House Rules and Changes

Main Page | Origins of Gaia | The Deus | Religion and Worship | The Modern World | Recent History | House Rules and Changes | Races | Classes

First, a few notes on my gaming logistics and planned DM style:

  • Your characters will have down time. It is highly unlikely that your character will leap from one fight to the next to the next to the next. The world isn’t a paradise of peace, but it’s not that chaotic. Down time means that your character will have time for things like research, crafting, training, alchemy, etc. It also means that you need a place to stay, and have something of a life outside of adventuring. I state this now because it’s worth considering at character creation – know that you will be able to make use of that crafting skill, and that treasure is necessary for things like rent and food, not just better equipment.
  • Speaking of food, don’t forget to eat. Although my experience playing hasn’t been that expansive, I don’t think I’ve ever marked off any of those trail rations I bought at character creation for any reason that my own volition. There will be penalties associated with failing to eat, and although I don’t think we’ll role-play it very often, the other half of eating may need to be considered at times as well.
  • Challenge Ratings: Many D&D games end up having the same bizarre situation that occurred in The Elder Scrolls: Oblivion video game; as your character gets stronger, so do the enemies. At 3rd level, that goblin outpost was mostly full of relatively weak warriors, yet a 12th level a similarly sized goblin outpost is full of expert fighters and sorcerers. On one hand, it’s important that characters face appropriate challenges, such that they are neither decimated nor casually victorious. On the other hand, it’s just bizarre. Much of the behind-the-scenes of this game is creating standard tendencies for the world’s enemies…advancing in level means being able to go after harder creatures, not that the world’s enemies become stronger themselves. What this also means is that a) at higher levels you can accept a low-level contract and have fun decimating the pitiful creatures, and b) you should not assume that you are capable of taking down any old enemy that crosses your path. Don’t worry, though, mechanics will be implemented to help you evaluate the challenge before you.
  • Experience Points and Rewards: Experience points represent not only the knowledge you gain in adventuring, but the degree to which you please the gods. Do not think of it as killing creatures = more experience. Just focus on the task at hand, and let me handle the leveling mechanics. I may at times offer other non-material rewards for extraordinary feats, role-playing, or side quests, such as free skill points.
  • Learn the rules, but don’t feel restricted. If there’s something you want to do but you’re not sure if the rules allow it, or which skills apply, don’t ask about the rules – just ask me about what you want to do!

Now, then, for the more specific things:


Two-weapon fighting does not require that you make both attacks against the same enemy. So long as they are within your reach, you can divide your attacks however you wish.

Critical Threats/Hits: Only a natural 20 is an automatic hit and critical. All other rolls within the critical range are considered critical hits only if the total to hit was enough to strike the opponent. Critical multipliers are applied to weapon damage AND strength bonus, but of course not any magical or other damage increasing effects, unless otherwise noted.

Critical Miss: A natural 1 is an automatic miss.

All other rules apply as written in the PHB3.5; we will have a tutorial on combat before launching into the full game, however, as some of the rules are confusing until you practice using them.


There are no penalties for multi-classing, nor are there racially based class restrictions.

There are, however, multi-class restrictions if your character has taken a Vow of Faith or Oath of Devotion, which are feats required for Divine-based classes.


New Feats and Changes to Existing Ones:

Vow of Faith FREE
Prereq: None

A Vow of Faith is a sacred ritual in which a character dedicates themselves to a particular Triad. It must be performed by priests within a temple associated with that particular Triad, although unlike most rituals there is no formal cost for doing so. The character is thereafter expected to live by certain basic precepts and ideals of that Triad, and is slightly limited in the classes he/she can further progress in.
Characters who have taken a Vow of Faith are more likely to have their prayers to those three gods answered.

