House Rules

These are the rules that govern the campaigns run under the auspices of the Bennett Gaming Den (a.k.a. Jim Bennett).

Acceptable Material  |  Classes and Races  |  Skills  |  Feats  |  Combat  |  Spells and Magic Items  |  Templates and PrCs

Acceptable Material

Standing Order Number 1

You must communicate with the Dungeon Master. The Dungeon Master must be fully aware of what level your character currently is, what levels of what classes he/she has, what powers and abilities they have, and what spells/powers/abilities he/she has access to from class levels, racial features, templates, etc.. I will, in fact, not run a new session until I have this information from all players. I am 100% serious about this. Yes, even you, Ray.

Acceptable Prestige Classes

CA

Alienist

DotF

Contemplative

LEoF

Olin Gisir

Blood Magus

Templar

MoF

Harper Mage

Elemental Savant

CW

Exotic Weapon Master

Harper Priest

Fate Spinner

Frenzied Berserker

War Wizard of Cormyr

Initiate of the Sevenfold Veil

Halfling Outrider

MotP

Planar Champion

Mage of the Arcane Order

DD

Berserk

PGtF

Divine Champion

Mindbender

DMG

Blackguard

Incantatrix

CD

Church Inquisitor

Loremaster

Shadow Adept

Divine Oracle

FRCS

Divine Disciple

SS

Sand Shaper

Radiant Servant of Pelor

FSS

Devoted Defender

UE

Neyentar Hunter

Sacred Excorcist

Order of the Bow Initiate

Shou Disciple

 

 

 

 

Telflammar Shadowlord

Non-Core Feats

BoED

Exalted Feats

CA

General Feats

CD

General Feats

CW

General Feats

General Feats

CAdv

General Feats

Wild Feats

Tactical Feats

Sacred Vows

 

 

Natural Spell

PGtF

Regional Feats

Templates

BoED

Vow of Poverty

MM

Half-Dragon*

UE

Shadow Walker*

(Those with *'s indicate that they have been houseruled beyond the official printing)

Non-Core Domains

CD

Inquisition

PGtF

Dwarf

Madness

Elf

Oracle

Renewal

LM

Deathbound

Time

 

 

Gnome*

 

 

Illusion

(Those with *'s indicate that they have been houseruled beyond the official printing)

Non-Core Spells

BoED

Blood of the Martyr

BoVD

Masochism

CA

Arc of Lightning

CD

Castigate

Celestial Brilliance

Mindrape

Assay Resistance

Creeping Cold

Inspired Aim

Sadism

Enhance Familiar

Recitation

Last Judgement

 

 

Greater Mage Armor

Visage of the Diety, All

CAdv

Critical Strike

 

 

Programmed Amnesia

MoF

Kauper's Skittish Nerves

Grave Strike

 

 

 

 

Mace of Odo

Non-PHB Playable Races

MM

Aasimars

LA+0 Races

Tieflings

Classes and Races

The Basics

All core classes in the PHB except the bard and the ranger will be allowed.

In addition, I am okay with the Psychic Warrior base class I created (naturally) and our homebrewed Wild Mage. Copies of both are available on request.

If you are going to hurt yourself if you don't get to play a race or class not on the list, contact me and we will talk. Fair warning: This may involve me telling you, "I'm still not allowing it," but I will attempt to work with you.

Stat Bumps will come at every two levels instead of every four.

Druids

Wild Shape will be limited to core Monster Manual entries of the Animal type, no templates, no monster advancement, no AWAKENING, and "elementals" means those monsters described on pages 95-100 of the core Monster Manual.

Fighters

Fighters will get a bonus feat every level from the fighter bonus feat list, and have skill points as the 3.0 Ranger. Their class skills will be the 3.0 Fighter list and the 3.0 Ranger list.

Sorcerers

Bluff, Diplomacy, and Intimidate are class skills for Sorcerers.

Sorcerers should read their SPELLS KNOWN and SPELLS PER DAY chart as if they were one level higher, which now lines up their spell level progression with that of Wizards.

Non-PHB Playable Races

MM

Aasimars

LA+0 Races

Tieflings

Skills

Athleticism

SWIMMING and CLIMBING will be rolled into ATHLETICISM (Str).

