House Rules

House
Rules -

 

 

Clarifications

 

House Rules

Critical
Hits and Misses
We’ll be using a critical hit chart and a critical
miss chart – how they’re accessed is through double confirmation.
What this means, for a critical hit is this: if you roll
a threat, you roll to confirm the threat – if you confirm
the threat, it’s a critical hit, and you deal your critical
hit damage, and roll again to confirm yet again. If you
confirm the second time, you then refer to the critical
hit chart (as well as doing your critical hit damage). The
critical hit chart is based on
the insane Hackmaster chart. Because, well, I just like
how absolutely nuts it is.

If you roll a natural 20 on an attack roll,
you can treat it as a 30 when determining what AC you hit.
It’s rare, but possible in some situations, that natural
20s won’t actually make it through to the opponent. Usually
a good sign you should be running.

For critical misses, it’s essentially the
same deal. If you roll a natural 1 when making an attack
roll on an opponent, you make a Dexterity check (DC 10).
If you fail, you fumble. What this means varies from time
to time, usually based on what you were attempting at the
time, but examples of this are you drop your weapon, you
pull a muscle (-2 on all rolls involving the arm you use
that weapon with), and so on. If you failed the Dexterity
check, you make another check (at the same DC, DC 10). If
you fail this check, then you go to the critical failure
chart. The crit failure
chart is actually based on the fumble chart from Hackmaster
too… you’ll be fine.

It’s still possible, even if you fumble,
to hit the opponent, especially at higher levels. A natural
1 will be treated as a -10, so, for example, if you normally
add +5 to melee attacks, and you just drank a potion of
True Strike the turn before, then, you roll a natural 1.
This means you will have gotten a 15 (-10, plus 5, plus
20), which is plenty to hit some creatures. It’s just that
you may very well hurt yourself doing it.

Clobbered
If a character takes half her current hit points in damage
from a single blow, they are clobbered. On their next turn,
they can only take a partial action, and after that turn
they are no longer clobbered.

Death from
Massive Damage Based on Size

If a creature takes 50 points of damage or more from a single
attack, they must make a Fortitude save (DC 15) or die.
For each size category smaller a creature is from Medium,
you only need to take 10 less damage from the 50 in order
to have to make the Fortitude save, and for each size category
bigger a creature is from Medium, they need to take 10 more
damage from the 50 in order to have to make the Fortitude
save.

Damage to
Specific Areas and Called Shots

When a specific body part takes damage, a -2 penalty is
applied to any action that character udertakes using that
portion of the body, based on the table below. Additionally,
called shots are possible, but difficult – you have to take
a penalty to hit, which is also on the table below.

Location: Damage Affects: To-Hit Penalty:
Hand Climb, Craft, Disable Device, Escape
Artist, Forgery, Alchemy, Heal, Open Lock, Pick Pocket
and Use Rope checks; attack rolls.
-8
Arm Climb and Swim checks; attack rolls;
Strength checks.

-4

Head All attack rolls, saves and checks. -8
Eye Spot, Search, Appraise, Alchemy, Forgery,
Decipher Script, Open Lock, Disable Device, Craft, Read
Lips, Scry, Sense Motive, and Spellcraft checks; Wilderness
Lore checks (for tracking); initiative checks; Dexterity
checks; Reflex saving throws. Severe damage to both
eyes blinds a character.
-16
Ear Listen checks; initiative checks.
Severe damage to both ears deafens a character.
-16
Leg Climb, Swim Jump, Ride, Tumble, Balance,
Move Silently checks; Reflex saving throws; Dexterity
checks.
-4
Foot Climb, Swim Jump, Ride, Tumble, Balance,
Move Silently checks; Reflex saving throws; Dexterity
checks.
-8

Skills
with Different Abilities

Sometimes a check involves a character’s training (skill
ranks) plus an innate talent (ability) not usually associated
with that training. A skill check always includes skill
ranks plus an ability modifier, but you can use a different
ability modifier from normal if the the character is in
a situation where the normal key ability does not apply.
One of the prime examples is Intimidate. While one character,
a sly, mean rogue, would make a vieled, but very serious
threat to someone, a brutish barbarian would simply smash
something to get his point across. In the rogues case, he
would use Charisma – in the barbarian’s case, Strength is
obviously the ability in question.

Critical
Success and Failures with Skills

If a creature rolls a natural 20 on a check, they are allowed
another check. If the second check is successful, the character
has achived a critical success with the use of that skill
or ability, and something particularly good happens. Likewise,
if a creature rolls a natural 1, they roll again. If the
second check is a failure, the creature has achived a critical
failure – something really bad happens.

