House Rules

Dec 15, 2024 7:25 am
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Multi Classing
A character may be of up to three classes, which are selected at character creation. The character has a separately tracked experience level per class. Experience gained is distributed evenly between the classes, and when the character has gained enough XP in one of their classes, that class increases in level.

When determining hit points at character creation or upon gaining a level, any hit points gained are divided by the number of classes. Fractions are tracked and may add up to a whole number later on.

Saving Throws and THAC0
The character uses the best saving throw value in each category and the best THAC0 value of all of their classes.

Class Abilities

The character may use the best armour options allowed to any of their classes, and may use the best weapon options allowed to any of their classes. They can use the magical abilities of each of their classes without restriction. Class abilities such as hide in shadows, or move silently, however, may only be used when wearing armour that is allowed to the class that grants the ability.
Dec 15, 2024 7:38 am
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Non-Proficient Attacks
A character using a weapon that is restricted by their class incurs a -4 penalty to attack rolls.

Weapon Specialization

A Fighter may specialize in a single, specific type of weapon. Select one weapon every 3 levels (3, 6, 9 and 12). When attacking with a specialized weapon, the character gains a +1 bonus to attack and damage rolls. Double specialization may allow you to attack twice in a single turn when using the specialized weapon.
Dec 15, 2024 7:46 am
Secondary Skills

Secondary skills are an additional layer of character development. They are designed to give characters more depth and add flavor and utility to the game, especially for characters with backgrounds in Karameikan society. Some examples of skills might be tracking, wilderness survival, singing, or specific knowledge related to the cultures or geography of Karameikos.

There is no set list of skills. You determine what skills you have during character creation, but make sure your skills aren't too broad in scope, and are always tied to one specific attribute

When a circumstance arises in which the DM feels the character's skill is appropriate, he will ask the player to roll 1d20 against his pertinent ability. If the roll is equal to or lower than the ability score, the skill roll is successful. Modifiers to the dice roll for hard or easy tasks may also apply.
Dec 15, 2024 7:50 am
Adventuring

Some quick, easy rules for additional combat options:

● Attacking with two weapons: Characters with DEX or STR prime requisite may wield two weapons, making 2 attacks per round. Primary weapon –2 to attack, secondary weapon –4.
● Charging into melee: Once per encounter. 20’ (or yard) charge, +2 attack bonus / –1 AC this round.
● Missile attacks on targets in melee: Randomly determine target before attack roll.
● Parrying: Characters with STR 13+ may forfeit their attack to add their STR bonus to their AC.
● Limits on turning the undead: Each character may attempt once per encounter.

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