This is a free feat, and is required to become a Priest, Cleric, or Exemplar.
(This also a pre-requisite for special encounter-power divine feats which will be detailed later)

Restrictions of Faith:
Light – Cannot advance as Rogue or Sorcerer.
War – Cannot advance as Wizard.
Knowledge – Cannot advance as Barbarian or Sorcerer.
Nature – Cannot advance as Fighter; must have one neutral alignment.
Shadow – No class restriction; cannot be lawful.
The Church – Cannot advance as Wizard or Sorcerer

Oath of Devotion
prereq: Vow of Faith

An Oath of Devotion takes a Vow of Faith one step further and declares the character as devoted to one particular deity. In addition to being a prerequisite for certain specialized clerics, it also bestows the devoted with a bonus and unique domain, as described below. Non-clerics who take an Oath of Devotion gain the domain power, but not the bonus spells.
This comes with extreme multi-class restrictions and expectations of behavior.

This is NOT a free feat, and is required to become a specialized priest or cleric.

The Deus, Associated Domain, and Multi-class restrictions:

Bassileus Rex
Granted Power: Once per day as a standard action, you can inspire allies, giving them a +2 morale bonus on saving throws, attack and damage rolls, ability checks, and skill checks. Allies must be able to hear you speak for 1 round. This effect lasts for a number of rounds equal to your Charisma bonus (minimum 1 round).
Bonus Spells: Divine Favor, Enthrall, Magic Vestment, Discern Lies, Greater Command, Geas/Quest, Repulsion, Demand, Storm of Vengeance
Multiclass Limits: TBD

Domain: SUN
Granted Power: Once per day, you can perform a greater turning against undead in place of a regular turning, destroying any undead which would otherwise be turned. NON-CLERICS: Gain the ability to turn undead as a Cleric 1/2 the level of the class they are leveling in.
Bonus Spells: Endure Elements, Heat Metal, Searing Light, Fire Shield, Flame Strike, Fire Seeds, Sunbeam, Sunburst, Prismatic Sphere
Multiclass Limits: Paladin, Crusader, Fighter only

Granted Power: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw (NON-CLERICS: use 1/2 the level of the class you are leveling in). Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.
Bonus Spells: Sanctuary, Shield Other, Protection from Energy, Spell Immunity, Spell Resistance, Antimagic Field, Repulsion, Mind Blank, Prismatic Sphere
Multiclass Limits: Paladin, Monk*, Fighter only
*Monk is ONLY available to characters who have taken vows of poverty, nonviolence, and peace

Granted Power: You are immune to any effect that damages or drains your Charisma.
Bonus Spells: Remove Fear, Natala’s Caress, Heart’s Ease, Remove Fatigue, Mass Eagle’s Splendor, Celestial Blood, Empyreal Ecstasy, Spread of Contentment, Sublime Revelry
Multiclass Limits: Paladin, Crusader, Fighter only

Granted Power: You radiate an aura of courage that grants all allies within 10’ (including yourself) a +4 morale bonus on saving throws against fear effects. This ability functions only while you are conscious.
Bonus Spells: Remove Fear, Aid, Cloak of Bravery, Heroism, Valiant Fury, Heroes’ Feast, Greater Heroism, Lion’s Roar, Greater Cloak of Bravery
Multiclass Limits: Warblade, Fighter

Domain: FORGE
Granted Power: You gain a +2 insight bonus on Craft and Appraise checks related to stone or metal items, and cast Conjuration (creation) spells at +1 caster level.
Domain Spells: Magic Weapon, Heat Metal, Keen Edge, Minor Creation, Wall of Iron, Major Creation, Hardening, Repel Metal or Stone, Iron Body
Multiclass Limits: [Exemplar], Warblade, Fighter

Granted Power: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level [NON-CLERICS = 1/2 the level of the class you are leveling in]. Activating this power is a free action, the power lasts 1 round, and it is usable once per day.
Domain Spells: Enlarge Person, Bull’s Strength, Magic Vestment, Spell Immunity, Righteous Might, Stoneskin, Bigby’s (Ira’s) Grasping Hand, Bigby’s (Ira’s) Clenched Fist, Bigby’s (Ira’s) Crushing Hand
Multiclass Limits: Berserker, Warblade