In either case, if you’re looking for what
kind of numbers you get on a natural 20 or natural 1, it
follows the same basic rules as critical fumbles for attack
rolls. If you roll a natural 20, treat it as if you rolled
a 30. If you roll a natural 1, treat it as if you rolled
a -10. Therefore, even if you roll a natual 1, it’s still
possible to succeed at skills in some situations.

Power Components
This variant allows casters to use special rare ingredients
("power components") to be added to material spell
components in place of XP. Of course, what the ingredients
are from spell to spell may very well vary – and sometimes
it won’t be allowed at all. But, if you want to cast a spell
that costs you a portion of your XP, don’t just mark that
XP off – there may be another way. The same goes for creating
magical items – if you want to make a magical item without
marking of the XP, there may be a component that you can
find that will help you in this situation.

Summoning
Individual Monsters
When a caster summons a monster, they can either
summon a random monster, or they can choose to summon a
specific, individual monster, as according to the rules
in the DMG (p. 96). Also, see Spell
Subtypes
. When you summon a creature, you can create
a creature instead of using the selections in the Player’s
Handbook. The only prerequisite is that the creature must
be an Outsider and that it’s CR doesn’t exceed the maximum
CR for the Summon spell you’re using. The easiest way to
make a creature an Outsider is add a template (like celestial,
fiendish, axiomatic, etc.).

  • Summon Monster I max CR: 1/2
  • Summon Monster II max CR: 1
  • Summon Monster III max CR: 2
  • Summon Monster IV max CR: 4
  • Summon Monster V max CR: 6
  • Summon Monster VI max CR: 8
  • Summon Monster VII max CR: 10
  • Summon Monster VIII max CR: 12
  • Summon Monster IX max CR: 14

Drama Cards!
These cards are used to make the game feel more like a movie
– for more on them, go to the Drama
Cards
page.

Same Skills,
New Uses and New Skills
Sometimes certain books introduce new uses for
skills that weren’t thought of before, or, they simply didn’t
lay the rules out for the use of those skills in those situations.
Here are the new uses of skills that we’ll be implementing
in the game.

Same
Skills, New Uses
  New
Skills
Alchemy
(Now known
as Craft [Alchemy])
-

  • Alchemy for Profit (Source:
    Living Greyhawk Campaign) – You can practice your
    trade and make a decent living, earning your check
    result in GP when you spend a week working. Of course,
    you need the appropriate tools (alchemist’s lab)
    for your trade, or else you won’t be able to work
    on it. You may neither take 10 nor take 20 on the
    check for this purpose.
Animal Empathy
(No longer exists.)
Appraise – (No
new uses.)
Balance - (No
new uses.)
Battle
(Source: Rokugan Campaign Setting) – Wis

  • You are a skilled officer and
    a manager of troops. You command others effectively
    on the field of battle.
  • Check – While
    the Knowledge (War) skill represents knowledge of
    war and tactics, this skill represents battlefield
    cunning and the ability to put tactics into action.
    This skill also represents the general familiarity
    with tactics and can be used to perform any of the
    following actions.
  • Find Advantage – This
    use of the skill allows you to quickly read the
    field of battle for a momentary advantage. Once
    per round as a free action you may use this skill
    to find the quickest route to higher ground, cover,
    concealment or an effective place to hide (gaining
    a +2 circumstance bonus to any Bluff checks used
    to create diversions to hide this round). The DC
    for this is 15.
  • Hunch – This skill allows
    you to sense whether or not the enemy’s goals are
    truly what they seem to be. It is essentially Sense
    Motive on a grand scale. A successful check can
    reveal whether an enemy is fighting defensively
    to delay you, intends to concentrate on a specific
    objective, or simply wishes to retreat (If you have
    5 or more ranks in Sense Motive, you gain a +2 synergy
    bonus to this check). The DC for this is 20.
  • Recognize Ambush – This
    use of the skill allows you to recognize points
    that would be good ambush points, allowing you to
    recognize an ambush or organize one of your own.
    This only grants a general awareness of what could
    happen; detecting hidden attackers still requires
    a successful Spot check. The DC for this is 20.
  • Find Weakness – An opposed
    Battle check against the leader of an enemy army
    may be used to find some weakness in the opponent’s
    strategy. This is an opposed DC check.
  • If you have 5 or more ranks in
    Knowledge (War) you get a +2 synergy bonus on Battle
    checks.
  • Retry: A failed
    Battle check cannot be re-rolled unless something
    significant alters the makeup of the battle.
  • Special: A rangermay
    apply his favored enemy bonus to Battle checks against
    an army mostly composed of or led by his favored
    enemy.
  • Class Skill: Barbarian,
    fighter, paladin, ranger, samurai, rogue.
Bluff
-

