House Rules Base

House Rules: AD&D 2nd Edition
Character Generation:
Characteristics are purchased on the following table:
Characteristic
Points
3
-4
4-5
-3
6
-2
7
-1
8-11
0
12
1
13
3
14
5
15
7
16
9
17
12
18
15
Human characters may spend 40 points, and non-human characters may spend 36 points.
Exceptional strength is not rolled at character generation, but instead increases with levels. The only exception to this are Aasimar or Half-Orcs, who if they spend the points for an 18 Strength, their 1 racial modifier, will allow them to start with an 18:20 Strength.
Character Progression:
After the start of play the GM will roll a d50 for each characteristic (except characteristics at racial maximum and exceptional strength) and treat this as a percentile.
For every level beyond the first (first class for multi-classed characters), the character may choose any four characteristics to improve. A number of d6 (see below) are rolled and adds the result to the characteristic percentile.
Characteristics less than 11
10d6
Characteristics of 11-13
8d6
Characteristics of 14-15
6d6
Characteristics of 16

4d6
Exceptional Strength*
3d6

  • Exceptional strength may improve a maximum of one category (18, 18/01-50, 18/51-18/75 etc.) per level.

Characteristics:
Strength
Hit Probability – these modifiers apply to melee combat only.
Damage Adjustment – this modifier applies in full to melee combat, at 3/4 (round normal) to heavy thrown weapons (> 1 lb), at 1/4 to small thrown weapons and to specially constructed bows (not crossbows) and at 1/5 to darts and knives.
Exceptional Strength Racial Maximums:
18/ 51-75
Gnome
18/ 76-90
Elf
18/ 91-99
Half Elf
18/ 00
Human, Dwarf, Half Orc & Aasimar

Intelligence
Use optional rule for additional non-weapon proficiencies.
The maximum number of spells/lvl is not used.
Additional Magician Spells:
INT
Spells
16
1st
17
(2)-1st
18
(2)-1st 2nd
19
(2)-1st 2nd 3rd
20
(2)-1st 2nd 3rd 4th
Surprise Penalty – a low intelligence increases the chance of being surprised.
INT
Penalty
3
-5
4
-4
5
-3
6
-2
7
-1
Comeliness
Reintroduced from Unearthed Arcana.
Racial Modifiers: Dwarves, Gnomes, Githzeri -1
Halflings, Humans 0
Half-elves, Tiefling +1
Elves, Aasimar +2
Comeliness may be selected as by the player, but should be within 4 points of their charisma score (before racial modifiers).

Character Races:
New Races (and one old one): Aasimar, Githzeri, Half-Orc & Tiefling
Ability Adjustments:

Str
Dex
Con
Int
Wis
Cha
Aasimar
+1
0
-2
0
+1
0
Githzeri
-1
+1
0
+1
-1
0
Tiefling
-1
0
0
+1
-1
+1
Half-Orc
+1
0
+1
0
0
-2
Aasimar are half human, half creatures of the upper planes. They have an ethereal look to them, with pointed ears and
fine features. To summarize the standard aasimar abilities, they have infravision to 60 feet, they receive a +1 bonus
to surprise checks due to keen senses, they take half damage from heat and cold, and they receive a +2 saving throw
bonus vs. charm, fear, emotion, or domination effects. In addition, all non-wizard aasimar get 10% magic resistance.
Githzeri are a human offshoot race originally a slave race of the illithid (Mind Flayers). Githzeri, if not spellcasters,
have 5% magic resistance per level, but this resistance is not controllable and applies even to voluntary spells.
Githzeri have a +2 saving throw versus mental attacks including psionics, and standard infravison (60’).

