House Rules

Game

High Level Spells: Magic is common, but not high level magic as most high level wizards are either dead or have better things to do. Arcane spells above 4th level will require research in order to take, spells from alternate sources will be slightly more expensive as a result of their obscurity.
Spell Components: Spell components are not really an issue for spells 4th level and lower, components with a gold piece value will still be consumed but lesser components are negligible. For spells 5th level and above, spell components become more rare and you must actually make an effort to track down and use them, and keep track of them in your inventory.
High Level Magic Items: Magic Items, which require a 5th level spell to make, will be unable to find in the market. You must supply the spell to the artificer who will make the item, or make it yourself.

Character Creation

Character Creation: Character ability scores will be determined by rolling 4d6 and dropping the lowest roll, reroll ones once. One flaw may be taken (Unearthed Arcana) in exchange for an additional feat. All player races in the PHB and ECS are allowed, any others would be run past the DM first. Characters begin play at level 1, with the starting gold as given in the PHB.

Allowed Player Races - Human, Half-elf, Half-drow, Elf, Halfling, Dwarf, Gnome, Half-orc, Shifter, Saurian Shifter, Changeling, Warforged, Warforged Scout, Kalashtar, Goblin, Kobold, Orc, Kenku
Allowed LA races - Half-giant, Drow, Tiefling, Aasimir, Hobgoblin, Lizardfolk, Poison Dusk Lizardfolk, Goliath, Goatfolk,

Allowed PC Classes - Artificer, Archivist, Barbarian, Bard, Cleric, Druid, Urban Druid, Duskblade, Favored Soul, Fighter, Hexblade, Knight, Marshal, Monk, Paladin, Ranger, Rogue, Scout, Sorcerer, Swashbuckler, Warlock, Warmage, Wizard
Variant base classes such as Deathwalker must be approved before hand.
Psionic Classes: Psion, Psychic Warrior, Soulknife, Wilder, Lurk

Allowed PC Prestige Classes - All from the DMG, PHB2 and DMG2 and all the Complete Series of books, as well as the Eberron Campaign Setting, Magic of Eberron, Faiths of Eberron, Explorer's Handbook(Eberron), and Expanded Psionics Handbook. Any others are to be approved before hand.

Feats - All feats in the official 3.5 WoTC core books are available for use, as well as all Eberron material. Forgotten Realms feats may be allowed but must be run past the DM. Standard feats are all compiled at Crystal KeepIf I find any non-standard feats that I like I will upload it here. Approved Non-Standard Feats
Change to the Exotic Weapon Proficiency feat

Flaws and Traits - Characters are allowed to take one flaw, which entitles them to an extra feat, and one trait. These are found in Unearthed Arcana.
Spells Nonstandard Wizard, Sorceror druid, Artificer, cleric or favored soul spells or infusions and Psionic Powers, will have to be taught to the PC or found in some fashion. This means any spell found in a book other than the PHB, or any power other than the EPH. A wizard may also research nonstandard spells as per normal rules. Various trainers will be available to teach the player for different costs. Some may be straightforward money and/or time, others may mean performing a favor or even a trial or quest for the trainer.
Some spells have slightly different effects, most of which are discussed upon amongst the group, these will be compiled at House Spells. An example of this would be the spell Enlarge Person, which now provides minor damage reduction to account for the differing size of wounds.

Psionics - Allowed and all Psionic feats and psionic powers from the Expanded Psionics Handbook,

The favored in House feat allows you to ask favors of your dragonmarked house. A character without the feat may do so of a DM house, with a -5 penalty, and with the following modifiers. -4 if the person has never heard of you, +1 if You performed a service for that particular individual, -2 if you have no affiliation with the house whatsoever, -1 if you are not a member of the house.

Playing the Game

Dice Rolling: If an attack roll meets the AC right on, it is a hit. So for AC 15 you must roll 15 or higher. If rolling a save roll, i.e. fort save, if the roll meets or exceeds the dc the save succeeds. Rolls that come of the table must be rolled again, and dice are to be rolled in plain sight of the party.
Critical Hits and Misses: If a critical threat occurs it must be confirmed with another roll, and if that hits than that is a critical. If the second roll is also a critical threat, (2x 20's in a row), then a third roll will happen and if that hits it is an instant kill, if it misses a card will be drawn from the critical hits deck. PC's can not be instant killed.
A 1 is a critical failure, another d20 will be rolled to determine severity. If it is 5 or below than the critical failure deck will be used, if it is any other number it is simply a miss.
An action point may be used instead of confirming a critical to make it a guaranteed card-draw critical hit.
In an important story battle, known as "Fate" battles, all critical hits and misses are drawn from the deck, to make it more epic.

Action Points: Characters begin play with Action points equal to 4+ character level. They are replenished whenever a level is gained, or when an adventure path (usually 3-5 sessions) is completed. Action points may also be given out at the DM's discretion when a PC performs an especially heroic, epic or otherwise amazing feat. Examples include jumping off a tower to attack a fleeing wizard, even though the PC possesses no personal protection from falling damage and the Wizard can fly, or running back into a burning building to rescue an orphan, or trying to right a falling airship so it doesn't hit a halfling village only jumping off at the last minute.

Supplemental Rules

Running a Business - Running a business is done as described in the link.

Alternate Rules Systems: Heroes of Battle has a rank system as well as a reputation system, this will be used for awarding rank and decorations to characters who are members of any standing military.

Teamwork Benefits - Are allowed and highly recommended. These can be found in several WoTC books like Heroes of Battle, DMG 2, PHB 2 and The Forge of War. For an explanation of how they work and examples of teamwork benefits go here

Dragonmarks - A big part of Eberron and as such obviously allowed as character options. Here are some clarifications on rules concerning dragonmarks.

Power Components - Or optional material components can be used to either replace xp requirements of spells, or enhance their powers. They can either be bought from a rare reagant dealer, or harvested in the wild. If a part is to be harvested off of a creature it must be done sufficiently soon enough to avoid rotting, and the part must be itself preserved via gentle repose or through the use of a similar item. Also, harvesting off of an animal would require an appropriate Profession (Taxidermy), Profession (Butchery) or Profession (Reagant Preperation). Profession (Reagant Preperation) checks also extend to harvesting of plants, or preparing various other types of components.

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