House Rules

Our campaign has a few house rules. These rules replace, supplement or clarify existing rules in the game.

Alternative Base Classes

We will use an alternative Bard base class based on the Bard class from the Complete Book of Eldritch Magic. We will also use an alternative Samurai class that fuses the Samurai classes from Complete Warrior and Oriental Adventures.

  1. Alternative Bard class.
  2. Spellsongs for the alternative Bard class.
  3. Feats for the alternative Bard class.
  4. Alternative Samurai class.

Skill Combinations

We’re going to be doing a few skill combinations.

  1. Hide and Move Silently will be combined into a single skill, Stealth (Dex). If you have either Hide or Move Silently (or both) as a Class Skill, you have Stealth as a Class Skill.
  2. Listen and Spot will be combined into a single skill, Perception (Wis). If you have either Listen or Spot (or both) as a Class Skill, you have Perception as a Class Skill. Search (Int) remains a separate skill.

Multiclassing

  1. There are no favored classes. Characters can multiclass into other base classes with no XP penalty.

Languages

  1. Languages are based on region and not on race. Characters begin the game knowing Amethystian (the language of the Kingdom of Amethyst and the Amethystian Empire) and the regional language where they grew up. If the character is from the Kingdom of Amethyst they know Amethystian and one additional language of their choice based on their background. One non-regional language available to characters is Invader, the common tongue used by the slave races of the Great Invasion.
  2. Characters know one additional language per +1 of their Intelligence bonus. For example, a character with a +3 Intelligence bonus knows three additional languages. Characters with negative Intelligence bonuses do not lose their initial two languages.
  3. Characters gain one additional known language per rank of the Speak Language skill. The Speak Language skill is a class skill for Bards. It must be bought as a cross-class skill for all other classes.
  4. Druids know Druidic, the secret language of their order.
  5. All characters (except Barbarians) are assumed to be literate in any language they know, assuming the language has a written component.
  6. Additional languages may present themselves as the campaign continues.

Brownie Points

  1. Players have a chance to earn Brownie Points between sessions.
  2. Brownie Points are used during sessions to buy a reroll. You may spend a Brownie Point on any roll, including attacks, skill rolls, damage rolls and saves.
  3. You may spend multiple Brownie Points on the same roll. For example, if you spend a Brownie Point on an attack roll but dislike the new result, you may spend a second Brownie Point for another reroll. You may continue to spend Brownie Points on the same roll until you are satisfied with the roll or out of Brownie Points. You may also spend a Brownie Point to recover 1d6 hit points. You may only spend Brownie Points in this way once after each combat/incident in which you take damage.
  4. Brownie Points are a reward for upkeep and creativity between sessions. Brownie Points can be earned for: sending the DM a new copy of your character sheet after you level up (or posting the character sheet on the wiki), completing a DM request for information between sessions, an act of creativity (such as writing a short story involving your character, drawing a picture of your character, or sharing the poetry your character has written in character). Pretty much anything you do in the name of upkeep on your character or character enhancement between sessions can earn Brownie Points.
  5. Brownie Points are cumulative. If they are not spent during a session they carry over to the next. Once a Brownie Point is spent it is gone.

Ammunition

  1. We won’t be keeping track of ammunition for ranged weapons such as bows or slings. You are assumed to have the proper ammunition for your weapon.
  2. If you roll a 1 while attacking with your ranged weapon, you have run out of ammunition. You are out of ammunition until after the combat ends, at which point you may refill by either buying more ammunition at a store, scavenging for ammo (via a Search roll) or creating new ammunition (via am appropriate Craft roll).
  3. This rule does not pertain to magical ammunition or thrown weapons. Magic arrows and throwing daggers, for example, both have to be tracked.

House Rules

Dungeons and Dragons: Krystallos WatcherJ WatcherJ