TS Tome of Collected House Rules and Variants

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    ContentsIntroduction Chapter 1: Abilities Chapter 2: Races

    Chapter 3: Classes Chapter 4: Skills Chapter 5: Feats Chapter 6: Description Chapter 7: Equipment Chapter 8: Combat Chapter 10: Magic Chapter 11: Spells Chapter 12: Dungeon Master

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    IntroductionWhat is a House Rule? A house rule is any game mechanic which is an addition to ormechanic from the three core rulebooks. This includes all supplPlayers Handbook II and the Complete Divine because these bpart of every game. Many mechanics in the Dungeon MasterManual are house rules as well, such as prestige classes and mPCs because they are under the DMs purview and not an assuWhy Use House Rules?There are several valid reasons to use house rules in your g

    streamline gameplay by making certain game mechanics simplcertain unbalanced game mechanics or you may want to chare ect your campaign setting. This supplement is concerned wuse house rules.Keep it Simple A house rule should be simple. Because they are not universaare one more thing to remember for most gamers and so there sremember. When possible, a house rule should be simpler than

    least it should be no more complicated than the original.Keep it Fun A house rule should make the game more fun. Though what i

    group and even from player to player, the best house rules mamore players.Keep it IsolatedIdeally, a house rule should not affect other game mechanics.

    be changed which often requires more house rules which mearemember.How to Use This Supplement This supplement may be used in any way which a DM sees

    used or any combination of variants. A couple of these varianother than alone; such cases are noted in the variants descripti

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    Chapter 1: AbilitiesVariant Ability Score Generation

    Method One: Card DealStep One: Remove two 4s, two 5s, two 6s, two 7s, two 8s anplaying cards.Step Two: Shuf e these twelve cards and deal them out in six Step Three: Add the two cards in each pair together; the result

    ability scores. Arrange as desired.Method Two: Dice PoolsUsing this method a player begins with a pool of dice, whic

    six ability pools as desired. A standard campaign dice pool is powered campaign dice pool is thirty dice. A player cannot assa single ability pool. After assigning dice to the six ability pooin each pool and drops the lowest rolls in each ability pool in eMethod Three: Less Dice, More DiceThis method works just as the dice rolling method described o

    Handbook works, except more or less dice are rolled. For excampaign players roll only 3d6 for each ability. In a high-pow5d6, dropping the two lowest, for each ability.Method Four: Ability ArraysThis method is a simpli cation of the point buy method de

    the Dungeon Masters Guide. Instead of using a certain numability scores and then arranging them as desired, players usinpredetermined scores among their characters abilities as desirLow-Powered (15): 8, 10, 10, 10, 12, 13.Challenging (22): 8, 10, 12, 12, 14, 14.Standard (25): 8, 10, 10, 13, 14, 16.Tougher (28): 8, 10, 12, 14, 14, 16.High-Powered (32): 8, 10, 12, 12, 14, 18.Method Five: Communal Ability GenerationUsing this method each player generates a set of ability scores

    DMs choosing. Before assigning those scores, though, the DM

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    players then each choose which set they want to use from amomultiple players using the same set is acceptable.

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    Chapter 2: RacesPerhaps one of the most common complaints concerning racethan others. While many of these comparisons are arguable, coand the half orc are too weak crop up again and again. Asideimbalances, racial abilities can be modi ed both to correct gamparticular campaign settings.

    Modi ed RacesElf The elven ability to passively notice secret door is awkward in

    detail for a DM to remember and there isnt much in-game rea

    arent any more secret doors in forests, so why should elveat spotting them? And if a +2 bonus on Search and Spot checincredible ability to notice things, why arent all characters w granted this same ability?) Using this variant, elves lose the secret doors but gain gnomish spell-like abilities.Half Elf Using this variant, half elves gain the following racial traits.

    Bonus Feat: At rst level a half elf may choose any one Skifeat (Alertness, etc.).

    Half OrcMany gamers consider it awkward that half orcs are a player ra

    is not. Using this variant, half orcs become full orcs and gain thOrcs lose their -2 penalty to Charisma.+2 racial bonus on Intimidate and Survival checks.

    Small CharactersIf a small character is better at hiding, why is he not better at mlarger creatures? He has less mass to disturb his surroundings ato a ner scale, so it doesnt make sense that he only gains a Additionally, many gamers prefer to have a set of similar bonskills than a single large bonus to just one skill. Using this var gain a +2 size bonus to Hide, Listen, Move Silently, Search ana +4 size bonus to Hide checks.

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    Planetouched Templates Aasimar or Tie ing (or other Outer Planar Desc

    The character retains all the ability adjustments of the bas you may choose to add an additional +2 racial bonus to a s

    bonus should generally re ect the nature of the characters osubject to DM approval.Type changes to outsider (native).Size: As base creature.Speed: As base creature.The character retains all the racial traits of the base creaturSpell-Like Abilities: At rst level and every four levels

    ability to use a new spell-like ability once per day. These scaster level equal to your level and a save DC equal to 10 bonus, when appropriate. These spell-like abilities can be dbut should not have a higher spell level than a cleric or wizacast and should generally re ect the nature of the characteris subject to DM approval.

    Automatic Languages: As base creature plus Celestial (aInfernal (tie ing). Bonus Languages: As base creature.

    Favored Class: As base creature. Level Adjustment: As base creature plus +1.Genasi (Air, Earth, Fire or Water)

    The character retains all the ability adjustments of the basearth and water genasi gain a +2 racial bonus to Strength ana +2 racial bonus to Dexterity.

    Type changes to outsider (native).Size: As base creature.Speed: As base creature. In addition, air genasi gain a y smanueaverability), earth genasi gain an earth glide speed o

    Monster Manual on page 98) and water genasi gain a swimwith a +8 racial bonus on Swim checks made to perform a hazard and the ability to take 10 on Swim checks even when dThese speeds are reduced as normal by armor and encumbranspeeds are reduced by 5 feet while y speeds are reduced by

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    The character retains all the racial traits of the base creaturFire genasi have the ability to sheathe themselves in livi

    action. A re genasi so clad deals 1d4 points of re damage creature which it grapples.

    Automatic Languages: As base creature plus Aquan (water

    ( re) or Terran (earth). Bonus Languages: As base creature.Favored Class: As base creature.Level Adjustment: As base creature plus +1.

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    Chapter 3: ClassesMany complaints about classes are a result of one word: tradto create unique characters, but traditional class assumptions oexample, Joe wants to create a warrior who grew up on a farmvillage from marauding orcs by channeling and focussing his inwith the barbarian class. Except that a barbarian by the rules caassumption that lawfulness somehow excludes anger, so Joestrue dedication and honor which Joe imagines. In addition bato the assumption that all barbarians come from cultures whichso Joes character must spend 2 skill points in order to becomecharacter who grew up in the streets is automatically literate. Tare common throughout the games classes; pro ciencies, farestrictions, multiclassing restrictions, bonus feat lists and spereinforce traditional assumptions. Another common complaint about certain classes are the confuspets can cause. They can be easy to forget, they can lengtheand they can be downright liabilities if not well protected. Mabecause Its a class ability so I might as well so it is nice to to doing so.

    A third common complaint about classes is multiclassing. In c just too appealing while in other cases it is downright detrimenTo non-spell casters multiclassing can provide many more claavailable to a single class, plus a host of +2 base save bonuses. Tremoves arguably their most valuable statistic, caster levels. Mclasses which do not provide a Good base attack bonus progressave progressions often underperform in those areas while ove

    General Class VariantsSet Hit PointsIf we dont roll to gain other level dependant bene ts such as

    should we roll for hit points? Using this variant, characters gainhit points per level instead of rolling their hit die. For example Con modi er per level while a barbarian gains 7 hit points + CNo Bonus Feat Lists

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    Using this variant, bonus class feats can be used to take any feSpell Caster Variants

    Spell RollsUsing this variant, casters roll spell rolls against their targets

    equal to 10 + base save bonus + relevant ability modi er + misroll is d20 + spell level + relevant ability bonus + miscellaneoautomatic failure while a natural 20 is an automatic success.Multiclass Caster Level Bonus: Using this variant, character

    caster class levels as a caster level bonus. This caster level bonknown or spells per day.Divine Spells KnownUsing this variant, divine casters know only a limited numb

    Druids begin play knowing eight orisons and four 1st level sspells per class level of any spell level they can cast. Two spetraded out in the same way that sorcerers may trade out spellsdruids automatically know any spell they can spontaneously calearn two spells at fourth level and two more spells every levthey can cast. One spell per spell level may be traded out in themay trade out spells. This variant combined with Modi ed S

    allows divine casters to become truly unique and customizableBonus 0-Level SpellsUsing this variant, casters gain a number of bonus 0-level sp

    1st-level spells.Free 0-Level SpellsUsing this variant, casters can cast their 0-level spells an unlim

    day.

    Alignment and Multiclass FreeNo Class-Speci c Multiclassing or Alignment RUsing this variant, class descriptions are purely optional. A

    class-speci c multiclassing (monk, paladin) or alignment restdruid, paladin). As a result the monks ki strike and paladins depending on a characters alignment. For example, a good mbypass damage reduction/good while a chaotic paladins smi

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    effective against lawful opponents. True neutral characters mifrom such class abilities or you might come up with alternativeNo Multiclassing Restrictions at AllUsing this variant, the choice of if and which classes to multi

    matter of a characters personality and personal growth rather a result multiclassing restrictions and penalties, as described onHandbook, do not exist at all. All the Best Class Bene tsUsing this variant, a multiclassed character gains all the best

    each class. For example a Fighter 1/Rogue 1 would have 10 +points and [(8 + Int modi er) x 4] + (2 + Int Modi er) skill poFractional Base BonusesThis variant is described in Unearthed Arcana and basically rsave bonuses to formulas based on class rather than bonuses b

    this way multiclassed characters have bonuses more similar toclassed characters have. To even the playing eld further a DMmay only gain the +2 good save bonus once per save type. F

    ghter 1 would have base saves of Fort +3, Ref +0 and Will +0Limited Multiclass AbilitiesThis variant discourages players from wantonly multiclassingclass abilities. Using this variant, single classed characters gain

    abilities which add ability bonuses to certain mechanics (monkevil), but multiclassed characters can only add one ability bonuappropriate class level. For example Alhandra the 1st level paso she adds +3 to her smite evil attack rolls. However if Alhanlevel barbarian at 2nd character level, she can now only add +

    Variant Class AbilitiesThe BarbarianNo Illiteracy: Using this variant, the barbarian class loses thisThe DruidShapeshifting: This variant is described in the Players Handb

    a druid an ability similar to wild shape at the expense of losiThis ability is usable at will and is generic (so there is no m

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    the Monster Manual looking for an ideal form) but is somewshape ability in the hands of a veteran player (but somewhat sbeginner player). It is also primarily focussed on land-bound coextra forms helps add versatility that would otherwise be lost bPest Form: At 1st level, you gain the ability to shapeshift into a

    takes the form of a badger or a weasel. While in this pest formattack that deals 1d4 points of damage. Your size decreases byhave the reach of a long creature your size (0 feet for Tiny or 5a +4 enhancement bonus to Dexterity and you gain a burrow level, you gain Evasion whenever you are in pest form. Aquatic Form: At 5th level, you gain the ability to shapeshift traditionally takes the form of a dolphin or shark. While in thiprimary bite attack that deals 1d6 points of damage. You have t your size (5 feet for Small and Medium). You gain a +2 enhana +2 enhancement bonus to Fortitude saves and your natural ar+2. You lose your land speed but gain a Swim speed of 40 feebonus on Swim checks made to perform a special action or avoto take 10 on Swim checks even when distracted or endangereBlindsense ability that only works underwater and has a rangeThe Fighter Weapon Aptitude: This variant is described in the Tome of Bwarblade class the ability to change the focus of his weapon

