I think it's about time for me to at least start one of these. Mainly for player reference, but input is appreciated.
General:
- I always use PB. The amount may differ from campaign to campaign.
- A player chooses at character creation whether to use Dexterity or Strength for determining attack rolls. Likewise, a character chooses whether to use Strength or Constitution for Fortitude saves, Dexterity or Intelligence for Reflex saves, and Wisdom or Charisma for Will saves. These choices can never be changed.
- Fractional BAB/saves will be used
- Dragon and Dungeon Magazine, Book of Exalted Deeds, and 3.0 material are allowed on a case-by-case basis. Exceptions will be noted in campaign description. Note that if I do not have it, you won't either.
- Effects that grant immunity to certain effects now grant a +20 bonus on the appropriate d20 roll (or a -20 penalty, depending on the circumstances). The exceptions are Mind Blank, which grants SR equal to 20+Caster Level against mind-affecting spells and divinations (even if the spell ordinarily wouldn't allow SR for some reason), and True Seeing, which now grants a Caster Level check at a DC of 5+Opposing Caster Level to penetrate illusions. Racial immunities are unaffected. Energy immunities still apply against damage from energy; the +20 applies to appropriate d20 rolls against nondamaging energy effects, such as a Pyrokineticist's Heat Death (effects that deal both damage and have an additional effect use both rules). Being Mindless still grants immunity to mind-affecting effects, however.
- Damage Reduction applies against crushing and falling damage.
- A character can forgo using their spell resistance for spells with the (harmless) tag.
- Death By Massive Damage does not exist. If the attack were really that powerful, it would have killed you anyway.
- Even though I believe it to be RAW, some don't, so: you only have one unarmed strike. You cannot TWF with only unarmed strikes. Even if you have 15 bajillion arms.
- Flaws are allowed, max 2. Same with traits.
- All players use http://www.myth-weavers.com/ to make your characters, and use Invisible Castle for die rolls. This only applies to my online game, obviously.
- Homebrewed material will be allowed on a case by case basis. I am more likely to allow it, but only if it is well done. If it is under or overpowered I probably won't allow it (to protect you and my campaign respectively), but will allow you to fix it up if possible. Also if the design sucks (re: fighter-esque) I won't allow it, but again will let you fix it up. Heck, I'll even help if possible. Some hints: arena accepted material will likely be accepted. See the PbP forum for details.
- Inherent bonuses stack, up to +5. This allows you to buy up multiple +1 tomes which cost the same as higher level ones.
- HP changes:
1) At 0 hp or less, you fall unconscious and are dying.
Any damage dealt to a dying character is applied normally, and might kill him if it reduces his hit points far enough (see #2).
2) Characters die when their negative hit point total reaches -10 or one-quarter of their full normal hit points, whichever is a larger value. The feat Die-hard, and any effect similar to it, allow you to fight until you hit that final negative HP number.
3) If you’re dying at the end of your turn, roll 1d20.
Lower than 10: You get worse. If you get this result three times before you are healed or stabilized (as per the Heal skill), you die.
10-19: No change.
20: You get better! You stabilize.
4) If a character with negative hit points receives healing, he returns to 0 hp before any healing is applied.
In other words, he’ll wake up again with hit points equal to the healing provided by the effect—a cure light wounds spell for 7 hp will bring any dying character back to 7 hp, no matter what his negative hit point total had reached.)
5) A dying character who has been stabilized (via the Heal skill or by rolling a 20) doesn’t roll a d20 at the end of his turn unless he takes more damage. He now rolls every minute instead. By rolling below a 10 you unstabilize and must resume rolling as above. A 10-19 means nothing happens. A 20 means you wak up with one HP/HD.[/list]
Races:
- Racial ability penalties are applied before point buy, while racial bonuses are applied after.
- UA environment variants are allowed. Elemental variants are allowed. LA buy-off is allowed. Racial paragons are allowed. Bloodlines are allowed. This may change on a campaign by campaign basis.
Classes:
- UA variant class features, class feature variants, and prestigious character classes are allowed, but prestigious character classes cannot be combined with the original base class. Generic classes are not. The variant specialist wizard is not allowed. The domain wizard is not allowed. Non-UA variants are allowed. Exceptions will be noted.
- All class alignment restrictions are gone for base classes, unless that affects individual class features (like a Crusader getting access to Aura of Chaos or Law, for example). Incarnate can now choose any alignment, and gains access to soulmelds of any matching alignment. True neutral melds will come maybe. Paladin will be tricky, see below.
- Druids must use the Shapeshift variant from the PHBII. Monks, barbarians, hexblades, and fighters must use the variants here. Other variants will be accepted on a case by case basis. Marshals must use this fix, ask me for the Falling Star discipline if needed. Rangers may use this variant, but are not forced to. Paladins must use the rebalanced version found here. Others will be allowed on a case by case basis. Use the spell progression from the Verold variant. I will add in an alignment thingy for differing alignments if needed. I'd rather not, since I'd be making one for every alignment, so I might just adjust the base to make it able to take any alignment. Order of the Bow. As they come to me I will add any new fixes that will be forced. If you have one,
- The ToM is one chapter long: Binders. And then the Dark template. Shadowcasters and Truenamers get shot on sight for sucking in multiple ways. Other things from the vile chapters will be allowed on a case by case basis, but for the sake of yourself and others, the classes are banned.