  • Seduction (Source: Sword
    & Fist) – You can use Bluff to convince members
    of the opposite sex to believe that your romantic
    intentions are sincere, persuading them to do you
    a small, temporary favor (such as looking the other
    way as you climb up the wall and into the window,
    or giving you a password that allows you to pass
    safely by the guards). This action cannot be used
    during combat.
  • Taunt (Source: Barsoom)
    – You can use Bluff to taunt someone or something
    into attacking you exclusively for a while. As a
    standard action, you make an opposed Bluff check
    against their Sense Motive check – if you win, they
    are enraged, and begin to attack you, if they haven’t
    been attacking you already. They’ll continue attacking
    you until someone else does damage to them, when
    they will no longer be enraged. They need an Intelligence
    score of at least 2 for the taunt to work.
  • Make Yourself Look Tougher
    (Source: Dragon Magazine) – You can make an
    opposed Bluff check against someone (against their
    Sense Motive) to make yourself seem like you’re
    tougher, and thereby more intimidating, than you
    actually are. For every 5 points you beat their
    Sense Motive check, you may add a +1 circumstance
    bonus to your Intimidate checks against them.
Climb - (No
new uses.)
Concentration - (No
new uses.)
Craft

  • Craft (Trapmaking) (Source:
    Song & Silence) – If you intend on taking Craft
    (Trapmaking), making traps will follow the rules
    in Song & Silence (starting on p. 25).
  • Crafting for Profit (Source:
    Living Greyhawk Campaign) – You can practice your
    trade and make a decent living, earning half your
    check result in GP (rounded down) when you spend
    a week working. Of course, you need the appropriate
    tools (artisan’s tools) for your trade, or else
    you won’t be able to work on it. You may neither
    take 10 nor take 20 on the check for this purpose.
Decipher Script
(No new uses.)
Diplomacy
-

  • Haggling (Source: Wheel
    of Time) – When using Diplomacy to haggle a price,
    each side rolls a Diplomacy check. For every five
    points that your check exceeds your opponent’s,
    you can adjust the sale price by 5% up or down (your
    choice) from the market value. An NPC will almost
    always settle for the new price, but a PC is never
    required to buy or sell at a specific price, even
    if she fails the opposed Diplomacy check.
  • Know How to Address Someone
    (Source: Sword & Fist) - Sometimes
    situations call for knowing how to address someone,
    be it "your grace" or "your lordship",
    or whatever. With a successful Diplomacy check,
    you’ll be able to determine how you should go about
    addressing any given individual, or group.

Disable
Device



  • What Disabling a Device Means
    (Source: Song & Silence) – So you’ve
    made your Disable Device check against a trap.
    What does that do to it? It depends on the amount
    by which you beat the DC. Check below to see which
    corresponds to your margin of success for the
    results.

    0 to 3: The next time the trigger would spring
    the trap, it doesn’t. After that, however, the
    trigger operates normally, and another Disable
    Device check is required to disarm it again.

    4 to 6: You messed it up. It won’t work
    again until it’s reset. If it’s a trap that resets
    automatically, use the next result below.

    7 to 9: You really broke it. It won’t
    go off again until someone repairs it using the
    Craft (Trapmaking) skill. The repair costs 1d8x10%
    of the trap’s total construction cost. If you
    don’t wish to destroy the trap mechanism, you
    can voluntarily reduce the repair cost required.

    10+: You can either break the trap as
    above or add a bypass element. This latter operation
    enables you to either get past a trap without
    triggering it, or avoid its effect.

Disguise
(No new uses.)
Escape Artist
(No new uses.)
Forgery
(No new uses.)
Games
(Source: Rokugan Campaign Setting) – Varies

  • Like Craft, Profession and Knowledge,
    this skill encompasses many seperate skills. When
    you choose this skill, choose one game – you are
    particularly skilled in this game.
  • Check – Contested
    rolls with this skill determine the winner between
    two opponents. In a game with several opponents,
    the highest result wins. The ability score used
    for Games skill checks depends on the game.
  • Retry - A check
    for an individual contest may not be retried, though
    you may be able to challange your opponent to a
    rematch.
  • Class Skills -
    Bard, courtier.
Gather Information
(No new uses.)
Handle
Animal

  • New Tricks (Source: Masters
    of the Wild) – In addition to the tricks found on
    in the DMG (p. 46), you can choose to train a creatures
    the following tricks:

    "Armor" – You can teach your animal to
    wear light armor. If you teach this trick twice,
    you can teach your animal to wear light and medium
    armor, and if you teach this trick three times,
    you can teach your animal to wear light, medium
    and heavy armor.
    "Assist Attack" – You can teach your animal
    to aid your attack, and give a bonus to your attack
    roll, just like the Aid Another action (PHB pg.
    135).
    "Assist Defend" – You can teach your animal
    to help your defense, and give a bonus to your AC,
    just like in the Aid Another action (PHB pg. 135).
    "Assist Track" – You can teach your animal
    to help you track someone. They make a Wilderness
    Lore check (DC 10). If they succeed, they add +2
    to your Wilderness Lore check for tracking.
    "Calm" – You can teach your animal to
    go with you inside buildings, underground and other
    similar areas.
    "Hold" – You can teach your animal to
    try to grapple an opponent.
    "Home" – You can teach your animal to
    head back to a specific spot.
    "Hunt" – You can teach your animal to
    hunt for you.
    "Subdue" – You can teach your animal to
    not fight as visciously as it normally would and
    deal subdual damage. It still has to take the -4
    to it’s attack rolls, if it wishes to do subdual.
    "Stalk" – You can teach your animal to
    follow a quarry until they’re injured or resting,
    then attack.
    "Steal" – You can teach your animal to
    wrestle an item from a target, and come back to
    you with it.
Heal

  • Forensics - You can make
    a Heal check to determine what kinds of injuries
    a person has sustained, how long ago the injuries
    were sustained and other such forensics. With a
    particularly high check, you may even be able to
    find out details about the attacker, such as height,
    combat skill, and so forth.

Hide


  • Tail Someone (Source:
    Song & Silence) – You can try to follow someone
    while making periodic Hide checks to remain unseen.
    If you stay at least 60 feet away from your quarry,
    you can get by with a Hide check every 10 minutes,
    provided that your quarry doesn’t suspect that you’re
    following and you do nothing but maintain the tail.
    At distances of less than 60 feet, you need to make
    a check every round.

    Of course, you still need appropriate concealment
    to succeed at Hide checks while tailing but often
    many options are available. If trying to tail someone
    in a city street, for example, you can duck behind
    passersby – though in that case, you won’t be hidden
    from the people you’re using for cover, just your
    quarry.

    If you don’t have moving people to hide behind,
    you can instead move from one hiding place to another
    as you follow your quarry. Distance is a factor,
    though – this option works only as long as your
    next hiding place is in within 1 foot per Hide rank
    you possess of your current hiding place (magic
    items that give a bonus to Hide add 1 foot per point
    of bonus to Hide it provides). If you try to move
    any greater distance than that between hiding spaces,
    your quarry spots you. In addition, a movement penalty
    may apply to your Hide check if you dash from one
    hiding space to the next at more than half your
    normal speed.

    Even if you fail a Hide check while tailing someone
    or are spotted when moving too great a distance
    between hiding places, you can attempt a Bluff check
    opposed by your quarry’s Sense Motive check to look
    innocuous. Success means your quarry sees you, but
    doesn’t realize you’re tailing; failure alerts your
    quarry that you’re actually following.
  • Sneaking Up On Someone (Source:
    Song & Silence) – You can sneak up on someone
    using Hide checks, but you must move from hiding
    place to hiding place to do so. Use the procedure
    from Tail Someone (above) for this. If your last
    hiding place is within 1 foot per Hide rank you
    possess of your quarry, you can sneak up and attack
    before they see you.
  • Blending Into a Crowd (Source:
    Song & Silence) – You can use your Hide skill
    to blend into a crowd, but doing so only conceals
    you from someone scanning the area to find you.
    You remain visable to everyone around you, and if
    they happen to be hostile, they’re likely to point
    you out. Even if you fail a Hide check while skulking
    in a crowd, you can still attempt a Bluff check
    to look innocuous (see Tail Someone, above).
  • Sniping (Source: Song
    & Silence) – If you’ve already successfully
    hidden at least 10 feet from your target, you can
    make one ranged attack, then immediately hide again
    as a move action. You suffer a -20 circumstance
    penalty on your Hide check to conceal yourself after
    the shot.
Innuendo
- (No longer exists.)
Intimidate
(No new uses.)
Intuit Direction
(No longer exists.)
Jump
(No new uses.)
Knowledge
(No new uses.)
Listen
(No new uses.)
Mimic
(Source: Rokugan Campaign Setting) – Cha,
Trained Only

  • You can reproduce the voices of
    others, or the sounds of creatures you’ve heard.
  • Check – You can
    attempt to disguise your voice as that of another
    person, or trick others into beleiving they have
    heard whatever creature sound you wish to mimic.
    You must spend at least a day practicing your mimicry,
    or suffer a -5 circumstance penalty to your check.
    You may not attempt to mimic people or creatures
    you have never heard before. Anyone that hears you
    must make an opposed Listen check to realize what
    they are hearing is not authentic.
  • Retry – Generally,
    once you have failed to fool a target, you cannot
    fool him again. Any further Mimic checks (emulating
    other voices or noises) against the same person
    during that encounter suffer a -2 penalty.
  • Special - If
    you have 5 or more ranks in Listen, you recieve
    a +2 synergy bonus on Mimic checks.
  • Class Skills
    – Bard, druid, ninja, rogue.
Move Silently
(No new uses.)
Open Lock
(No new uses.)
Perform -
(No new uses.)
Pick
Pocket
(Now known as Sleight
of Hand)
-

  • Picking Pockets for Profit
    (Source: Living Greyhawk Campaign) - You
    can make something of a living picking pockets –
    it’s really all a matter of picking your marks right.
    The higher the risk, the higher the reward, of course,
    so professional pick pockets can make out like bandits
    – without all that thuggery. You can choose from
    the following marks, each of which will yield different
    results.

