House Rules & Clarifications

  1. No third party products
  2. Character creation
    1. Ability stat generation style to be determined by Game Master prior to character generation.
      1. Typical styles include:
        1. Point build (example: 20 point, place as desired, then apply racial bonus).
        2. Dice roll (4d6 drop lowest, place as desired then apply racial bonus).
        3. Array (17, 15, 13, 13, 11, 11 place as desired then apply racial bonus).
      2. For Normal Games
        1. Initial Stats (Before racial traits) must be between 10 and 17.
    2. Allowed races.
      1. For Normal Game
        1. Core races can be freely chosen.
        2. Featured races are allowed with discretion, DM's approval
        3. Uncommon Custom races, rarely with DM's approval
        4. Randomizer with DM's approval.
        5. No custom Races
      2. For Short Games
        1. Core Races freely chosen
        2. Featured Races freely chosen
        3. Uncommon races with DM's approval
        4. Freely use randomizer
        5. No custom Races.
    3. Banned classes.
      1. For Normal Games.
        1. Fighter due to abusive builds, DM discretion per campaign
        2. Summoner
        3. Archer
        4. Undead Lord
        5. Arcane Trickster
        6. Arcane Archer
        7. Anything from Occult Game
      2. For Short Games
        1. No banned list.
    4. Alignment.
      1. Any non-evil alignment is allowed.
    5. Equipment.
      1. All characters can start with “mundane” equipment of their choosing.
      2. No special materials or properties.
      3. Characters still get starting gold on top of “mundane” equipment.
      4. Do not worry about encumbrance. It is assumed you can drop your gear at the beginning of battle.
      5. Unlimited “normal” ammunition except in special circumstances.
      6. No guns/technology except in the “appropriate” campaigns
  3. Character Advancement
    1. Experience Points
      1. Use “Fast Experience track”
      2. All party members equally split XP, and will be the same level.
    2. Hit Points
      1. IF rolling for Hit points, reroll until you get a number on the upper half of the die.
        1. Example, if you roll a d8 for HP, you can re-roll any result of 1-4.
      2. Standard rule: Take maximum hit points per level.
  4. Spells and Magic
    1. Use Spell memorization per rulebooks.
    2. No spell components are required.
    3. Spell Concentration is not used.
    4. Use the spell templates we have created instead of the “grid” spell areas.
  5. Combat
    1. Bleed is not used.
    2. Critical hits
      1. A roll of a 20 is always a critical, unless a 20 is the only way you could hit the opponent. In this case, the Natural 20 is still a hit, but must be confirmed to be a critical.
    3. Surprise Round
      1. If surprised (unaware) you are considered flat footed until your turn and do not get to act in the surprise round.
      2. If not surprised, you may take a Move or a Standard action.
      3. Even if you have already gone, you are still considered flat footed vs. undetected (Stealth or Invisible) opponents.
    4. Precision Damage
      1. If any of your attacks qualify for precision damage (backstab) during a round then all of your attacks versus the same opponent qualify for precision damage.
      2. You cannot use precision damage against an opponent who has concealment.
    5. Sniping (Attack at range, while stealthy)
      1. Can grant precision damage if applicable, typically to a target which has not seen
        you.
      2. After your attack, if you have not moved, you may make a stealth check. If
        successful, then you have not been spotted and may attack again from stealth
        the next round.
  6. Movement
    1. Diagonal movement is still 5' per square, no normal square counts double.
  7. Skill and Ability checks
    1. A roll of a 20 is always a success, a roll of a 1 is always a failure.
  8. Poison
    1. Characters use the Unchained Poison rules.
    2. Encounters use the rules as written.
  9. Saving throws
    1. A natural 20 is always a success.
    2. A natural 1 is always a failure.
    3. Items do not need to make a check on a natural roll of a 1.
  10. Magic items and Items carried
    1. Cannot be damaged or broken unless specifically targeted.
      1. Unless their description says otherwise.
    2. Testing for this campaign: Auto Bonus Progression rules
  11. Eidolon
    1. Equipment which has been attuned to the Eidolon (worn/wielded for 12
      hours) travels with the Eidolon when it is summoned/banished.
  12. Feats
    1. Use the Elephant in the Room “Weapon groups”
    2. Banned Feats
      1. Leadership