{unnamed forest god}
Domain: PLANT
Multiclass Limits: Ranger

Domain: ANIMAL
Multiclass Limits: Ranger

{unnamed fey god}
Domain: FEY
Multiclass Limits: Ranger

Multiclass Limits: Wizard, [exemplar]

Domain: MAGIC
Multiclass Limits: Wizard, Arcanist

{unnamed bard god}
Domain: JOY
Multiclass Limits: Bard

{unnamed rogue god}
Domain: GREED
Multiclass Limits: Rogue

Domain: [unknown]
Multiclass Limits: [unknown]
*Even if someone wanted to swear an Oath of Devotion to Nocturnal, there are no known priests to perform such a ceremony

Domain: DREAM
Multiclass Limits: Illusionist

{unnamed Judge god}
Multiclass Limits: TBD

{unnamed messenger god}
Multiclass Limits: Scout

Domain: PACT (subject to change)
Multiclass Limits: TBD

To Be Continued…

Special Training
prereq: 4 ranks in selected cross-class skill

With extensive training, you can select one cross-class skill with at least four ranks and change it into a class skill. If you have more than one class, the selected skill becomes a class skill only for the class you are leveling in when you select this feat.


In addition to +3 hp upon taking it, the feat now adds an additional +1 hit point every time the character levels after taking the feat. Both effects stack with subsequent selections of the same feat.

Weapon Proficiencies

Weapons have been divided into new categories, and the weapon proficiency feats thereby altered to match.

  • Unarmed – Includes fists, gauntlet, and other “unarmed weapons”. NOTE: You still need the improved unarmed attack feat to avoid attacks of opportunity and deal lethal damage with fists.
  • Small Blades – Includes all light melee long bladed weapons (dagger, kukri, sickle, short sword, etc.)
  • Blades – Includes all single-handed swords (and single-handed use of bastard sword)
  • Axes – Includes all single-handed axes, including Dwarven and Throwing
  • Bludgeons – Includes all single-handed clubs, maces, and hammers
  • Two-handed weapons – Includes all single-headed two handed weapons, such as the great sword, great club, great axe, and two-handed use of a bastard sword
  • Double-headed weapons – Includes all double headed weapons, including the Orcish war axe and quarterstaff
  • Bows – Includes all bows
  • Crossbows – Includes all crossbows, except repeating crossbow
  • Polearms – Includes all reach weapons with a solid haft
  • Spears – Includes all non-reach spear varieties and javelin

All other weapons require special training and are thus considered “exotic” weapons.

For class-given weapon proficiencies:

Simple = Choose 3
Martial = Choose add’l 3 (6 total)

Specific weapon proficiencies granted by class weapon list or racial ability remain, but apply only to those given weapons.

Item Creation Feats

Creating arcane magical items does not cost experience points, but instead additional gold at a ratio of 10gp/xp cost. This gold represents the valuable resources that are necessary in sustaining the imbued magics.

Divine casters creating magical items do so with the same cost ratio, which represents the appropriate sacrifices and rituals necessary for the god’s to bless the creation. Unlike arcane casters, they also have the option to spend experience points instead of gold. In these cases, they are imbuing the weapon with their own life force. Experience points cannot be used in exchange for the base cost of the item, however.

Draconic casters, primarily sorcerers, do not have a gold exchange option, and must use experience points when crafting magical items.

With few exceptions, all items must be enchanted at the time of the item’s creation itself.

Holy Maneuver
Prerequisite: Vow of Faith
Details to follow.

Holy Stance
Prerequisite: Vow of Faith
Details to follow.

Alchemical Feats
There will be new feats, principally Brew Elixir, Infuse Armor, and Infuse Weapons, which allow a skilled alchemist to duplicate certain magical effects for the purposes of creating items. DCs, prereq’s and details to follow.

