General home rules

1.After reaching the 4th level a character that lost half of her current HP during a single combat round must roll a fortitude save with DC equal to 10 + the damage dealt to her or fall unconscious with 0 h’p.

2.Feats can be bought using the following guidelines:

a.One feat per level b.The cost for the feat is n+1=2n with n0=500xp (First Feat bought costs 500 XP, second costs 1,000, etc.) c.First level feats can be bought for thrice the amount. d.One can purchase feats starting at the 4th level.

3.There are several new feats and new laws for feats:

a.Skillful – the character receives +1 skill point per level (+4 at first level) the feat isn’t retroactive. b.Keen senses – character creation feat – +1 to spot, search and listen, and additional 1 in 6 chance to detect secret doors, like elves. c.Skill focus grants +3 but it isn’t a rank bonus. d.Greater skill focus (another +3) can be taken only after level 7. e.There are 3 types of feats – normal, first level feats (i.e. feats you must learn a lot in order to have them, cosmopolitan for instance) and character creation feat (feat a character born with – Keen senses as an example). There are feats that answer some of the descriptions because of role-play – in that case the DM will let the player take the feat. Example: Layla Sandstar, a 3rd level wizard and a descendant of Vienar Sandstar the grand druid just gained level. At character creation, Tom, the one who plays her, took the feat “spellcasting prodigy – druid” in order to add depth to the character. Tom now wishes to take the magical talented feat – a character creation feat that fits Layla as well, so the DM allows Tom to take the feat for 1500XP (thrice the price of the first level feat).

4.Characters receive maximum HP up to and including the forth level.

5.For HP determination past 4th level, the player rolls 2 dice choosing between them.

6.One third of the base attack rounded down is added to the armor class of a character except warriors. Warrior receives one third of his base attack bonus rounded up to his armor class. Fighters and them alone receive half the amount round up.

7.There is no identify spell, any character can determine what are the “pluses” of armor or weapon that are one third of its base attack rounded down (not any thing else just pluses). Fighters round that up.

8.Spellcraft check of 20+caster level of the item can identify its general purposes. A specific research using detect magic and appropriate knowledge check (see the section about mages) of 20 + caster level of the item can determine one of his specific abilities – not including activation word (succeeding with a roll of 10 higher then what is needed will grant the character with the activation word) – the lesser powers are revealed first. A character cannot take 10 in this check unless it has an equipped lab – NO ONE CAN TAKE 20 IN THIS CHECK. Only one failure is allowed for an item every level.

Example – Ann finds an unknown staff, being a 10th level wizard with a base attack of +5 she understand it has a plus of more then +2 so she hand it to Malek, a 14th level ranger who determine it has a bonus of +3. Annasteria cast detect magic and use her knowledge spellcraft to determine what are the exact weaves of magic around the staff. She rolls 16 that give her a wonderful spellcraft check of 48. She determines that the staff has 2 abjuration spells and 2 evocation spells cast on it. She make abjuration skill check rolling 19 for a total of 49 understanding that the staff can cast mage armor 3 times per day, the dc for this affect was 37 so Ann also found its activation word. Than Annasteria tries to understand what evocation spell is cast on it, rolling only 2 for a total of 31 not enough to understand what is the spell. Ann can try again only when she advance level.

9.Whenever a player rolls a natural 20 on a skill check the skill gains +1 competence bonus that becomes a free rank point in this skill when the character gains level, rolling natural 1 cause the opposite, reducing one point from the skill. A character cannot gain more than 1 free rank for each skill each level.

10.A roll of 20 or 1 grant the roller another roll with 20 being 20+ the new roll and 1 being –20 + the new roll.

11.A character or monster that has initiative of more than 19 higher than her slowest enemy receive another attack at her initiative –20. This applies only for the first round.

12.The maximum rank for a class skill is level + 1 and for cross class skill half that amount round down.

13.There is a luck roll – player rolls d6 with 0 being bad luck with dire affects!!! 1 being terrible luck 2 bad luck 3 roll again with –1 4 roll again with +1 5 good luck 6 great luck 7 outstanding luck.

14.Half elves gain additional feat at character creation.

15.We use calculated loads and a character must know where she stores her items.

16.Weapons have a initiative factor like in the 2nd – consult the 2nd edition players handbook for speed factor for your weapon of choice (pages 99-102 new book).

17.While playing in the forgotten realms no one can play a gnome!

18.No one plays chaotic/true neutral at character creation – you want to be chaotic/true neutral show the DM you know how to do it – without being passive aggressive.

19.Levels are gained only after the adventure when the adventurer has time to let the new knowledge sink.

20.A new skill can be bought only if appropriate study was made earlier.

Example – Being a sniffer Oloore decide to learn from her mentor about outsiders and their affairs. Interacting INPLAY with her mentor for a while, she can take a rank in knowledge “the planes”. After she’ll advance a level. Of course she must take the appropriate part of the knowledge.

21.2 new classes are introduce – Weapon master and favored soul.

22.Every spellcasting/power wielding class receives heighten spell automatically.

23.For all non mana-using classes the bonus for 1st level spells from high attribute applies also to zero level spells.

24.Different armors protects differently against different weapons consult the 2nd edition PHB for your armor new defenses.

General home rules

Black Hole Problem. - D&D LeNyX