Oerth House Rules

[Version 0.4]
[Last Updated on 11-24-2001]

Disclaimer:
This is not an all-inclusive list of rules, but it is some of the ones that I could think of now that I wanted to change. As the game goes on and decisions are made then they will be added to this document, so that everyone knows how certain situations will be run.

Not all rules will be known to the player. Some things you just have to find out through playing. Just like in real life sometimes we are not sure how things will come out before we try them.

Character Creation:
See Character Creation Basics Handout for info. It is stored in the PC notebook.

Abilities:
Starting PC’s will start at 3rd Level.

When rolling HP’s consider the 1st Level to be maximum and all levels after that are unprotected.

Races:
I have added the Half-Ogre as a P.C. Race. See me for full details on the race and available classes.

Halflings have Low Light Vision as per the Elves.

Classes:

Prestige Classes:

Skills:
On skill checks you can have a negative modifier.

To make arrows for the approprate bow type is the same DC check as it takes to make the bow.

Feats:
Change the Combat Reflexes to a +1 Attack Bonus.

Added two new feats: Favored Enemy Strike [General] and Favored Enemy Critical Strike [General] for the Ranger Class.

Equipment:
There is a Standard Adventurers Pack available for purchase. This has all the basic equipment any starting adventurer will need for one price.

Masterwork items are are their base times (X) their plus to a maximum of +5. Example: A +5 Masterwork Halberd is 300 Base X the plus +5=1,500 +10 for the cost of the weapon for a grand total of 1,510.

Great Helmet: Adds a +1 Armor Bonus and costs 15 g.p.

Alchemist’s Lab has 50 uses before having to be replenished. Cost 350 g.p to replenish.

Combat:
There is no rule of Attacks of Opportunity, other than what we already use at this time.

Adventuring:
Training Costs are 100 g.p. per level. Example to go to 5th Level=500 g.p.

Magic:

Spells:

Miscellaneous: