Homebrew Rules Summary
> Homebrew Rules Summary
This page is a basic summary of the homebrew changes for the campaign for PCs. For full details of each item, please go to the appropriate section of the Darklands Obsidian Portal.
- : Have fun. Respect others.
- : High fantasy, low magic, similar to early Medieval period
- : Core Rulebook, Advanced Player’s Guide, and Darklands Obsidian Portal.
- : Ultimate Magic, Ultimate Combat, and Ultimate Race Guide.
- : 20 point build (no statistic below 8 before racial modifiers).
- : All races from the Core Rulebook.
- : Barbarian, Bard, Cleric, Druid, Fighter, Paladin, Ranger, Rogue, Sorcerer, Wizard, Cavalier, and Inquisitor.
- : Archetypes are listed for each class.
- : Full Hit Points at Level 1. Static Hit Points for all other levels.
- : All classes gain 2 Profession skill points at Level 1. Some classes have increased skill points per level.
- : Crafting will not be used. Use Professions instead.
- : Profession ranks are gained through years of practice (0 to 1 rank per year), so most characters will not gain more than basic skills.
- : Enchanting magic items is more difficult.
- : Minor changes have been made to make Stealth more realistic and useful.
- : Creative tactics or role playing can result in bonuses/penalties.
- : Some feats are not allowed.
- : Martial Weapon Proficiency grants the PC familiarity with a group weapons.
- : Characters start with 1 regional trait and two other traits. Rich Parents and Flame of the Dawnflower are not allowed. New traits are also available. Ideas for new traits can be discussed with the GM.
- : Lawful Good, Lawful Neutral, Neutral, Neutral Good, and Chaotic Good. We will be using a sliding scale to track alignment (-10 to 10).
- : Trained skills and abilities are increased with a good nights sleep. New skills, feats, abilities, and arcane spells are gained through training.
- : All characters have the option to retrain skills.
- : All characters have a limited option to retrain feats.
- : Automatic maximum damage on the first weapon dice multiplier.
- : Combatants have a chance to stay conscious below 0 hit points.
- : Opponents who are much larger than their attacker do not gained the grappled condition if grappled by smaller foes. When grappling, the attack must indicate how the target is being grappled (head, arm, leg, torso, etc)
- : Damage has been increased (1d6 for 10’; 3d6 for 20’; 6d6 for 30’…55d6 for 100’). There is a chance of being stunned from a fall.
- Starting Gold: Maximum
- : Some alchemical, magical, and mechanical equipment is not allowed.
- : Eastern and gladiator armor, agile armor, and quickdraw shields are not allowed.
- : Eastern and gladiator weapons, spiked chain, repeating crossbow, double crossbow, smoke arrow, boomerang, and firearms are not allowed.
- : May not be used as a melee attack, but may be used during a grapple or charge attack.
- : The Buckler may be used to perform a Shield Bash.
- There are no Magic Shops.
- Apothecaries, Herbalists, and skilled Healers can be found in many communities.
SPELL CASTING NOTES
- : Extra-dimentional spaces, teleportation, planar travel, bringing back the dead, and flying (other than via polymorph) are not allowed.
- : Rituals are a more primitive method of casting spells, but can allow access to affects that casters may normally not have access to. The magic is unpredictable and dangerous and a botched ritual can lead to wounds, permanent injury, magical taint, burned out magic ability, or death.
- : Familiars are bound to an arcane caster using a ritual.
- : These are no longer unlimited.
- Spell Casting: Per normal rules, spells with a verbal component require that the caster to project his voice. The volume is slightly greater than a normal speaking voice. Spells with somatic components may be cast with one hand.
- : Shackles and collars made of Cold Iron greatly inhibit spell casting and spell-like abilities.
- : These have a somatic element.