I run the game using the D&D / d20 system. But like any game, there are a few house rules, which are listed below:
I. Character Points:
Gaining Character Points:
PC’s and all significant NPC’s have character points (CPs). This is a vestige of the divinity inherent in all living beings on Liathen.
Each time a character increases in level he gains enough Character Points to raise his CP total to equal that of his current character level.
For example, Theorian, a twelfth level character, has ten CPs. During the course of the game he spends two CPs, dropping his total to eight. At game’s end, he earns enough XP to raise him to the next level. He gains five CPs enough to raise his character point total to thirteen, his new character level.
Character points may also be given out by the DM as a reward for good play. However, a players total may not rise above his character level, though some magic items or prestige classes may supercede this rule.
Using Character Points:
For the most part, a player may only announce the spending of character points on his turn. Also, if the CP is being used to affect the roll of a die, it must be announced before the roll. If the roll is defensive in nature, however, the use of a character point may be announced at any time.
A character that is stunned, staggered or sickened can not spend character points.
A shaken character can only spend character points defensively.
Character points can be spent in the following ways:
Uses that affect die rolls:
Reroll one die roll.
Cost: 1 point
+1d6 to any one ability check.
Cost: 1 point
+1d6 to any one skill check.
Cost: 1 point
+1d6 to any one saving throw.
Cost: 1 point
+1d6 to any one attack roll.
Cost: 1 point
Other Uses of Character Points:
Gain a saving throw
You can gain a saving throw for that spell that otherwise does not allow one.
Cost: 1 point per spell level
Mimic one feat
You can mimic any one feat for one round. If you don’t meet the prerequisites, you must pay one character point per unmet prerequisite.
Cost: 1 point, plus 1 per unmet prerequisite
Attune a weapon or item to your person
For weapons, gain either +1 to hit or +1 to damage when the atturned character uses it. For other items...
Cost: 1 point for normal items. Magic items vary.
Heal self
You automatically heal a number of hit points of damage equal to your character’s largest hit die plus his Constitution modifier. (i.e. 10 for fighters, 6 for rogues.)
Cost: 2 point
Convert to subdual
(Damage equal to twice the character’s largest hit die plus his constitution modifier is converted to subdual damage.)
Cost: 1 point
Double Modifier
For one round you double one ability modifier. (Only the Base Modifier is doubled. Any bonuses or penalties to the ability score are added afterward.)
Cost: 1 point
Go first
For one round you are the first to go. In the case of two characters doing this, the one with the highest initiative bonus goes first.
Cost: 2 points
Stabilize
When dying, you stabilize at you current hit point total.
Cost: 2 points
Increase save DC of one spell or ability
DC of one spell or ability increases by 2.
Cost: 2 points
Covert Spell
You may convert one spell into another that is more useful.
Cost: Levels 1-3 1 point, Levels 4-6 2 points, Levels 7-9 3 points
Additional use of Class Ability.
You can use one class ability an additional time beyond your daily limit.
Cost: 2 point
Overcome Damage Reduction
One of your attacks can overcome opponent’s damage reduction.
Cost: 1 point per type of DR, plus 1 point per 5 points of DR
Character Points and Critical Hits:
If a character should roll a critical hit, you may use character points and sacrifice the extra damage to do the following:
Arterial Strike
You inflict a wound that will continue to deal one point per round until healed.
Cost 1 point
Knock back
Your opponent stumbles backward 5’, provoking attacks of opportunity from those who threaten either square.
Cost: 1 point
Hamstring
You reduce your opponent’s land movement rate by half.
Cost 2 points
Disarm
You make an automatic disarm attempt that does not provoke an attack of opportunity.
Cost 1 point
Trip
You make an automatic trip attempt that does not provoke an attack of opportunity.
Cost 1 point
Startling Blow
The force of your blow leaves your opponent shaken for 1d4 rounds.
Cost 1 point
Scarring Strike
Your attack leaves a permanent mark on your opponent.
Cost 1 point
Character points and extreme Critical hits:
If a character should roll a critical hit and threaten on the confirmation roll, you may use character points and sacrifice the extra damage to do the following:
Sever hand
You cut off your opponent’s weapon hand.
Cost 3 points
Stunning Blow
You stun your opponent for one round.
Cost 2 point
Weakening Strike
Your attack reduces your opponent’s Strength score by two points per character point spent to a maximum of -10.
Cost 1-5 points
Staggering Blow
Your attack reduces your opponent’s Dexterity score by two points per character point spent to a maximum of -10.
Cost 1-5 points
Dwindling Blow
Your attack reduces your opponent’s Constitution score by two points per character point spent to a maximum of -10.
Cost 1-5 points
Attuning Items:
A character may attune an item to himself by spending character points. A normal item may be attuned at the cost of one character point.
An attuned item grants it’s owner a +1 competency bonus when using it. All others who use it, however, suffer a -2 penalty. In the case of items with more than one use, the application of the +1 is determined when the point is spent. For weapons, the +1 applies to either damage or attack rolls; not both. An item can only be attuned to an individual once and must be out of the owner’s possession for at least one month per character point spent before it can be attuned to another.
The cost of attuning magical items varies and some powers are only unlocked by attuning the item. The general rule is one additional character point per +1 bonus. Additional powers will further raise the cost.
Trying to attune the magic item of another individual to your self can occasionally have dire consequences. Artifacts and intelligent items cannot be attuned.
II. New Feats:
2 skill feats
A character can choose any two skills and take a +2 bonus to each of them.
Skill mastery feats
A character can take a +3 bonus to any skill and may re-roll any failed check once per day.
Dodge
The +1AC bonus of this feat applies to all attacks, not just the attacks of one opponent.
Greater Power Attack
Package feat including ______
Greater Combat Expertise
Package feat including ______
III. Armor Class Advancement:
Every four levels a character's AC improves by one point.
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