House Rules
From Young Lords
AbilitiesGenerating Ability Scores
Follow the point-buy method in the order described below:
1. Begin with scores of 10 in each ability.
2. Apply racial modifiers to ability scores (see below).
3. Distribute 20 “points” to ability scores as desired (max starting score = 18).
4. You may reduce an ability score by 2, and add 1 to another ability score.
Hit Points
• Characters begin with max hit points + ½ Con score. So a 1st level Wizard with a Con of 13 would begin with 12 HPs (max for d6 Hit Die = 6 plus Con of 13 halved adds another 6).
• Upon gaining a new level, roll the appropriate Hit Die and add Con Bonus. Re-roll 1’s.
Races
Racial Ability Adjustments
Dwarf +2 Con, +2 Wis, -2 Cha
Elf +2 Dex, +2 Int, -2 Con
Gnome +2 Int, +2 Cha, -2 Str
Half-Elf +1 to two ability scores
Half-Orc +2 Str, +2 Con, -2 Int
Halfling +2 Dex, +2 Cha, -2 Str
Human +2 to one ability score
Half-Orcs
Half-Orcs are a distinct race (not human and orc half-breeds).
Gnomes
Gnomes are not maniacal tinkerers. They are a thoughtful, meticulous, and creative folk with a strong work ethic. Gnomes usually excel as scholars, merchants and bureaucrats.
Classes
Cleric
Healing Prayer: Just prior to an extended rest, a cleric may perform a healing prayer ritual which grants the cleric, and any allies within 60 feet, the benefit of regaining all lost hit points during the ensuing extended rest. The ritual takes approximately 10 minutes to perform.
Spell Preparation: A cleric may prepare a spell by praying for a specific spell at the start of the day. This spell will be cast as if the cleric was one level higher.
Druid
Spell Preparation: A druid may prepare a spell by communing for a specific spell at the start of the day. This spell will be cast as if the druid was one level higher.
Fighter
Opportunity Strike: If an opponent in your threat range attempts to attack anyone other than you, you may make an immediate attack of opportunity against that opponent. You may use this ability against a given opponent only once per round, and you must have an available attack of opportunity (normally you get only 1 per round, unless you have the Combat Reflexes feat).
Monk
Monks are not available as a character class.
Rogue
Hit Die: d8
Sorcerer
Hit Die: d6
Bonus Spells: The bonus spells for Charisma apply to both spells known and spells per day.
Wizard
Hit Die: d6
Spell Preparation: Wizards may normally cast any spell known without preparation. If the time and effort is expended to prepare a spell at the start of the day, that spell may be cast a number of times equal to (caster level - spell level). A 5th level wizard who uses a 3rd level spell slot to prepare Fireball can cast it 2 times that day (5-3=2). If a wizard is knocked unconscious, all remaining prepared spells are lost for the day.
Skills
Class and Cross-Class Skills
A character may attempt to use any class skill untrained. Cross-class skills do not cost additional skill points to learn.
Observation (Wis)
This skill represents a character’s overall sensory sensitivity and the ability to recognize, process, analyze, and draw conclusions from input from all senses. This skill replaces Search, Spot and Listen, incorporating those functions along with smell, taste, and touch.
Spellcraft (Int)
This skill may be used in the same manner as the Concentration skill when attempting to cast defensively or maintain a spell upon taking damage.
Feats
Alertness [General]
You have finely tuned senses.
Benefit: You get a +3 bonus on all Observation checks and a +1 to all Initiative rolls.
Special: The master of a familiar gains the benefit of the Alertness feat whenever the familiar is within arm’s reach.
Grim Resolve [General]
You refuse to go quietly when disabled.
Benefit: You do not lose HP from taking a standard action while disabled instead of 1d6. You automatically stabalize.
Sturdy [General]
You maximize you ability to absorb damage and manage pain.
Benefit: You gain maximum hit points for your new level.
Special: You may expend an Action Point to halve the damage from a melee attack.
This feat may be taken multiple times, and may be taken as a fighter bonus feat.
Equipment
Masterwork Armor
In addition to reducing the armor check penalty by -1, the Maximum Dex Bonus of masterwork armor is increased by +1.
Combat
Action Types
There are 3 types of actions: Standard Action, Move Action, Full-Round Action. In a normal round you may perform a Standard Action and a Move Action in any order desired, or a Full- Round Action. You can take a second Move Action in place of your Standard Action.
- A Standard Action covers activities such as a single attack, casting a spell, and activating a magic item.
- A Move Action allows you to move your speed (usually 30’ for average-sized characters), or perform similar actions, such as climb, crawl, swim, or mount a horse.
- A Full-Round Action must be used in order to make multiple attacks. The only movement allowed with a Full-Round Action is a 5-foot step taken before, after, or between attacks.
Directing an Animal Companion, Familiar, or Pet
Companions, familiars, and pets do not normally act independently unless forced to by
circumstances. Directing such a creature requires that the controller expend a move action to order it to attack, change targets, go for help, or any similarly detailed direction.
Concentration Checks
A caster need only make a Concentration Check (with either the Concentration or Spellcraft skill) upon suffering damage while casting a spell or while concentrating to maintain a spell. Damage taken at any other time during the round does not affect a caster’s ability to cast a spell.
For example, if a wizard attempts to cast a spell within an enemy’s threatened area and is damaged by the opponent’s attack of opportunity, the wizard must then pass a check in order to successfully complete the casting of the spell. Also, if an opponent readies an action, such as “throw a knife at the caster if he begins to cast a spell,” the spell could be disrupted by a successful attack from that opponent.
Alternatively, a spell may be cast defensively, which does not provoke an attack of opportunity. This requires that the caster succeed on (DC 15 + spell level) Concentration or Spellcraft check.
Critical Hits
An original attack roll of natural 20 is automatically a critical hit, increasing the damage
multiplier for the weapon by 1. In addition, a natural 20 is also a threat, meaning that a
successful confirmation roll increases the weapon multiplier by an additional 1. A roll of a natural 1 on a confirmation roll is not considered to be a fumble or automatic failure.
If a natural 20 is rolled for the original attack or a confirmation roll the attacker has the option of forcing his opponent into an adjacent empty square of the attacker’s choosing, and may occupy the square vacated by the opponent. The opponent can only be forced into a square the he could normal walk into, and is allowed a save if forced into a square where he is subject to damage. Yes you could force an opponet off of a cliff with a natural 20. The Save against being forced into an ajacent square is a DC15 reflex check.
Fumbles
A roll of a natural 1 on an original attack indicates a fumble threat, and the attacker loses any remaining actions for the round. A second attack is rolled, and if this attack would have missed the target, the fumble is confirmed. The attacker must roll on the following chart to determine the outcome of the fumble.
Melee Ranged Result
| Melee |
Ranged |
Result |
| 01-02 |
01 |
Injure Self (Do weapon damage only to self) |
| 03-04 |
02-04 |
Injure Ally (Do weapon damage only to nearby ally) |
| 05-06 |
05-07 |
Strike Ally (Roll to hit nearby ally, do weapon damage only if hit) |
| 07-08 |
08-09 |
Break Weapon (AoO instead if MW or Magic) |
| 09-10 |
|
Opponent gets an Attack of Opportunity |
| 11-12 |
10-14 |
Damage Weapon (Melee -4 TH until repaired, Bow broken string) |
| 13-14 |
15 |
Fall |
| 15-16 |
16-18 |
Drop Weapon |
| 17-18 |
20 |
Slip/Stumble (Flat-Footed until next action) |
| 19-20 |
|
Bad Swing (-2 on next Attack) |
Injury and Death
Disabled (0 to -5 Hit Points): When your hit points fall into this range you are nearly
unconscious. You may take only a single Standard Action, or a single Move Action. Careful Move Actions (such as walking) can be taken without further damage. Taking a Standard Action, such as attacking or casting a spell, will cause you to suffer an additional 1d6 of damage.
Dying (-6 to -[10+Fortitude Bonus] Hit Points): When your hit points drop to -6 or worse, you are unconscious and dying. You will continue to lose hit points at a rate of 1 per round until stabilized.
Defeated(-[11+Fortitude Bonus] Hit Points): Once a character is at or below this threshold he will lose 10% of their experiance points and stabalize at the end of the round. Non Player characters are dead at this point.
Stabilization: A dying character may become stable on his own, with the aid of someone with the Heal skill, by magical healing, or by expending an Action Point. Each round a dying character must pass a Fortification check against a DC of 10+(Hit Points below 0) in order to stabilize. For example, a character at -8 HPs would need to pass a Fortitude check with a DC of 18. Failure results in the character losing 1 HP.
Recovering from Dying and Defeated: When you first recover from Dying/Defeated you are staggared for the next 2 rounds. (Can only take 1 standard or move action per round) and are acting with a -2 on all attack/spell check rolls.
You can stabilize a character with a DC 15 Heal check, or any amount of magical healing.
Natural Healing
Characters will recover a number of hit points equal to their Fortitude bonus after an extended rest. While resting in harsh conditions, only half the normal number of hit points are recovered.
Action Points
How Action Points Work
- You begin with 1 Action Point at 1st level, and gain an additional Action Point at every character level you attain.
- You may use Action Points for only one action per round.
- You regain all spent action points after an extended rest.
- You may spend Action Points in order to perform one of the actions listed below.
Uses for Action Points
-
Second Wind: Once per encounter, as a Full Round Action, you can use an action point to recover 1/2 your maximum hit points. For example if you have a maximum of 40 hitpoints and you were currently at -10 you could use an action point to recover 20 hitpoints. The recovered hit points can not move your current total above your maxium hitpoints.</li>
-
Regain Consciousness: As a full-round action, if you are at -6 HPs or below and Stabilized, you may expend an Action Point to bring you to 1 HPs.</li>
-
Stabilize: You automatically stabilize rather than roll for stabilization.
-
Extra Attack: You may make 1 additional attack in a round.
-
Extra Effort: You gain +4 to any d20 check roll (skill checks, saves, attacks, crit hit confirmations, etc.) after the result of the roll is determined.
-
Metamagic Feat: An Action Point may be used in place of each slot level adjustment required when preparing or casting a spell with a metamagic feat you know applied to it. If a metamagic feat increases the spell slot level requirement by 2, then 2 Action Points may be spent instead to achieve the same effect.
-
Extra Ability: You gain an additional use of a class ability (Rage, Bardic Singing, etc.).
-
Extra Spell: You may cast an additional spell beyond your normal daily limit. The cost for this action is 1 Action Point for every level of the spell slot desired. It would take 3 Action Points to gain an additional 3rd level spell slot for the day.
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