Bluff

FORGERY, BLUFF, SLEIGHT of HAND, and DISGUISE will be rolled into one skill: DECEPTION (Int). DECIPHER SCRIPT will be the counter to the written version of DECEPTION, and SPOT will be the counter to the DISGUISE-form, SLEIGHT of HAND-form, and BLUFF-form of DECEPTION.

Climb

SWIMMING and CLIMBING will be rolled into ATHLETICISM (Str).

Deception

FORGERY, BLUFF, SLEIGHT of HAND, and DISGUISE will be rolled into one skill: DECEPTION (Int). DECIPHER SCRIPT will be the counter to the written version of DECEPTION, and SPOT will be the counter to the DISGUISE-form, SLEIGHT of HAND-form, and BLUFF-form of DECEPTION.

Decipher Script

FORGERY, BLUFF, SLEIGHT of HAND, and DISGUISE will be rolled into one skill: DECEPTION (Int). DECIPHER SCRIPT will be the counter to the written version of DECEPTION, and SPOT will be the counter to the DISGUISE-form, SLEIGHT of HAND-form, and BLUFF-form of DECEPTION.

Disguise

FORGERY, BLUFF, SLEIGHT of HAND, and DISGUISE will be rolled into one skill: DECEPTION (Int). DECIPHER SCRIPT will be the counter to the written version of DECEPTION, and SPOT will be the counter to the DISGUISE-form, SLEIGHT of HAND-form, and BLUFF-form of DECEPTION.

Forgery

FORGERY, BLUFF, SLEIGHT of HAND, and DISGUISE will be rolled into one skill: DECEPTION (Int). DECIPHER SCRIPT will be the counter to the written version of DECEPTION, and SPOT will be the counter to the DISGUISE-form, SLEIGHT of HAND-form, and BLUFF-form of DECEPTION.

Knowledge (Dungeoneering)

KNOWLEDGE (NATURE) will incorporate KNOWLEDGE (DUNGEONEERING).

Knowledge (History)

KNOWLEDGE (HISTORY) will incorporate KNOWLEDGE (NOBILITY and ROYALTY).

Knowledge (Nature)

KNOWLEDGE (NATURE) will incorporate KNOWLEDGE (DUNGEONEERING).

WILDERNESS LORE and SURVIVAL are getting punted. Anything previously covered by these skills gets routed to KNOWLEDGE, NATURE, except for TRACKING, which will be a function of SEARCH.

Knowledge (Nobility)

KNOWLEDGE (HISTORY) will incorporate KNOWLEDGE (NOBILITY and ROYALTY).

Knowledge (Royalty)

KNOWLEDGE (HISTORY) will incorporate KNOWLEDGE (NOBILITY and ROYALTY).

Search

WILDERNESS LORE and SURVIVAL are getting punted. Anything previously covered by these skills gets routed to KNOWLEDGE, NATURE, except for TRACKING, which will be a function of SEARCH.

Sleight of Hand

FORGERY, BLUFF, SLEIGHT of HAND, and DISGUISE will be rolled into one skill: DECEPTION (Int). DECIPHER SCRIPT will be the counter to the written version of DECEPTION, and SPOT will be the counter to the DISGUISE-form, SLEIGHT of HAND-form, and BLUFF-form of DECEPTION.

Spot

FORGERY, BLUFF, SLEIGHT of HAND, and DISGUISE will be rolled into one skill: DECEPTION (Int). DECIPHER SCRIPT will be the counter to the written version of DECEPTION, and SPOT will be the counter to the DISGUISE-form, SLEIGHT of HAND-form, and BLUFF-form of DECEPTION.

Survival

WILDERNESS LORE and SURVIVAL are getting punted. Anything previously covered by these skills gets routed to KNOWLEDGE, NATURE, except for TRACKING, which will be a function of SEARCH.

Swim

SWIMMING and CLIMBING will be rolled into ATHLETICISM (Str).

Wilderness Lore

WILDERNESS LORE and SURVIVAL are getting punted. Anything previously covered by these skills gets routed to KNOWLEDGE, NATURE, except for TRACKING, which will be a function of SEARCH.

