Pharaoh's Law
(House Rules)
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  1. Books
  2. Conversion from 2E
  3. Character Creation
  4. Races
  5. Classes
  6. Deities & Priesthoods
  7. Published Prestige Classes
  8. One new prestige class has been approved from the Book of Eldritch Might.
  9. Skills
  10. Feats
  11. Equipment
  12. Spells
  13. Combat
  14. Magic Item Creation
 

 

Books

  • D&D Third Edition Rules are used with exceptions as noted.
  • Player's Handbook
  • DM Guide
  • Monster Manual
  • Sword and Fist - not equipment
  • Defenders of the Faith
  • Tome and Blood
  • Song and Silence
  • Masters of the Wilderness - but see spells
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Character Conversion

  • New characters will be generated (1 apiece).
  • When my campaign is more established, I will offer to adopt one existing Genevah character. If you'd like to do this, think about which one it might be, but do not worry about specifics just yet.
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New Character Creation

  1. We will start with one character per player in the interest of quicker advancement.
  2. Characters will be generated by rolling 4d6 6 times, and placing the scores as desired.
  3. Characters can be considered unplayable and discarded by the player if desired if either of the following two conditions are met
    1. The character does not have at least 2 scores of 15 or higher
    2. The total of all the ability scores does not equal or exceed 72 (avg 12)
  4. Character rolls will take place at a gaming session in front of at least two other players.
  5. At the time of creation only, a "2 for 1" exchange is permitted. In this case, one of the character's ability scores is reduced by 2 points, and another score may be increased by 1. This is solely at the player's option, and must be documented on the permanent character sheet. A character is not considered unplayable nor can it be discarded if this exchange lowers the total of all ability scores below 72.
  6. Starting HPs are 4 plus 1/2 the maximum HP for your starting class modified by CON.
  7. Starting Skills
    • In order to somwhat reduce the "everyone starts as a rogue" syndrome, all characters begin with 16 skill points which can be any skills you like that are not class exclusive (ie "Scry" et al).
    • These initial 16 points reflect the time your character spent growing up, when anybody could learn to swim, or anyone's father could have been a baker. You may use these skill points to select up to 3 ranks of any given skill.
    • These initial 16 points are not subject to any bonuses: INT, human orotherwise.
    • THEN add skills for the class you select at level one with any appropriate bonuses (but no 4x multiplier).
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Races

  1. All core races from the PHB are available with standard rules.
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Classes

  1. Barbarians
    • Barbarian Rage per the book grants you a temporary plus four to CON. This gives an eighth-level character, for example, an additional 16HP for the duration of the rage. I do not like the fact that if I, as a DM, reduce this raging barbarian to negative one HP, he instantly ceases to rage and dies (-17HP). Therefore, I rule the following:
    • The "extra" hit points are the last ones taken prior to going negative. It would be prudent to heal these hit points prior to the end of the rage when possible.
    • At the end of the rage, if all of the "extra" hit points (16 in our example) remain, they go away as normal. However, if any have been taken as damage, they will instantly convert to temporary ability damage divided equally between STR and DEX (with odd remainders going to STR). The ex-raging barbarian is shaky and weak from sprained muscles and the like. The ability damage recovers at a rate of one STR *and* one DEX each per day or until attended to by magical healing such as Lesser Restoration.
  2. Bards
    • Bards get 6 skill points per level
    • Bards gain bonus spells known based on Charisma bonus. Apply the bonus to the spells the bard can know as well as the number he can cast.
  3. Druids
    • Druids are not strictly restricted by "oath" to the weapons listed in their description in the PHB. If they are proficient in other weapons, via multiclassing or special feats, they may use these other weapons normally.
  4. Paladins
    • Paladins who revere a particular deity may freely multiclass as clerics of that same deity.
  5. Ranger
    • Rangers may employ their two-weapon fighting with double weapons, (especially quarterstaff); and may also use them in light or medium armor.
  6. Rogue
    • Rogues get 10 skill points per level.
  7. Sorcerer
    • Sorcerers gain bonus spells known based on Charisma bonus. Apply the bonus to the spells a sorcerer can know as well as to those he can cast.
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Skills

  1. See Character Creation section for house rules re: starting skills.
  2. Here are some additional Skill Synergies that TJ pointed out with which I definitely agree. There may be others. Feel free to ask:
    • 5 ranks Craft(Trap Maker)....... +2 Disable Device
    • 5 ranks Profession(Scribe)...... +2 Forgery
    • 5 ranks Knowlege (Nature)....... +2 Wilderness Lore
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Feats

