House
Rules:
· XP
is gained from completing goals. A new list of goals will be compiled for each
session of play. I may allow bonus XP if a situation calls for it.
· Skills
– I have condensed the skills tree so that some skills are included under a broader heading (example – Acrobatics
includes both Tumbling and Balance). For more information on this, see the entry
on skills. You needn’t use this skills system if you don’t like it,
but it should guarantee a bigger “bang for your buck” with skill ranks.
All player characters start out with 4 ranks in Knowledge (Local) for their homeland.
· New
Skills – the only 100% new skill that I plan to use is Meditation (WIS), which helps casters of both Divine and Arcane
magics renew their spells and allows rest through a semi-conscious state.
· Feats
– An expanded list of feats will be posted to the website. If you desire
nothing more than the feats given in the 3.5PHB, that’s fine. If you discover
a feat in some text other than the PHB or those listed on the website, bring it to my attention and it may gain inclusion
on the expanded list. Feats more powerful than those listed in the PHB probably
won’t gain inclusion.
· Races
– Cormuth has different races than those listed in the 3.5PHB. Even humans
have some minor changes.
· Perks
and Quirks – this is an optional system that encourages character development.
A player may purchase up to 5 points worth of Quirks for their character and these are spent either buying Perks or
additional skills, feats or attributes.
· Group
Rolls – sometimes I will make one roll for a group of NPCs. This will take
the highest score from that sampling of NPCs and allow a synergistic bonus of +2/5 NPCs who are able to assist in the roll. This will never be a combat roll, but may come into play for things such as Notice
or Search rolls. The other option is rolling separately for all of them.
Class Adjustments:
· All
classes: Profession and Concentration are now “all class” skills. These
may be bought as class skills regardless of your class.
· Sorcerers
use “mana points” and may exchange a higher level spell for several lower level spells. Count up the spell levels, adding one to each level (0 level spells count as 0+1) and that is your mana
pool for spell casting. Spells cost 1+ the level of the spell to cast. If your Sorcerer has meta-magic feats, then you must still subtract the correct number of spell levels
from your mana pool when casting the enhanced spell. So, for instance, a fireball cast with the Empower Spell Feat (+3 level
to the spell) would cost 3(fireball) + 1 (balance for zero level spells) + 3 (Empower Spell) = 7 mana. The trade is
not exactly one for one, but that's appropriate. A sorcerer could use the mana points from a 3rd level spell slot (3+1=
4 mana) to cast 2 1st level spells ((1+1)+(1+1) = 4 mana) but the mana from one 2nd level (3) spell is not the same as 2 1st
level spells (4).
· Sorcerer’s
familiars gain some additional benefits (toughness feat, +1 to saves/4 levels of the caster), and at level 5, Sorcerers gain
the “improved familiar” feat for free.
· Wizards
gain the “Disable Device” skill as a class skill.
· Non-specialist
Wizards (AKA Pure or Purist Wizards) are allowed one free special ability which much be chosen at level one. This is a metamagic feat that they are able to use once per day without penalty levels.
· In
addition – Pure Wizards are so adept at their studies that they receive a +2 bonus to any INT based skill roll for skills
they are trained in.
· Specialist
wizards gain +2 to spell DC from their specialist school of magic. This bonus
“stacks” with all others they may gain from feats, items etc.
· Specialist
wizards are able to select one spell per “spell level” from their specialist
school of magic and exchange a non specialist memory slot for that spell instantly (when desired).
· Creatures
summoned by a Conjurer gain +2 STR and CON. In addition, the summoning spell
has a +10% duration (or at least +1 round).
· When
an Abjurer casts a spell from the Abjuration school, that spell gains a +10% duration (at least +1 round) and confers a 10%
bonus (at least +1) to any effects (resistance, +HP, +AC) allowed by the spell.
· Monks
use the “Oriental Adventures” table for their Base Attacks, at 6th level, their BA should be +4/+1. This does not affect other aspects of the class such as “flurry of blows.”
· Monks
may multiclass freely. Previously, once you abandoned pursuit as a Monk, you
were done with the class and could never go back. I see no reason to honor this
rule.
· Bards
can train in any skill as if it were a class skill.
· Bards
gain the “Jack of All Trades” feat for free, allowing them to use any skill untrained.
· Sorcerers
gain the “gather information,” “bluff,” “diplomacy” and “intimidate” skills
as class skills.
· Priests
of Deus – gain miracle working (1%/level+CHR modifier chance to perform a miracle once per day – the actual outcome
of miracles are interpreted by the GM). Priest of Deus gain the “Good”
domain for free and are allowed two other choices from the following: Community (SC), Courage (SC), Glory (SC), Healing, Protection,
Purification (SC), Strength, and Retribution (SC). Deus does not seem to favor
any particular weapon.
· Paladins
– as with Monks, I see no reason to restrict Paladins in their multi-classing ability.
You may freely switch back and forth between Paladin and other classes as you level.