    Weapon Focus). As this ability is perfectly suited to the ghterclass ability.More Feats: With this variant, a ghter gains a bonus ghter

    than at rst level and each even level thereafter. This variant Abilities as Feats and Extended Feat Trees variants (described lprovides the ghter class with much more power and versatilitThe MonkPugilist Variant: In this variant a monk becomes more martia

    of his pseudo-magical abilities. Unless otherwise noted the puabilities are the same as the standard monks.Base Attack Bonus: Good AC Bonus: When unarmored and unencumbered, the monk aany) to his AC. In addition a monk gains a bonus to AC equal

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    rounded up. These AC bonuses apply against touch AC and lost if a pugilist is immobilized or helpless.Flurry of Blows: A pugilist does not have this ability.Unarmed Strike: This ability is exactly the same as the standaUnarmored Speed Bonus: This ability is exactly the same a

    ability.Other Special Abilities: A pugilist retains only the following oBonus Feat: At 1st level, a pugilist gains improved unarmed

    14th level and every two levels thereafter, a pugilist gains a bofeat list. The pugilist must meet all the prerequisites for these fEvasion (Ex): At 2nd level, a pugilist gains this ability.Supernatural Strike (Su): At 4th level, a pugilists unarmed

    magical for the purposes of bypassing damage reduction.Uncanny Dodge (Ex): At 4th level, a pugilist gains this abilityHeal Self (Su): At 6th level, a pugilist can cure himself by usi

    day he can cure a number of hit points equal to his pugilist lev(if any). These cured hit points can be spread out among severImproved Uncanny Dodge (Ex): At 8th level, a pugilist gains Improved Evasion (Ex): At 10th level, a pugilist gains this abSpell Resistance (Ex): At 12th level, a pugilist gains spell re

    pugilist level.The PaladinSmites per 5 Minutes: Using this variant a paladin loses his ab

    and in exchange he may use his smite attempts every 5 minuteNo Spells: Using this variant a paladin loses his ability to c

    exchange gains the supernatural ability to temporarily boost hUsing this ability requires a standard action and grants an enhpaladins Strength, Constitution or Charisma bonus which laststhis bonus is +2; at each odd level thereafter it increases by +2The Ranger Combat Specialist: Using this variant, a ranger loses his abi

    companion, and in exchange gains enhanced combat focus. Irangers combat style, improved combat style and combat stylea similar progression of class feats. At 1st level a ranger choosor the two-weapon style. If he selects the archery style the ra

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    of Precise Shot at 1st level, Far Shot at 2nd level, Rapid Shoat 7th level, Shot on the Run at 11th level and Improved Precselects the two-weapon style the ranger gains the bene ts of T1st level, Two-Weapon Defense at 2nd level, Improved Two-WImproved Two-Weapon Defense at 7th level, Greater Two-We

    and Superior Two-Weapon Fighting at 16th level. (See Extendefor new feats.) A ranger need not meet the prerequisites for thebene ts in medium or heavy armor.No Spells: Using this variant a ranger loses his ability to c

    exchange gains the supernatural ability to temporarily boost hUsing this ability requires a standard action and grants an enhrangers Strength, Dexterity or Constitution bonus which laststhis bonus is +2; at each odd level thereafter it increases by +2

    The RoguePenetrating Strike: This variant described in Dungeonscape allhis Trap Sense progression in exchange for the ability to deal hagainst creatures which are normally immune to precision damNo Trap nding: Using this variant, Trap nding is recognized

    purpose is to force a player in a group to take a level of rogue Therefore, this ability does not exist and any character with ran

    Search can attempt to nd and disable traps of any DC.The Sorcerer Metamagic Specialist: This variant described in the Players Ha

    to trade out his ability to summon a familiar in exchange for thfeats more freely on his spells.Rapid Spell Advancement: Using this variant a sorcerer gains

    level sooner than usual. To use this variant simply shift all SKnown up one row on the charts presented on page 52 and 54 o(so a sorcerer gains 2nd level spells at 3rd level, 3rd level spell19th level a sorcerer gains ve 9th level spells per day and at 2Bonus Feats: Using this variant a sorcerer gets the Eschew M

    and/or a a Bloodline feat at 5th level and every ve levels th Arcana and the Complete Arcane).The WizardExpanded Spell Book: Using this variant a wizard gives up the

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    in exchange for one more spell learned at each wizard level.

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    Chapter 4: SkillsThere are many common complaints about skills: they are needare too many of them, cross-class skills are too arbitrary and rdont get enough skill points.

    Simple Skill VariantsNo Cross-Class SkillsUsing this variant all skills are considered class skills for all cla

    players to change around their own characters class skills, witNo Opposed RollsOpposed rolls can be fun but they also slow down game o

    confusion. (What happens when an opposed roll is tied?) Uswhich normally require opposed rolls are instead rolled by thdefenders DC. Additionally, certain modi ers to such checks example a hal ing with a 16 Dexterity and Stealthy is trying toWisdom. The hal ings hide check (d20 +3 Dexterity +2 size +the humans spot DC (10 +1 Wisdom).More Skill PointsUsing the variant all classes gain 2 extra skill points per level

    1st level as usual).No Background SkillsUsing this variant, Craft, Profession and Speak Language do n

    history dictates that that character has a certain non-adventureDM should assume the character to be pro cient in that eld i game. Characters begin the game knowing languages based pulearn additional languages during their adventures if they are elanguages never requires spending skill points).No Skill SynergiesThis variant cuts down on bookkeeping and confusion. Using

    do not exist.Retroactive Skill PointsFor the many gamers who prefer to max out skills, it is next

    extra skill point after 1st level. Additionally when creating PC

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    calculating skill points can be a headache if they gain IntelligeUsing this variant, characters who gain permanent Intelligence skill points for all their character levels rather than just for currexample a wizard who begins play with a 17 Intelligence usesincrease his score to 18. Therefore he immediately gains seven

    one. Scaled Skill DCsDiplomacyUsing this variant, Diplomacy checks are rolled against DC

    check succeeds the NPCs attitude improves by one step. For evexceeds the DC the NPCs attitude improves by an additional Initial Attitude Diplomacy DCUnfriendly 5 + Challenge Rating + Wisdom modi er Indifferent 10 + Challenge Rating + Wisdom modi er Friendly 15 + Challenge Rating + Wisdom modi er Helpful 20 + Challenge Rating + Wisdom modi er TumbleUsing this variant, Tumble checks to avoid attacks of opport

    a DC equal to 10 + adjacent creatures Base Attack Bonus. Tu

    occupied by an opponent the DC is increased by 10.Use Magic Device: Using this variant, Use Magic Device cheas listed below.Task Use Magic Device DC Activate Blindly 20 + Caster LevelDecipher a Written Spell 20 + Caster LevelUse a Scroll As NormalUse a Wand 15 + Caster LevelEmulate a Class Feature 20 + Caster LevelEmulate an Ability Score As NormalEmulate a Race 20 + Caster LevelEmulate an Alignment 25 + Caster Level