Vow of Poverty
Prereq: Vow of Faith to Triad of Light
The character makes a vow of poverty, forsaking material wealth and possessions and gaining supernatural benefits in exchange. See Book of Exalted Deeds for details.

Vow of Nonviolence
Prereq: Vow of Faith to Triad of Light
The character makes a vow of nonviolence, swearing not to cause physical or spiritual harm to any humanoid (races of men) or monstrous humanoid (races of corruption). In exchange, you gain a +4 DC to all nonviolent spells and spell-like effects. See Book of Exalted Deeds for more details.

Vow of Peace
Prereq: Vow of Faith to Triad of Light, Vow of Nonviolence
You swear not to cause physical or spiritual harm to any leaving creature with a soul or spirit. In exchange you receive several powerful abilities and increased AC. See Book of Exalted Deeds for more details.


Synergy Bonuses

Synergy bonuses remain as described in the PHB, but provide a further +1 synergy bonus every additional five ranks.

With only minor changes, this campaign will be using the Pathfinder skills/descriptions:

Originally developed in an effort to convert lead to gold, the alchemical arts soon led to the discovery of all sorts of fascinating substances.
-Recently, a few books and treatises have emerged claiming that the skilled alchemist can actually use mundane ingredients to create items that mimic arcane spells. Such uses, however, require extensive practice and unique feats.


-The DC to craft masterwork items is 25, not 20.

Certain crafts provide synergy bonuses not just to appraise skills but to other, “sister” craft skills. Due to the wide array of potential craft skills, these will not be enumerated in an official manner, but rather evaluated on a case by case basis.
-Sense Motive

-The Sense Motive skill can be used to “size up” an opponent or situation, giving an idea of the approximate challenge rating. Still working out DCs and specifics.


-There are new Knowledge categories, listed below.

All Knowledge skills can be used untrained, but at a -5 penalty.
In addition to their standard uses, knowledge can also be used to gain an advantage in combat situations. (This is similar to the Knowledge Devotion from the Complete Champion book, but there are no feats required.)
-Knowledge Categories and Associated Enemies:

Arcane: Magical Beasts
Architecture and Engineering: Constructs
Corrupted: monstrous humanoids (Like “local” but for corrupted races)
Dragonlore: Dragons, Dragon-kin (Drakes, Wyverns, Etc)
Dungeoneering: abberations, oozes
Geography: No associated enemies
History: No associated enemies
Local: humanoids (playable races)
Nature: animals, fey, plants
Nobility and Royalty: No associated enemies
Religion: Outsiders, Undead
-Using Knowledge to gain advantage in combat:

You can make one knowledge check per creature type per combat. This is a free action. If successful, you recall important information that grants an insight bonus to both attack and damage rolls against that creature type as described on the chart below:
-natural 1 == -1

15 or below ==== +0 (fail)
-16-25 == +1

26-30 == +2
31-35 == +3
36-40 == +4
41 or higher === +5
-You cannot retry during the same encounter, and checks do not continue past the given encounter. Bonuses reflect recalled information that is too subtle and complicated to be communicated to your allies. You can take 10 on the check provided you have at least one rank. Bards can use their Bardic Knowledge or Bardic Knack ability for this purpose, but they cannot take 10.

h3. Armor

Arcane Spell Failure

Disregard percentage chance provided, replace with check penalty x 10.

For example:
Leather armor, with 0 check penalty has 0% spell failure instead of 10%
Chain shirt, with -2 check penalty retains 20% spell failure
Breastplate, with -4 check penalty has 40% spell failure instead of 25%
Half-plate now has 70% spell failure instead of 40%

This is per specific armor, not type, so armor that has a reduced check penalty due to enchantment or material has a correspondingly lower arcane spell failure chance.

