Author Topic: [AU] Terrak House rules  (Read 953 times)

Chimera

  • Incessant
  • *****
  • Posts: 316
[AU] Terrak House rules
« on: 05 December, 2013, 07:59:48 »
[Quick morning slab paste - will edit]

- House Rules -

Page 6: Creating Characters
All characters begin the game at 5th level.
All Characters start with 9,000 Gold pieces at fifth level. With the Wealthy Talent you are able to start with double the starting amount for a total of 18,000, and the character can also claim there inheritance at the start of the game for a total of 23,000.

Page 7: Determining Ability Scores
Each Player begins the game with 28 points to distribute as per the points based system (pg.20 of Dungeon Masters Guide).  Racial and Class modifiers are applied after purchasing your ability scores (so a Giant can end up with a Strength of 20, for example).  Scores below 8 require GM permission.

Table 1: Ability Score Points Cost
Ability Score   Cost
4   -4
5   -3
6   -2
7   -1
8   0
9   1
10   2
11   3
12   4
13   5
14   6
15   8
16   10
17   13
18   16

Page 11: Changing Ability Scores - Knowledgeable Insight
Characters that increase their Intelligence attribute and the associated modifier gain an instant boost to there skill point allocation for that level. The increase is equal to the current level plus three. The character does not gain any additional languages from the increased modifier.

Page 13: Racial Levels
Just as some racial levels stack with a spellcasting class level for purposes of determining caster level for spells, some racial levels stack for other class levels. Following is the current selection:

Race   Class Stack
Litorian   Totem Warrior animal companion
Mojh   Runethane runes
(quantity and runthane level)
Verik   Witcheries level.

Page 14-15: Feans & Sprytes:
Any fean character that wishes to undergo the spryte metamorphosis must take the Metamorphosis feat contained within the sourcebook used for my Arcana unearthed games.  This rules change is to clearly show the feat sacrifice made by a fean to be able to undergo the spryte metamorphosis.

Page 18: Litorians racial attribute modifiers (House Update)
Under Litorian Racial traits ignore the statement “Litorians are strong, fast, and tough, enjoying a +2 racial bonus to Dexterity but a -2 racial penalty to Wisdom”.  Litorians have no positive or negative modifiers to their attributes.
<Reason: Most classes that Litorians would take require Wisdom, also the original Litorians did not have Wisdom penalties and it is inappropriate for them to have any attribute penalties. Their improved physical attributes are adequately represented in their racial levels.>

Page 18: Litorians racial weapon proficiency (House Update)
Add to the 1st-level Litorian Racial Levels “Special” column: Racial Weapon Proficiency (Litorian).
<Reason: Thematic.>

Page 20: Mojh Transformation (House Errata)
Any human character that wishes to undergo the mojh transformation must take the Transformation feat contained within the sourcebook used for my Arcana unearthed games. 
<This is based on the errata: The character chooses the transformation in lieu of a feat; it can only occur when the human would normally gain a new or bonus feat. Humans who make this choice must be at least 3rd level.>

Page 25: Gaining Levels (House Update)
Replace the experience point table with the following original D&D table:

Table 2: Gaining Levels
Level   Experience Points Needed
1   0
2   1,000
3   3,000
4   6,000
5   10,000
6   15,000
7   21,000
8   28,000
9   36,000
10   45,000
11   55,000
12   66,000
13   78,000
14   91,000
15   105,000
16   120,000
17   136,000
18   153,000
19   171,000
20   190,000

Page 26: Hit Points per Level
The fixed hit points rule from page 42 of the DMG is in use for all hit dice rolls after first level, both PC and NPC.
Hit points for first level of PC’s is still the full amount. But not for monsters or NPC classes.

Table 3: Ability Score Points Cost
Hit Die   Hit Points
d6   3
d8   4
d10   5
d12   6

Page 40, Enhancing an Athame (Clarification)
From forums - regarding a +3 Athame - The athame has the special power to provide the +1 and not require factoring it in to the cost at all. So a +3 athame made keen would cost 2000 gp (the price for adding a +1 bonus).
Also - my addition is that given the discount in cost this enhancement only works when held by the mageblade.

Page 47: Flurry of Blows exchanged
Players may choose to replace the flurry of blows ability with combat rites as per the table below.
For more information on combat rites see the Ritual Warrior class in the sourcebook.

Table 4: Oathsworn Ritual Progression
Level   Rank 1   Rank 2   Rank 3
1   0   0   0
2   0   0   0
3   0   0   0
4   1   0   0
5   1   0   0
6   2   0   0
7   2   0   0
8   2   1   0
9   3   1   0
10   3   2   0
11   3   2   0
12   3   2   0
13   4   3   0
14   4   3   1
15   4   3   1
16   4   3   2
17   4   4   2
18   5   4   2
19   5   4   3
20   5   4   3

Page 50: Runethanes (House Update):
Gain the Runecaster feat at first level (see sourcebook).
<Reason: As contained in Arcana Evolved.>

Page 101: Craft Single-Use Item [Item Creation]
Are valued at half there listed price, both to purchase and to create.

Page 124: Lances and Charging (Clarification):
Are treated the same as a critical hit multiplier.  This means that the roll is made multiple times and includes modifiers such as magic, Strength, or special abilities (ignore the comment on page 162) Extra damage dice are still only rolled once (see critical hits on page 149 of AU).
As per multiplying on page 6 of the DMG a lance doubling from a charge, plus a triple damage crit only total out to x4 damage.
<to clear up contradicting statements using the standard rules of 3rd ed D&D>

Page 144: Defense Rolls:
The rules variation for defense rolls from page 64 of the DMG is to be used for AC against all attacks. As a result of this do not add 10 to you AC as per normal and instead show your AC figure as a roll modifier.
A roll of 1 on a defense roll means you are automatically hit, unless the attacker also rolls a one. A roll of 20 means you automatically defend, unless the attacker also rolls a 20.