    Folded SkillsUsing this variant, the skill list itself is shortened by folding

    often work together, into each other.

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    Acrobatics: Balance and Tumble are folded into this skill. Athletics: Climb, Jump and Swim are folded into this skill.Craft Diplomacy: Gather Information and Sense Motive is folded

    remains this skills key ability.

    Disable Device: Open Lock is folded into this skill. Intelligenability.Handle Animal: Ride is folded into this skill. Charisma remainKnowledge (Arcana)Knowledge (Architecture and Engineering)Knowledge (Dungeoneering)Knowledge (Geography): Knowledge (History) and Knowled

    this skill.Knowledge (Nobility and Royalty): Appraise is folded into thLiteracy: Decipher Script and Forgery are folded into this skillPerception: Listen, Search and Spot are folded into this skil

    abilitys key ability.PerformPersuasion: Bluff, Disguise and Intimidate are folded into thisProfessionSpeak LanguageSpellcraft: Concentration is folded into this skill. Intelligenc

    ability.Stealth: Hide, Move Silently and Sleight of Hand are folded inSurvival: Heal and Knowledge (Nature) are folded into this

    skills key ability.Use Magic DeviceUse Rope: Escape Artist is folded into this skill.

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    Chapter 5: FeatsMore Feats

    A common complaint about feats is simply that characters do

    With all the books that have been published for the game, therbut most characters only get to choose seven of them throughoUsing this variant, characters gain a bonus feat at each odd levevery three levels.

    New and Modi ed Feats Alertness (and other dual skill focus feats) A pair of at skill bonuses might be useful at 1st level, but miniscule as levels are gained.House Rule Bene t: You gain a +1 bonus on both skills. This level and every eight levels thereafter. Additionally, Spot and Lfor all of your classes.DodgeNot only is this feats bene t minimal, it requires constance

    often forgotten.

    House Rule Bene t: You gain a +1 dodge bonus to AC.LeadershipHaving a cohort in a party slows down combat and adds gen

    game, which many groups do not appreciate.House Rule: This feat does not exist.Natural Spell At higher levels a druid with this feat has little reason to ever l

    use more than one wild shape use per day. There are two recthis:House Rule 1: This feat does not exist.House Rule 2: This feat does not exist. A druid can however

    have material, somatic or verbal components (whether by virtuor metamagic feats).House Rule 3: This feat becomes a metamagic feat, which allo

    wild shape form. This feat increases a spells level by +1.

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    Pounce [General] At higher levels it becomes more effective for a warrior to warst so that he can execute a full attack action, as counter-intu

    and abilities like it, already exist in the game but are not very execute a full attack action after running 60 feet, why can he action after running 30 feet?Prerequisites: Quick DrawBene t: You may make a full attack at the end of a charge or

    you move (you cannot move after making a full attack).Skill Focus A at skill bonus might be useful at 1st level, but it becomelevels are gained.

    House Rule Bene t: You gain a +2 bonus on a chosen skill. T4th level and every four levels thereafter. Additionally, your chskill for all of your classes.Toughness A at hit point increase might be useful at 1st level, but it becas levels are gained.House Rule Bene t: You gain 2 hit points plus 1 hit point perWeapon FinesseFor characters who depend on Dexterity rather than Strengthrequire a +1 base attack bonus in order to use that Dexterity boHouse Rule Prerequisites: Pro ciency with weapon.

    Class Abilities as FeatsMany gamers feel that class abilities are arbitrarily assigned

    can only be balanced as class abilities, but most are perfectly feats. Aura of Courage [General]Prerequisites: base will bonus +1.Bene t: You gain this ability, as described on page 44 of the PSpecial: A paladin gains Aura of Courage as a bonus feat at 3rCamou age [General]Prerequisites: Hide 15 ranks, Survival 15 ranks.Bene t: You gain this ability, as described on page 48 of the P

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    Special: A ranger gains Camou age as a bonus feat at 13th leCrippling Strike [General]Prerequisites: Sneak Attack +5d6.Bene t: You gain this ability, as described on page 51 of the PDefensive Roll [General]Prerequisites: base re ex bonus +7.Bene t: You gain this ability, as described on page 51 of the PDetect Alignment [General]Prerequisites: Appropriate Alignment.Bene t: You gain this ability, as described on page 44 of the P

    that you may detect a single alignment component that opposeSpecial: You may not take this feat if you are True Neutral. Yo

    if you have two non-neutral alignment components. A paladin gains Detect Evil as a bonus feat at 1st level.Diamond Body [General]Prerequisites: base fortitude bonus +6.Bene t: You gain this ability, as described on page 42 of the PSpecial: A monk gains Diamond Body as a bonus feat at 11thDivine Health [General]Prerequisites: base fortitude bonus +3.Bene t: You gain this ability, as described on page 44 of the PSpecial: A paladin gains Divine Health as a bonus feat at 3rd lEvasion [General]Prerequisites: base re ex bonus +3.Bene t: You gain this ability, as described on page 41 of the PSpecial: A monk gains Evasion as a bonus feat at 2nd level. A

    bonus feat at 9th level. A rogue gains Evasion as a bonus feat aFast Movement [General]Bene t: You gain this ability, as described on page 25 of the PSpecial: A barbarian gains Fast Movement as a bonus feat at 1Hide in Plain Sight [General]Prerequisites: Hide 18 ranks, Survival 18 ranks.Bene t: You gain this ability, as described on page 48 of the P

