Prophecy: Misc House Rules

Miscellaneous House Rules

Character Creation:
General

Heroic Goals: The party must
be good, and characters are encouraged
to be either good or neutral with good tendancies. While any
particular character need not be good, they need to explain why
they would be assisting a party with good intentions.

Patron Deities: Divine spell casters must serve
a non-evil deity. All other characters
should consider choosing a patron deity (should they want their
chances of being raised from the dead to improve). Characters with
a patron deity will more likely receive perks from the clergy of
their respective patron as well.

Age: A character may begin play at any age from
Adulthood to Old Age, as defined in the Age section of Chapter 6:
Description, in the Player’s Handbook. Characters do have
birthdays, please pick when you want your character’s to be. The
character may be of any height and weight allowed by the height and
weight tables for the character’s race.

Hit Points: Assign your starting character the
maximum hit points possible for its class. For each additional
character level, assign hit points by either: 1) According to 75%
of the class maximum (dropping fractions), or 2) rolling in front
of the DM twice and picking the higher value. For example, 1) a
character adds 3 hit points upon gaining a new level in the Wizard
class, or 2) by rolling the appropriate Hit Dice twice.

Initial Purchases: Characters start with the
maximum gold for their class. Purchase equipment for your
character. At character creation time, if you have the appropriate
Craft skill, you may purchase materials related to the craft for
50% of the listed value (for example, if you had Craft (Armor) you
could “purchase” Banded Mail for 125 gp or even Masterwork Full
Plate for 900 gp if you had enough gold). Wizards may purchase
scrolls (that they are able to create normally) at their creation
cost + 1 gp per XP that would normally be required (note that this
gold for XP is only available during character creation, after play
starts, characters must spend XP as normal).

Free Stuff: Because the Seer can provide the characters
with basic supplies, any mundane items from the Goods and Services
section of Chapter 7: Equipment in the Player’s Handbook as well as
from Tools of the Trade sections from the Guidebooks that cost 200
gp or less can be had for free (but be sure to list it in the
character’s equipment section). Special and suprior items must be
purchased with the character’s initial funds. This includes any
items in the “Special Substances and Items” section, any Masterwork
items, and any Spellcasting services, any items costing more than
200 gp, or any magical items.

Character Creation: Skills
& Feats

Language (Skill) Addendum: As in the core
rules, all characters (other than Barbarians) begin play with
literacy in any languages that they have.  NOTE: there are
limitations on what languages can be taken at character creation
with regards to the human tongues and the olde tongues. All
languages listed in the PHB are fair game, however, for other
languages on the
language trees
, please consult your DM to be sure you
qualify. Any additional languages taken during the game must
be taken as Speak Language (language name). For
languages which are ‘related’ to one of your starting languages,
ranks can be purchases as class skills thus costing only 1 skill
point to learn.  Languages outside of this requisite, however,
are purchased as cross-class skills and require the standard 2
skill-points per rank.  The language tree shows related languages, for the
purposes of determining whether a language can be treated as a
‘class skill’ or not, assume that any language connected to one of
your starting languages by only one level  are ‘related.’

Alchemical (Skill) Formulae: We will be using
the variant rule from the PGtWBaS that requires that Craft
(Alchemy) gives the character the ability to make only a limited
number of alchemical items. As a variation on this variant,
anything that has a Craft (Alchemy) DC of 15 or less can be made
without needing to know the formula (they are simple enough that
the formulas are part of the basic training of every character with
Craft (Alchemy) or they are easy to make on the fly).

Scent feat: The scent feat is available to all
monstrous humanoid races (including half-orcs) and gnomes (see
DMG).

Regional Feats: Characters must be from the
region in question (or follow the provided rules) to gain regional
feats.

Beginning Feats: Some feats are only available to 1st level
characters. These can only be taken at 1st level.

Exotic Spells and Spell Templates: The feats
from Arcana Unearthed that allow one to learn exotic spells and to
apply spell templates to spells are available to any spellcasting
character should they meet the prerequisites (excluding truename)
(and can also be taken as wizard bonus feats if desired).

