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Stat generation:The idea behind these guidelines is to get all the PCs to be close but not identical in stat points. This gives me a tight range I can use to judge power levels but keeps out the carbon copy syndrome. I do prefer the style of play that involves a bit of a fleshed out concept before play begins. So I favor that in this. Though a player who prefers PCs to start with a skeletal idea and develop as they go will not be significantly lower than the more initially detailed PCs. Due to the nature of how points are earned to build abilities, it is recommended that a player FIRST put a lot of thought into the character concept and background, write the complete background and send it to me, and THEN actually build the character. That's the best way to get more points. Its also the best way to build a character that you will be able to role-play to the hilt, thus garnering you more enjoyment, as well as the lucrative hero point and xp awards, which good role-playing brings. Ability Score Point Costs
Note: Ability scores below 8 have a 'negative cost.' What this
means is you can increase the number of points available to spend on other stats
by taking a hit in a different one. Points Available to Spend
Skill PointsIn order to encourage players to at least partially match their skill-sets with their background, the following house rule is being implemented as an incentive. In addition to starting skill points as provided by the class selected, all players get the "Background Skills feat" which allows 3 additional skill points to be added to 'background skills.' These skills are to be spent on skills which best mesh with the characters background from before the character took up training in their current class. These background skills are to be treated as 'class-skills' for the spending of these 3 points (and ONLY these 3 points), thus 3 points will buy 3 ranks. A typical example would be a character whose background indicates he was the son of an innkeeper. The best skill for him to spend those points on would be Profession(Innkeeper). Another example, if the character background indicates he was raised by the local temple, those skill points would be most sensibly put into Knowledge(Religion). Granted, if that player went on to become a priest, the skill also matches his class-skills, but the point is that the points were spent on the most logical skill as drawn from his background. Typically, players must spend these extra skill points on Profession, Craft, or Knowledge skills. As the point of these extra skill points is to encourage rich backgrounds which mesh with the pc's abilities, please see your DM if you feel it makes more sense to spend the extra points on skills outside of those areas. An example would be a player who was raised by a horse-breeding family. Handle Animal would make very much sense for this pc, and the DM is likely to approve it. Class-Specific House Rules[Bards] [Clerics] [Druids] [Fighters] [Monks] [Paladins] [Rangers] [Sorcerers] [Wizards] BardsBards may add the Charisma modifiers for 'bonus spells' from table 1-1 in the PHB to their 'spells known' as well. ClericsClerics must choose a patron deity. The option in the PHB to chose to be a 'generalized' cleric worshipping no specific patron is not allowed in the Stormkeep campaign. Clerics cannot multi-class to classes which also require a patron deity, unless the patron deity chosen for the cleric class is an acceptable choice for the new class as well. In addition to being able to spontaneously cast healing spells in place of other spells memorized, as indicated in the rules, a Priest may attempt to try to swap out any spell available for the day with any other spell of equal or lower level (provided the new spell is one which they can cast). Doing this is a full round action during which the priest beseeches his deity and prays (for forgiveness for choosing poorly when first making his choices for the day, for deliverance from whatever plight requires the change in spell, or something similar). At the end of the round, the priest makes a Diplomacy Check vs. DC 15+<spell level of new spell>. The DM will also add or subtract modifiers from this DC based on the level of piety and faith which the priest has exhibited lately. On a successful check, the god (or one of his minions most likely) hears the pc, and grants the request. At this time the spells swap, and the new spell is available to cast on the next round. On a failure, the god has not listened, and the priest's prayers go unheard. If the check fails by 5 or more, the priest should not attempt to beseech his deity for such favours any further this day. The player MAY retry this attempt on either a success (for other spells swaps) or failure, however, after a failure by 5 or more, any second attempt that day which ALSO fails by 5 or more will annoy the deity and ALL of the priest's spells for the day will be wiped. This will leave the cleric with no more magic until he has slept the requisite time and performed the necessary rituals to regain spells the next day. DruidsLike clerics, druids receive their divine spells and