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    Special: A ranger gains Hide in Plain Sight as a bonus feat at Improved Evasion [General]Prerequisites: Evasion, base re ex bonus +6.Bene t: You gain this ability, as described on page 42 of the PSpecial: A monk gains Improved Evasion as a bonus feat at 9t

    Improved Uncanny Dodge [General]Prerequisites: Uncanny Dodge.Bene t: You gain this ability, as described on page 26 of the PSpecial: A barbarian gains Improved Uncanny Dodge as a b

    rogue gains Improved Uncanny Dodge as a bonus feat at 8th leKi Strike, Adamantine [General]Prerequisites: base attack bonus +15.Bene t: You gain this ability, as described on page 41 of the Pthat its bene ts apply to any weapon type you choose such as

    attacks.Special: A monk gains Adamantine Ki Strike as a bonus feat aKi Strike, Aligned [General]Prerequisites: Appropriate Alignment, base attack bonus +9.Bene t: You gain this ability, as described on page 41 of the P

    that its bene ts apply to any weapon type you choose such as attacks.Special: You may not take this feat if you are True Neutral. Yo

    if you have two non-neutral alignment components. A monk gains Aligned Ki Strike as a bonus feat at 10th level.Ki Strike, Cold Iron [General]Prerequisites: base attack bonus +12.Bene t: You gain an ability similar to Magic Ki Strike, as de

    Players Handbook, except that its bene ts apply to any weapoas a long sword or unarmed attacks.Ki Strike, Magic [General]Prerequisites: base attack bonus +3.Bene t: You gain this ability, as described on page 41 of the P

    that its bene ts apply to any weapon type you choose such as attacks.

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    Special: A monk gains Magic Ki Strike as a bonus feat at 4th Ki Strike, Silver [General]Prerequisites: base attack bonus +6.Bene t: You gain an ability similar to Magic Ki Strike, as de

    Players Handbook, except that its bene ts apply to any weapoas a long sword or unarmed attacks.Opportunist [General]Prerequisites: base attack bonus +7.Bene t: You gain this ability, as described on page 51 of the PSkill Mastery [General]Prerequisites: Chosen skill 12 ranks.Bene t: You gain this ability, as described on page 51 of the P

    Slippery Mind [General]Prerequisites: base will bonus +3.Bene t: You gain this ability, as described on page 51 of the PSwift Tracker [General]Prerequisites: Survival 9 ranks, Track.Bene t: You gain this ability, as described on page 48 of the PSpecial: A ranger gains Swift Tracker as a bonus feat at 8th lev

    Tongue of the Sun and Moon [General]Bene t: You gain this ability, as described on page 42 of the PSpecial: A monk gains Tongue of the Sun and Moon as a bonuTrackless Step [General]Prerequisites: Survival 1 rank, Woodland Stride.Bene t: You gain this ability, as described on page 36 of the PSpecial: A druid gains Trackless Step as a bonus feat at 3rd lev

    Uncanny Dodge [General]Bene t: You gain this ability, as described on page 26 of the PSpecial: A barbarian gains Improved Uncanny Dodge as a bo

    rogue gains Improved Uncanny Dodge as a bonus feat at 4th leWoodland Stride [General]Prerequisites: Survival 1 rank.Bene t: You gain this ability, as described on page 36 of the P

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    Special: A druid gains Woodland Stride as a bonus feat at 2ndExtended Feat Trees

    This is not so much a variant, as an intuitive continuation of cWarrior presents Greater Two-Weapon Defense and Improvedwhich are exactly what you would guess they are.Superior Two-Weapon Defense [General]Prerequisites: Dex 21, Greater Two-Weapon Defense, Greate

    Improved Two-Weapon Defense, Improved Two-Weapon FightFighting, Two-Weapon Defense, base attack bonus +11.Bene t: When wielding a double weapon or two weapons (no

    or unarmed strikes), you gain a +3 shield bonus to your AC.When you are ghting defensively or using the total defense

    increases to +6.Special: A ghter may select Greater Two-Weapon Defense afeats.Superior Two-Weapon Fighting [General]Prerequisites: Dex 21, Greater Two-Weapon Fighting, Improv

    Two-Weapon Fighting, base attack bonus +16.Bene t: You gain a fourth attack with your off-hand weapon,

    Special: A ghter may select Superior Two-Weapon Fighting feats.Superior Weapon Focus [General]Prerequisites: Pro ciency with selected weapon, Greater Wea

    weapon, Weapon Focus with selected weapon, ghter level 16Bene t: You gain a +1 bonus on all attack rolls you make usin

    bonus stacks with other bonuses on attack rolls, including the and Greater Weapon Focus.Special: You can gain Superior Weapon Focus multiple times

    Each time you take this feat, it applies to a new type of weapon A ghter must have Superior Weapon Focus with a given weWeapon Specialization feat for that weapon. A ghter may select Superior Weapon Focus as one of his gSuperior Weapon Specialization [General]Prerequisites: Pro ciency with selected weapon, Greater Wea

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    weapon, Greater Weapon Specialization with selected weaposelected weapon, Weapon Specialization with selected weaponBene t: You gain a +2 bonus on all damage rolls you make u

    This bonus stacks with other bonuses on attack rolls, includinSpecialization and Greater Weapon Specialization.

    Special: You can gain Superior Weapon Specialization multipstack. Each time you take this feat, it applies to a new type of w A ghter may select Superior Weapon Specialization as one o

    Folded Item Creation FeatsUsing this variant, metamagic metamagic feats are simpli ed

    variant, all item creation feats have a caster level prerequisite oBrew PotionThis feat operates as written except that spells of up to 9th lepotions.Craft Magic Arms and Armor This feat operates as written, except that items created by us

    have a +1 enhancement bonus in order to have special abilitiesCraft Staff Craft Wand is folded into this feat.