    The Safe Score -
    – DC 9 or less: You are caught. Succeed at a Bluff
    check (DC 12) or you’re likely to suffer whatever
    consequences the local authorities have in store
    for you.
    – DC 10 to 14: Failure.
    – DC 15: Small success. Gain 1d3 GP.
    – DC 20: Success. Gain 3d6 GP.
    – DC 25: Great success. Gain 3d6+5 GP.
    – DC 30: More than you dreamed. Gain 3d6+20 GP.

    The Typical Mark -
    – DC 14 or less: You are caught. Succeed at a Bluff
    check (DC 15) or you’re likely to suffer whatever
    consequences the local authorites have in store
    for you.
    – DC 15: Minimal success. Gain 1d6 GP.
    – DC 20: Some success. Gain 3d10 GP.
    – DC 25: Success. Gain 3d10+5 GP.
    – DC 30: Great success. Gain 3d10+20 GP.
    – DC 35: More than you dreamed. Gain 3d10+40 GP.

    The Overking’s Jewels -
    – DC 19 or less: You are caught. Succeed at a Bluff
    check (DC 25) or you’re likely to suffer whatever
    consequences the local authorities have in store
    for you.
    – DC 20: Light success. Gain 3d10+5 GP.
    – DC 25: Some success. Gain 3d20+20 GP.
    – DC 30: Success. Gain 3d20+40 GP.
    – DC 35: Great success. Gain 6d20+80 GP.
    – DC 40: More than you dreamed. Gain 6d20+80 GP.
    – DC 50: More than anyone dreamed. Gain 6d20+120
    GP.

    Of course, when you lift something, it doesn’t mean
    that you get it all in small, unmarked, easy to
    spend coins – you grabbed some valuable trinket,
    perhaps a few gems, something along those lines.
    Sure, you will occasionally get coins – but usually,
    it’s a matter of lifting something expensive, then
    fencing it. You can usually only find a decent mark
    (as per above) once a week or so.
Poison
(Source: Rokugan Campaign Setting) – Int,
Trained Only

  • This skill allows the character
    to brew and prepare poisons.
  • Check – As per
    the usual rules for the Craft skill. Making any
    poison requires the use of a poison lab and the
    proper materials. At any time, crafting a poison
    carries a 10% chance that the character will poison
    himself during the brewing process. Crafting an
    animal poison carries a 20% chance of self-poisoning.
    Any character with the Poison Use ability negates
    the risk of self-poisoning when crafting a poison.
  • Increasing Potency – Increasing
    the brewing DC by 5 increases the save DC for that
    poison by 2. You cannot increase a particular poison’s
    DC by more than 4.
  • Special – If you have five ranks
    in Profession (Herbalist), you gain a +2 synergy
    bonus when crafting herbal poisons. If you have
    five ranks in Handle Animal you gain a +2 synergy
    bonus when crafting animal poisons, and reduce the
    chance of poisoning yourself with animal poisons
    to 10%. If you have five ranks in Poison, you gain
    a +2 synergy bonus on Heal checks when trying to
    treat a poison.
  • Class Skill – Ninja,
    rogue.
Profession

  • Working for Profit (Source:
    Living Greyhawk Campaign) – You can practice your
    trade and make a decent living, earning half your
    check result in GP (rounded down) when you spend
    a week working. You may neither take 10 nor take
    20 on the check for this purpose.
Read Lips
(No longer exists.)
Ride
(No new uses.)
Scry
(No new uses.)
Search
(No new uses.)
Sense
Motive
-

  • Combat Prediction (Source:
    Sword & Fist) – You get a good, though general
    idea of an opponent’s combat skill. This use of
    the skill requires you to spend a minimum of 3 rounds
    observing an opponent who is engaged in combat.
    You must take no other actions in that time other
    than moving your normal movement rate. You must
    keep your subject in view at all times. The DC is
    20 + 1 for per HD your opponent has. If successful,
    you gain a +4 bonus on your first attack roll against
    the observed opponent. This attack must come within
    24 hours or the bonus is lost. You cannot use this
    ability again on an opponent until they have advanced
    (either by level or hit dice).
  • Decipher Strategy (Source:
    Sword & Fist) – You assess a combat situation
    and determine it’s true purpose. You must observe
    the combat for a minimum of 3 round before making
    the skill check. The DC is 15 +1 for every opponent’s
    true motive (cut you to pieces, lure you away from
    or drive you towards a particular spot, rescue a
    captive, and so on).
  • Size Up an Opponent (Source:
    Oriental Adventures) – You’re able to size up an
    opponent’s general skills with a glance, so long
    as you’re fairly decent with Sense Motive. This
    is usually good for avoiding a fight with something
    or someone that overpowers you.