Tiefling are half creatures of the lower planes. Their appearance is varied.
Tiefling Options:
Because of their varied backgrounds, tiefling appearance can be quite varied. Roll on the table below six times and keep any three. It is also possible, and even likely that not all tieflings will have the same innate powers.
The tiefling ability table may be rolled on five times, the results used in place of the standard infravision (60’), darkness 15’ radius ability, and resistances (1/2 damage) to cold, fire, electricity and poison.
Tiefling Appearance
01-04
Small horns on forehead
05-06
Small horns on temples
07
Single horn on forehead
08-09
Long, thin face
10
Fangs in mouth
11
All teeth are pointed
12
Forked tongue
13-14
Pointed ears
15
Fan-like ears
16
Extremely long nose
17
Very small (almost unnoticeable) nose
18
Extremely long eyelashes
19-21
Red eyes
22-23
Black eyes
24
Feline eyes
25-26
Extremely deep-set eyes
27-28
Green hair
29-30
Blue hair
31
Multi-colored hair
32-33
Six fingers (including thumb)
34-35
Three fingers (including thumb)
36-37
Black fingernails
38-39
Red fingernails
40-41
Fingers one inch longer than normal
42
Arms six inches longer than normal
43
Legs six inches longer than normal
44-46
Horse-like legs
47-49
Goat-like legs
50-52
Goat-like hooves
53-55
Long, thin tail
56-57
Horse-like tail
58-59
Lizardlike tail
60-62
Spiny ridge on back
63-65
Spiny ridges all over body
66-68
Hairless body
69-71
Body covered in short fur or long hair
72-73
Body covered in striped markings
74-75
Extremely greasy skin
76-80
Scaly skin
81-83
Leathery skin
84
Small feathers rather than hair on 10-100% of body
85-86
Green-tinted skin
87-88
Blue-tinted skin
89
Red-tinted skin
90-94
Roll twice again, ignoring rolls above 89
95-00
Roll three times again, ignoring rolls above 89

Tiefling Abilities
01-03
blur one time per day
04-06
charm person one time per day
07-09
chill touch one time per day
10-12
comprehend languages one time per day
13-15
darkness, 10’ radius once per day
16-18
detect good/evil two times per day
19-21
detect magic three times per day
22-24
ESP one time per day
25-27
invisibility two times per week
28-30
know alignment one time per day
31-33
mirror image one time per day
34-36
misdirection one time per day
37-39
pyrotechnics three times per week
40-42
suggestion one time per week
43-45
summon swarm one time per week
46-48
vampiric touch one time per week
49-51
whispering wind one time per day
52-55
half damage from fire
56-59
half damage from cold
60-63
half damage from electricity
64-67
half damage from acid
68-75
infravision 60’
76-79
+2 saving throw vs. fire
80-83
+2 saving throw vs. electricity
84-87
+2 saving throw vs. poison
88-91
+2 saving throw vs. cold
92-95
+2 saving throw vs. acid
96
+2 saving throw vs. petrification/polymorph and paralysis
97
+2 saving throw vs. rod/staff/wand
98
+2 saving throw vs. spells
99
Roll twice, ignoring results over 95
00
Roll three times, ignoring results over 95

Half-Orcs are the offspring of a human and an orc. Most of the offspring of such being typically orcish. However,
some one-tenth or orc-human mongrels are sufficiently non-orcish to pass for human. Half-Orcs have infravison to
60’ distance. Half-Orcs have a maximum Intelligence of 17, and a maximum wisdom of 14.

Elves: do not sleep, but instead must meditate, relax etc. for approximately the same time as humans sleep. Elves also show no effects of aging until death (for game purposes treat as having light sleeper proficiency at a +2 modifier).
Resistance to Magic:
Dwarven, Gnomish, and Halfling resistance to magic is clarified as follows: The saving throw bonuses apply to all attacks of purely magical nature except petrifaction to which all the “earthy” races are somewhat vulnerable. These bonuses do not apply to attacks which have a physical/elemental basis (fire attacks, wind wall, etc.).