    Craft Wondrous ItemCraft Rod and Forge Ring are folded into this feat.Scribe ScrollThis feat operates as written.

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    Chapter 6: DescriptionNo Age Modi ersUsing this variant, age modi ers do not exist. Characters of ad

    their age with appropriate ability score placement.

    Modi ed Alignment Reduced or Removed Law and ChaosLaw and Chaos, in D&D, are de ned purely by how characte

    act, rather than by their motivations for acting in such ways. TLaw and Chaos leads to many actions, and the characters who tqualifying for different alignment descriptors at the same time.

    confused gamers and arguments.Using this variant, PCs and NPCs are de ned only by their pand Evil. Spells and special abilities that interact with Law andfrom the game or reserved for affecting creatures of extreme Lslaad, etc.).Reduced or Removed Alignment Good and Evil, while bettered de ned, are also sometimes co

    gamers. Reducing or removing alignment as a whole from theimpact than doing the same with only Law and Chaos, becauabilities interact with Good and Evil, but it is possible.Using this variant, PCs and NPCs are de ned only by their

    special abilities that interact with alignment are either removedfor affecting creatures of extreme alignment (modrons, slaad, Alternatively, abilities like Smite Evil might be changed to being removed. Smite Enemy might affect enemies whom t

    witnessed violate his code of ethics, or enemies who are membare opposed to his chosen order.

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    Chapter 7: Equipment Maximum Starting GoldUsing this variant, all characters begin play with the maximum

    level class rather than rolling for it.No Arcane Spell FailureUsing this variant, arcane spell failure does not exist.

    Abstract Equipment Players often use particular weapons and armor because they

    than other weapons and armor. This has the unfortunate effectheroes who all wield the same weapons and wear the same arm

    use whatever weapon their players imagine and apply whateveare appropriate, rather than choosing their PCs weapons basebest statistics. For example the player of a ghter might wield morningstar (standard one-handed martial melee weapon) or hwar axe or falchion (standard two-handed martial melee weapmight choose to describe his weapon simarly than the ghterweapon would be simple rather than martial and so would havUnarmed Strike (Simple, Light)This weapon has no cost, deals 1d3 damage (or 1d2 for Smal

    range of 20/x2, has no range, weighs nothing and deals bludgeStandard Melee Weapon (Simple, Light)This weapon costs 5 gp, deals 1d4 damage (or 1d3 for Small

    range of 20/x2, has a range of 10 feet, weighs 2 pounds and dof the players choice.Shield (Simple, Light)This weapon costs 10 gp, deals 1d3 damage (or 1d2 for Smalrange of 20/x2, has no range, weighs 4 pounds and deals one

    players choice.Standard Melee Weapon (Simple, One-Handed)This weapon costs 10 gp, deals 1d6 damage (or 1d4 for Smal

    range of 20/x2, has no range, weighs 4 pounds and deals oneplayers choice.

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    Thrown Melee Weapon (Simple, One-Handed)This weapon costs 10 gp, deals 1d4 damage (or 1d3 for Smal

    range of 20/x2, has a range of 30 feet, weighs 2 pounds and deof the players choice.Standard Melee Weapon (Simple, Two-Handed)This weapon costs 20 gp, deals 1d10 damage (or 1d8 for Smarange of 20/x2, has no range, weighs 8 pounds and deals one

    players choice.Double Weapon (Simple, Two-Handed)This weapon costs 15 gp, deals 1d6 damage (or 1d4 for Sm

    end, has a critical range of 20/x2, has no range, weighs 8 poundamage of the players choice.

    Reach Melee Weapon (Simple, Two-Handed)This weapon costs 15 gp, deals 1d8 damage (or 1d6 for Smalrange of 20/x2, has no range, weighs 8 pounds and deals oneplayers choice.Ranged Weapon (Simple, Ranged)This weapon costs 20 gp, deals 1d4 damage (or 1d3 for Smal

    range of 20/x2, has a range of 50 feet, weighs 2 pounds and de

    of the players choice.Standard Melee Weapon (Martial, Light)This weapon costs 5 gp, deals 1d6 damage (or 1d4 for Small

    range of 19-20/x2, has a range of 10 feet, weighs 2 pounds and of the players choice.Shield (Martial, Light)This weapon costs 10 gp, deals 1d4 damage (or 1d3 for Smal

    range of 20/x2, has no range, weighs 4 pounds and deals two players choice.Standard Melee Weapon (Martial, One-HandedThis weapon costs 10 gp, deals 1d8 damage (or 1d6 for Smal

    range of 19-20/x2, has no range, weighs 4 pounds and deals twplayers choice.Thrown Melee Weapon (Martial, One-Handed)

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    This weapon costs 10 gp, deals 1d6 damage (or 1d4 for Smalrange of 19-20/x2, has a range of 30 feet, weighs 2 pounds and dof the players choice.Finesse Weapon (Martial, One-Handed)This weapon costs 15 gp, deals 1d6 damage (or 1d4 for Smal

    range of 18-20/x2, has no range, weighs 2 pounds and deals onplayers choice. A character with the weapon nesse feat can ato attack rolls with this weapon.Maneuver Melee Weapon (Martial, One-HandedThis weapon costs 15 gp, deals 1d8 damage (or 1d6 for Smal

    range of 20/x2, has no range, weighs 4 pounds and deals oneplayers choice. This weapon grants its wielder a +2 bonus on o

    to disarm an enemy (including the roll to avoid being disarmeThis weapon can also be used to make trip attacks. If a characown tripping attempt, he can drop this weapon to avoid being tStandard Melee Weapon (Martial, Two-Handed)This weapon costs 20 gp, deals 2d6 damage (or 2d4 for Small

    range of 19-20/x2, has no range, weighs 8 pounds and deals twplayers choice.