Wizards’ Scribe Scroll Feat: All wizards get
scribe scroll as a feat for free at 1st level Wizard. A wizard may
customize their Scribe Scroll feat to be Scribe (object) if they
wish. Thus a wizard could take Scribe Liquid instead of Scribe
Scroll. That wizard could make “Liquid Potions” that functioned as
scrolls (requiring spell completion for example).

Alternate Character Creation Rules (for
those who want a non-standard character)


Advancement

Experience Points: We
will be using a variation on the Free-Form Experience variant rule.
Characters will get 400 XP times the average party level for each
game session. Additionally, the characters will get the minimum
amount necessary to advance one level for their first three level
advances (levels 2-4).

Advancing Levels: Players do not need to train
their characters before they may advance in levels. However,
characters may not learn a new feat or skill which they have not
been exposed to. For example, a character in the desert can’t
learning swimming upon advancing a new level unless he has spent
some time at an oasis. Regional feats can only be learned in the
region in question as described in the Forgotten Realms Campaign
Book. Starting a prestige class (as opposed to advancing in an
existing prestige class) requires that the character receive some
training as is usually indicated in the prerequisites section for
the class in question.

Powerful Monsters Advancing Levels: Players
with a character advancing using the Savage Species rules are
slightly modified from the rules presented there. The rules in that
book state that a character must only advance in their racial class
until they reach the maximum level and only then may they take
levels in another class. I am changing this slightly in that they
must start at 1st level in their racial class, but then may take
levels in other classes so long as they take a racial class level
at least as frequently as every other level (thus the slowest you
would advance in the racial class is taking a racial level at every
odd level). They are considered to have their racial class as a
favored class (thus there is no experience penalty for that class
being much higher than any of their other classes).

New Wizard Spells: In general, wizards (and any
other class/prestige class that needs a spellbook) do not need to
spend any ‘downtime’ upon advancement in level in order to learn
their new spells. It is assumed that a certain amount of time is
spent every day/night whilst studying from their spell-books in the
research of new spells. The addition of a new wizard level
signifies the completion of this research into learning the new
spells at which point the wizard gains (1 + Int bonus if positive)
new spells of any level known to him. At first level, wizards get 3
+ Int bonus (if positive) spells of 1st level (and all 0-level
spells). Specialists get an additional spell each time they gain a
new level of spell access (1st at 1st level, 2nd at 3rd level, 3rd
at 5th level, etc.) that must be from their specialty. Spells that
may be learned are listed under Spells Available below.

Other Spellcasters: All other spell-casters do
not need to spend any ‘downtime’ to learn their new spells upon
level advancement. Upon gaining a level with spells of a new level,
the characters has all the spells available to them as is normal
for their class (Sorcerers and Bards may choose any spells to
learn, Clerics and Druids may choose any spell to memorize).
Certain spells must be “revealed” as available before they can be
used, see the Spells Available section below.

Spells Available: Spell casters from any world
may learn any spell from the Players Handbook. Depending on the
world(s) that a character is familiar with they may have access to
other sources of spell lists. Consult the following table to
determine which other spell lists are available to the character in
question. As normal, should a character encounter a spell in a
spellbook or on a scroll, they may attempt to learn the spell
regardless of its world of origin. Similarly, a spell from any
world can be learned using the researching a spell rules. Should a
character, however, wish to gain free access to spells from a world
of origin other than his own, they must spend 1 Rank in a Knowledge
skill (see table) per spell level to become familiar with that
world’s magics. From that point on, they have access to all spells
of the appropriate levels as if they originated from that world.
For example, Mordenkainen originates from Greyhawk and has full
access to the Tome & Blood spells, should he wish to be able to
easily learn spells from the Forgotten Realms he would have to
spend Ranks on Knowledge (Local – Forgotten Realms) to do so. If he
has Rank 6 Knowledge (Local – Forgotten Realms), he can choose
anyForgotten Realms spell up to 6th level when he gets his free
spells upon advancing a level and can identify any FR spell up to
6th level with a Spellcraft check. For purposes of spell
availablity (and regional feats), you must specify where your
Knowledge(Local) applies to.