Racial Adjustments for Thieves:

PP
OL
F/RT
MS
HS
DN
CW
RL
Aasimar
0
0
+10%
+5%
+10%
+5%
0
0
Githzeri
0
0
0
0
0
0
0
0
Tiefling
0
0
+5%
+10%
+10%
0
0
+5%
Half-Orc
-5%
+5%
+5%
0
0
+5%
+5%
-10%

Character Classes:
Multi-Class and Dual-Class: Every race may multi-class… no race may dual-class… there are no level restrictions.No class receives any experience point bonus for high characteristics, however, humans receive a +20% experience point bonus.All Character Classes receive a maximum of 10 hit dice at 10th level.
Possible Multi-Class Combinations
Paladin/Cleric
Ranger/Cleric
Ranger/Wizard
Ranger/Cleric/Wizard
Fighter/Cleric
Fighter/Wizard
Fighter/Thief
Fighter/Cleric/Wizard
Fighter/Wizard/Thief
Fighter/Cleric/Thief
Cleric/Wizard
Cleric/Thief
Cleric/Wizard/Thief
Wizard/Thief
Note: Dwarves and Halflings may not be any combination with a Wizard.
Fighter: A single class fighter may specialize in as may weapons as he/she has proficiency slots… a multi-class fighter may only specialize in one weapon.
Paladin: A paladin may only specialize in one weapon (must be melee weapon)… the only multi-class available to them is Paladin/Cleric… if they do so, the loose the spell casting ability of the paladin, but the paladin may have an additional 2 magic items of clerical nature. A paladin’s aura of protection is the same as a “Protection from Evil 10’ Radius” spell. Paladin’s spell casting ability is at 4 levels higher than in Player’s Handbook (i.e. starts at 5th level)
Ranger: A single class ranger may specialize in as may weapons as he/she has proficiency slots… a multi-class ranger may only specialize in one weapon. Rangers loose the species enemy, but instead gain a +1 “to hit” and damage against “giant class” opponents (bugbears, ettins, giants, gnolls, goblins, hobgoblins, kobolds, ogres, ogre magi, orcs and trolls. Ranger’s Hide in Shadows and Move Silently is as three levels higher. Rangers are difficult to surprise gaining a +1 to the roll. There are no alignment restrictions on Rangers.
Cleric: Unlike Wizards, clerics need not memorize spells… they may call upon any spell the deity allows up to their limit per day. For purposes of any healing spells, the cleric’s spells comprise a power pool. That is, a 3rd level spell can be split to 3 1st level Cure Light Wounds. Once split, those spell levels can only be used for curing spells.
Druid: Druids do not exist as such… see specific deities for clerical variants.
Wizard: At the time of spell memorization, the wizard may instead save a number of spell levels, to use later as a “mana pool”. The spell levels may then be used to cast any wizard spell the caster knows at a 1 per 2 ratio… thus a 1st level spell would take 2 spell levels from a mage’s mana pool. Time spent to memorize spell levels is not changed by this procedure. The mana pool provides a 1:1 casting ration.

Hit Points:
At first level everyone receives maximum hit points. Thereafter, use the following table + Constitution modifiers, multi-class divide appropriate points by number of classes. Constitution bonus for Con above 16 is applied to Warrior levels only. All fractions are rounded up.
Class
H.P. for levels 2-10
H.P. for levels 10+ (no Con bonus)
Warrior
8
4
Priest
6
3
Rogue
5
2
Wizard
3
1
Proficiency Slots (Altered)

Weapon
Proficiencies

Non-weapon
Proficiencies

Group
Initial
#Levels
Penalty
Initial
#Levels
Warrior
5
2
-2
5
3
Wizard
1
4
-5
4
3
Priest
2
3
-3
4
2
Rogue
3
3
-3
5
2

Weapons Proficiencies:
Weapon Proficiencies may also be spent on the following:
Ambidexterity (Cost 2 weapon Proficiencies): Allows the user to use his primary weapon with no penalty and with the same number of attacks. Also when attacking with two weapons the primary and secondary weapons are only at -2 modified by the dexterity reaction adjustment.
Style Specialization:
Single-Weapon Specialization:
If the character devotes a weapon proficiency to style specialization, he gets a +1 AC bonus when using any one-handed weapon in one hand and nothing in the other. Additionally, he may devote an extra proficiency slot to have a total AC bonus of +2.
Two-Handed Weapon Specialization:
If the character devotes a weapon proficiency to style specialization, he gains the ability to use a two-handed weapon in 1/2 the area normally required to utilize such a weapon, and can even use a two-handed weapon from horseback (however a fumble while on horseback with a two-handed weapon means an automatic hit on the steed as well as the loss of the weapon.) Additionally, he may devote an extra proficiency slot and get a bonus of +1 damage with any two-handed weapon or appropriate one-handed weapon wielded in two hands (he has trained in imparting more momentum without loosing recovery) .

