House Rules
                                                                Class Rules

Bards:

1. Bards may use bardic music in conjunction with any non-verbal standard action.  Bardic music can not be used the same round a bard casts a spell.

2. Bards gain one free rank in perform for every level they take as a bard.

Druid:

1. Druids may use the extraordinary abilities of any animal form they wild shape into.

2. Druids may use knowledge nature for elemental wildshape rather than knowledge planes.

Paladins:

1. Paladins may smite any living being with an intelligence score higher than 2 and any undead being regardless of its intelligence.

2. A Paladin may use the variant paladin the complete warrior.

3. A Paladin may choose to trade in their mount for either the capacity to turn as a cleric of their level or one additional smite per day.  This choice must be made at fourth level.

Ranger:

1. A Ranger's have the option of using the variant ranger in the complete warrior.

2. A Ranger may choose to trade in their animal companion for an additional favored enemy which is at a +2.  This choice must be made at fourth level.

                          General Rules / House Rules


1. Libraries all are assigned ranks in a knowledge skill.  If you have too few ranks in a knowledge to succeed in a knowledge check you may instead use the library's knowledge score, or any knowledge score less than it.  Such research takes a number of hours equal to the rank in knowledge required for the check minus the number of ranks you have in that knowledge squared or T = (Knowledge DC - Your Result)^2.  Any knowledge check made in a library that grants you at least one extra rank in a knowledge skill which succeeds counts as an extraordinary success.

2. Knowledge psionics does not exist.  All classes which gain knowledge psionics have knowledge arcana      instead.  All requirements based on having ranks in knowledge psionics are based on having ranks in knowledge arcana instead.  The reason for this is two fold.  One to promote a more transparent system.  Two because in this edition knowledges exist primarily for creature identification, and every creature type has already been covered in the core knowledges.

3. Psicraft does not exist.  All classes which gain psicraft have spellcraft instead.  Everything psicraft can do spellcraft can also now do.  All requirements involving ranks psicraft now require ranks in spellcraft.  This is to promote a more transparent system.

4. Use magical device can be used to activate a psionic device.  The reverse is not true however.

5. Vorpal's effect is changed so that it now doubles the critical multiplier of a weapon, and allows critical hits to be scored against all creatures and objects.  Doubling is handled in the normal manner so a x2 becomes a x3, a x3 becomes a x5, and a x4 becomes a x7.  In addition all vorpal weapons are treated as keen.  Adding vorpal to a keen weapon replaced the keen quality (effectively you pay +4).

6. Coup de Grace weapons only function on a natural twenty.

7. Open rolling can be declared by either a player or the DM for attack rolls and saving throws.  In these cases natural ones are treated a reroll with a -20 modifier.  A natural twenty is treated as reroll with a +20 modifier.

8. Skill Focus Craft (Alchemy) can be substituted for the spellcasting requirement for all uses of the skill Craft (Alchemy).

9. Knowledge (Craft [Type] or Profession [Type]) can be taken to provide a +1 synergy bonus for every 2 ranks taken in the knowledge skill.

10. Falling objects deal extra damage due to weight equal to Number of Damage Dice * 5 * ln(object weight/100)/ln(4).  This change increases internal consistency as this is the same formula used to find a medium characters strength modifier based on their heavy load.  It also enchances the heroic feeling of the game removing falling rocks as the games ultimate weapon.

11. All piercing, slashing, and bludgeoning damage regardless of their source are subject to damage reduction as a weapon of their type would be.

12. It is possible to bullrush or overrun multiple foes however your strength score is divided equally among them.  This means your strength score is treated as if it were 10ln(Number of Enemies)/ln(4) points lower.

13. The maxium bonus skill boosting wonderous items may grant is +10 not +30.  Rings and armors may grant up to a +15 bonus, but they may only enchance skills which are based on physical stats.  The only item in the DMG that violates these guidelines is the Salve of Slipperiness which is grandfathered in.  These changes have been made to prevent skill boosting items from overshadowing a characters natural abilities in a skill.

14. If you gain a bonus feat from a class that you already have then you may replace the feat you originally took with a feat you qualified for when you took the original one.

                                                             
Spell Rules
1. Mordekain's Disjunction is a lost spell in this campaign.  This means that it cannot be chosen as a free spell to gained as you level or researched, but there may be a few scrolls of it left in the world.

2. Any creature summoned by gate either by name or any creature that has more than your caster level in hit dice cannot be controlled.  In addition creatures summoned by gate cannot be forced to cast a spell with a XP component or use a spell-like ability, which replicates a spell with an XP component.

3. All alignment based spells and effects treat all creatures as neutral unless they have an alignment subtype.  This means that detect evil can only detect creatures with the evil subtype.  Likewise holy word will affect even a paladin if they are caught within its radius.  This change was made to reflect the morally gray nature of the world.

4. Aligned weapon properties such as holy now only count as +1 enchantments rather than +2.  This change was made to reflect their reduced effectiveness.  In addition to this their prerequisite spell has been changed to dispel [alignment] since no god has the aligned domains, which house the existing prerequisite spells.

5. When creating magical items using wish the caster must have the correct item creation feats.  In addition the XP cost of creating these items is not treated as part of the spells XP component.  It is treated, as the XP cost of creating an item so creatures, which can access wish a spell-like ability cannot bypass this cost.

6. The holy word series of spells allow a saving throw for partial.  Upon a successful saving throw a character is treated as being one HD category higher than they actually are for the purpose of the spells effects.

7. In order to polymorph into a form or use a similar transmutations to turn into another creature the caster must succeed a knowledge check for that creature.  The DC is 10 + HD.

8. All spells of the polymorph line have the following changes:
   a. Any form taken using these spells applies a penalty to all of the targets caster levels equal to the highest of
       the following: the creatures HD, the creatures natural armor, or one half the creatures highest ability
       modifier.  The practiced spellcaster feat is advised for characters who which to frequently polymorph
       and still cast spells, such as druids.
   b. If your caster level is lower than the minimum level required to cast certain spells that you have access to
       you temporarily lose access to these spell slots.  If you’re a psion you then cannot manifest them, or
       anything, which costs more than your ML – Penalty.
   c. The bonus to disguise checks from polymorph spells and disguise self is considered a circumstance bonus.