House Rules
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House Rules



Table Rules

Dice Conventions:

  • Players should roll all dice where the DM can see them.

  • Dice that land cocked (i.e., not flat on the rolling surface) or that fall off the table must be rerolled.

  • If a player should not know the dice result immediately (for example, opposed Hide vs. Spot checks), then the DM will roll the dice in secret.



Book Use:
During game, players should not refer to any books other than the following:
  • Player's Handbook (v.3.5) (or Mongoose’s Pocket Player’s Handbook)

  • Complete Adventurer[only for classes, feats, spells, etc., used by your PC]

  • Complete Arcane [only for classes, feats, spells, etc., used by your PC]

  • Complete Divine [only for classes, feats, spells, etc., used by your PC]

  • Complete Warrior [only for classes, feats, spells, etc., used by your PC]

  • Complete Book of Eldritch Might [only for classes, feats, spells, etc., used by your PC]

  • Book of Hallowed Might I [only for classes, feats, spells, etc., used by your PC]

  • Book of Iron Might [only for classes, feats, spells, etc., used by your PC]

If you feel you need to consult specific material from another book (e.g., a prestige class from the DMG or the Book of the Righteous, or a favorite summoned monster from the MM), consult the DM. I'll probably allow you to print and use the relevant section(s) of the SRD or photocopy the page.

Character Sheets: Once each new character has been approved for play, the player must give the DM a clean, legible and complete copy of the character sheet. Each time that the character changes level, the player must give the DM an updated copy.

Character Creation



At campaign start, new characters will be created at 1st level, with maximum gp per class to spend on gear (including both mundane and magical items). See "Gear", below, for more guidelines and options.

After the campaign starts, a new player may start a PC at the beginning of the level of the lowest-level PC. A player who changes characters may start a new PC at the beginning of the level below the lowest-level PC. Starting wealth by level can be found in the DMG, page 135. (The DM may adjust starting XP and wealth as he sees fit, based on the continuing PCs' status.)

Ability Score Generation: The standard system (4d6, drop lowest, arrange as desired) will be used. Note, however, that dice convention #1 (see above) applies to these rolls. (The DM reserves the right to alter exceptionally high or low sets of scores. I'd prefer everyone to have total net modifiers within the +4 to +9 range.)

Race & Class: Only races from the PHB will be allowed.

Classes: All classes from the PHB will be allowed, except for paladins. (Paladins exist in the world, but are not really appropriate for PCs in this campaign.) In addition, the following classes from other sources are allowed:
  • Complete Adventurer: Scout and Spellthief.

  • Complete Arcane: Warlock and Warmage. (Warlocks do not have an alignment requirement)

  • Complete Divine: Favored Soul and Spirit Shaman.

  • Complete Warrior: Hexblade and Swashbuckler.

  • DMG (NPC classes): Aristocrat and Expert.

  • Complete Book of Eldritch Might: Variant Sorcerer (this supersedes the PHb Sorcerer). The Variant Bard may be used upon request.

  • Book of Hallowed Might: Variant Ranger may be used upon request.


Clerics: Clerics are limited to the gods listed in the Book of the Righteous and Harrimast. Summary of the Gods in the campaign can be found here

Druid errata: Crocodile should only appear on the 4th-level table.

Skills: Campaign-specific lists of specializations for Craft, Knowledge, Perform, Profession, and Speak Language are found here. Rules for using closely-related skills are also found on that page.

Feats: New Freeport-specific feats are available, as are feats from some other sources; see New Feats for details. Specific house rules on feats follow:
  • Spell Focus and Greater Spell Focus give +2 bonuses, not +1.

Alignment: Any non-evil.

Gear: See the PHB and DMG for available gear and market prices. In addition, most mundane items in the (3.0) Arms and Equipment Guide are available. See also Technology for notes on special equipment available in the city. All purchases are subject to DM approval.

The following options and rules affecting starting wealth are in effect:
  • A new character may not spend more than half his total wealth on a single item, and no more than one quarter of his total wealth on consumables such as ammunition, scroll, potions, wands, and alchemical items.

  • A spellcaster can use any of the XP and gp allotted to make magic items, provided that he has the proper item creation feats and prerequisites. This includes magic items from supplemental books, such as the Book of Hallowed Might.

  • A player may select a partially used magic item, at a cost proportional to the charges left compared to the charges in a newly created item.

Spells: See Spells, below.

Psionics: Not available.


Experience & Advancement


Experience Awards (PHB, pp. 58-60; DMG, pp. 36-41):
The bulk of XP will be gained from overcoming challenging encounters, per the standard award system. Other sources of XP include:
  • Story Awards: Given for noncombat accomplishments. The amount (and the fraction of the adventure's total) will vary widely depending on the focus of a given adventure.

  • Roleplaying Awards: Players whose roleplaying enhances the game will receive small awards (maximum 50 XP x current level per session).

  • Journal Awards: 10 XP x current level for a journal (or equivalent). Sending the DM email or giving the DM a hard copy are acceptable. Only 1 such award per session, but I'll also give it for a brief background/bio write-up when you create your character.

Advancing Levels (PHB, pp. 58-60; DMG, pp. 197-198): PCs are assumed to have the time and resources necessary for training between adventures. Unusual circumstances (such as researching rare spells) may require special costs.

Learning New Wizard Spells (PHB, pp. 178-179): Learning a new spell from a NPC wizard usually costs twice what the NPC would charge to cast the spell for a character (PHB, pp. 129, 132). If the PC has access to an appropriate mentor, that NPC may teach spells at a discount. Two PC wizards may either share freely or negotiate other terms.

Multiclassing (PHB, pp. 59-60): Beyond the normal rules, no restrictions on multiclassing will be imposed except for plausibility in making such a change. (See the example of the rogue Lidda gaining a wizard level.)

Prestige Classes (DMG, pp. 176-197): Several prestige classes will become available (on a limited basis) when PCs reach sufficient level to qualify for them (usually 5th-7th level minimum). See the Prestige Classes page for a list of allowed PrC's.


Combat

The combat rules will be played as written, with the following exception:

New characters may have three Combat Maneuvers at creation, and may switch out one maneuver every two levels. No maneuver may have enough drawbacks to gain a bonus to attack rolls.

Miniatures: Miniatures, counters, and battle maps will be used for most combats (as well as a few other situations). The DM has counters for PCs and many NPCs/creatures; players may provide their own miniatures for their PCs, if they prefer.


Spells



All PHB spells are available. Spells new to the Freeport setting are available during play. House rules on specific spells follow:
  • The "+4 stat" spells (bull's strength, et al.) have a duration of 10 minutes/level (rather than 1 minute/level).

  • The spells, Chains of Vengeance, and Quintelemental Blast from The Complete Book of Eldritch Might, have their spell levels increased by 1, becoming 5 and 6 respectively.

Other Rules

Alcohol and Intoxication: Uses the rules in the Arms and Equipment Guide (p. 32).