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Revision as of 06:05, 13 December 2008 by Wizardoest (talk | contribs) (New page: <big>This page is storage for Randy's house rules</big> == Alignments and examples == * Lawful Good: Superman * Neutral Good: Captain Picard * Chaotic Good: Indiana Jones * Lawful Neutr...)
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This page is storage for Randy's house rules


Alignments and examples

  • Lawful Good: Superman
  • Neutral Good: Captain Picard
  • Chaotic Good: Indiana Jones
  • Lawful Neutral: Adama (Battlestar Galactica)
  • Neutral: Unaligned (you’re still boring)
  • Chaotic Neutral: Jayne (Firefly/Serenity)
  • Lawful Evil: Darth Vader
  • Neutral Evil: Bender (Futurama)
  • Chaotic Evil: Randy

Most of these are from the April Fools Day page at WotC.

Leadership

Approval for the Leadership feat is granted on a case-by-case basis

  • Building cohorts uses the same process as creating PCs, except that cohorts have 22 points to spend on abilities, can never gain the Leadership feat, and cannot take Magic Item Creation feats (those given by classes and prestige classes are permitted, but please do not use the cohort as a magic item creation machine).
  • Cohorts are full members of the adventuring party. As such, they receive a full share of treasure and full XP. The cohort's level will only originally be based on a PC's leadership score, and will never be the same level as the PC.
  • You will have to roleplay your cohort. From time to time the cohort will have to be played for an entire session, with the DM running the main PC. This is to ensure that full thought is being put into the development and roleplaying of the cohort.

Some notes about Cohorts

  • Cohorts aren't secondary characters, they are assistants. As such, they aren't as special as the PC, which means that their abilities scores aren't as good. The number (22) comes from the point buy for cohorts in the Living Greyhawk (LG) rules.
  • The XP ruling for the cohort serves two purposes; 1) to remind the player that the cohort should be considered their own character and not just a class ability of the primary PC, and 2) actually allows the cohort to be within one level of your PC, instead of the usual two.

Sorcerors change

Sorcerers in the Lone Rock City campaign now have the choice of these two options:

Class changes

  • A bonus feat at 2nd level, and must be either a metamagic feat an item creation feat, or a feat that can only be taken by spontenous arcane casters (for example, Draconic Breath from Complete Arcane). The sorceror must still meet all prerequisites for a bonus feat, including caster level minimums.

OR

  • 4 skill points per level plus the choice of one additional class skill.

A sorceror must also declare a type of heritage from whence thier power comes from, such as Dragons, Celestial, Fiendish, Fey, etc.

Familiar change

A familiar grants special abilities to its master (a sorcerer or wizard), as given in the list below. These special abilities apply only when the master and familiar are within 1 mile of each other. Pick a tiny animal from the list of approved animals (either in the PHB or on the Alternate Familiars page) and select one of the following benefits:

  • +3 bonus to a single skill
  • +2 bonus to Reflex, Fortitude, or Will saves
  • +3 hit points

Reserve Feats

Reserve feats (such as those from Complete Mage) have the following modifications.

  • They are changed from Supernatural (Su) to Spell-like (Sp)
  • When a spell effects a person(s), a saving throw is added.
    For example, Storm Bolt now has a Reflex save for half damage.

Critical Fumble

A natural 1 always fails on an attack or confirming a critical. When a natural 1 is rolled, the DM rolls a d4 with the following results; 1-hit yourself for half damage, 2-hit an ally within reach for half damage, 3-weapon breaks*; and 4-drop the weapon if manufactured or nothing if using natural weapons.

  • In the case of magical weapons, I'll record how many times "break" comes up for the weapon. If the number of times exceeds the plus on the weapon, it breaks. (Yes, this is unfair to weapons with enhancements other than pluses.)

Double critical hit

If a critical threat is made with a natural 20, and is confirmed with a natural 20, the opponent is immediately dropped to -8.

This modified from the DMG, p28.

Rolling percentile dice

In the d20 system, higher is always better. For example: Timmie was dropped to -5 hp and it’s his turn so he rolls to stabilize (which is a 10% chance). He rolls percentile dice and gets 07. He does not stabilize. The following round he rolls again and gets a 91 and stabilizes! (Note that 90 does not stabilize, you have to roll 91-100.)