    – DC 15: Determine an opponent’s political affiliation.
    – DC 20: Determine an opponent’s level and/or hit
    dice.
    – DC 20: Determine an opponent’s class.
    – DC 25: Determine an opponent’s ranks in one skill
    (you must have seen them perform the skill).
    – DC 25: Determine an opponent’s bonus to hit and
    damage with their primary weapon.
Speak Language
(No new uses.)
Spellcraft -
(No new uses.)
Spiritwalk
– (Source: Unique to Sunday’s Game) Cha, Trained
Only

  • This skill allows you to interact
    with the Spirit Realm.
  • Spirit Travel – You can
    close your eyes and move your physical self to the
    spirit realm. This is a full-round action that provokes
    an attack of opportunity. If you succeed at a successful
    Spiritwalk check (DC 30), you find yourself in the
    corresponding spot you were in the Material Realm
    in the Spirit Realm. You can use this ability to
    travel from the Spirit Realm to the Material Realm
    as well. If you want to bring others with you, the
    DC increases by 2 for each person beyond the first.
    You cannot bring someone to the Spirit Realm unwillingly
    (unless, of course, you kill them).
  • Peek – You can use Spiritwalk
    to take a "peek" into the Spirit Realm
    – this allows you to see, but not travel, to the
    Spirit Realm, as if you were standing in the corresponding
    spot you’re standing in the Material Plane. You
    can also do the same thing to "peek" from
    the Spirit Realm to the Material. The DC for this
    is 20.
  • Materialize – If you
    are a spirit, you can use this ability to materialize
    in the Material Plane. For each point you beat the
    DC by (DC 30), you materialize for one minute. If
    you fail the DC, you may not try again until another
    24 hours.
  • Spiritwatch – As you
    become better at Spiritwalk, you become slowly more
    aware of people travelling to and from it. Depending
    on the activity, you may be able to detect movement
    through the Spirit Realm.
    – DC 10: If you are a spirit, you can feel the presence
    of the being that killed you (or had part in killing
    you) enter the Spirit Realm.
    – DC 20: You can sense if someone from the Spirit
    Realm has moved to or materialized in the Material
    Realm within 60’ (if you’re in the Material Realm),
    or you can sense if someone from another Realm has
    moved to or materialized in the Spirit Realm within
    60’ (if you’re in the Spirit Realm).
    – DC 30: You can sense if someone from the Material
    Realm is "peeking" near you (within 60’)
    if you are in the Spirit Realm, or you can sense
    if someone from the Spirit Realm is "peeking"
    near you (within 60’) if you are in the Material
    Realm.
  • You can add to your Spiritwalk
    roll by sacrificing a creature and "following"
    the spirit over. For every HD or level that the
    creature you sacrifice had, you add a +1 circumstance
    bonus to your Spiritwalk check. This must be used
    within one minute of the sacrifice, or the bonus
    is lost.
Spot
(No new uses.)
Swim
(No new uses.)
Tumble
-

  • Extreme Tumbling (Source:
    Oriental Adventures) – You can pull some amazing
    stunts with Tumble, as you grow in skill. The following
    DCs are for some of the more absurd acts:

    – DC 30: Treat a fall as 20 feet shorter when determining
    damage
    – DC 35: Stand up from prone as a free action (instead
    of a move-equivelent action).
    – DC 40: Move 10 feet as a "5-foot step,"
    while also performing a full-round action during
    the round (such as a full attack). In melee, you
    might do a backflip over your opponent’s head to
    get on his other side. This move never provokes
    an attack of opportunity – it is exactly equivelent
    to a 5-foot step, except for the distance covered.
    – DC 45: Treat a fall as 30 feet shorter when determining
    damage.
    – DC 50: Climb to a height of up to 20 feet (as
    part of a normal movement) by jumping and bouncing
    off walls and trees. You must have at least two
    vertical surfaces to bounce off, and at least the
    two must be within 10 feet of each other.
    – DC 60: Treat a fall as 40 feet shorter when determining
    damage (There is no limit to a distance a character
    with Tumble can fall without being hurt. Increase
    the DC by 15 for each additional 10 feet of falling).
Use Magic Device
- (No new
uses.)
Wilderness
Lore
(Now known as Survival.)-

  • Covering Your Tracks – If
    you take the time to cover your tracks, you can
    make an opposed Wilderness Lore check against the
    people that are tracking you.