Non-Weapons Proficiencies:
Improvement of Non-Weapon Proficiencies:
For every extra-non weapon proficiency slot spent, the proficiency is improved by 2 points.

New Non-Weapon Proficiencies:
(any not listed below or in Player’s Handbook, must be approved by the DM)
Proficiency
Name
Base
Ability

  1. of
    Slots
    Check
    Modifier
    Availability
    to Classes
    Source
    Acting
    Cha
    1
    -1
    Rogue
    New
    Administration
    Int
    1
    1
    Priest
    Spells & Magic
    Alchemy
    Int
    2
    -3
    Wizard
    Spells & Magic
    Alms
    Cha
    1
    0
    Priest
    Spells & Magic
    Ambush
    Int
    1
    0
    Warrior
    New
    Anatomy
    Int
    2
    -2
    Priest, Wizard
    Spells & Magic
    Arcanology
    Int
    1
    -3
    Wizard
    Spells & Magic
    Awareness
    Wis
    2
    +1
    General
    New
    Berserk
    N/A
    2
    N/A
    Warrior
    New
    Boating
    Wis
    1
    0
    General
    New
    Bookbinding
    Int
    1
    -1
    Priest, Wizard
    Spells & Magic
    Bribery
    Cha
    1
    0
    Rogue
    New
    Bureaucracy
    Int
    2
    0
    General
    Spells & Magic
    Camouflage
    Int
    1
    0
    Rogue, Warrior
    New
    Ceremony
    Wis
    1
    0
    Priest
    Spells & Magic
    Display Wpn Prowess
    Dex
    1
    0
    Warrior
    New
    Diplomacy
    Cha
    1
    -1
    Priest
    Spells & Magic
    Eavesdropping
    Int
    1
    +1
    Rogue
    New
    Fast Talking
    Cha
    2
    -2
    Rogue
    New
    Glassblowing
    Dex
    1
    0
    General
    Spells & Magic
    Haggling
    Cha
    2
    0
    General
    New
    Hypnotism
    Cha
    2
    -2
    Wizard
    Spells & Magic
    Iaijutsu
    Dex
    2
    0
    Warrior
    New (Oriental Adv.)
    Intimidation
    Cha
    1
    0
    Rogue, Warrior
    New
    Investigation
    Int
    1
    -2
    Priest, Rogue
    Spells & Magic
    Law
    Int
    1
    0
    Priest
    Spells & Magic
    Leadership
    Cha
    1
    0
    Warrior
    New
    Light Sleeper
    Wis
    1
    -1
    General
    New
    Looting
    Wis
    1
    0
    Rogue
    New
    Mental Resistance
    N/A
    1
    N/A
    Wizard
    Spells & Magic
    Observation
    Int
    1
    0
    General
    Spells & Magic
    Oratory
    Cha
    1
    -1
    Priest
    Spells & Magic
    Paper Making
    Int
    1
    0
    General
    Spells & Magic
    Persuasion
    Cha
    1
    -2
    General
    Spells & Magic
    Prestidigitation
    Dex
    1
    -1
    Rogue, Wizard
    Spells & Magic
    Research
    Int
    1
    0
    Wizard
    Spells & Magic
    Sage Knowledge
    Int
    2
    -2
    Priest, Wizard
    Spells & Magic
    Scribe
    Dex
    1
    +1
    Priest, Wizard
    Spells & Magic
    Seduction
    Cha
    1
    0
    General
    New
    Siegecraft
    Int
    2
    -2
    Warrior
    New (Birthright)
    Sign Language
    Int
    1
    +2
    General
    New
    Sound Imitation
    Wis
    1
    0
    Rogue, Warrior
    New (Oriental Adv.)
    Statecraft
    Int
    1
    0
    General
    New
    Story Telling
    Cha
    1
    0
    Rogue
    New
    Strategy
    Int
    1
    0
    Warrior
    Spells & Magic
    Streetwise
    Cha
    2
    -1
    Rogue
    New
    Tactics
    Int
    1
    -1
    Warrior
    New
    Tactics of Magic
    Int
    1
    -1
    Wizard
    Spells & Magic
    Thaumaturgy
    Int
    1
    -2
    Wizard
    Spells & Magic
    Trailing
    Dex
    1
    0
    Rogue
    New
    Undead Lore
    Int
    1
    -1
    Priest
    Spells & Magic
    New Non-Weapon Proficiency Descriptions
    Acting: This proficiency allows a character to skillfully portray various roles, often as entertainment. It can also be used to enhance a disguise. If a character has both acting and disguise proficiencies, the check for either is made at a +2 bonus.
    Ambush: A character with this proficiency is skilled at laying ambushes and setting up surprise attacks. Most characters can set up an adequate ambush when the terrain favors it and they know the enemy is coming, but a character who spends a slot on this skill is able to create ambushes where ambushes wouldn’t normally be possible.
    Awareness: This is the ability to constantly be aware of one’s surroundings, therefore gaining a +1 to surprise rolls (no check required). With a successful proficiency check, the user may avoid the effects of a blind side and potentially ruin and a thief’s backstab. (If a successful proficiency check is made the thief must re-roll their Move Silently at 1/2 value to succeed.)