World of Origin
Knowledge Skill
Books Available
All na Players Handbook
Greyhawk Local (Greyhawk or unspecified) Tome & Blood (and any of the other Guidebooks), any Dragon
articles (unless the article specifically states world of origin),
Books of (Eldritch I, II, or Hallowed) Might
Outer or Inner Planes Planes Manual of the Planes
Forgotten Realms Local (Forgotten Realms) Campaign book, Magic of …, and others specific to Forgotten
Realms
Ghelspad (Scarred Lands) Local (Scarred Lands) Relics & Rituals, Players Guide to…, and others specific
to Scarred Lands
DragonStar Local (DragonStar) Starfarer’s Handbook and others specific to DS.
etc. Local (etc.) as appropriate

In Game: General

Upkeep: To represent the cost of living between
adventures at the beginning of each game session, characters will
deduct Lifestyle Prices from
their wealth to represent their lifestyle expenses. Beginning
characters are assumed to have “done” this during character
creation and need not pay upon first being created.

Extended Upkeep: If characters are removed from
play for an extended period of time – For example, the wizard
decides to spend a month or two in his lab brewing some new
potions. Then instead of worrying about meal prices, lodging,
replacing torn clothing and other miscellaneous costs, as well as
to represent the kinds of costs that turn up in daily life,
characters must may a monthly upkeep cost based on their lifestyle.
This upkeep takes into account every expense except the cost of
specific equipment – even taxes.
Lifestyle Prices
are listed in DMG page 142. Please see the DMG
to select your characters lifestyle.

Tithing: A character with a patron deity is
expected to tithe some of their income (treasure) to the church
that represents that deity (or in some other way make a monetary
sacrifice to their god). Characters who are not tithing 10% of
their income cannot be considered living “quite piously and true to
his faith” for purposes of the
resurrection
or other rules.

What Disabling a Device Means: This rule is
available, but assumed to not be in effect. Should a character
which to invoke it, they must state their intent to do so
before
rolling their Disable Device check.

Hero Points: We will be using the hero points rules from
the Arcana Unearthed book.
Actually, perhaps we’ll use the
Action points rules from the Unearthed Arcana and Eberron
instead.

In Game: Combat

Heroic Fortitude: As heros of great potential
all PCs and most major NPCs will be able to stay alive slightly
longer than the normal creature and stay conscious longer than the
normal creature. Benefit: All PCs and major NPCs
use the death and dying rules from Arcana Unearthed. Thus they are
disabled at 0 hp until their negative hp total equals their
Constitution bonus, and don’t die until reaching negative hp equal
to their Constitution. Thus, Brutis who has a Constitution of 18,
is disabled from 0 to -4 hp and doesn’t die until reaching -18 hp;
on the otherhand, Willow who has a Constitution of 8, is disabled
only at 0 hp and dies when he reaches -8 hp.

Tumbling: The optional rule of opposed Tumbling
check from Song & Silence is in use. The optional rules for
extreme Tumbling from Oriental Adventures (p.58) is in use as well.
You cannot use the Tumble skill if your speed has been reduced by
armor or encumbrance (see the Tumble skill description on page 75
of the Player’s Handbook).

Massive Damage: The Death from Massive Damage
Based on Size variant rule is in effect (see DMG).

Clobbered: To speed up fights we will be using
the clobbered rule (so keep track of what 1/2 the character’s
current hit points is) (see DMG).

Less Lethal Falls: The first 1d6 of falling
damage is subdual damage.

Signature Strike: The Signature Strike variant
rule is in effect (PGtFaB).

Stapling: The Stapling variant rule is in
effect (PGtFaB).

In Game: Magic

Spell Components: When a player purchases a
spell component pouch they are assumed to automatically have the
required material components to cast their spells. Only spell
components which have a monetary value attached to them need be
purchased and monitored separately. Should a character live a
lifestyle of less than Common and not both have Survival of 5 and
Craft (Herbalism) of 5 or better, their spell component pouch as
run out and they must purchase a new one (thus once purchased a
character with both 5 Survival and 5 Craft (Herbalism) is assumed
to be able to replenish his own components during down time).

Power Components: The variant Power Components
is in effect (see DMG)

Summoning Individual Monsters: The variant
Summoning Individual Monsters (see DMG) is available, but assumed
to not be being used. Should your character wish to use the rule,
let the DM know.

