House Rules

  1. Initiator Classes from Tome of Battle may spend two action points, on their turn or another’s, to recover the use of a single expended maneuver. Warblades and Swordsages may choose which maneuver to recover. Crusaders randomly recover one of their expended maneuvers as if it had been granted to them normally. Using an action point in this manner is not considered an action.

  2. Any skill with an opposing skill roll may be used with other players as the target. This includes things like Bluff/Sense Motive, Disguise/Spot, Hide/Spot, Move Silently/Listen, and Sleight of Hand/Spot. Skills such as Spot and Sense Motive can still be used on PCs as usual. Diplomacy and Intimidate remain usable only against NPCs as per their skill descriptions.

  3. All high jumps are treated as already having a 20 ft running start.

  4. Druid and Ranger magic is no longer considered Divine Magic, instead it is a third category called Primal Magic. It still remains accessible to Artificers.

  5. Any Kalashtar or Inspired character with a power point reserve may embed up to a single Quori Embedded Shard, even if they do not have a manifester level from their classes.

  6. I’ll treat Knowledge (local) as written, in that it does NOT require regions. Forgotten Realms segmented the skill into regions for that campaign setting. Nowhere does it say that Eberron did this. HOWEVER. The DCs for using that skill to find out information about places and things from somewhere your character would have little knowledge of will be increased appropriately.

    For instance, someone from Khorvaire trying to use Knowledge (local) in Sarlona will have a very difficult time. This character may have heard rumors of what the land is like, but probably little else.

  7. Mage Armor will be considered a Conjuration/Abjuration spell instead of just a Conjuration spell.

  8. The Minor Change Shape (Sp) class feature of Changelings allows them to alter their voices as well as their physical features. Detecting a vocal change is a Disguise check opposed by a Listen check.

  9. All spellcasters are treated as having the Eschew Materials feat.

  10. I will not be using the Multiclassing XP Penalty system. Have no fear of multiclassing! I am also, however, adopting Pathfinder’s Favored Class system to give you some extra benefits. Here’s the text:

    “Each character begins play with a single favored class of his choosing—typically, this is the same class as the one he chooses at 1st level. Whenever a character gains a level in his favored class, he receives either + 1 hit point or + 1 skill rank. The choice of favored class cannot be changed once the character is created, and the choice of gaining a hit point or a skill rank each time a character gains a level (including his first level) cannot be changed once made for a particular level. Prestige classes (see Prestige Classes) can never be a favored class.”

  11. Use the Level-Independent XP Award System from Unearthed Arcana.

  12. You may pay off level adjustments (provided you meet the requirements as set forth in Unearthed Arcana) prior to the start of the campaign. You may not, however, take the equivalent number of class levels to reach the same ECL until the campaign starts.

    For example: An Air Genasi has LA +1, meaning it can pay off that LA after taking 3 class levels. Since we start at level 8, he would have already taken 3 class levels and could have paid it off by now. That means the player can have 7 class levels and no level adjustment.

    A Drow has LA +2, meaning it can buy off its first level after having taken 6 class levels and then can buy off the last level after another 3. Since the player can have taken 6 class levels by now, the Drow could start play at ECL 7 with 6 class levels and LA +1. The Drow can buy off his last level when he has 9 class levels.

  13. When deciding on starting weapons and armor, you do not need to factor in the cost of the base weapon or armor into the total cost of your equipment unless it requires exotic weapon proficiency to use. Only masterwork quality, magic enhancements, psionic enhancements, and other additions to the item are factored into the cost.

  14. Players may be awarded action points for role playing and story-related achievements.

  15. NEW FEAT (From me, based on material from Hyperconscious)


    Weaken Power [Psionic]

    You can decrease the effectiveness of an enemy’s augmented manifestations.

    Prerequisite: Anticipate Power

    Benefit: When countering an opponent’s power, you may choose to expend fewer power points than the cost of the augmented power. You can lessen or remove augmentations from a power by spending the equivalent number of power points.

    For example, if an opponent manifests Mind Thrust, it deals 1d10 points of damage. For each additional power point spent, the damage increases by 1d10 points. If 3 power points are spent, it deals 4d10 points of damage. When countering this, you can choose to spend all 4 power points to negate the effect completely, or, for each power points you spend, you can reduce the augmentation. Spending 2 power points reduces the damage by 2d10.

    For powers with multiple augmentation effects, you choose which augmentations to negate or reduce. As normal, you may not spend more power points than your manifester level when weakening a power.

  16. NEW FEAT (From Hyperconscious by Bruce R. Cordell)

    Anticipate Power [Psionic]

    You can anticipate and cancel your enemy’s manifestations.

    Prerequisite: Manifester level 3rd

    Benefit: The psionic complexus of your mind exists partially outside the timestream, and thus it is aware of events a scant few seconds into the future. You can use this feat by readying an action until an opponent tries to manifest a power. If an opponent attempts to manifest a power,make a Psicraft check (DC 15 + the power’s level). If the check succeeds, you correctly identify your opponent’s power and can counter it. (If the check fails, you can’t do either of these things.) You must also take into account metapsionic and/or augmentation power point increases of the power anticipated when setting the Psicraft check Difficulty Class. (For every 2 additional power points an anticipated power costs above its base power point cost, the Difficulty Class of the Psicraft check goes up by 1.) Powers without displays and freely manifested powers cannot be anticipated.

    To complete the action, you create a psionic interference pattern by expending a number of power points equal to the cost of the power you wish to cancel. (You must also pay the cost of any metamagic power point increases; you can’t spend more power points countering than your effective manifester level.) If the enemy manifester is within 30 feet of you, the target power is negated.

  17. The Warmage’s alternate class feature “Eclectic Learning” that replaces its “Advanced Learning” feature can be substituted for any class that has the “Advanced Learning” class feature.

  18. Once per day, while a character has remaining Action Points, he may spend two Action Points to confirm a critical hit.

  19. Weapon Groups from Unearthed Arcana will be used.

  20. If taking the first level of a prestige class allows you to fulfill the prerequisites for it, you can take it.

  21. Monks and Paladins (and other classes) may freely multiclass without restriction, provided alignment restrictions are still followed.

  22. Archivist magic is considered neither Arcane nor Divine magic, but rather a fundamental magic like Artificers use.
  23. Storm of Vengeance no longer has acid rain. It now has freezing rain, which will be considered cold damage.

House Rules

Eberron - The Age of Dreams enderxenocide0