- multi-class xp penalties don't exist, so favored class is gone too.
- Full casting PrCs will likely be changed to lose a caster level at first level, with fewer or more at my discretion. Assume only level 1 at first, then ask me.
- Rainbow Servant loses casting at level 1 and 10, and instead of gaining the ENTIRE cleric spell list, they only gain a number of spells equal to a sorcerer's spells known added to their spell list. This means that classes like the Warmage will only gain a few spells known, rather than the entire cleric list.
- Healer does not exist. It gets shot. In the face. With a monk that can heal better.
- The totem abilities from CC for the barbarian don't exist, but you may take the ones from Verold, except the beginnig part about interaction with other clans. Because it doesn't matter.
Magic:
- Magic/psionics transparency is in effect.
- Healing is a subschool of Necromancy, not Conjuration.
- Celerity and the like do not exist.
- Shapechange does not exist. I will have a polymorph "fix" sometime, but before that, try to use the Creature Form spells, or just not use it at all. The fix involves +s to scores, rather than setting scores at a level. But please, for the sake of the children, don't use polymorph spells.
- Glitterdust now blinds for 1 round on a failed will save, and dazzles for the rest of the spell. (it's still really powerful)
- Divine Power now grants a +1 sacred/profane bonus on attack rolls per 4 CL (max +5), grants a +6 Divine bonus to Strength, and grants temporary HP equal to 2xcaster level for the duration of the spell. It is also a Paladin 4 spell.
- Miracle is now Wish. Only divine.
- Mordenkainen's Disjunction now automatically dispels any active spell effects on those in the area. Items are unaffected unless otherwise stated in the item's description. This one I know was different. There was something else it did...
- Forceward now grants SR 15+CL against Force effects, even if they don't allow SR normally, and incorporeal creatures have a Will save to negate blinking out.
Items:
- Nightsticks die.
- Use the MiC rules for item creation. With the DMG section on skills.
- Bonuses not stated (i.e., morale, luck, insight, tedisawesome) are allowed on a case by case basis, with a default of "no".
- Thought Bottles do not exist.
- Candles of Invocation do not exist.
- I may invoke an item variation I made which would disallow playing an Incarnate (because it uses the Incarnate as part of it). It is basically VoPov+Incarnate gestalting.
Feats:
- Divine feats may use variant sources of turning/rebuking, such as the Plant domain or elemental domains.
- Feats that reduce metamagic cost (and class abilities too, come to think of it) reduce each feat to a minimum of +1 (unless it was already less, in which case it just doesn't change), with a minimum spell adjustment of +1 (unless it was already +0 or less, in which case it doesn't change).
- Skill Focus feats now give a +4 untyped bonus to the relevant skill, grant a bonus rank (which does not count toward the maximum), and make the skill a class skill.
- Feats that grant a +2 bonus to two skills now make both skills class skills in addition to the normal effect.
- Leadership goes bye bye.
- Feats like Weapon Finesse now grant different bonuses and have different prereqs. The only one I have now is Weapon Finesse, ask me for the others. WF: grants a bonus to damage equal to your dexterity modifier, and light weapons increase this to 1.5xdex. This is in addition to strength. The prereqs change to BAB+2, dex 13+.
- I may fix other feats to bring them up or down in power (like Toughness and Dodge), but I will give warning. Case by case basis for fixes to be brought in, and if I like them, they go here.
Skills:
- A character may exchange 1 class skill for another for every 2 skill points a given class grants (not counting Int modifiers or the x4 multiplier for 1st level). Once made, this choice is permanent for a given class.
- Permanent boosts to Intelligence grant retroactive skill points. This only includes inherent bonuses and leveling bonuses.
- Hide and Move Silently are folded into Stealth, and effects that grant a bonus to one now grant half that bonus. Likewise, Spot and Listen are also folded into Perception.
- Knowledge (nature) identifies humanoids.
- Knowledge (geography) and Knowledge (local) are folded together into Knowledge (geography). Knowledge (history) and Knowledge (nobility and royalty) are folded together into Knowledge (History).
- Rich Burlew's rules for Diplomacy apply, and in certain (rare) cases Diplomacy may be flat-out impossible.
- Casting Defensively now requires a Concentration check of 10 + 2xSpell Level
- Tumble is now DC 10+Attacker's BAB to avoid provoking an attack of opportunity while moving at half speed.
- Again, other may come. Especially to things like Balance, Jump, and Swim.
Again, this is only a start, and things might change. Also, campaigns may change some rules, but these are considered default.