Improvised
Weapons

Sometimes, you’re going to be unarmed, but you’re going
to want to hit someone with something. This is
where improved weapons come into play. You can, if you need
to, grab almost anything around you, and swing it, albeit
at a -4 penalty (unless you happen to be proficient with,
say, a chair or whatever). The size of the object determines
its damage, and what the material actually is determines
its damage type (usually bludgeoning). Sometimes an object
can have additional properties, depending on what it’s shaped
like. For example, a chair would have a bonus to disarm,
and a 10 foot pole would have reach. Additionally, if a
weapon couldn’t feasibly do real damage it’ll likely do
subdual. Finally – improvised weapons aren’t meant to take
the beating normal weapons are – they’re much more likely
to break during combat than a regular weapon.

Weapon Size Weapon Damage Examples
Tiny 1d3; crit x2 Door knob, a shoe, deck of cards,
vials, etc.
Small 1d4; crit x2 Chair leg, frying pan, crowbar, tiny-sized
creature, torch, bucket, mug, spellbook, dish, rolling
pin, etc.
Medium 1d6; crit x2 Chair, small-sized creature, tablecloth,
etc.
Large 1d8; crit x2 Ladder, wagon wheel, ten foot pole,
medium-sized creature, barrel, wheelbarrow, coat rack,
etc.
Huge 1d10; crit x2 Table, door, bathtub, large-sized
creature, etc.

Other Grappling
Options

In addition to the grappling rules found in the Player’s
Handbook, you can use the following grappling options as
well (a lot of new grapple
options were introduced in 3.5, so, this isn’t needed as
much)
:

  • Throw – So long as
    your opponent and his equipment weight less than your
    maximum light load, you can throw them, up to 10 feet.
    This usually does 1d4 plus your strength modifier, but
    it can do significantly more damage if you, say, throw
    them off of a cliff.

Bleeding
Out

Normally when you reach -10, it’s game over. You’re dead
and gone. However, with the bleeding out house rules here,
more resilient characters have a better chance of surviving
near-mortal wounds. You subtract your Constitution modifier
from -10, which will leave you the new number you need to
reach to die. Addtionally, you add your Consititution modifier
to the percentage chance you have of stabilizing. For example,
if you had a Constitution score of 16, you would need to
reach -13 to die – and you would have a 13% chance to stabilize
each round you bled out.

Spell Subtypes
All spells with the Shadow subtype lose the Shadow subtype
and gaing the Dream subtype. Any spells with Shadow in their
name are likely to be refered to as a Dream spell – Shadow
Conjuration becomes Dream Conjuration, Shadow Evocation
becomes Dream Evocation, Shadow Walk becomes Dream Walk
and so on. Additionally, all arcane spells with the Summoning
subtype gain the Dream subtype as well. All divine spells
with the Summoning subtype gain the Spirit subtype.

Available Feats
You may choose feats from the Player’s Handbook,
any of the various splat books (Sword & First, Tome
& Blood, Masters of the Wild,
etc.), Book of
Vile Darkness,
non-clan feats from Oriental Adventures
and Rokugan Campaign Setting and most feats featured
in Dragon Magazine (although it’s still a good
idea to check with me first, and have the Dragon Magazine
in question with you when you present the feat).

Available
Classes
Variety is the spice of life, and, in my opinion,
games as well. Lots of starting classes are available, and
more prestige classes will become available as the game
goes on.

Base Classes –

  • For characters originating
    near the Great River
    – Barbarian, Bard,
    Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue,
    Sorcerer, Wizard (Player’s Handbook), Adept,
    Aristocrat, Commoner, Expert, Warrior(Dungeon
    Master’s Guide
    ).
  • For characters originating
    from the Faraway Lands
    – Barbarian, Fighter,
    Monk, Ranger, Rogue, Sorcerer (Player’s Handbook),
    Adept, Aristocrat, Commoner, Expert, Warrior (Dungeon
    Master’s Guide
    ), Samurai, Shaman, Shugenga,
    Shohei, Wu-Jen (Oriental Adventures), Courtier,
    Ninja (Rokugan Campaign Setting)
Prestige Classes -