Heavy Armors

Change the name “Heavy Armor” to “Mounted Armor” and you get where this is going; these armors were designed to be used from horseback, not on foot. If used off a mount, the armor check penalty also applies to the character’s to-hit.

Note: Mounted Armors made from extra light material, such as mithril, or otherwise are to be considered Medium Armors have no penalties for use without a mount. They do still require Mounted Armor proficiency.


There are additional weapons, as follows:

Leaf-blade: A template that can be added to the short sword, longsword, greatsword, bastard sword, or two-bladed sword. Swords styled in this fashion have a narrower blade at the base with broadens out going up the blade before coming back in a tip, creating a shape reminiscent of a leaf. They are traditionally Celtibrean swords. Sacrificing subtlety for greater damage potential, these swords have a critical range of 20 with a multiplier of x3.

Dirk: Slightly larger than a dagger, dirks cannot be thrown. They have the same base damage as a dagger (1d3 small, 1d4 medium), a critical range of 19-20, but a critical multiplier of x3. These weapons are common throughout the world.

Gladius: The approximate length of a short sword but much broader, these weapons trace their origins to earlier eras before smithing techniques allowed longer blades to be crafted. Too heavy to be considered light weapons, the gladius has the same base damage and critical range of the shortsword, but with a critical multiplier of x3. They are still in common use in the Theocracy.

Broadsword: Similar in length to a longsword, broad swords are named for their much wider blade.
They have the same stats as a longsword, but are designed to fully utilize the wielder’s strength, providing 1.5x strength bonus to damage despite being one-handed weapons. However, the wielder must have a strength score of at least 16 to use it effectively, otherwise resulting in a -4 to hit penalty. These are most common in the Nordlands.


Magic is officially divided into three categories: Divine (Wis. based), Arcane (Int. Based), and Draconic (Cha. Based). For most gameplay purposes, Arcane and Draconic magic draw from the same spell lists, as Arcane is derived from Draconic.

Major Changes:
There is no arcane school of Necromancy. Necromancy spells are evil-aligned divine spells associated with Devils. In fact, any arcane spell directly associated with life forces or the ethereal plane are probably Divine spells instead.

This is because the Deus are associated with the forces of life and death, and the existence of souls; the Arch-dragons, the progenitors of arcane magic, had no concept of life or death before the arrival of the Deus.

Certain divine spell-casters have access to spells normally considered arcane; this is specified in the class or domain description, and all such spells cast are considered divine spells.

Preparation of spells: When wizards memorize their spells, they are essentially “pre-casting” those spells, and the necessary material components are consumed at that time. Divine spell casters meditate and pray for their spells, and are then imbued with divine energy necessary to cast them. Sorcerers meditate as well, but the focus is on activating the magics in their blood.

Un-cast spells are NOT automatically “forgotten” after 24 hours, but the process of preparing spells for the day does replace any remaining spells prepared.

Wizards can also cast spells directly from their spell book, although doing so requires a greater degree of time and concentration, and makes the spell unable to be used again for a certain length of time. The casting time for doing so = casting time x[(spell level + 1)x 3], there is a -2 circumstance penalty to any concentration checks, and requires the use of any necessary material components. For the purposes of determining casting time, two movement actions = one standard action, so three standard actions (of casting only) would take place over two rounds.
For example, to cast Detect Magic, a 0-level spell, directly from the wizard’s spellbook would take 3 standard actions, or two full rounds (1 standard action x [(0+1)x3]), while casting Illusory Wall, a 4th level spell would take 15 standard actions, or 10 full rounds (1 standard action x [(4+1)x3]).

Casting a spell in this matter is particularly arduous and draining; the spell cannot be memorized again for a number of days equal to the spell’s level.

Main Page | Origins of Gaia | The Deus | Religion and Worship | The Modern World | Recent History | House Rules and Changes | Races | Classes

House Rules and Changes

Chronicles of Gaia iamgarrett