rules:houserules_anthology

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rules:houserules_anthology [2024/10/23 04:45] rorules:houserules_anthology [2025/07/22 21:23] (current) – [Weapon Specific Feats and Weapon Groups] ro
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   * [[:start|Home]]   * [[:start|Home]]
-  * [[:rules:rules|Rules]] +  * [[:rules:start|Rules]] 
-  * [[:player_resources:character_options|Character Options]]+  * [[:player_resources:start|Character Options]]
  
 </tabs> </tabs>
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 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/Cleric to enter the Mystic Theurge class with fewer than 4 Sorcerer levels. 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/Cleric to enter the Mystic Theurge class with fewer than 4 Sorcerer levels.
  
-Feats+===== Feats =====
  
 ==== Animal Companion Feats ==== ==== Animal Companion Feats ====
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 Animal companions do not benefit from the [[:rules:houserules_anthology#accelerated_feat_progression|accelerated feat progression]] houserule. They gain feats at first level and every third level, as normal. Animal companions do not benefit from the [[:rules:houserules_anthology#accelerated_feat_progression|accelerated feat progression]] houserule. They gain feats at first level and every third level, as normal.
  
-Animals (including mountscompanions, and purchased animals) can learn feats from the animal companion feat list.+You may change the feats (though not the bonus feats) of any companion of yourssuch as an Animal CompanionSpecial 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 from the list of [[:player_resources:animal_companion_feats|approved companion feats]]. Other feats may be approved by a Dungeon Master on a case-by-case basis.
  
 ==== Casting Feats ==== ==== Casting Feats ====
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 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), you may instead choose a group of similar weapons to apply the benefits of this feat to.
 +
 +This rule does not apply to feats that grant weapon proficiency, however. Feats such as martial or exotic weapon proficiency still require you to pick a specific weapon.
 +
 +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, sickle, scythe, and sling.
 +
 +=== 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 =====
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 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/spells also affect psionics/powers, and vice-versa.
 +
 +==== 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 [[:rules:houserules_anthology#druid_spells_and_wild_shape|small subset of spells]].
 +
 +===== 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". Each GM point can be redeemed for either of the following:
 +
 +  * 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.
  
  
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