Campaign House Rules [PEACH] [Archive] - Wizards Community

Post/Author/DateTimePost
Titan W

02-11-06, 08:00 PM
I'm probably going to be starting a long-term campaign and I'm planning on use a lot of house rules for a few reasons.

1) I like some of the rules in UA
2) Some of these rules will add flavor to my game world
3) I wanted to expand character customization ability and move the focus onto developing a character and not as much on "Getting to the next point."

From UA I'm pulling the following (It's a long list)
Races of Ice and Sand, (Later possibly Forest too)
Races of water (LA 0 - Can breathe in air)
Bell curve initiative
Paragons
Character Flaws and Character Traits
Incantations
Custom Summoning Lists

Gestalt (Since there will be non-gestalt characters too, I have limited the Gestalt rules. Since 1 level of gestalt = about 1.5 normal levels every 3 levels the character will effectively gain a +1 LA. (Making the max level in each class 14 at 20th level.) I will also say that once you pick your second class that class must be taken straight while the other can be varied. If your a fighter//Rogue you can go wizard//rogue but not fighter//wizard.)

Cloistered Cleric (Replaced normal Cleric)
Monk fighting styles

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For my own

Monks gain at 5th level (Good/Neutral) Lay on hands or(Evil/Neutral) Death Touch (As cleric domain ability) 1/day

And at 10th "Smite" as a general ability using wisdom 1/day. the full bonus applies to the first attack in a flurry, 1/2 of that rounded down in the second attack, and 1/4th of that rounded down in the third attack. (I think that overall monks are a bit weak as combat characters other than damage soakers.

"It's you not your gear" from the article. (15% less wealth for a feat every odd level and an ability point every even level. No magic items that increase stats)

"Latent Power" - Slight alteration on bloodlines. Focuses on the character more than an alternate race giving them benefits.

Seal Spells (Needs a new name) spells that are cast through large glyphs (Similar to the "Symbol of" spells, only not restricted to spell casters, full round to use, from 100 - 2000 GP to create (Depending on resources) and they produce various effects (Basically re-packaged spells)

Infusion Runes - You gain them at a cost in XP (If you craft "Craft Rune" skill) or GP, to have one crafted. Works by draining power at one point (About 1-5hp form the total/day depending on the rune) by activating the rune various self-enhancing benefits can be enacted. (Bonus STR/CON, better attack, healing, bonus HP, Regeneration, etc.) The spending of the HP will be optional each day but based on HP stored the more will magnify the effect. Once the HP is expended it is added to the total again, but not the current.


To gain new abilities (Either via a new class or feat) you need to at leas spend some time working on it. Some feats (Like "Alertness") will be general things. a simple "I'll find somewhere to practice my archery accuracy" is sufficient for most. And don't put a point into a trait you haven't even used. if you haven't done anything to build your strength in-game than you probably wouldn't build your strength. (Int/Wis/Cha will be judged by the DM, usually increasing knowledge bases will improve Int, working with others in some why Cha, and for wis meditation, thinking, and acting wise, working on perception, etc.)
I paln on haveing more specifics for the seal spells and runes soon, working on them as I post this. any comments welcome.