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House Rules
Topic Started: Feb 24 2009, 03:22 PM (48 Views)
Someone_haha
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A list of many house rules for the world of Eldainia.




*Backstab* Backstab works as normal expect it can be used with ranged attacks within 30 feet of the target like 3.5


*Starting hp* Is max like 3.5 thus first level hp is max possible.


*Humans* Have a Bonus Profiency in there combat/non combat catagorys.

*Initiative * In every combat round one must speak there action planed before they roll. Thus the unexpected could happen like getting triped before you finish your turn. This however includes your foes to some degree and adds to the exitiment. Two wizards could be fighting while one casts flame sheild the other fire ball and tghe flame sheild guy going first means the fireball bounces into the sheild and does nothing. Instead of the player/npc just rethinking to cast a other spell on there turn when the foe has done the thing that foiled there plans before.

*Massive Damage* if you take damage that is more then your con score. You must make a system shock check if you fail your knocked out from trama. This adds a element of you can allways get ur but kicked in some situations without being too common/deadly.

*Ability score changes* All classes can benafit from high con scores thus more hp for everyone. A high str for a warrior class does not mean its better then normal 18 str thus when they roll % for massive str 1-25% = the same as normal 18 str as the other classes get.


*ac/Tohit0* Are fliped around and reversed to make things more easy. Thus higher is better. As well ac needs to be rolled so -10 + ac mods and ac is rolled in combat as much as tohit0 which is now named ab.


*Extra attacks* A character gains 0.5 attack every 4 base ab they gain. Thus giving every class more badassery.


*Racial class allowance* Almost every race can be a selected class with reason. How ever this will not be like 3.5 where every race can be everything but, its safe to asume so. Just make a good bio/histroy and reasons why the character of that race became that class.


*Bonus Profiency* Every 5 levels the gm will reward 1 combat and one none combat prof to the players of his/her choice.


*Martial art Profiency* No one magicaly learns arts thus you need to learn it from one who allready practices the art. However as you may or may not know in this world there is a colourful selection of martial arts. Most of which are dubbed with martial arts we know today thus we can easily just pick a art that we know and base a character off of it.

How ever martial arts unlike weapon profiencys include a broad catagory thus they cost in a totel of 3 points to master or just simply 1 point for a level of the arts which in role play is considered skilled but not a master. And Martial arts if noted will stack with weapon profiencys and other arts if they conmune the same way.


*Weapon Specilization/Expertise* All warrior classes can learn weapon Specilization as well the monk. This includes multiclassing warriors. And rouges/Priests can learn expertise. How ever only fighters and Kensai can learn weapon masterys.

Weapon prof: The same as normal prof thus taking away the negatives for not having it.

Weapon Expertise: Giving +1 to hit with the weapon as well 0.5 attacks

Weapon Specilization: Giving +1 to hit with the weapon as well 0.5 attacks and +2 damage

Weapon Mastery 1: Giving +1 to hit and +3 damage as well as 1.0 attacks

Weapon Mastery 2: Giving +2 to hit and +4 damage as well 1.5 attacks

Weapon Mastery 3: Giving +2 to hit and +5 damage as well 2.0 attacks as well as -1 to the critcal hit scoring.


*Critcal Fails and Success* Rolling a 1 or a 20 does not mean a totel success/failure. for example rollling a 1 needs a confirmnation to see if its a totel fail. thus reroll the dice and if its 1 again something horrible happens. However if rerolled and it is not a 1, then its just treated as yo got -10 on that roll. *note things can be reversed for ability checks/ in effect in adnd.* Rolling a 20 works quite similier reroll if a 20 if 20 is rolled twice then its a uber success. while the normal 20 is just +10. *Keep note that this effect could mean the reverse for ability checks.*


*Weapons and Armors* Critical hits for weapons count mostly the same as 3.5. Expect everything is x 2 damage. So things that have x3 turn into 18-20x2 and things that are x4 crtical damage turn into 17-20x2. This game uses the tradtional weapon speed system of adnd. And uses rules from FHB for having custom geared armors and as well use's the basic rules for armors having bonuses vs types of attacks. Armors also fallow 3.5 arkane spell failure rules. Sheilds do not however inless tower sheilds.


*magic changes* Casters dont need to memorize spells as long as you got your spellbook/magic mirror or what ever. You however do need to record them if a mage or prey if your a priest. Armors use arkane spell failure rules so a mage can actually cast spells in armor now with a risk.


*Damage Reduction* Is best left for gms jugement for monsters. How ever try to fallow the monster guide rules. But the amount of damage it soaks is judged by the gm.
Example

Werewolf: dr+1/silver= dr+1/5
Vampire: dr+1= dr+1/10
Lich: dr+1= dr+1/15


*Thieves skills* Are heavily altered there is a spot skill now that is 5% less then the detect noise skill. The skill to find and remove traps is split in half thus making a Find traps skill and a Disable traps skill.


*Class changes*

Bard: Bards can cast Clerical spells as well. So they are no longer a fighter/thief/mage with just plain less abilitys. Bards Can never cast lvl 9 mage spells or level 7 priest spells. Bards also recieve one type of musical intrusament prof or Odatory prof for free. As well Weapon Expertise Bards also gain the find traps skill however they cannot disable. They also gain the spot skill and Detect noise skill.

Paladin: Gain a smite evil use a day every 5 lvls. Lay on hands heals x 3 your level if charisma is 18. As well weapon specilization.

Ranger: You do not need to be a good guy to be a ranger. You gain a new favored foe every 10 levels. Rangers may choose to take the ranged variant thus gaining +1 ab with ranged weapons and 0.5 attacks with ranged weapons. Instead of free two weapon fighting/ ambidexerity. As well weapon specilization.

Cleric: Clerics are mostly custom towards there diety will explain in more detail in the class sections. Multiclassed clerics do not gain the special ability benafits as there Specilist brotheren. They gain Weapon expertise.

Monks: Recieve one martial art Prof slot for a starting martial art for free. And can use weapon specilization. Monks use the rules for monks in adnd 1st edition. Monks gain the spot skill.

Fighters: They gain Weapon mastery profs listed above. As well multiclassed fighters gain weapon Specilization.

Thief: Thieves gain a addational backstab of x 5 at lvl 17+, They also gain weapon expertise.

Druids: They Gain weapon Expertise.
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