    Berserk: This is the ability to go into a battle rage. It takes from 1-8 rounds to go berserk. The character may be fighting during this time, but may not be spell-casting or attempting to remain quiet. While berserk, the warrior will continue to attack opponents without pause, and will show no concern for retreat or injuries. The berserk warrior will not be able to use a shield, may not take cover, may make no ranged attacks, and does not have the state of mind to attack with two weapons. The berserker, however, gains a +1 “to hit”, a +3 to damage, and 8 extra hit points…he is immune to the following : Charm, Command, Enthrall, Friends, Hypnotism, Irritation, and Sleep…and is entitled to a +4 saving throw versus other mind affecting spells/powers. Against a fear spell/power the berserker gets a normal saving throw which has no effect if he makes it, but if he fails, he is prematurely snapped out of berserk with all the normal effects of such. A berserker is not entitled to a saving throw versus the taunt spell. The warrior is also able to continue functioning until he reaches -6 hit points. After the berserker rage has ended (maximum of 10 rounds + 2 rounds/lvl), the warrior is affected as if hit by a Ray of Enfeeblement (no saving throw) for 1 minute per round spent berserk, as well as loosing the temporary 8 hit points.
    Boating: A character with the boating proficiency is needed to guide a boat down a rapid stream and to reduce the danger of capsizing a canoe or kayak. It also allows a PC to make minor repairs and improvements in these boats, such as waterproofing them and patching holes.
    Bribery: This is the art of avoiding trouble and gaining favors through the use of illicit payments, either cash or goods. The size of the bribe required is proportional to the loyalty of the bribee, and the amount of danger this would place the bribee in should the act be discovered. A check is made with the following modifiers:
    Danger Level
    Loyalty
    Size of Bribe
    None
    2
    Un-loyal -2
    1d10 sp 0
    Average -2
    Average 0
    1d10 gp 2
    High -4
    Loyal -4
    1d10x10 gp +4
    Very High -6
    Very Loyal. -6
    1d10x100 gp +6
    Note that the size of the bribe is multiplied by the bribees level (0 level characters count as level 1), and the bribee’s Wisdom mind attack adjustment is counted as a penalty to the roll.
    Camouflage: Characters skilled in camouflage understand how to stay out of sight in natural surroundings. Unlike hiding in shadows, camouflage requires one of two things: good cover nearby or a lot of preparation. It’s possible for a character to hide himself on a flat, rocky desert, but he’d need to have special clothes and time to ready a hiding spot. On the other hand, almost anyone can duck behind a tree on short notice.
    Display Weapon Prowess: Characters who have this proficiency can put on an impressive display of weapon prowess without fighting at all-swords whooshing in a blur, daggers flashing, arrows splitting melons in two. An individual must use a weapon with which he or she is already proficient, but specialization has no further effect. The ‘show’ takes at least a round. Those who are impressed are forced to make a morale check. (results outlined below) Not everyone is swayed by weapon prowess. Characters must pay attention before this proficiency has an impact. i.e.: it might be useful staring down a guard at the city gate, but would do nothing against a screaming mob or a charging band of desert riders. Further, characters who have this proficiency must be of equal or higher level (or HD) then their audience to impress them.
    Eavesdropping : This skill allows a character to ‘home in’ to a particular conversation being spoken, and remember what is being said, while appearing to be doing something else, such as hiding, sitting at a bar drinking, etc.
    Fast-Talking: Fast-talking, generally a polite word for “lying”, is essentially trying to convince a target of something before they have time to really think it through and/or distracting them from bothersome facts and truths that could complicate your situation. It requires a good deal of improvisation based upon what the user thinks the target wants to hear as well as a good measure of force of personality. It is typically used to accomplish an immediate effect, not broker negotiations. Although long term plans can be executed with Fast-Talking, any given episode of Fast-Talking will become progressively more difficult as the opportunity to trip over one’s words and expose inconsistencies increases. The target must be intelligent and able to converse with the user.
    Haggling: A successful roll (as compared to the NPC’s) allows the PC to buy an item at a reduced cost (commonly 5% per difference of success).
    Iaijutsu: Iaijutsu is the art of fast drawing a melee weapon; unsheathing and sheathing it with blinding speed. Upon learning this NWP, the player must state what weapon it applies to. This is a specific weapon, not just a general class. Thereafter, the character can change to or from that weapon without penalty (changing a weapon, normally requires 1 round), and under certain situations, has a better chance of surprising opponents. To surprise an opponent, the weapon must be sheathed, and the PC must be in a peaceful situation.
    Intimidation: This is simply the skill of looking dangerous and convincing someone to comply with your wishes. As opposed to convincing someone of some unseen danger to not complying with you, say with Fast-Talk, Intimidation is the skill of appearing dangerous enough to give people reason to pause.
    Intrigue: Some people have a talent for under-handed dealings. A character with this proficiency understands how such games are played. He notices when intrigue is afoot in his surrounding and can initiate his own schemes.
