~~HOUSE RULES~~
HOUSE RULES
Unconsciousness & Death
At positive hit points (1+), the character can function normally. At zero hit points, the character is unconcious, but in no danger of dying from his wounds. If left alone, he will regain consciousness in 1d6 hours, at which time you will still be at 0 hit points (barring any healing) and unable to do more than stand or possibly stagger around until regaining at least 1 hit point.
At negative hit points (-1 through -10), the character is unconscious and dying. He will die from his injuries if left untended. The character loses 1 hit point per round until he reaches -10hp, at which point he dies. If someone else uses a healing spell, the healing skill, a healing potion, or otherwise restores at least one hit point to the injured character, the wounds are stabilized and he loses no more hit points from his current injuries. Magical healing (spells, potions, lay on hands, etc.) take the normal amount of time. The healing skill takes one round from a successful check to bind the character's wounds and stop the bleeding. It also restores 1 hit point of damage in the process.
Spellcasting:
Clerics may spontaneously cast Cure Light Wounds, Cure Serious Wounds, and Cure Critical Wounds by sacrificing an already prepared spell of equal or higher level.
Classes:
Dwarves may use the battle axe in one hand. In addition, they may use they heavy crossbow even though it is Large sized.
Thieves (and anyone else who has somehow gained/emulated thief abilities) add +5% per point of their Dexterity modifier to each of their thief skills. In addition, Find Traps and Remove Traps are one ability, using the progression for Find Traps.
Thieves also use d6 for hit points, not d4. This is to reflect their resilience in tricky situations and their risk-taking natures.
General Skills & Weapon Mastery:
We will be using the optional General Skills and Weapon Mastery rules from the Rules Cyclopedia.
You are now free to use any ONE weapon not normally available to your class, no more than that. If you want your cleric or mage to use a sword, you can, but that'll be the only weapon they will be allowed other than those specified for that class.
Weapons Mastery:
All characters may train for weapon mastery, as per the optional rules in the RC. However, the bonuses will be as follows:-
Level Sought Time Req'd (weeks) Cost/Week gp) Bonus (to hit and damage)
Basic 1 100 0
Skilled 2 250 +1
Expert 8 500 +2
Master 24 1000 +3
General Skills:
Thief skills can be purchased using skill slots. Each skill point alloted garners one level of advancement on the Thief skill table. For example, one general skill point spent on Open Locks would allow a PC to use Open Locks as a 1st level thief; two skill points would allow a PC to use Open Locks as a 2nd level thief, and so on.
The Healing general skill may be Wisdom-based or Intelligence-based, as the individual PC wishes, but in every other way is as stated in the Rules Cyclopedia.
Saving Throws:
We will be using the variant rules for ability scores modifying saving throws (RC p266), summarized below:
Strength: Modifies saving throws vs. Paralysis & Turn to Stone
Intelligence*: Modifies saving throws vs mind attacks (charm, confusion, control, fear, feeblemind, sleep, etc.)
Wisdom*: Modifies saving throws vs. Spells
Dexterity: Modifies saving throws vs Wands & Dragon Breath
Constitution: Modifies saving throws vs poison (but not death rays)
Charisma: No bonus to saving throws.
* Combined modifier cannot exceed +/-3.
This message was last edited by the player at 20:03, Thu 23 Oct 2014.