    Double Weapon (Martial, Two-Handed)This weapon costs 15 gp, deals 1d8 damage (or 1d6 for Smalhas a critical range of 19-20/x2, has no range, weighs 8 pounddamage of the players choice.Maneuver Melee Weapon (Martial, Two-HandedThis weapon costs 25 gp, deals 2d6 damage (or 2d4 for Small

    range of 20/x2, has no range, weighs 8 pounds and deals oneplayers choice. This weapon grants its wielder a +2 bonus on oto disarm an enemy (including the roll to avoid being disarmeThis weapon can also be used to make trip attacks. If a characown tripping attempt, he can drop this weapon to avoid being tReach Melee Weapon (Martial, Two-Handed)This weapon costs 15 gp, deals 1d10 damage (or 1d8 for Sma

    range of 19-20/x2, has no range, weighs 8 pounds and deals twplayers choice.

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    Ranged Weapon (Martial, Ranged)This weapon costs 20 gp, deals 1d8 damage (or 1d6 for Smal

    range of 19-20/x2, has a range of 100 feet, weighs 2 pounds andof the players choice.Light Armor This armor costs 10 gp, grants a +3 armor bonus at 1st level, hbonus, a -1 armor check penalty, a 15% arcane spell failure ch

    and weighs 20 pounds. At 2nd level the armor bonus increasesMedium Armor This armor costs 20 gp, grants a +4 armor bonus at 1st level, h

    bonus, a -4 armor check penalty, a 25% arcane spell failure chof 10 feet (or 5 feet for Small characters) and weighs 30 poundbonus increases to +5 and at 3rd level it increases to +6.Heavy Armor This armor costs 40 gp, grants a +5 armor bonus at 1st level, h

    bonus, a -7 armor check penalty, a 35% arcane spell failure chof 10 feet/x3 (or 5 feet/x3 for Small characters) and weighs 40armor bonus increases to +6, at 2nd level it increases to +7 and+8.

    Shield A shield costs 10 gp, grants a +1 shield bonus at 1st level, has5% arcane spell failure chance and weighs 4 pounds.

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    Chapter 8: Combat Most complaints about combat are a result of needlessly comturn slow down combat rounds.

    Simpler AttacksMaking several rolls during each combat round slows down cadded confusion of different rolls having different modi ers. Usmaking more than one attack per round by virtue of their baslesser penalty on each total attack bonus rather than taking caeach base attack which a character takes in a round beyond hpenalty to each attack. For example a 20th level ghter uses a ffour times. Using this variant, his base attack bonuses would b

    Better Defensive Casting The standard defensive casting mechanic not only makes succeat higher levels, but it also makes Combat Casting useless aftvariant, the DC for defensive casting is 10 + (2 x spell level).Death from Massive Damage At the levels at which combatants regularly deal fty or mocombatants have such high Fortitude saves that hardly anybody

    natural 1. As a result, this mechanic quickly becomes a boringNo Death from Massive Damage: Using this variant, this mecScaled Death from Massive Damage: Using this variant, the s

    damage is 15 + 1 per 5 damage above 50. A Handful of DiceRolling massive numbers of dice can be exciting, but the nove

    to be replaced by annoyance at the excessive amount of calculvariant, you roll only as many dice as you want to add up. If a groll more than a handful of dice at a time, you may choose to aFor example, a 9th level mage casts reball. Instead of rolling aand adds the average of the remaining four dice (5d6 + 14). Gregularly can make a note of their averaged dice on their charaneed to do the math every time.No Opposed RollsOpposed rolls can be fun but they also slow down combat

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    confusion. (What happens when an opposed roll is tied?) Usinmaneuvers which normally require opposed rolls are instead against the defenders DC. Additionally, all mischellaneous moDCs are halved. For example a hal ing with a 12 Strength is from a human with an 18 Strength and Improved Grapple. Th

    (d20 +1 Strength -2 size) is rolled against the humans grapplImproved Grapple). If the hal ing escapes the grapple and the grapple him, the human would roll a grapple check against theSimpler Turn UndeadThe standard turn undead mechanic is perhaps the most nee

    game, a holdover from previous editions.Destruction of the Undead: This variant is described in the C

    it grants a cleric the ability to deal direct positive energy dam(or cure them using negative energy in the case of evil clerics) throw mechanic rather than the awkward mechanic described iThis is a great variant but the Complete Divine does not meturning feat or the greater turning granted power interact withturn resistance into a lackluster role. So improved turning adds+1d6 to turn damage, while greater turning maximizes turning limited damage reduction, turn resistance provides a bonus on

    turning.Save-Based Turning: This variant produces the same effects thmechanic produces, but uses the simple saving throw mechanistandard mechanic. Each time a cleric attempts to turn, all undesave with a DC equal to 10 + 1/2 cleric level + Cha modi er. Uturned (or rebuked) as described on page 159 of the Players Hcleric has twice as many levels as an undeads challenge rating(or commanded) as described on page 159 of the Players Hanresistance add their turn resistance bonus to their Will saves toWarriors Two-Weapon Fighting The dual-wielding warrior is a common and popular archet

    mechanics make it strictly inferior to the two-handed warriovariant, a character loses the ability to add damage dice to hiability to ght with two weapons more effectively.When wielding a double weapon or two weapons (not inclu

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    unarmed strikes), you may not add bonus damage dice from cl you make.When wielding a double weapon or two weapons (not inclu

    unarmed strikes), your two-weapon ghting penalties are all reWhen wielding a double weapon or two weapons (not inclu

    unarmed strikes), you apply your full Strength bonus to damattacks.When wielding a double weapon or two weapons (not inclu

    unarmed strikes), you may attack once with each weapon anyto attack with one weapon, such as at the end of a charge, as a using Spring Attack.When wielding a double weapon or two weapons (not inclu

    unarmed strikes), you apply the standard bene t of Power Atta

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    Chapter 10: MagicRede ned Schools of MagicUsing this variant, the eight schools of magic are more cle

    subschools are placed into schools that re ect their nature mwould be a large task to go through even the Players Handbookits spells into their most appropriate schools, so I wont do thatthis variant should use his best judgment on a spell-by-spell bamake sense belonging to its assigned school, dont be afraid to Abjurations are spells which affect and manipulate magic.Conjurations are spells which create physical manifestations

    create actual objects or instantly transport objects or creatures f

    Healing subschool is no longer part of this school. The Shadowof this school.Divinations are spells which reveal auras or extend the caster

    and times.Enchantments are spells which affect the manipulate the mind

    are now part of this school.Evocations are spells which create energy or force effects.Illusions are spells whcih manipulate the senses. The Shadow

    part of this school.Necromancies are spells which manipulate the forces of life,which instill fear are no longer a part of this school. The Healinof this school.Transmutations are spells which physically change objects or c

