House Rules

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This entry is intended to list any House Rules put in place by the DM which may differ from the normal rules as they are usually interpreted.


Contents

General

  • Currency has no weight. During the minting process all currency is subjected to a process which magically robs it of weight and almost all mass, making it truly of symbolic value. It does mean that coins cannot be used as slingshot ammunition, ground into powder etc. What began as a quick explanation when it was realized early in the campaign that the weight of cash was not being accounted for was quickly accepted as a novel aspect of the world.
  • Deities do not generally concern themselves with the matter of Good or Evil, being defined only along the ethical axis of the alignment cube. Followers may be as much as a single step away from the gods alignment in this direction, with morality coming with no restriction.

Divine Favour

See the Divine Favour page.

Player Characters

Spells

  • The following spells have been removed from the Cleric spell list: Protection from Evil, Protection from Good, Dispel Evil, Dispel Good, Magic Circle aganst Good/Evil, Hallow and Unhallow, Blasphemy, Holy Word, Holy/Unholy Aura, Holy Smite, Unholy Blight.
  • Several creatures which have overtly angelic or demonic aspects have been removed from the options in the Summon Monster series. In addition, rather than being celestial or fiendish, creatures are either axiomatic (lawful) or anarchic (chaotic), depending on the creature. As with the previous designation, a character who is lawful (or the neutral cleric of a lawful god) may only summon axiomatic creatures and vice versa, while neutral characters or neutral clerics of neutral gods may summon either. (List of summons to come)

Classes

Fighters (This may be changed with the move to Pathfinder)

Weapons Training (Ex): Fighters train obsessively with armor and weapons of all kinds, and using a new weapon is easy and fun. From 1st level, by practicing with a weapon he is not proficient with for a day, a Fighter may permanently gain proficiency with that weapon by succeeding at an Intelligence check DC 10 (you may not take 10 on this check).


Combat Focus (Ex): A fighter is at his best when the chips are down and everything is going to Baator in a handbasket. When the world is on fire, a fighter keeps his head better than anyone. From 1st level, if the fighter is in a situation that is stressful and/or dangerous enough that he would normally be unable to "take 10" on skill checks, he may spend a swift action to gain Combat Focus. A Fighter may end his Combat Focus at any time to reroll any die roll he makes, and if not used it ends on its own after a number of rounds equal to his Base Attack Bonus.


Active Assault (Ex): A 5th level Fighter can flawlessly place himself where he is most needed in combat. He may take a 5 foot step as an immediate action. This is in addition to any other movement he takes during his turn, even another 5 foot step.


Forge Lore (Ex): A 7th level Fighter can produce magical weapons and equipment as if he had a Caster Level equal to his ranks in Craft.


Improved Delay (Ex): A Fighter of 7th level may delay his action in one round without compromising his Initiative in the next round. In addition, a Fighter may interrupt another action with his delayed action like it was a readied action (though he does not have to announce his intentions before hand).


Lunging Attacks (Ex): The battlefield is an extremely dangerous place, and 11th level Fighters are expected to hold off Elder Elementals, Hezrous, and Hamatulas. Fighters of this level may add 5 feet to the reach of any of their weapons


Array of Stunts (Ex): A 13th level Fighter may take one extra Immediate Action between his turns without sacrificing a Swift action during his next turn.


Greater Combat Focus (Ex): At 15th level, a Fighter may voluntarily expend his Combat Focus as a non-action to suppress any status effect or ongoing spell effect on himself for his Base Attack Bonus in rounds.


Intense Focus (Ex): A 19th level Fighter may take an extra Swift Action each round (in addition to the extra Immediate Action he can take from Array of Stunts).


Supreme Combat Focus (Ex): A 19th level Fighter may expend his Combat Focus as a non-action to take 20 on any die roll, though this does not count as a critical hit. He must elect to use Supreme Combat Focus before rolling the die.


Foil Action (Ex): A 20th level Fighter may attempt to monkeywrench any action an opponent is taking. The Fighter may throw sand into a beholder's eye, bat aside a key spell component, or strike a weapon hand with a thrown object, but the result is the same: the opponent's action is wasted, and any spell slots, limited ability uses, or the like used to power it are expended. A Fighter must be within 30 feet of his opponent to use this ability, and must hit with a touch attack or ranged touch attack. Using Foil Action is an Immediate action. A Fighter may not wait until an action is partially completed before deciding to attempt to foil the action, but must instead attempt to foil an action as it is declared. Note that this means that a Fighter may not foil a Full Attack (because it is not declared until after it has already begun), nor may he foil a move or charge action that began out of range.

Monsters

  • Dragons are only likely to be of the monster manual given alignment, not guaranteed. (i.e. not all Chromatic dragons are evil, but finding a good one would be very difficult.)

Materials

  • Darksteel - Weapons forged with Darksteel provide additional electricity damage, and armour/shields provide damage resistance vs electricity.
  • Froststone - Weapons forged with Froststone provide additional cold damage, and armour/shields provide damage resistance vs cold.
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