  1. Skill focus grants +3 rather than +2 to the skill chosen and makes the chosen skill a class skill thereafter.
  2. Two new feats have been approved from the Book of Eldritch Might.
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Equipment

  1. Masterwork armors (including magical) allow a DEX bonus of 1 point better than listed for the type. This does not stack with +2 points better DEX bonus granted by mithril.
  2. Ask if you wish to make use of weapons or alchemical equipment from outside of the core rules (PHB, DMG). I will determine availability, set prices, etc...
  3. More specific info on tower shields.
    • Unlike a regular shield which grants an armor bonus, tower shields grant a 'cover' bonus "...up to total cover" -PHB-. How is your general, just-walkin-around armor class affected by bearing a tower shield? Say, for example, You're flatfooted as a group of orcs charge from up ahead. Do you get any (how much) of the cover AC bonus?
      I give it 1/4 cover for all general circumstances. This gives you the same AC as a large shield with the added benefit of +1 reflex save.
    • Does this cover benefit your opponents as suggested in the section on cover (PHB133), or does it behave more like the 'Shield' spell.
      I decided that since you control the shield and the timing of its placement, it does not benefit opponents. They can get their own tower shields.
    • In melee, do you get 1/2 cover as in 'fighting from around a corner or a tree'? When casting 'cure light wounds' on onesself in the midst of combat, can you withdraw to 3/4, 9/10, total cover while engaged with an opponent? ...while not so engaged?
      In melee, on your action, you can designate *EITHER* a single direction (N, NE, E, SE, S, SW, W, NW) *OR* a single opponent as the direction in which you orient your tower shield. All attacks made from that single direction go against 1/2 cover. The four adjacent squares get 1/4 cover, the three flanking squares gain no shield benefit. Ranged attacks that "cross the line" of the given orientation get 3/4.
    • How will multiple or flanking attackers benefit from my unidirectional armor class?
      Given the rules above, getting your back to a wall is a good idea.
    • I would think that orientation would be very important. Will you need to designate half the battlefield as mages do with 'Shield'?
      As above, yes.
    • Are you immune to attacks of opportunity per PHB pg. 132?
      No AOO for 1/2 or better cover.
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Spells

  1. Caster level for spells from any standard class will be your level in that class plus one for every three full character levels not in that class.
  2. Prestige classes that have their own spell chart do not so benefit. Prestige levels which "add one to existing class" do.
  3. All Spells from the book 'Tome & Blood', 'Defenders of the Faith' and 'Masters of the Wild' are accepted as written with the exceptions noted below:
    1. 'Brambles' (ala DotF): Extra thorn damage is reduced by 1 for each point of armor (not including shields) or natural armor possessed by the creature(s) struck to a minimum of one.
    2. 'Briar Web' (in both DotF & MotW): Thorn damage is reduced by 1 for each point of armor (not including shields) or natural armor possessed by the subject creature(s) to a minimum of zero.
    3. 'Creeping Cold' (MotW): On a successful saving throw, the targeted creature takes damage only on the first round. 'Greater Creeping Cold': On a successful saving throw, the targeted creature takes damage only on the first three rounds.
    4. 'Miasma' (MotW): This spell does not exist.
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Combat Actions

  1. Diagonal moves are counted 5-10-5-10 etc (allows diagonal 5' step)
  2. Natural 1 always misses
  3. A natural 20 always hits, but if a natural 20 would not normally suffice to hit an armor class, it is not a critical threat.
  4. You are considered stable while disabled as long as you limit your actions appropriately
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  • Magic Item Creation
    1. Except for listed potions, wands, or very simple items (ie. JS +1 sword), ask me every time. Do not assume.
    2. The 'Caster level' listed in the DMG for each item is not a prerequisite (if it were, it would be in 'prerequisites'). As DM, however, I may (probably will) set some additional requirements especially for that old catchall, Wondrous Items. This could indeed include a minimum caster level and very possibly some basic craft or professional skills on the part of the item creator or his allies. Do not select this feat if this will be a great source of heartache for you.
    3. If you are playing multiple characters, under no circumstances will two or more of your own characters collaborate in the making of magical items or make items for one another regardless of cost.
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