Feats

Non-Core Feats

BoED

Exalted Feats

CA

General Feats

CD

General Feats

CW

General Feats

General Feats

CAdv

General Feats

Wild Feats

Tactical Feats

Sacred Vows

 

 

Natural Spell

PGtF

Regional Feats

New Feat: "+2 to Any Two Skills"

This feat gives +2 to any two skills. This will replace all the other feats like Deft and Alertness.

Brew Potion

Subject to the other limitations of the Brew Potion feat, I have no problem with personal range spells being made into potions.
See Craft Single Use Item.

Cleave

The abusive combination of Cleave and Whirlwind Attack known as "Bag of Rats" does not work.

New Feat: Craft Charged Item

Prerequisites: Caster Level 3+
Benefit: This feat allows you to make any item which casts spells and has charges, regardless of whether it has charges per day or charges ever. This feat can replicate spell trigger and command word items, and replaces the Wand and Staff feats, as well as good portions of the Forge Ring and Craft Wondrous abilities.

Craft Magic Arms and Armor

Prerequisites: Caster Level 5+
Benefit: This feat also allows you to craft cloaks, helms, belts, gloves, etc. - provided that all abilities granted are from the "armor" abilities.

Craft Rod

See Craft Wondrous Item.

New Feat: Craft Single Use Item

Prerequisites: Caster Level 1+
Benefit: This feat replaces Scribe Scroll, Brew Potion, Craft Fetish, etc. Any single use item can be made with this feat regardless of whether it requires the Spell Completion or Swallowing activation method. Wizards still get this feat for free at 1st level.

Craft Staff

See Craft Charged Item.

Craft Wand

See Craft Charged Item.

Craft Wondrous Item

Prerequisites: Caster Level 5+
Benefit: You can make slotless items and items with unusual properties that are not readily replicable with spells. This feat allows you to make Golems, Intelligent Items, and Wondrous Archetecture, and completely replaces Craft Rod, many applications of Forge Ring, as well as some of the more elaborate expansion Item Creation Feats.

Death Blow

Prerequisites: Improved Initiative, Base Attack Bonus 2+
Benefit: You can perform a Coup De Grace as a standard action that does not provoke an attack of opportunity.

Expert Tactician

Prerequisites: Combat Reflexes, Base Attack Bonus 2+
Benefit: You may make 1 extra attack per turn as a Free Action at your highest Base Attack Bonus. You may only make this attack against a foe who is denied their Dex bonus to AC (if any).

Fighters

Fighters will get a bonus feat every level from the fighter bonus feat list.

Flying Kick

This feat is allowed. Pre: Power Attack, Improved Unarmed Strike, Jump (4 Ranks). When fighting unarmed and using the charge action, you deal double damage on an unarmed attack.

Rapid Reload

Rapid Reload reduces reloading a Repeating Crossbow to a Move Equivalent Action so long as you have the Exotic Weapon Proficiency in Repeating Crossbow.

Regional Feats

If there is a regional prerequisite for a feat or prestige class, two ranks in Knowledge (History) will suffice to meet the prerequisite. You must have two ranks in Knowledge (History) for every region you want to qualify to take feats/PrCs/whatever from.

Scribe Scroll

See Craft Single Use Item.

Supreme Cleave

Prerequisites: Str 13+, Power Attack, Cleave, Great Cleave, Base Attack Bonus +8
Benefit: As Great Cleave, but you may take a 5' step before executing your Cleave, provided that you do not move greater than your total speed for this turn, or double your speed in a turn in which you have charged.

Uncap Spell

Benefit: You remove all limits on the maximum bonus a spell can gain from caster level. An uncapped spell takes up a slot two levels higher than normal.

Whirlwind Attack

The abusive combination of Cleave and Whirlwind Attack known as "Bag of Rats" does not work.

Combat

Bag of Rats

The abusive combination of Cleave and Whirlwind Attack known as "Bag of Rats" does not work.

Evasion

If a character is in an area that is smaller horizontally than his space or smaller vertically than his height, he loses his dex bonus to AC, and cannot use evasion.