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    Chapter 11: SpellsModi ed Spell Lists

    Using this variant, spell lists are recognized as arbitrary restric

    casting classes into traditional roles. Using this variant, any cany spell of appropriate level. For example a wizard could chlevel spell because that spell is on the clerics 5th level spell li god might use Fireball as a 3rd level spell because that spell ispell list. A similar variant grants spell casters access to othertraditional spells being delayed by 1 spell level.Banned and Modi ed SpellsUsing this variant, certain spells are recognized as detrimen

    therefore modi ed or banned. Alter Self, Polymorph, ShapechangeThese spells are modi ed so that each form that a player wa

    DMs okay. Getting the DMs okay should be well done before Antilife Shell, Antimagic FieldThese spells are modi ed so that they allow a Will save to ne

    Cure Wounds, In ict WoundsBoth these spell lines can be freely expanded to level 9.Dispel Magic, Greater Dispel MagicThese spells are modi ed in two ways. First they no longer ha

    Second they suppress magical items for 5 minutes rather than 1ForcecageThis spell is modi ed so that it allows a Re ex save to negate

    Freedom of Movement This spell is modi ed so that it grants a +20 circumstance bto resist a grapple attempt, as well as grapple checks or Escapescape a grapple or a pin.GateThis spell is modi ed so that it cannot Call Creatures.Identify

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    This spell is modi ed so that its material component becomesLimited Wish, Miracle, WishThese spells are banned.Locate Creature, Locate Object These spells are banned.Mordenkainens DisjunctionThis spell is banned. In its place is Superior Dispel Magic,

    namesake except that it can dispel any non-instantaneous effecRaise Dead, Resurrection, True ResurrectionThese spells are modi ed in several ways. First their casting

    round action. Second they may only raise a creature who has ball penalties for being raised are removed.See InvisibilityThis spell is modi ed so that the caster rolls a caster level che

    this check succeeds, See Invisibility works as normal; if the chSummon Monster, Summon Natures Ally All summon lists can be freely expanded, with the DMs okashould be done well before a game session.

    Dimension Door, Plane Shift, Teleport, Greater Object, Teleportation CircleThese spells are modi ed so that their casting time is increaseTime StopThis spell is modi ed so that it grants only 1 round of free timTrue Seeing This spell is modi ed so that the caster rolls a caster level chec

    it normally sees through (DC 11 + caster level). If this check suas normal; if the check fails, it does not work.

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    Chapter 12: Dungeon MasteLoose Experience

    Many DMs nd experience points, effective character levels

    be onerous and overly complex. The Dungeon Master Guide may choose to give his players more or less experience pointpercents. Using this variant, even that calculation is left behinhis players however many experience points he feels are approencounter, at the end of each day or at the end of each adventuthan their party should still gain a few more points while PCs gain a few less.

    3.25 Damage ReductionDamage reduction in 3.5 edition is mostly wasted space on PCs get past the lowest levels. As long as a PC has a +1 weadamage reduction 100/magic. Damage reduction in 3.0 edition devastating to PCs who dont have the very best weapon bonusa happy medium between these two extremes.Using this variant, magic weapons have a gradiated ability to

    X/magic and damage reduction X/epic. For each +1 base ena weapon has, it bypasses 5 points of such damage reductionwielding a +1 weapon against a dragon with damage reductioonly 5 points of damage reduction; therefore 10 damage wouldof his attacks.If you use this variant, damage reduction X/magic and dama

    should be increased. Such a value should generally equal 5 at5 per 4 CRs. Certain monsters like dragons should have their ddelayed by 4 CRs. Monsters with damage reduction X/magic anshould be altered so that their values are bypassed by only oneIf you use this variant, the monks Ki Strike ability should imp

    Ki Strike acts as a +1 enhancement bonus; at each fourth level teffective +1 enhancement bonus.

    Character PointsThe challenge rating system assumes that PCs of any given

    number of standard magical items, all of which grant bonuse

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    PCs do not have these standard bonuses, not only do monsters dif cult as the PCs gain levels but the very dynamics of combdont like how dependant PCs become on their magical items nchange the games combat and challenge rating system.Using this variant, characters gain standard bonuses through

    through magical items. While these bonuses are mechanically by magical effects, their in-game existance is not magical. Foruses a character point to gain a +1 de ection or natural armor gain a protective force effect around his body nor does his skbonus simply represents him learning to dodge blows more eas A character gains two character points at rst level and at eachbought with character points are extraordinary abilities and ause this variant, 3.25 Damage Reduction is highly recommenthe Wealth by Level guidelines. Since characters do not need mbonuses, they need much less wealth and resulting items. Therefor how much to reduce a campaigns wealth by level, because long as the characters have the basic bonuses which the challenthat they will have, they will be appropriately challenged by mMaximum Character Points: You cannot invest more charact

    amount into any single bonus type.Character Level Maximum Character Points per Bonus Ty1-4 15-8 2 9-12 313-16 417-20 5 Armor Bonus to ACEach +1 bonus costs 1 character point, and stacks with the bo

    armor.De ection Bonus to ACEach +1 bonus costs 1 character point.Enhancement Bonus to Attack Rolls and DamagEach +1 bonus costs 1 character point.Enhancement Bonus to an Ability ScoreEach +2 bonus costs 1 character point.

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    Natural Armor Bonus to ACEach +1 bonus costs 1 character point, and stacks with pe

    bonuses.Resistance Bonus to SavesEach +1 bonus costs 1 character point.Shield Bonus to ACEach +1 bonus costs 1 character point, and stacks with the bo

    shields.Inherent BonusesInherent bonuses do not exist, through the Wish spell or any o