House Rules & Clarifications
- No third party products
- Character creation
- Ability stat generation style to be determined by Game Master prior to character generation.
- Typical styles include:
- Point build (example: 20 point, place as desired, then apply racial bonus).
- Dice roll (4d6 drop lowest, place as desired then apply racial bonus).
- Array (17, 15, 13, 13, 11, 11 place as desired then apply racial bonus).
- For Normal Games
- Initial Stats (Before racial traits) must be between 10 and 17.
- Allowed races.
- For Normal Game
- Core races can be freely chosen.
- Featured races are allowed with discretion, DM’s approval.
- Uncommon custom races, rarely with DM’s approval.
- Randomizer with DM’s approval.
- No custom Races.
- For Short Games
- Core Races freely chosen.
- Featured Races freely chosen.
- Uncommon races with DM’s approval.
- Freely use randomizer.
- No custom Races.
- Banned classes.
- For Normal Games.
- Fighter due to abusive builds, DM discretion per campaign.
- Summoner
- Archer
- Undead Lord
- Arcane Trickster
- Arcane Archer
- Anything from Occult Game
- For Short Games
- No banned list.
- Alignment.
- Any non-evil alignment is allowed.
- Equipment.
- All characters can start with “mundane” equipment of their choosing.
- No special materials or properties.
- Characters still get starting gold on top of “mundane” equipment.
- Do not worry about encumbrance. It is assumed you can drop your gear at the beginning of battle.
- Unlimited “normal” ammunition except in special circumstances.
- No guns/technology except in the “appropriate” campaigns.
- Character Advancement
- Experience Points
- Use “Fast Experience track”.
- All party members equally split XP, and will be the same level.
- Hit Points
- IF rolling for Hit points, reroll until you get a number on the upper half of the die.
- Example: if you roll a d8 for HP, you can re-roll any result of 1–4.
- Standard rule: Take maximum hit points per level.
- IF rolling for Hit points, reroll until you get a number on the upper half of the die.
- Spells and Magic
- Use Spell memorization per rulebooks.
- No spell components are required.
- Spell Concentration is not used.
- Use the spell templates we have created instead of the “grid” spell areas.
- Combat
- Bleed is not used.
- Critical hits
- A roll of a 20 is always a critical, unless a 20 is the only way you could hit the opponent. In this case, the Natural 20 is still a hit, but must be confirmed to be a critical.
- Surprise Round
- If surprised (unaware) you are considered flat-footed until your turn and do not get to act in the surprise round.
- If not surprised, you may take a Move or a Standard action.
- Even if you have already gone, you are still considered flat-footed vs. undetected (Stealth or Invisible) opponents.
- Precision Damage
- If any of your attacks qualify for precision damage (backstab) during a round then all of your attacks versus the same opponent qualify for precision damage.
- You cannot use precision damage against an opponent who has concealment.
- Sniping (Attack at range, while stealthy)
- Can grant precision damage if applicable, typically to a target which has not seen you.
- After your attack, if you have not moved, you may make a stealth check. If successful, then you have not been spotted and may attack again from stealth the next round.
- Movement
- Diagonal movement is still 5′ per square, no normal square counts double.
- Skill and Ability checks
- A roll of a 20 is always a success, a roll of a 1 is always a failure.
- Poison
- Characters use the Unchained Poison rules.
- Encounters use the rules as written.
- Saving throws
- A natural 20 is always a success.
- A natural 1 is always a failure.
- Items do not need to make a check on a natural roll of a 1.
- Magic items and Items carried
- Cannot be damaged or broken unless specifically targeted.
- Unless their description says otherwise.
- Testing for this campaign: Auto Bonus Progression rules
- Cannot be damaged or broken unless specifically targeted.
- Eidolon
- Equipment which has been attuned to the Eidolon (worn/wielded for 12 hours) travels with the Eidolon when it is summoned/banished.
- Feats
- Use the Elephant in the Room “Weapon groups”.
- Banned Feats
- Leadership