gifts from a patron deity. Players of a druid must choose an appropriate deity of nature, plants or animals to be their patron deity. FightersThe list of fighter bonus feats options has been expanded due to the many new feats available. The list is now as follows: Bonus Feats: Ambidexterity, Blind-Fight, Combat Reflexes, Dodge, Mobility, Spring Attack, Exotic Weapon Proficiency*, Expertise, Improved Disarm, Improved Trip, Whirlwind Attack, Improved Critical*, Improved Initiative, Improved Unarmed Strike, Deflect Arrows, Stunning Fist, Mounted Combat, Mounted Archery, Trample, Ride-by-Attack, Spirited Charge, Point Blank Shot, Far Shot, Precise Shot, Rapid Shot, Shot on the Run, Power Attack, Cleave, Improved Bull Rush, Sunder, Great Cleave, Quid Draw, Two-Weapon Fighting, Improved Two-Weapon Fighting, Weapon Finesse*, Weapon Focus*, Weapon Specialization*, Shaft Fighting, Improved Shaft Fighting, Saddleback, Spear and Shield Style, Superior Expertise, Twin Sword Style, Weapon Mastery*, Weapon High Mastery*, Weapon Grand Mastery*, Insightful Initiative, Signature Item, Signature Mount, Steady Hand, Zen Initiative, Blindsight, Foe Hunter*, Close-Quarter Fighting, Dual Strike, Expert Tactician, Hold the Line, Improved Ambidexterity, Improved Mobility, Improved Overrun, Improved Sunder, Knock Down, Monkey Grip*, Off-hand Parry, Pin Shield, Power Lunge, Prone Attack, Rapid Reload, Riposte, Sharp Shooting, Shield Expert, Zen Archery, Large and in Charge, Multitasking, Chariot Combat, Chariot Archery, Chariot Trample, Chariot Side-swipe, Chariot Charge. As always, any feats with pre-requisites cannot be taken unless the pre-requisites are met. Feats marked * can be taken multiple times by selecting a different weapon each time (or a different foe in the case of Foe Hunter). Feats in italics indicate feats from sources other than the PHB, and details on them can be found on the feats page of this site. MonksMany monastic orders allow their membership to gain levels in another class and still return to the way of the monk. This is an exception to the rule on page 40 of the PHB. Which classes (including prestige classes) are open to the monk is dependent upon monastic order. Players of new monks are encouraged to consult with their DM who will determine what is available for orders not already listed here. A monk who violates the expanded limits (by taking a class NOT normally allowed as a multiclass option for their order for example), lose all future prospect for development as a monk, as described in the normal rules.Order of the Golden Fist - Monks of the Golden Fist (Pelor) are able to gain levels in one other class and still progress as a monk, as long as their monk level remains their highest level at all times. If they ever violate this restriction, or advance in a third class, they can never again return to their monk studies. Order of the White Tome- Monks of this order are followers of Delleb and may freely multiclass as wizards (as well as any appropriate wizardly prestige classes) with no restrictions. Order of the Silver Bolt - This relatively new monastic order is dedicated to Heironeous. Monks of the Silver Bolt may freely multiclass as fighters, paladins, Cavaliers, and Divine Champions without restrictions. Order of the Red Arrow - Thought to have been formed purely to thwart the order of the Silver Bolt, this monastic order is dedicated to Hextor. Monks of the Red Arrow may freely multiclass as fighters and Fists of Hextor without restriction. The Sun Burst - This monastic order, dedicated to Mayaheine, may freely multiclass as Divine champion, cleric, arcane devotee, divine disciple and hierophant without restrictions. Order of the Wheat Sheaf - This highly pacifistic monk order is dedicated to Merikka. Members of the order may freely multiclass in one other class and still progress as a monk, as long as their monk level remains their highest level at all times. If they ever violate this restriction, or advance in a third class, they can never again return to their monk studies. Order of the Oaken Cudgel - Devoted to the worship of St. Cuthbert, monks of this order may freely multiclass as Divine champion, cleric, arcane devotee, divine disciple and hierophant without restrictions. The Ruby Heart - Followers of Ulaa, Monks of the Ruby Heart may freely multiclass as Rangers or fighters without restrictions. The Crescent Moon - Followers of Pholtus, monks of the crescent moon may freely multiclass as clerics, divine champions, and shadow dancers. Order of the Scarlet Brotherhood - This evil organization is known to involved a very potent monk order. It is rumored that these monks are able to multiclass without losing the ability to advance as monks, but details of what other classes are open to these agents of the brotherhood is not known. Any Monks: In addition to the less-restrictive guidelines of the orders listed above, ALL monks may freely multiclass as the Prestige Classes Zerth Cenobite and Arcanopath. Note, however, that both of these prestige classes involve joining a monk order different from that which the monk started out in. In both cases, the order for these prestige classes is a unique