonus to AC against all attacks.
Extra Turning: This Feat doesn’t exist as Clerics Turn/Rebuke undead any number of times per day. Though if he fails to Turn an undead and tries to Turn the same undead again, he will have a cumulative –1 penalty to every check made with a d20 until he rests for an hour or to the end of the day.
Haggler: (WotL) Modifies Persuasion instead of Bluff.
Improved Turning: Prerequisite: The ability to turn/rebuke undead. The Character turns or rebukes as if he was 2 levels higher than he is.
Investigator: +2 to Gather Information and Perception.
Negotiator: +2 to Perception and Persuasion.
Nimble Fingers: This is the same feat as Skill Focus (Subterfuge)
Persuasive: This is the same feat as Skill Focus (Persuasion)
Quick Thinking: (WotL) Modifies Perception instead of Spot.
Sharp Eyed: (WotL) This is the same feat as Skill Focus (Perception)
Skill Focus: Skill Focus gives a Bonus of +4 to the Skill in question. Or it can be used to give a +2 Bonus to two related Skills. Some of the Skill Focus feats are also known by other names. As they are the same exact feat, you cannot take them more than once by changing the name.
Skill Focus (Agility) is the same as Agile, Skill Focus (Athletics) is the same as Athletic, Skill Focus (Concentration) is the same as Combat Casting, Skill Focus (Perception) is the same as Alertness and Sharp Eyed, Skill Focus (Persuasion) is the same as Charming and Persuasive, Skill Focus (Stealth) is the same as Stealthy, Skill Focus (Subterfuge) is the same as Nimble Fingers
Spell Mastery: Prerequisite: Wizard 1+. The Character can choose 3+ Int Modifier spells that he from then on doesn't need a spellbook to prepare.
Spellcasting Prodigy: (WotL) The bonus is 4 instead of 2.
Focused Arcane: Bonus also affects the number of spells in the spellbook at level 1.
Stealthy: This is the same feat as Skill Focus (Stealth)
Two Weapon Fighting: Besides what’s listed, the Character doesn’t have an off hand and can thus use either hand equally well to do anything.
Magic Items
Limits on Worn Magic Items: Headband; Hat or Helmet; Pair of Eye Lenses or Goggles; Cloak, Cape, or Mantle; Amulet, Medallion, Necklace, or Periapt; 2 Brooch or Scarab; Suit of Armor; Robe; Vest; Vestment; Shirt; Pair of Bracers or Bracelets; 4 Rings; Belt; Pair of Boots; Pair of Gloves
Rings
Resistance: This ring offers continual magical protection in the form of a resistance bonus of +1 to +5 to all saving throws (Fortitude, Reflex, Will)
Faint Abjuration; CL 5th; Forge Ring, Resistance, caster level must be three times that of the ring’s bonus; Price 1,000stl (+1), 4,000stl (+2), 9,000stl (+3), 16,000stl (+4), 25,000stl (+5)
Miscellaneous
Cloak of Invisibility: The cloak continually grants the wearer invisibility, as of the spell, for as long as the cloak is worn. Faint Illusion; CL 3rd; Craft Wondrous Item, Invisibility; Price: 20,000stl; Weight 1lbs
Gloves of Climbing: The gloves continually grant the wearer a +10 competence bonus to Climb checks.
Faint Transmutation; CL 5th; Craft Wondrous Item, creator must have 10 ranks of the Climb skill; Price 10,000stl
This message was last edited by the GM at 09:16, Tue 26 Sept 2023.