Castles & Crusades Rules

Castles & Crusades Houserules

Always Under Construction, So Long As We're Playing!

-Stats: Stats are rolled in the open, so we may all rejoice over your triumphs and console or mock your failures. For each stat, roll 4d6, dropping the lowest dice and adding the result. Stats will be rolled in order, but any two stats roll results may be swapped with other stats roll results.

-Primes: The base challenge number is 18. Prime stats get a +6 added to all checks. This is really just a different way to look at the current mechanic as described in Castles & Crusades.

-Extra Spell Slot For Variety: If a spellcasting PC with spell slots selects all different spells for the day (i.e., does not double up by selecting any spell twice), they receive one bonus spell slot at their top level of casting -1 (minimum level 1). This only applies to characters capable of casting at least first-level spells.

-Prohibited Classes & Races: No Monk, No Half-Orc, No Half-Elf.

-D30 Rule: Once per game session, a player may choose to roll a d30 instead of any normal dice roll. This cannot be used for any purpose during character creation or for hit point rolls. It may be used for other player roll (though not GM rolls) with that player's permission.

-Mulligan Stones will again be used.  They may be used to re-roll any dice roll (including GM rolls, if he's feeling charitable).  Every character will start the game with one.  They are handed out (sparingly) for good roleplaying, teamwork, great one-liners, fervent game participation, and general awesomeness.  In a new twist, they may be used to add +5 to any one player roll (limit one Mulligan Stone per player roll).  A player may use their Mulligan Stone on another player's roll, provided that other player agrees.

-The Game Master makes rulings.  We are not slaves to the rules.

-Alternate Classes:  The following homebrew classes are approved, in addition to to those from the Castles & Crusades Player's Handbook: Mariner, Sorcerer, and Scholar.  These 3 new classes are available on the Files Page.  Any other homebrew or alternate classes you find require Game Master approval before use.


What follows is a basic skill subsystem to be used with Castles & Crusades. While Castles & Crusades admirably uses the SEIGE Engine for most in-game task resolution, some players and Castle Keepers may wish to demonstrate a heightened aptitude towards some disciplines. The system below is meant not to replace the SEIGE Engine, but to work within it to provide a basic skill system for gaming groups desiring one for C&C.

In this system, a player gets to begin play by selecting two skills at a +1 bonus at 1st level—meaning they get to add +1 to any situations dealing with that discipline or skill. At Levels 2, 4, 6, 8, 10, and 12, they may select one additional skill at +1, or add +1 to an existing skill.

(Example: Rolf takes Diplomacy and Profession: Blacksmith at first level, granting him a +1 bonus to any checks directly relating to these disciplines. At level two, he had the choice of either picking a new skill at +1 or adding +1 to the bonus on an existing skill. Since he's been really working on his sweet-talking so far, he chooses Diplomacy).

In regards to profession, players are expected to know the basic knowledge array for their class (Bard, Ranger, etc.), and do not need to spend a profession skill on this. They add in their level for this.

In this system, skills are generally capped at a +6 bonus.

Castle Keepers are encouraged to suggest that players actually utilize the skill they have selected or improved in through gameplay. Spending time with jealous courtiers in the court of a Duke, for example, would be very good grounds for a character to take diplomacy. Spending time assisting a field surgeon after a great battle would be a great reason for adding +1 to Heal.

Below are the skills available to characters for selection, along with a short explanation of that skill. The stat in parentheses (STR, DEX, CON, INT, WIS, CHA) dictates what sort of SEIGE Engine check is normally made in conjunction with that skill.

Most skills below are self-explanatory, but note that the Profession skill generally includes being able to Craft items associated with a profession. Hence, there is no separate Craft skill.

Acrobatics (DEX), Appraise (INT), Bluff (CHA), Climb (STR), Craft (INT), Diplomacy (CHA), Disguise (CHA), Escape Artist (DEX), Handle Animal (CHA), Heal (WIS), Intimidate (CHA), Knowledge:_______ (INT), Perception(WIS), Perform (CHA), Profession (WIS), Ride (DEX), Sense Motive (WIS), Stealth (DEX), Survival (WIS), Swim (STR), Use Magical Device (CHA)

Starting Bonuses

Roll d66 below twice to see what Starting Bonuses you attain. Duplicate results are rerolled. Results may be traded amongst players.

11) Wealthy: Double Starting Wealth

12) Minor Magic Item: Gain one minor magic item, per Castle Keeper's discretion.

13) Quick: +1 Initiative Bonus

14) Inheritance (Weapon): Gain +1 Masterwork weapon (upon CK approval)

15) Perceptive: +1 to any sort of attempt to notice, search, detect a lie, or spot something

16) Inheritance (Item): One free item worth 50 GP or less

21) Vision Upgrade: One greater type of vision than your race would normally possess

22) Arcane-Resistant: +2 save vs. Magic/Illusion

23) Hardy: +4 vs. Poison/Disease

24) Cagey: +4 vs. Traps

25) Steel Trap: +4 vs. Charm/Confusion

26) Extra Step: 5' faster than racial norm

31) Drinker: +4 on Intoxication checks

32) Blind-Fight: In combat, every time you miss due to concealment, you may reroll once

33) Ready To Go: +2 when checking if Surprised

34) Well-Rounded: Gains knowledge of an additional profession at +2.

35) Special Weapon Training: Gains proficiency in one normally restricted/exotic weapon

36) Arcane-Blooded: Knows and may cast 1 0-level spell from the Wizard list (daily)

41) Divinely Touched: Knows and may cast 1 0-level spell from Cleric list (daily)

42) Duelist: +2 to Disarm

43) Hand to Hand: +2 to Grapple

44) Brawler: +1 to Unarmed Strike Damage

45) +1 STR attribute

46) +1 DEX attribute

51) +1 CON attribute

52) +1 INT attribute

53) +1 WIS attribute

54) +1 CHA attribute

55) Pet: Gain a pet of Castle Keeper's discretion

56) Diehard: You do not lapse into unconsciousness at 0 Hit Points, but until death at -10.

61) Strangeblood: Choose one racial trait from another race.

62) Innate Trickster: Knows and may cast 1 0-level spell from Illusionist list (daily)

63) Tough: Add +3 HP/level

64) Haggler: 1-25% chance of getting 1-25% item discount

65) Gambler: +2 to any gambling check

66) Arcane Blast: Can spend 1d6 HP to do 1d6 damage to opponent; roll as ranged attack