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The Nine Kingdoms of Arn: House Rules | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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General NotesCharacter Creation: Consult the Guide for specific details. Adjudicating the Rules: When attempting to resolve an issue in a dispute over apparently conflicting rules, the following order of precedence is established, from most relevant to least:
ClassesCleric: With the introduction of OGC spells from multiple publishers, each domain often has more than one spell to choose from at each spell level. Sadly, the distribution by level and domain is not balanced across the board, leaving some domains with more selections than others. To balance this, clerics are required, at character creation, to select one domain spell for each spell level from their domain list for that level, which will serve as their one domain spell on their personalized list for that domain. As a cleric character advances in level and gains the ability to cast a new spell level, they must at that time select a new spell from the list available to each domain he/she has access to, in order to reflect the cleric's domain choice for that level of spell. Most NPCs, but not all, will simply follow the list in the Player's Handbook. Druid: Druid characters may pursue the alternate Sea Druid abilities detailed in Seas of Blood, by Mongoose Publishing. Monk: Monks no longer have any multiclassing restrictions. In addition, they follow the rules of Oriental Adventures and select appropriate martial-style feats at first, second and sixth levels, instead of automatically receiving the Stunning Fist, Deflect Arrows and Improved Trip virtual feats as per the Player's Handbook. Finally, multiclassed monks can use their full BAB for calculating unarmed attacks, as per Sean Reynold's suggestion. Paladin: The Paladin is no longer a core class, but is considered a prestige class for the Nine Kingdoms of Arn campaign. Psion: Within the Nine Kingdoms of Arn, Psions use the following Psion Powers Discovered progression table instead of the one found in the Psionics section of the SRD. This was inspired by the variant Psion Powers Discovered table in Bruce Cordell's If Thoughts Could Kill supplement. The Power Points progression from that source has no comprehensible logarithmic or geometric advancement, so the Power Points progression from the original SRD are used instead.
From If Thoughts Could Kill, the Scaling Powers variant is in affect for this campaign. However, the Secondary Disciplines variant is not used in this campaign. Wizard: Wizards start with Read Magic and fifteen (15) other cantrips, selected from among those available from any acceptable publications approved by the DM. SkillsUsing Skills To Avoiding Attacks Of Opportunity: Avoiding attacks of opportunity should not be based on a static DC, because that does not take into account the skill of the potential attacker. Instead, this campaign will use the following rule to create an opposed roll between the potential attacker and the defender:
Using Skill Checks To Aid Another: When making a skill check to aid another, the assisting character grants a base +2 circumstance bonus for making a DC 10, +1 to the circumstance bonus for every 10 points by which the roll exceeds the base DC 10. (i.e. If the assisting character rolls a 13 on his assisting skill check, the aided character gets a +2 circumstance bonus. However, if the assisting characer rolls a total of 33 on his assisting skill check, the aided character gets {+2 base, +2 for being 20+ more than the base DC 10 = +4 total} a +4 circumstance bonus.) This optional rule can be found in the Epic Level Handbook. A Note On Skill Synergy Bonuses: Many skills are noted as granting a synergy bonus to another skill when you have 5 or more ranks in the first skill. As per Epic Level Handbook, this synergy bonus increases by +2 for every additional 20 ranks you have in the skill. CombatOpen Mass Combat: For large scale and ship-to-ship combats, this campaign will use the Open Mass Combat System, as presented by Mongoose Publishing and modified for this campaign milieu. Underwater Combat: For underwater combat rules, this campaign will use the official 3E rules published by Wizards of the Coast, currenly available on page 5 of the Return to the Temple of Elemental Evil web enhancement, freely distributed on the web at http://www.wizards.com/dnd/article.asp?x=dnd/we/we20010713b. Arrow and Ammunition Loss: An arrow (or other ammunition) that misses has a 50% chance of being broken, lost or otherwise rendered ineffective, minus 5% per plus of enchantment on the arrow, if magical. Ammunition that hit a target are considered non-reusable, but "saving the pieces" recovered from the targets can half the cost needed to craft new ones using the appropriate Craft skill. This rule has been made in keeping with the spirit of the rules for ammunition loss as written, with a nod toward the increased hardness of magical weapons. FeatsFeat Selection In General: Characters may select feats from any published sourcebook that is owned by the DM. Any feat selected that is not included in this document or in the Player's Handbook must be approved by the DM before they come into play. Sources that are open for review includes any WOTC sourcebook in the DM's library, feats from Relics and Rituals and various Malhavoc Press products, most of the feats from Mongoose Publishing products, and any appropriate feats from numerous Fantasy Flight Games products. Feats from the Internet will be considered, but will not be allowed until they are included in this document of House Rules. Fame [General] (New Feat): Great Leader [General] (New Feat): Infamy [General] (New Feat): Leadership (Clarification): Magical Talent [General] (New Feat): Notorious Tyrant [General] (New Feat): Skill Focus (Clarification): Weapon Mastery [Fighter, Special] (New Feat): Weapon Grand Mastery [Fighter, Special] (New Feat): Spells: GeneralWhen Casting A Spell: When a character is going to cast a spell, the player should have their book open to the spell description, in the event there are questions that will assist in the abjudication of the spell's effects. Sourcebooks Usable For Spell Selection: Characters may select spells from any published sourcebook that is owned and has been approved by the DM. This currently includes any WOTC sourcebook in his library, Relics and Rituals, any Malhavoc Press product in his library, any Mongoose Publishing product in his library, and any appropriate Fantasy Flight Games product in his library. Zero-Level Spells: Zero-level spells do not have to be prepared in advance. Instead, classes that normally have to prepare spells can cast zero-level spells "on the fly" from those that they know. (Taken from a WOTC House Rule seminar, GenCon 2001.) Familiars and Touch Spells: Familiars of wizards or sorcerers of 3rd level or higher receive the Touch ability, which can, by the rules, only be used for touch spells that the wizard/sorcerer casts. In this campaign, the familiar may also use the Touch ability for spells cast by spell completion and spell trigger items activated by the wizard/sorcerer. Spells: SpecificHarm, Heal and Mass Heal: Scrying (and all other spells that reference Scrying to determine success):
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All original material on the Nine Kingdoms of Arn website not designated as Open Game Content, |