    Leadership: Characters with the leadership talent understand how to motivate troops and get the most out of their men. In battlefield situations, a military unit led by the hero gains a +2 bonus to any morale checks they have to make.
    Light Sleeper: This character will awaken at the slightest disturbance—a significant advantage to a small party on the trail where companions would quickly fatigue from alternating watch duty through the night. The character will awaken if he hears any unusual noise, such as the unmuffled footsteps of someone approaching the camp. This includes the approach of anyone wearing metal armor, or creatures carrying weapons or conversing.
    If the sleeping character is approached by someone who is working very hard at being stealthy, the DM can allow the light sleepers to make proficiency checks; success means they become aware of the intruder, while failure means they continue to sleep. This latter category includes NPCs in leather armor, and monsters with natural stealth and which are not encumbered by weapons and armor.
    If a light sleeper is approached by a thief who is successful at a move silently attempt, then the sleeping character is not allowed the Intuition check, since there is no sound to alert the sleeper.
    Looting: This proficiency represents a knack for grabbing the best loot in the shortest amount of time. A successful NWP check allows a character to recognize and grab the most valuable combination of items that is feasible, given the situational limits of time and space.
    Seduction: Adds +2 to reactions for the character under appropriate circumstances (enough said).
    Siegecraft: The character is an expert in the construction of military machines and methods of defeating fortifications. If the character also has the Engineering proficiency, he gains a +1 bonus to Siegecraft rolls.
    Sign Language: This proficiency permits silent communication with anyone who sees and understands the signals. The maximum range is line of sight in a lit area (to a maximum of 60 feet).
    Sound Imitation: A character with this proficiency can imitate the noises made by various animals. A successful check means the characters noise cannot be distinguished from that of the actual animal, except by magical means.
    Statecraft: This NWP includes the knowledge and understanding of politics within the state and the state dealings with other states. It also encompasses the diplomatic skills needed to analyze, guide and influence people and events to achieve government and personal ends. A PC with this NWP knows and understands the significance of current events and the major personalities that shape them. He is knowledgeable about the ambitions of foreign allies and enemies.
    Story Telling: This is the ability to tell good, entertaining stories to individuals or groups of people. A good storyteller has a large repertoire and knows how to select the best story for the current audience. The level of success determines how well a tale has been told, and thus determines the crowd’s reaction.
    Strategy: This reflects an ability to plan and conduct operations involving large-scale conflicts. Generally, planning above the specific actions of small units. It can also be used to anticipate other party’s strategies.
    Streetwise: This skill reflects having an ear to the streets. It combines dealing with street-types directly as well as being able to tap into the information stream of the streets. One might use this skill to “go to ground” in a city or to try and find out about that rumored slaving ring. Simply having this skill is adequate for the user to receive some rumors as it is assumed such a person spends some time in taverns etc. and knows how to conduct themselves in a fashion that fosters such communication.
    Tactics: This reflects an ability to quickly assess a combat scenario involving small groups of combatants and decide on preferred courses of action. Simple tactical questions require no roll. Flanking, holding a pass, defending a specific area, e.g. a pass or a door, are Tactics challenges.
    Trailing: Trailing is the talent of tailing someone – of keeping a certain distance or even catching up to an individual, though they may be attempting to blend into a crowd, or at least get lost in the confusion of a street full or people. A -3 modifier applies i f the person to be trailed himself has the trailing proficiency.
    Free Proficiencies:
    Everyone except dwarves receive a free proficiency in Swimming. Everyone is also able to read 1/2 of the languages they know. Dwarves receive a free proficiency in Mountaineering.
    Rangers receive free proficiencies in Ambidexterity, Animal Handling, Animal Training, Animal Lore, Fire building, Fishing, Herbalism, Hunting, Survival and Weather Sense.
    Wizards receive a free proficiency in Spellcraft.
    Clerics receive a free proficiency in Religion.
    Proficiency Changes:
    Riding: the riding proficiency has changed… it is now 1
    (Dex + Wis) / 2. Dwarves, gnomes and halflings suffer a -3 penalty when riding horses as opposed to ponies.
    Survival: Survival may be use in other environment at a -2 to -4 penalty.

