Differences
This shows you the differences between two versions of the page.
| Both sides previous revision Previous revision Next revision | Previous revision | ||
| rules:houserules_anthology [2024/10/23 04:26] – ↷ Links adapted because of a move operation ro | rules:houserules_anthology [2025/07/22 21:23] (current) – [Weapon Specific Feats and Weapon Groups] ro | ||
|---|---|---|---|
| Line 4: | Line 4: | ||
| * [[: | * [[: | ||
| - | * [[:rules:rules|Rules]] | + | * [[:rules:start|Rules]] |
| - | * [[: | + | * [[: |
| </ | </ | ||
| Line 69: | Line 69: | ||
| Monks gain the " | Monks gain the " | ||
| + | |||
| + | ==== Waiving Prestige Class Prerequisites ==== | ||
| + | |||
| + | At a DM's option, you may ignore some skill, feat, and miscellaneous prerequisites to entering a Prestige Class so long as they are not essential to the function of that prestige class nor would waiving them allow you to enter it at a level lower than normal. | ||
| + | |||
| + | Caster Level, BAB, and class feature prerequisites will typically never be waived. For example, a DM might choose to waive the Hide skill rank requirement for entering the Blackguard prestige class, but it's unlikely that they would allow a Sorcerer/ | ||
| ===== Feats ===== | ===== Feats ===== | ||
| Line 74: | Line 80: | ||
| ==== Animal Companion Feats ==== | ==== Animal Companion Feats ==== | ||
| - | Animal companions do not benefit from the [[rules: | + | Animal companions do not benefit from the [[:rules: |
| - | Animals | + | You may change the feats (though not the bonus feats) of any companion of yours, such as an Animal Companion, Special Mount, or an animal you own and train with the Handle Animal skill. They may be retrained just like feats on PCs. Any replacement feats must be chosen |
| ==== Casting Feats ==== | ==== Casting Feats ==== | ||
| Line 116: | Line 122: | ||
| The Toughness feat grants you 3 hit points or hit points equal to your level, whichever is higher. The Improved Toughness feat is superseded by this and so does not exist. You may still take the Toughness feat multiple times, but each additional feat grants only 3 bonus hit points. | The Toughness feat grants you 3 hit points or hit points equal to your level, whichever is higher. The Improved Toughness feat is superseded by this and so does not exist. You may still take the Toughness feat multiple times, but each additional feat grants only 3 bonus hit points. | ||
| + | |||
| + | ==== Weapon Specific Feats and Weapon Groups ==== | ||
| + | |||
| + | When taking a feat that requires a character to choose a specific weapon to apply the feat's benefit to (such as Improved Critical, Weapon Focus, or Weapon Specialization), | ||
| + | |||
| + | This rule does not apply to feats that grant weapon proficiency, | ||
| + | |||
| + | Examples of valid weapon groups are listed below. If you obtain a weapon that is not listed as part of one of these weapon groups, a DM can help you find or create an appropriate weapon group. | ||
| + | |||
| + | === Axes === | ||
| + | |||
| + | handaxe, battleaxe, greataxe, and dwarven waraxe | ||
| + | |||
| + | === Blades, Light === | ||
| + | |||
| + | dagger, punching dagger, rapier, scimitar, and short sword. | ||
| + | |||
| + | === Blades, Heavy === | ||
| + | |||
| + | bastard sword, falchion, greatsword, longsword. | ||
| + | |||
| + | === Bows === | ||
| + | |||
| + | shortbow, longbow, composite shortbow, and composite longbow. | ||
| + | |||
| + | === Crossbows === | ||
| + | |||
| + | heavy crossbow, light crossbow, repeating heavy crossbow, and repeating light crossbow. | ||
| + | |||
| + | === Greatweapons === | ||
| + | |||
| + | greataxe, greatclub, and greatsword. | ||
| + | |||
| + | === Impaling Weapons === | ||
| + | |||
| + | lance, javelin, spear, shortspear, longspear, and trident. | ||
| + | |||
| + | === Maces and Clubs === | ||
| + | |||
| + | club, light mace, heavy mace, and greatclub. | ||
| + | |||
| + | === Peasant Weapons === | ||
| + | |||
| + | club, quarterstaff, | ||
| + | |||
| + | === Picks and Hammers === | ||
| + | |||
| + | light pick, heavy pick, light hammer, warhammer, and maul | ||
| + | |||
| + | === Polearms === | ||
| + | |||
| + | glaive, guisarme, halberd, ranseur, and scythe. | ||
| + | |||
| + | === Swords === | ||
| + | |||
| + | short sword, longsword, bastard sword, and greatsword. | ||
| ===== Races ===== | ===== Races ===== | ||
| Line 210: | Line 272: | ||
| The material component cost of the reincarnate spell is 3,000 gp instead of 1,000. | The material component cost of the reincarnate spell is 3,000 gp instead of 1,000. | ||
| + | |||
| + | ===== System ===== | ||
| + | |||
| + | ==== Critical Failures ==== | ||
| + | |||
| + | When you roll a natural 1 on your first attack roll during a turn, confirm the attack as if it were a critical hit. If this confirmation fails, the attack is a critical miss. Roll a d8, and consult the following table. Many DMs do not use this houserule; never roll unless asked to. | ||
| + | |||
| + | ^d8^Result| | ||
| + | |1|The attack hits yourself| | ||
| + | |2|The attack hits an ally within range. If there are no allies within range, reroll.| | ||
| + | |3|Your weapon gets stuck in the wall or ground, and you must use a standard action to pull it free. If your weapon is a ranged weapon that uses ammunition, its string breaks (or it jams if it is a firearm), and you must use a standard action to restring or unjam it.| | ||
| + | |4|You overextend yourself, granting a +4 circumstance bonus on any attacks against you for the next round.| | ||
| + | |5|You drop your weapon and fall prone.| | ||
| + | |6|You provoke an attack of opportunity from each creature that can reach you. If there are no hostile creatures within range, reroll.| | ||
| + | |7|You temporarily injure yourself and take a -4 penalty on attck rolls until the end of your next turn.| | ||
| + | |8|A strange, unrelated event occurs. Its exact nature is up to the DM's discretion.| | ||
| + | |||
| + | ==== Magic-Psionics Transparency ==== | ||
| + | |||
| + | The game assumes full magic-psionics transparency. Spells, powers, and effects that affect magic/ | ||
| + | |||
| + | ==== Polymorphing ==== | ||
| + | |||
| + | Creatures under the effect of a polymorph spell or similar effect (including Wild Shape) cannot cast spells, and cannot benefit from the effects of any beneficial buff spells. | ||
| + | |||
| + | Druids with Wild Shape may still benefit from a [[: | ||
| + | |||
| + | ===== Out of Game ===== | ||
| + | |||
| + | ==== Game Summaries ==== | ||
| + | |||
| + | If a party member writes a recap of an adventure in the Game Summaries channel, every member of the expedition gains 10 XP per character level. | ||
| + | |||
| + | ==== GM Points ==== | ||
| + | |||
| + | Every adventure run by a DM earns them 10 "GM Points" | ||
| + | |||
| + | * 10 × level XP (1% of a level-up) | ||
| + | * 20 × level GP (20 gp/level) | ||
| + | |||
| + | DMs may also earn GM Points by performing clerical tasks, such as importing classes and monsters into foundry. | ||