Flanking

In order to flank you must threaten, and in order to threaten you must be able to attack, but not necessarily do so.

Saving Throws

You do not auto-pass a save on a 20. You do not auto-fail a save on a 1.
You can choose to fail a save if you want to.

Spells and Magic Items

General

Only magic items and enhancements in the DMG 3.5 will be allowed, altered as necessary by our existing house rules.

Saving throw DCs will be determined by half caster level, minimum of one, not spell level.

Arcane Sight

Use the 3.5 version of ARCANE SIGHT. This spell can not be made PERMANENT.

Awaken

Polymorph and friends will work as Josh Kablack describes them in this thread. Note that this means the AWAKEN trick no longer works.

Bind

BINDING an OUTSIDER just to beat WISHES out of them is forbidden.

True Seeing

The divine version of TRUE SEEING is exactly the same as the arcane version.

Limited Wish

The XP component of LIMITED WISH will going down to 100 XP, and likewise WISH will only cost 1000 XP.

Polymorph

Polymorph and friends will work as Josh Kablack describes them in this thread. Note that this means the AWAKEN trick no longer works.

Wish

The XP component of LIMITED WISH will going down to 100 XP, and likewise WISH will only cost 1000 XP.

BINDING an OUTSIDER just to beat WISHES out of them is forbidden.

Non-Core Spells

BoED

Blood of the Martyr

BoVD

Masochism

CA

Arc of Lightning

CD

Castigate

Celestial Brilliance

Mindrape

Assay Resistance

Creeping Cold

Inspired Aim

Sadism

Enhance Familiar

Recitation

Last Judgement

 

 

Greater Mage Armor

Visage of the Diety, All

CAdv

Critical Strike

 

 

Programmed Amnesia

MoF

Kauper's Skittish Nerves

Grave Strike

 

 

 

 

Mace of Odo

Non-Core Domains

CD

Inquisition

PGtF

Dwarf

Madness

Elf

Oracle

Renewal

LM

Deathbound

Time

 

 

Gnome*

 

 

Illusion

(Those with *'s indicate that they have been houseruled beyond the official printing)

Templates and PrCs

Templates

BoED

Vow of Poverty

MM

Half-Dragon*

UE

Shadow Walker*

(Those with *'s indicate that they have been houseruled beyond the official printing)

The Shadow Walker Template from Unapproachable East is revised as follows:

Skills: The Shadow Walker gains a +4 Racial Bonus on Hide checks.

Darkvision: (EX) The Shadow Walker gains dark vision out to sixty feet. If the base creature already has dark vision, nothing is gained.

Exposure: (EX) When exposed to bright or direct light (such as walking out into the sunlight after being in the dark or a LIGHT spell cast on or very near the Shadow Walker), the Shadow Walker loses their racial bonus to Hide, takes a -4 Racial Penalty to Hide checks, and takes a -4 penalty to all skills checks and attack rolls. Note that the two penalties stack for a total -8 penalty to Hide checks. Adjusting to sunlight takes a full round action and negates the attack and skill penalties, but not the specific racial penalty. Magical LIGHT of any kind cannot be adjusted to. The penalties last for the duration of the spell.

Blur: (SP) Beginning at third level, the Shadow Walker may BLUR once per day as the spell with caster level equal to character level. Every three levels after third (6th, 9th, 12th…) gives the Shadow Walker one additional use per day.

Dimension Door: (SP) Beginning at fourth level, the Shadow Walker may DIMENSION DOOR once per day as the spell with caster level equal to character level. The cargo capacity of this spell-like ability is limited to the caster plus fifty pounds of equipment. Every four levels after fourth (8th, 12th, 16th…) gives the Shadow Walker one additional use per day.


The Brother of the Wolves Template will be permitted:

The Brother of the Wolves Template is LA+0 and can be added to any humanoid creature. Change the stats of the base creature as follows.

Scent (Ex): The Brother of the Wolves gains the scent extraordinary ability. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.

When a creature detects a scent, the exact location of the source is not revealed -- only its presence somewhere within range. The creature can take a move action to note the direction of the scent. Whenever the creature comes within 5 feet of the source, the creature pinpoints the source's location.

