House Rules

House Rules

Magic

York is a “low” magic world. At the opening of the game imagine that the highest level of spell caster is only able to cast 6th level spells and that anything more powerful then that is something of legends.

All Halfings Know Each Other:

There is a strange link that bonds all halfing. They can recognize each other on site. Normally by family but sometimes even more. In game terms the Halflings makes a charisma check and consults the following table.

Roll

Information

<10

Recognize the Village they are From

10-15

Recognize the Family

15 – 20

Recognize the immediate family

>20

Recognize the Halfling

Libraries research and Knowledge Checks:

Each library has a rating for knowledge.

This rating is the bonus that you get to add to your knowledge check

per month of study there for a maximum of the rating in months.

See the following Library as an example:

Arcana +4

Architecture +2

Dungeoneering +0

Geography +2

History +3

Local +3

Nature +0

Nobility and Royalty +2

Religion +1

The planes +4

That means if you research Arcana you can do so for 4 months to get a

total of +16 to your knowledge Arcana role.

If you use more then 1 library the bonus of the highest rated library is used.

Character Creation: Character creation is done with the point buy system using 36 points. Each character has Max hit points at first level.

Skills: Knowledge Local:

For my game Knowledge Local is based out of 1 city. You can use it

for other cities at a -4 penalty as long as they are in the same

county. Different countries have a -8 penalty.

Knowledge Local is used for any sort of Street Knowledge, etc. Any

rogue character types would have it as a class skill.

Luck Points: Everyone has 6 luck points. Each luck points corresponds to a 1d6 dice roll. The dice are exploding.

Wizard’s Spell books: Wizards may cast spells directly from their spell books but it takes 1 minute per level of the spell per action it would normally take cast the spell. While the book is open it is much more vulnerable to damage.

Warrior’s style points. In game while describing combat actions and adding flare can enhance a warrior character (paladin, fighter, ranger and Monk)’s success. Describing combat, using the surroundings and in general good role playing will provide bonuses to your attack rolls (assigned by me.) It is up to you as the players to make the description and you only get one chance, the description needs to be made before the dice are rolled and if you forget about then the dice roll stands as is and standard rules apply.

Critical Failures: If you roll a 1 in a combat round you then must re roll the die. If you roll a 1 to 5 then you have suffered a critical failure. Which is up to me. In some instances for game sake the critical failure may be held until a later time.

Stacking Crits and insta kills. If you roll a two natural 20’s in a row roll a d20 again if you hit then you may add another modifier to the crit multiplier (ie a X2 becomes a X3, X3 a X4…) if you roll another natural 20 then you have instantly killed your enemy and you instantly gain a luck point (up to a max of 6).

Clerical Spontaneous Casting: Clerics can spontaneous cast all spells. Druids must be in natural surroundings.

Warrior Spirit Forms: Each form lasts 1 round per level.

The Bear: 1/day +4 to Str + feat power attack for 1 round per level.

The Eagle: 1/day flight + improved Bull rush.

The Wolf: 1/day x2 move + improved Trip + 2 dex.

A Wizard’s Staff: A wizard with a staff is nothing to trifle with. A staff can be enchanted with any meta magic feat known. It can then be used to apply the feat to any spell cast through it. The wand starts with 50 charges and costs the adjusted spell level of the spell cast through it. For example a level 1 empowered spell would use 3 charges.

The more feats that a staff has with in it the more charges it carries and the more damage done if it is damaged.