House Rules

These houserules tweak the mechanics of things a bit, in the name of fun and enjoyment.

Magic

  • Caster level for any class is now equal to ECL (effective character level; that is, class levels plus racial hit dice plus level adjustment.) This helps multiclassed or level-adjusted casters be not quite as gimped by their nonstandard choices. They still can't compare to the higher-level spell selection they gave up, so this is nice without being game-breaking.
  • Metamagic feats can be used spontaneously for free a number of times per day equal to your casting ability bonus divided by their normal spell level cost (minimum once per day). You can still apply them beyond this limit in the usualy way. This allows you to actually use the metamagic you spend valuable feats on.
  • Cantrips, Orisons, and other 0-level spells are always active and at-will for those that know them.
  • Costly material components are no longer required, though you must still have access to the appropriate noncostly components found in a spell-component pouch.
  • There are no XP costs for spells. There are plenty of in-world consequences to prevent the abuse of Wish, Miracle, and the like. These consequences are often hilarious for everyone that isn't the foolish caster.
  • Wizards (and other casters with spellbooks) no longer gain new spells automatically beyond their first level starting spells. They must find and copy new spells from scrolls, be taught them by others, or research them on their own.
  • Clerics no longer know every cleric spell; they start only with all level-0 spells and the spells on their domain lists, and can learn from scrolls or earn new spells through special devotion and deeds for their deities.
  • Druids no longer know every druid spell; they start with all level-0 spells and a number of level-1 spells equal to their Wisdom modifier plus 3. They can earn new spells by visiting and meditating at far-flung sites of primal power apropriately themed to the spell they wish to know. Other druids may also pass on knowledge of specific rituals.

Items

  • Charged items (wands, staves, etc.) can be recharged on a one-for-one basis simply by casting an apropriate spell into them. For instance, a wand of fireball that has a fireball spell cast into it regains one charge. This means that certain targeted spells might actually be absorbed in battle if an enemy caster is silly enough to try and shatter a wand of shatter.
  • A DC 20 Craft check can be used to brew a free refill for a drunk potion. It takes 24 hours to brew a refill in this manner, but other tasks, including brewing more refills, can be undertaken during this time. You cannot brew more potions than you started with in this manner, and this rule exists simply to ensure that a repertoire of potions is not a loss of wealth but rather an investment.
  • Crafting items no longer expends XP. Effects that grant extra crafting XP, like an Artificer's craft reserve, instead provide a discount to crafting price (1XP = 5gp).

Character Creation

  • For ability scores, roll 4d6 (drop lowest) and arrange as desired. Share and record these rolls with the group. If you don't like your scores, you can choose to instead copy the array of any other player in the group. This preserves the organic feel and excitement of rolled stats, but insures that there's no disparity between PCs due to luck.

Class Changes

  • Monks now have 4/4 BAB, d12 Hit Dice, and Flurry of Blows can be used in place of any standard attack instead of requiring a full-round action.
  • Soulknives now have 4/4 BAB, a Mind Blade enhancement bonus +1 higher than shown, and charging a Psychic Strike now takes a swift action instead of a move action.
  • Warlocks now gain 1 invocation per level, instead of the slower progression they had before.

Action Points (Quoted from the Eberron Campaign Setting)

  • Action points provide a player with the means to alter d20 rolls in dramatic situations, reflecting the luck that can change crushing failure into heroic success. Your character has a limited number of action points, and you must use them wisely, since you don’t replenish this supply until your character attains a new level.
  • You can spend an action point to improve the result of an attack roll, a skill check, an ability check, a level check, or a saving throw. Certain feats and prestige class features allow you to spend action points in different ways, but this is their most basic use.
  • When you spend an action point, you add the result of a roll of 1d6 to your d20 roll to help you meet or exceed the target number for the roll. You can declare that you are spending an action point after you have already rolled the d20, but you must do so before the Dungeon Master reveals the result of your roll (whether the attack roll or check or saving throw succeeded or failed). You can’t use an action point on a skill check or ability check when you are taking 10 or taking 20. You can only use action points once in a round. If you spend 1 or more action points on a special action (see below), you can’t spend a point in the same round to improve a die roll, and vice versa. No spell, power, or other special ability can allow a character to reroll an action point die. If a character suffers permanent level loss, he does not lose any action points he has remaining, and any subsequent level advancement provides new action points as normal.
  • If your character level is 8th or higher, you can rollmore than one d6 when you spend an action point. If youdo so, apply the highest result and disregard the otherrolls. As a 15th-level character, for example, you can roll3d6 and take the best result of the three. So, if you rolled 1, 2, and 4, you would apply the 4 to your d20 roll.
 Character Level
Action Point Dice Rolled
 1st-7th 1
 8th-14th 2
 15th-20th

 3

  • At 1st level, you have 5 action points. Each time you attain a new level, you gain a fresh supply of action points equal to 5 + 1/2 your character level, rounded down. Any action points you didn’t spend at your previous level are lost. You determine your supply of action points after all other issues related to level advancement have been resolved. In effect, this determination becomes step 10 in the process (see pages 58–59 of the Player’s Handbook).
 Character Level
Action Point Maxiumum
 1st 5
 2nd-3rd 6
 4th-5th 7
 6th-7th 8
 8th-9th 9
 10th-11th 10
 12th-13th 11
 14th-15th 12
 16th-17th 13
 18th-19th 14
 20th 15
  • Instead of altering the result of a d20 roll, you can use action points to perform one of the special actions described below. In addition, some prestige classes and feats allow you to spend action points to gain or activate specific abilities.
  • Activate Class Feature: You can spend 2 action points to gain another use of one of the following class features that has a limited number of uses per day: bardic music, rage, smite evil, Stunning Fist, turn or rebuke undead, or wild shape.
  • Hasten Infusion: On his turn, an artificer can spend 1 action point to imbue an infusion in 1 round, even if the infusion’s casting time is normally longer than 1 round.
  • Stabilize: When your character is dying, you can spend 1 action point to stabilize at your current hit point total. Spending an action point does nothing for you if you’re already dead.

House Rules

The Cage Door Left Ajar VoidPhoenix