  • Dungeon Master’s Guide
    – Arcane Archer, Dwarven Defender, Loremaster
  • Sword & Fist
    – Devoted Defender, Duelist, Ghostwalker, Halfling
    Outrider, Lasher, Master of Chains, Warmaster, Weapon
    Master
  • Tome & Blood -
    Arcane Trickster, Candle Caster, Dragon Disciple,
    Elemental Savant, Mindbender, Pale Master, Spellsword,
    True Necromancer
  • Defenders of the Faith
    – Holy Liberator, Templar, Warpriest
  • Masters of the Wild
    – Animal Lord, Bloodhound, Deepwood Sniper, Exotic
    Weapon Master, Foe Hunter, Frenzied Berzerker, Geomancer,
    Tempest, Watch Detective
  • Song & Silence -
    Thief-Acrobat, Vigilante, Virtuoso
  • Book of Vile Darkness
    – Demonologist, Diabolist, Ur-Priest, Vermin Lord
  • Rokugan Campaign Setting
    - Artisan

Falling Damage
The first 10’ of falling
damage will always be subdual, unless, of course, you land
on something especially sharp.

Writing XP
Bonus
In an effort for to get
you guys to get more into the game, and to help me develop
a history and what-have-you, there’s going to be a 150 XP
bonus for things you write up to put on the page (this is,
of course, a base amount – for tiny stories, it could be
no XP, for epics, well, we’ll get to talkin’). This could
be a journal from the perspective of your characters, your
character’s history, or any other thing you dream up. You
send it to me, and I put it on the page, I’ll throw in the
extra XP. This can apply to characters who aren’t even in
the game yet, as well. When you’re done writing them, send
them right over to me.

"Dying"
in the Spirit Realm
A lot of questions have been asked about what happens
to you when you "die" in the Spirit Realm. Well,
it’s simple, really. When you "die" in the Spirit
Realm, you make a check (d20 + your HD or level) against
a DC of 16. If you succeed in the check, you rejuvinate
in 2d4 days. If you fail, however, that’s it – your spirit
is destroyed. You can’t get any more dead than that. The
DC that you make the check against may change depending
on where you are, of course, but, generally, it will remain
the same. This is based on the ghost template’s rejuvination
ability (Monster Manual).

HP Progression
At first level, your character starts with maximum hit points.
At every level after first, your character gains half of
the maximum, plus one. This means that, for example, you
were playing a cleric (with a Con score of 10) you would
have 8 hit points at first level, and 13 at second, and
so on. You add your Con modifier as you would normally.

O,
Death
The sudden
jolt into the spirit world is extremely jarring on a spirit,
and most only make the trip once. When a character dies
and is brought back (by any means, be it Ressurection, Raise
Dead, or Create Undead) they have weakened their spirit’s
grip on the living realm. The next time that character dies,
they must make a check versus a DC of 16, or be unable to
return to the living realm – they carry on as a spirit,
but cannot muster the stength to move a living body any
longer. The DC increases by 5 for each time beyond the second
time that the character has died. You add your character
level or hit dice to this check.

New
Characters
If you should be so unfortunate as to lose a character,
or if you decide to retire one, you can bring in a new character.
Like everyone, you’d be using the 32 point build, and starting
at a level of one-half of your previous character’s level.

Clarifications

Dice Roll
Clarifications

In situations that call for dice rolls for usual dice, we’ll
be using a set way of rolling them, just to keep me sane.
In the case of 1d2s, roll any die, odds being 1, evens being
2. In the case of 1d3s, roll a d6 – On a roll of 1, 2 or
3, you get that result. On a roll of 4, 5 or 6, subtract
3 and take that result. For the case of d% rolls, any roll
under or matching the % needed gets the desired effect –
for example, if you’re displaced, with a 50% miss chance,
any roll of 01 to 50 on a d% will miss you – any higher
will hit.

Drowning
Due to the utter FEAR that has been struck in the hearts
of me and others as players in a Living Greyhawk game regarding
water, I thought it would nice to clear this up. This isn’t
a house rule, it’s just badly worded in the Player’s Handbook,
and thus, leading to death in the water right quick. In
the Player’s Handbook under the Swim skill, it says "if
you fail (the swim check) by 5 or more, you go underwater
and start to drown. The Dungeon Master’s Guide has
rules for drowning." Badly worded, as I said, because
as soon as you fail you don’t immediately suck in water
and fall unconcious, unless there was something that forced
you to do so. Under "The Drowning Rule" (p. 85
of the DMG), it says:

"Any character can hold her breath
for a number of rounds equal to twice her Constitution score.
After this period of time, the character must make a Constitution
check (DC 10) every round in order to continue holding her
breath. Each round, the DC increases by 1."

Here’s the important bit:

"When the character finally fails
her Constitution check, she begins to drown.
"
So, you don’t end up drowning the MOMENT you fail a swim
check by 5! Of course, the risk is still there, but, please,
people don’t be utterly terrified of the water.

(Edit: This has been clarified in 3.5,
so, now there’s even less to worry about.)

House Rules

"Sunday's Game" - The Exodus Fivegears Fivegears