Bring Out Your Dead: In order to justify that
even nobility and influential people DO die, there will be a
certain amount of uncertainty in
resurrection
(and raise dead, etc.). As such it is a good idea
for non-divine spell casters to declare a patron deity.

Arcane Motifs: Spell casters may “customize”
their spell effects, with the permission of the DM. This may be as
simple as a recurring color that appears in all their visible
spells, or a more complicated motif (for instance, when the wizard
who is a member of the Brotherhood of the Vine casts a sleep spell
it leaves a scent of strong wine in the air, a web that resembles
clinging vines rather than spider-silk, or a knock that conjures
transparent spirit vines that force open doors and pick locks).
This special effect has no game ramifications, even on Spellcraft
checks made to identify spells. Using an arcane motif is simply
meant to showcase the diversity of wizard traditions and
philosophies and to add a cool toy that wizards can play with.

Metamagic and Bardic Music: We will be using
the variant rule from the Players Guide to Wizards, Sorcerers, and
Bards that allows Bards to apply some metamagic feats to their
Bardic Music abilities.

Additional Sorcerer and Bard spell swapping:
Sorcerers and Bards may change out their spells at the levels where
they get access to a new spell level (this is in addition to their
ability to change out spells every 4 levels).

Weaving Spells: Any spellcaster who can
spontaneously cast spells (such as sorcerers, bards, and in some
cases clerics and druids) may use the spell weaving rules from
Arcana Unearthed. This lets them substitute three spell slots of
one level for a spell slot of one higher level, or substitute one
higher level spell for two spell slots of the next lower level.

Diminished/Heightened Spells: The rules in
Arcana Unearthed for casting spells in a Diminished mode or a
Heightened mode are available, but assumed not in effect. Should
your character wish to use this rule, let the DM know. Note that if
you are using a standard character (i.e., not one of the AU
characters), you will have to develop the diminished and heightened
versions for your spells before you can use this rule. I would
encourage sorcerers and bards who have a limited spell list in the
first place to use this rule for some variety.

Spell Catalysts: Spell catalyst rules from
Arcana Unearthed will be available. These optional expesive
material components boost the power of spells cast using them.

In Game: The World

A Magical Medieval Society: Oerth is a magical
medieval society and we will be using the assumptions in the book
A Magical
Medieval Society
.

Legal Issues: The legal issues discussed in the
DMG will be assumed, but see the section on Feudalism and the Law
for more details. Hawking tax is 10%
of retail value. Most guild dues are assumed as part of general
upkeep, but should a PC guildsman craft a magical item, they will
need to give 10% of the item’s sale price to the guild as part of
their dues.

Magic In Your World: The magical issues
discusses in the DMG will be assumed, so that magic is commonly
assumed by intelligent individuals. Most taverns do have “No
detections” signs above the bars. Most marketplaces and fairs are
patrolled by thought detecting, invisible seeing wizards. Most
towns have at least one spellcaster who helps them with maintaining
the peace and interrogating susects. Magic is used in courts to
determine facts. Unrestricted use of magic is prohibitted in almost
all civilized areas, check local laws (most are based on common
sense extrapolations of non-magical laws).

Religion: Because of variable alignment
possibilities many of the Greyhawk gods have more than one church.
Some of these cults are simply differing interpretations (along
slight alignment differences – one step), but some are heretical
(again usually along extreme alignment differences – two or more
steps).

Cosmology: As far as can be determined the
standard D&D Great Wheel cosmology is accurate (though the
names for the various planes vary from time to time).

Gunpowder: On Greyhawk, gunpowder does not
work. Thus guns and other devices that rely on gunpowder or
smokepowder do not function. Energy based weapons do not appear to
have any difficulty operating however. An exception to this appears
to be individuals who have Murlyand as a patron deity; for them,
gunpowder does appear to work.


Alternate Character Creation
Options

Alternate Magic System: Characters may
use the magic system from the The
Elements of Magic
. A character who starts using that system,
may not later change to using the standard system and visa
versa.

Arcana Unearthed Option: A player who wants to
use the rules in the Arcana Unearthed handbook may do so, but will
be probably limited to only using character creation and
advancement rules from that book due to the considerable
differences between them and the other d20 supplements. The rules
are compatible enough though that characters can be built using
those rules and interact with the other characters.