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 Post subject: House Rules
PostPosted: Thu May 08, 2014 11:03 am 
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Though you may multiclass, you may not have more than 2 base classes.

Class modifiers:
Sorcerer uses a d6 hit die
Rogue uses a d8 hit die
Swashbucklers do not get Grace, and instead have a good Reflex save (i.e. the Reflex save progression is the same as the Fort save)
At 6th level Swashbucklers may choose a bonus feat from either Acrobatic, Agile, or Negotiator.


Weapons:
There is no spiked chain.
The gnome hooked hammer is out. It's also ridiculous, and there are no gnomes.
Scythe and pick exist, but they only do double damage on a critical. I mean, seriously. It's an improvised weapon.

Strength modifier to damage:
When using one single-handed weapon, 1x strength bonus
When using a two-handed weapon, 1.5x strength bonus (round down if you strength is even, round up if it is odd)
When using a two real weapons, 1x strength bonus on both
When using a weapon and a shield, 1x strength bonus to weapon, 0.5x strength bonus on shield bash (round down if you strength is even, round up if it is odd)

Shields:
See other thread


Armor:
See other thread

Feats:
Dodge is just a +1 to AC. Declaring an enemy is unnecessary.

Sudden Spell Feats:
See full listing of feats (coming soon), but for now this is very custom..
Upon taking a Sudden Spell feat, a caster gains a daily Sudden Pool.
Sudden Silent Adds +1 to daily Sudden Pool, and costs 1 Sudden Point to use
Sudden Still Adds +1 to daily Sudden Pool, and costs 1 Sudden Point to use
Sudden Widen Adds +1 to daily Sudden Pool, and costs 1 Sudden Point to use
Sudden Empower Adds +2 to daily Sudden Pool, and costs 2 Sudden Point to use
Sudden Maximize Adds +2 to daily Sudden Pool, and costs 3 Sudden Point to use
Sudden Quicken Adds +2 to daily Sudden Pool, and costs 4 Sudden Point to use
You may NEVER spend more than 4 Sudden Pool points in any round (defined by start of your turn).


Spells:
Cone of Cold is 3rd level, deals 1d4+1 damage/level, maximized to d6, and should use blue dice whenever possible

Raise Dead is castable by a circle of clerics (1 must be 6th level, need minimum 6 clerics). There is no level penalty, but you need the body and you might investigate Gentle Repose or else you have 9 days until permanently dead.


Domains:
This will be confusing. As written, the Death domain in the book is now the Undeath domain
The real Death domain offers these spells 1: Chill Touch, 2: Gentle Repose, 3: Halt Undead
The Death domain granted power is that for the purposes of Turning, your Charisma is 4 higher.


Dead dead:
You are semi-conscious at 0 hit points, unconscious at -1, and dead dead at -10-(CON modifier + level). Nothing fancier than that is necessary for E6.



Miscellaneous:
Rounds are roughly 10 seconds
Attacks of opportunity may not use "special" attacks (i.e. trip, sunder, disarm)

You can "treat as invisible" an opponent you regard as being no threat. You can make this decision as a free action at any time, however, you are bound by it for at least one round (until that same spot in the initative happens again). In this case, the ignored opponent does not act as a flanker. He is treated as invisible from the perspective of combat numbers- he gains a +2 to attack you and ignores your Dexterity bonus to armor (the same as if he actually is invisible), and if you end your round next to him, you provoke an attack of opportunity (the same as if he were invisible, according to the houserule). If you choose to attack him, however, you have no difficulty in that event. This rule is to prevent a sack of angry puppies from letting the rogue stab the HELL of you, because you were too busy watching out for the ankles on your leather boots to remember to guard your damned kidneys.



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