order, which the monk must first find, and then petition to be granted membership...as well as meet all the other requirements. PaladinsLike clerics, paladins must chose a patron deity. The deity must be one appropriate for a devout follower of Lawful Good alignment. In most cases, gods with alignments of Lawful Good, Neutral Good, or Lawful Neutral are appropriate choices. Please consult with your DM to be sure your choice of deity has paladins among his or her followers. Additionally, like monk orders, some orders allow a paladin to gain levels in another class and still return to progression as a paladin. Some of these are listed below, but please consult your DM if your deity is not here, as this list is by far not exhaustive.Heironeous- They may multiclass freely as fighters, cavaliers, clerics, divine champions, arcane devotees, monks, and war masters. Eholonaa - They may multiclass freely as rangers, druids or vigilants. Delleb - They may multiclass freely as wizards as long as they maintain their paladin level as their highest level. Pelor - They may multiclass freely as fighters, divine champions, hunters of the dead or holy avengers. Fortubo - dwarven paladins of Fortubo can freely multiclass as stonelords. Mayaheine- They can multiclass as fighters and divine champions. Myhriss - They may freely multiclass as divine champions. Osprem - They can multiclass as Sea Witches. St. Cuthburt - Paladins of this order can freely multiclass as clerics, fighters or divine champions. RangersMany of the Knowledge (Monster Lore) skills have been added as ranger-class skills. It is recommended, for rp purposes, that the ranger matches his 'foes' to the knowledge skills he takes. As per discussions on various BB, I agree that the ranger, once he reaches level 7, becomes an 'inferior' class as it is described in the PHB. For this reason, the alt.ranger, as modified below, will be the official 'ranger' class of the Campaign, all PHB Ranger information is valid with the following additions/changes:Class Skills:
Favored Prey: At first and every other level after that rangers get a point of Favored Prey. Points of Favored Prey may be spent on creature types from Table 3-14 to gain or upgrade bonuses against those creatures. A maximum of five points can be placed in any one creature type. For each point of Favored Prey in a creature type, the ranger gets +1 to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks against that creature type. He also gets this bonus to attack and damage when using melee weapons or ranged weapons within 30'. Chosen Terrain Bonus: At second level a Ranger chooses a Chosen Terrain. He gets a +1 to Animal Empathy, Hide, Intuit Direction, Move Silently, and Wilderness Lore checks while in his Chosen Terrain due to his familiarity with the surroundings. Every six levels after second (8th, 14th and 20th.) a Ranger's chosen terrain bonuses advance by +1 and he may choose another terrain at +1. The terrains are listed on Table 9-5: Terrain and Overland movement. Consult with your DM to add other types of terrain for your ranger on a case-by-case basis. Overland Movement: The Ranger may attempt to use his Wilderness Lore skill to improve his movement rate in trackless terrain (from Table 9-5, PHB) by finding the optimum way through the terrain. If walking, it requires a DC20 check once per day. If hustling, it requires a DC20 check once per hour. Effect: If alone the Ranger is able to traverse the terrain as if on a "highway". If leading a party of other people, he is able to lead them as if on a "road/trail". Bonus Feats: A Ranger gets a bonus feat at 4th and every five levels after that (Levels 9, 14 and 19). This in addition to the bonus Track feat at level one. These bonus feats must come from the following list of feats: Alertness, Endurance, Iron Will, Lightning Reflexes, Run, Skill Focus, and Toughness. The Ranger's saves and attack bonuses are unchanged. SorcerersSorcerers may add the Charisma modifiers for 'bonus spells' from table 1-1 in the PHB to their 'spells known' as well. Sorcerers do not need material components for their spell-casting. For spells which require minor components, the requirement is ignored. For those spells requiring costly material components, the sorcerer must either use the indicated component OR may choose to draw from his own inner reserves to cast the spell without components. Doing this requires the sorcerer to expend an amount of XP equal to 1/25th the gold cost of the required components. As with XP costs of item creation feats, this XP is not recoverably, although it can be replaced by earning more experience. Spells which require a Focus, however, cannot be cast without the focus. This ability is relevant only to material components and not Foci. Sorcerers automatically gain the Sense Magic feat upon reaching level 4, due to their innate magical nature and being in tune with magical forces. WizardsUpon reaching 4th level, a wizard automatically gains one of the following feats of his choice: Undead Familiar, Construct Familiar, Enspell Familiar, Extra Familiar, Token Familiar, or Improved Familiar. |
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