House Rules

In my games I use several house rules, for various reasons. A few of these rules are fairly integral to the Calcerun setting (especially the changes to Duskblades and arcane casters), others are just personal favourites. All the house rules I use can be found below.


Languages

Please note, this affects all characters.

There is no Common language on Nalunara. All races start knowing their racial language (Taranian for humans). Inhabitants of Nalunara also know Elvish. Please see the languages page for more information.


New Classes

Harrowed


Class Changes

All casters: Please note the rules on necromancy spells, found here.

All arcane casters: Because I really hate the idea of master mages relying on pockets full of bat poop and the like, the following rule is in place:

Any spell that has a material component with no cost no longer needs such a component. Using such a component will do nothing. Any material component with a specific cost must still be used to cast the spell. Focus items are unaffected. This change affects all arcane casters.

This makes both the Eschew Materials feat and the Spell Component Pouch completely useless.

If you actually want to be a caster who relies on such things, I am perfectly happy for you to do so. Bear in mind, however, the choice made at character creation will be permanent (although you can, of course, later take the Eschew Materials Feat), you will need a Spell Component Pouch, and the rule will always apply - yes, even when you're captured and your Pouch has been taken from you! On the other hand, you will be applauded by me for taking a penalty to your character for the sake of roleplaying, and it will make the character different and interesting to play. Lucky you, eh?

Magesight: TBC

All casters who prepare spells: Creatures who need less than 8 hours' sleep per day (such as Elves) need to sleep for only this amount before they can prepare spells. For example, an elf would need to sleep (or trance, technically) for only four hours before preparing spells.

Creatures that do not need sleep (such as Warforged) must meditate for one hour before preparing spells, to clear their mind.

All divine casters: Divine casters who draw their power from a god (clerics, paladins, etc) must worship a god in order to gain their power - they cannot simply follow an alignment or a philosophy. Druids and rangers are unaffected by this, as they draw their power directly from Calcerun and the natural world. Classes with the ability to Turn or Rebuke Undead should note the changes to it here.

Duskblade: Only Elves may be Duskblades.

Ranger: Rangers can also add their Favoured Enemy modifiers to Knowledge checks relating to their Favoured Enemies.

Scout: Skills: Add Disable Device; remove Knowledge (Dungeoneering), Ride and Sense Motive. 6+Int mod Skill Points (x4 at first level).

A Scout must be unencumbered, lightly armoured, and not carrying a heavy or tower shield to use the Skirmish Movement, Uncanny Dodge, Evasion, Trackless Step, Flawless Stride, and Fast Movement class abilities. Battle Fortitude, however, functions regardless.

Trackless Step: Scouts must move at half speed to use this ability. Scouts moving at normal speed are at +5 to the DC to track (as if they had covered their trail).

Flawless Stride: Negates penalties for difficult terrain. Halves the penalties for very difficult terrain.

Sorcerer: A Sorcerer may choose to spend experience points in place of expensive material components, at a rate of 1 xp per 5 gp the component would normally cost (ie a material component costing 500gp would instead require the expenditure of 100xp). If the Sorcerer does not wish to spend xp, or does not have enough to spend without dropping a level, he may still use the normal material component in its place. If a spell requires an expensive focus component, he must still provide it.

A Sorcerer cannot pay only part of the cost with experience - it's all or nothing.


Feat Changes

Dodge: Provides a blanket +1 dodge bonus to AC against all opponents. There is no need to declare it. This bonus is still lost if you are denied your dexterity bonus to AC.


Skill Changes

Craft (Alchemy): No longer requires the user to be a spellcaster.


New Spells, Feats, Items and Stuff

Spells:

All the spells found here are available for use.

The following spells from I've-forgotten-where are available for use: Create Rope and Milestone.

Signature cantrips are also available, also from I've-forgotten-where.

If you are playing a class not listed as having any of these spells on its spell list (due to it being a non-standard class), just talk to me (or your DM) about it, and we'll see if it's appropriate for them to be on your spell list.

Items:

All the items and armour properties found in Mith's Shop are available for use/purchase. Although please note that the Elemental Sceptres are currently under my scrutiny, and may be modified/removed if they prove unbalanced.


Acknowledgements

Many thanks to the following people for their contributions:

  • Warpanda, for the Scout changes.
  • The folks over at Dicefreaks for creating the spells Create Rope, Milestone and the Signature Cantrips. Unfortunately, due to the deletion of the old forum I don't know exactly who created them, but thanks to you, whoever you were!
  • Rich Burlew (aka the Giant in the Playground) for creating the new illusion spells.
  • The person from the Wizards forums who created the Mith's Shop items. Unfortunately, with the old forums being deleted I don't know who you are…but thanks very much anyway!

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