House rules in affect
- Money We are now using Hârnish silver
pennies as our base coin. If you have not converted yet
one gold piece is exchanged for one silver penny. The
next smallest coin is the farthing which is 1/4 of a penny
(literally). If you have smaller coins convert to farthings
rounding up. So, if you have 3CP and 6SP that would be 3
farthings. (6SP = .6GP, 3CP=0.03GP, total of 0.63 GP which
is greather than 1/2 but less then 3/4, round to 3/4 or 3
farthings)
A penny weighs a dram. Short for penny is d
For those unfamiliar with drams there are 16 drams to the ounce.
- Rangers I am really not thrilled with the idea
of the ranger with two weapons, I much prefer the tough archer
ranger. As such the following will be in place.
- The player, at first level, may exchange the class feats
Ambidexterity and Two-Weapon Fighting for
Point Blank Shot and Precise Shot. You either
exchange both or neither.
- If the player did the two-handed for bow exchange at first
level she also exchanges the Improved Two-Weapon Fighting
for Far Shot when she has a +9 Base Attack Bonus.
- Paladins The PHB Paladin Class does not exist in
this world. Paladins are now a prestige class. See
Prestige Classes
Specifically The Order of the Lady of Paladins and The Order
of the Checkered Shield.
- Druid Spell Progression A Druid gets 5 3rd level spells
at 15th level. Look at the druid spell progression chart and the reason
should be obvious.
- Gods and alignment As an experiment, Gods do not have
an alignment known to mortals. Often you can figure it out, however...
- Siege Weapons Ballistas, Catapults, and others work a bit
differently than normal. They hit with a touch attack, with the target
getting double their DEX BONUS. If a hit is scored damage is applied
directly
to CON after first applying damage reduction equal to 1/2 the AC bonus of
any actual armour worn.
- Parrying with an off-hand weapon You
may forego your attack
with an off-hand weapon and add +1 to your AC versus one opponent.
All two-handed fighting penalties apply and if your modifier is not
positive you may not parry. An attack (or set of attacks) with your
main hand and a parry with the offhand counts as a full action.
If you have improved two-weapon fighting
this bonus is +2.
- Attacks of Opportunity may only be directed against the foe
triggering the AoO. No rolls against other foes are permitted.
- New Feats:
- Improved Staff Fighting developed by John C. <jcoccaro@goldrush.com>
- Prerequisite: Dex 12+, Proficiency with Quarterstaff.
- Benefit: When using a quartstaff in combat user can make a normal attack
using his regular melee bonuses, or he can make an extra attack, with
a -2/-2 penalty on all attacks with the staff that round.
- Optional Rules: Instant Kill and Critical Misses
- Instant Kill DMG pp.64
Instant Kill is a roll of 20 for threat, a roll of 20 for critical
and a 3rd roll that hits the opponents AC. In this case they die.
I wanted to be able to emulate the killing of Smaug.
- Critical
Miss DMG pp.65 is a roll of 1 and a failed dex check versus DC:10. Roll a d6, on
a 1-2 you fall on your face, on a roll of 3-4 you hurl your weapon 1d6-1 hexes
in a random direction, on a roll of 5-6 you do 2d6+Str bonus to the weapon.
See PHB pp.135-136 Substitute break string for roll of 3-4 for bows,
crossbows, and slings.
Experimental Rules You may use these but may lose them at any time.
- Experimental Feats
- Riposte developed by Malik Yagova <patrick@fapcoinc.com>
- Prerequisites: Proficient with weapon, Int 13+, expertise
- Benefit: While you are performing Total Defense
you get one attack of opportunity against any opponent that
misses you in melee. This does use up an attack of opportunity.
If you have used all of your attacks of opportunity for the round,
then you do not get this attack. As a reminder
you get one AoO per round unless you have combat reflexes, for
which you get one plus dexterity bonus. You also only ever get one per round
per opponent.
- Teamwork based off of a posting by tenabrae <tenabrae@bigpond.com>
- Prerequisites: None
- Benefit: You may "Aid Another" as a move equivalent action. This means
you may perform one of the aid another actions and still attack or
defend. See PHB pp 135.
- Added Benefit: If a character with Leadership and Teamwork is leading a team within fighting formation he may refocus for General Leadership * 4 troops. All affected troops must have Teamwork and then have
an initiative of 10.
- Shield Another
- Prerequisites: Teamwork
- Benefit: You may use your shield to cover someone else versus ranged
attacks. You both recieve full benefits of the shield. You may not
Shield someone who is using a shield. This counts as a full action.