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House Rules

Campaign Extra Date 1996-09-13
Last Updated 2020-10-02 09:19:49 - Update

House Rules

General Campaign


NPCs mentioned in this Episode:





Untitled Document







Barbarian:

1. No change for PC barbarians.

2. Undead barbarians use their Cha instead of Con to determine how long they can rage, and (of course) don't gain any extra hit points when raging but also don't suffer fatigue afterward.


Bard:

1. 6+Int skill points per level instead of 4+int.

2. Add one to each of the levels for �Spells Known,� then use Int to determine bonus �spells known" (This represents the number of songs/chants/poems/hymns the bard knows that have magical power) and add 1 to each of the spells allowed per day.

3. Bards, using their bardic music ability, can use all of the music abilities of the Virtuoso Prestige Class in Song and Silence. There is, therefore, no Virtuoso Prestige Class, which was designed as a �fix� for bards in the first place.

4. The bard abilities that say they affect allies should affect the bard as well.

5. Bards may now use the Quicken Spell feat normally (free action to cast) instead of with their normal increased casting time (but stacking Quicken Spell and other metamagic feats puts the casting time back to 1 round).


Cleric:

1. Knowledge (undead) and Knowledge (the planes) should be class skills.


Druid:

1. Druids get one domain, chosen from: Animal, Beastmaster (DotF), Plant, Air, Earth, Fire, Storm (FR), or Water.

2. Spontaneous Casting. When in their attuned environment (Forest, Underground, Jungle, Tundra, Desert, Plains, or Mountains) the druid may sacrifice a prepared spell to cast any other druid spell of equal level or lower, like a cleric uses spontaneous healing. This may be done a number of times per day equal to 3 plus the Wisdom modifier. Attuned environments must be decided before the druid reaches 2nd level.

3. Druids that worship a deity should be able to use her deity's favoured weapon without violating her spiritual oaths.


Fighter:

1. No change.


Monk:

1. Monks may multi-class freely.

2. Monk base attack bonus stacks with the base attack bonus gained from other classes for determining unarmed attack rate. They are still limited to the 20th level monk�s 5 attacks per round, however.

3. Monk characters may substitute any martial art feat (from Oriental Adventures) for the following: Stunning Attack, Deflect Arrows, and Improved Trip.

4. A monk�s stunning attack is an (Ex) ability, not a (Su) one. Monk's Stunning attack uses character level to set it�s DC, not just monk class level (to make it on par with the stunning fist feat). Monks may also make multiple stunning attacks in the same round if they wish.


Paladin:

1. Paladins may multi-class freely.

2. The Paladin�s Lay on Hands ability is a (Su) ability instead of a (Sp) one. This enables them to use the ability w/o drawing attacks of opportunity, and aids in determining the DC should the paladin take damage and have to make a Concentration check.


Ranger:

See http://montecook.com for his take on the ranger with the following corrections:

1. Rangers get d10 HD (He gives them d8)

2. Rangers get 4+Int modifier skill points per level (He gives them 6).

3. Rangers can pick the evil subtype of their own race as a favoured enemy without being evil. (Eg. Elves can pick Drow, Dwarves can pick Dreugar, etc)

4. Use the following table for bab, saves, skills & spells instead of Monte Cook�s version. Monte Cook approved all of the changes I�ve made, in case you're wondering. Identify Animal is the same as the druid ability, and Faultless Track enables the ranger to track someone even if they have used magic like Pass without Trace, though the Track attempt suffers a -10 penalty.


Sorcerer:

1. Using the sorceror variant from the Book of Eldritch Might II.

2. Sorcerors may now use the Quicken Spell feat normally (free action to cast) instead of with their normal increased casting time (but stacking Quicken Spell and any other metamagic feats increases the casting time back to 1 round).

3. Sorcerors can pick one (1) Charisma based skill to add to their skill list. This choice is made at first level, and cannot be changed thereafter.


Rogue:

1. If a rogue is in a position to sneak attack and has multiple attacks in a round, she gets her sneak attack on every attack, not just the first one (barring circumstances like being invsible, which goes away after the first attack).


Wizard:

1. No change.








Harm

� As it stands, the Harm spell (6th level) requires a touch attack and reduces the victim to 1d4 hp, no save. Whoa! Imagine this: a 500 hp dragon has a touch AC of 9. SR notwithstanding, that dragon is reduced to 4 hp max, followed by a Magic Missile... 18,000 XP! Giving the spell a save, however, is also wrong. Slay Living is a 5th level that requires a touch attack and allows a save for reduced damage... but a failed save is death! Since we can't have a 5th level more powerful than a 6th level spell, this is my proposition:

� Harm is a touch attack that reduces a target to 25% of its current hit points, no save. This captures the original feel of the spell, but makes it less useful against giants, dragons, and other high HP creatures.


Haste

� Haste will remain as published in 3.0, but with the restriction that it will not enable the user to cast an extra spell as their granted action. This will keep the AC and movement benefits that seem appropriate, and moderate the skew that casters enjoy employing this spell compared to predominantly melee characters.




 


 


Thanks to:

Monte Cook (www.montecook.com)

and

Sean K. Reynolds (www.seankreynolds.com)

for their suggestions in these revisions.





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