A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Search) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. The ability otherwise follows the rules for the Track feat.

Speak with Wolves (Sp): A Brother of the Wolves can speak with wolves as if he had a permanent SPEAK with ANIMALS spell active, but the spell applies only to wolves.

Acceptable Prestige Classes

CA

Alienist

DotF

Contemplative

LEoF

Olin Gisir

Blood Magus

Templar

MoF

Harper Mage

Elemental Savant

CW

Exotic Weapon Master

Harper Priest

Fate Spinner

Frenzied Berserker

War Wizard of Cormyr

Initiate of the Sevenfold Veil

Halfling Outrider

MotP

Planar Champion

Mage of the Arcane Order

DD

Berserk

PGtF

Divine Champion

Mindbender

DMG

Blackguard

Incantatrix

CD

Church Inquisitor

Loremaster

Shadow Adept

Divine Oracle

FRCS

Divine Disciple

SS

Sand Shaper

Radiant Servant of Pelor

FSS

Devoted Defender

UE

Neyentar Hunter

Sacred Excorcist

Order of the Bow Initiate

Shou Disciple

 

 

 

 

Telflammar Shadowlord

The Incantatrix from Magic of Faerun and Player's Guide to Faerun is revised as follows:

The Incantator Version: 3.Jim

Hit Die: d4

Requirements:

Skills: Concentration 11 Ranks, Decipher Script 11 Ranks, Knowledge (Arcana) 11 Ranks, Knowledge (Planar) 8 Ranks

Feats: Iron Will, Any Metamagic Feat

Other: Arcane Caster Level 7th or higher

Class Skills: Concentration, Craft, Decipher Script, Heal, and Knowledge (Any)


Level BAB  Fort  Ref  Will   Feature                        Spells Per Day
1     +0    +0    +0   +2    See Ethereal, Strike Ethereal  +1 Level of Existing Class
2     +1    +0    +0   +3    Instant Metamagic 1/Day        +1 Level of Existing Class
3     +1    +1    +1   +3    Improved Metamagic             +1 Level of Existing Class
4     +2    +1    +1   +4    Instant Metamagic 2/Day        +1 Level of Existing Class
5     +2    +1    +1   +4    Hardy Spirit, Drain Item       +1 Level of Existing Class

Weapon/Armor Proficiency: Incantators gain no proficiency with any weapon or armor. Spells per Day: When a new Incantator level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spell casting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of Incantator to the level of some other spell casting class the character has, then determines spells per day, spells known, and caster level accordingly.

See Ethereal (Su): When this ability is gained, the Incantator can see into the Ethereal plane for a number of rounds equal to his class level. Ethereal creatures can be seen up to sixty feet away, though they appear grey and insubstantial. This does not grant any additional ability to actually attack ethereal creatures, but spells and powers that would normally affect ethereal creatures can, of course, be utilized.

Strike Ethereal (Su): Also at first level, the Incantator is able to alter her spells so that they take place on the Ethereal Plane instead of the Material Plane and can affect ethereal creatures. The altered spell has no effect on the material plane, and uses up a spellslot or is erased from memory as normal.

Instant Metamagic (Su): By use of this power, the Incantator can use any single metamagic feat she knows one time on any spell she knows with no increase in spell level or need for preparation beforehand, if applicable. Although initially useable only once per day this power can be used twice per day starting at fourth level.

Improved Metamagic (Ex): At third level, the Incantator gains the Epic Feat Improved Metamagic (See the ELH) as a bonus feat. Naturally, the Incantator need not meet the prerequisites to use the feat.

Hardy Spirit (Ex): At fifth level, the Incantator becomes immune to death effects and ability damage.

Drain Item (Su): At fifth level, the Incantator can drain one charge from a charged magic item and convert the raw magic to healing energy. The Incantator heals 1d6 per spell level of the charge drained. If the item has multiple effects based on charges, such as a staff, the spell level is that of the lowest level spell that uses a single charge. If the Incantator is healed beyond her maximum, any additional hit points are wasted. If a creature is in possession of the item being drained, the creature gets to make a Will Save (DC = 10 + Incantator Class Level + Relevant Spell-casting Stat Modifier) to avoid the draining process.