Eidoran Campaign Setting Wiki
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Rules

These are a collection of house rules and feats not present in the Core Rules, though in my opinion they make for a better play experience, and the classes found on this wiki are balanced with these rules in mind.

General

Beneficial Spells (Buffs)

A character may only have one arcane buff and one divine buff active on them at any given time (unless otherwise specified, for instance by a specific class feature).

Multiclassing

A multiclassed character must level up their classes evenly, to a 1/1 or a 2/1 level split between the classes.

Skills

There are no class skills, simply choose which skills you want. At character creation, each character may choose 2 skills they are focused in. This gives a +3 focus bonus to rolls of that skill. Some classes may get additional skill foci. Skill focus may also be given as a reward during play.

Combat

This is a list of combat related houserules:

  • Using a two-handed weapon gives a flat +2 damage bonus (instead of the normal 1.5X Str modifier bonus).
  • Drawing a weapon is considered a free action. Sheathing one weapon and drawing another is considered a move action that does not provoke attack of opportunity.

Feats

This is a list of feats, some are completely new, others already exist in the Core Rules, but have been altered as specified.

Critical, Improved

Prerequisite: Base attack bonus +6

Bonus: Increases critical threat range by +1 (instead of doubling the range, as in the Core Rules)

Critical, Greater

Prerequisite: Base attack bonus +12

Bonus: Increases critical threat range by an additional +1

Dagger Mastery

Prerequisite: Level 1 Rogue

A character with this feat gains an extra +1d6 damage to sneak attacks when using daggers.

Dagger Mastery, Greater

Prerequisite: Level 8 Rogue, Dagger Mastery

A character with this feat gains an extra +1d6 damage to sneak attacks when dual-wielding with daggers.

Elemental Bolt, Empower

Prerequisite: Level 4 Evoker

An evoker with this feat adds one point of elemental damage for each 1d4 die of the Elemental Bolt ability.

Enhance Attribute, Extra

Prerequisite: Level 4 Transmuter

A transmuter with this feat gains an extra 2 uses of the Enhance Attribute ability.

Javelin Mastery

Prerequisite: Base attack bonus +4, Weapon Focus (Javelin)

Bonus: Add both Dex modifier and Str modifier to damage rolls when throwing javelins. Doubles effective throwing range.

Overcharge, Improved

Prerequisite: Level 5 Evoker

An evoker with this feat gets +2 to caster level checks for overcharging.

Personalized Spell (Metamagic)

Prerequisite: Ability to cast spells

Bonus: Create a new spell, or a new version of an existing spell. This spell is unique to your character. Example: Lightning Shift (Spell level 5). As Dimension Door, but strikes a straight line of electricity between your original postion, and where you ported to (damage as Lightning Bolt).

Power Attack

Prerequisite: Str 13

A character with this feat may trade attack bonus for damage on a 1-for-1 basis. Choosing to use power attack means it is active for all attacks in the current round. Power attacking will always trade off the maximum amount of attack bonus. This is equal to the characters base attack bonus, to a maximum of +3.

Punish

Prerequisite: Base attack bonus +1

Bonus: When an opponent in melee range rolls a fumble (natural 1), they provoke an attack of opportunity for you.

Skill Focus

Prerequisite: None

You may choose two additional skills you are focused in. This feat may be taken multiple times, choosing two different skills each time.

Sling Staff Expertise

Prerequisite: Proficiency with sling staff

A character with this feat may reload their sling staff as a free action.

Spell Expertise

Prerequisite: Ability to cast spells through memorization.

Choose one of your known spells. This spell can now be cast spontaneously. This feat may be taken multiple times, choosing a different spell each time.

Weapon Mastery (Hammers and Clubs)

Prerequisite: Fighter level 4

When you land a critical hit, your opponent must make a fort save (DC 10 + 1/2 damage dealt rounded up) or be stunned for 1 round.

Weapon Mastery (Spears and Polearms)

Prerequisite: Base attack bonus +4

You may perform 1 additional attack of opportunity each round.

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