Combat:
Warrior Number of Attacks:
Level
Melee Wpn
Bow
Thrown Dagger
Thrown Dart
1-6
1
2
2
3
7-12
3/2
5/2
3
4
13+
2
3
4
5
spec.
5/2
7/2
5
6
spec.+
3

Hand and Light Crossbows, Slings, and Heavy Thrown Weapons (Hammers, Hand Axes, Javelins etc) use the same table as melee weapons. Note: Heavy Crossbows may be reloaded at light Crossbows rates if the user has 18/91 or above strength and the crossbow is designed for such use.
Small throwable items such as rocks (1d2 damage) or holy water vial (but not flammable oil), may be thrown at the same rate of fire as thrown dagger.

Weapons Specialization:
Weapon specialization is changed. The only effect of weapon specialization is to change the number of attacks; it moves the number of attacks one level category higher. Weapon specialization costs 1 weapon proficiency for each method of attack (melee or thrown)… thus being specialized in dagger for purposes of melee and thrown combat would cost 3 weapon proficiencies… this however, only counts as one weapon specialization for reasons of multi-class restrictions.
The following optional rules are used: Parrying (Players Handbook p 100)
Unarmed Combat:
The unarmed combat rules in second edition are not used. Instead a person may do 1-2 points damage (which is always treated at subdual damage: note that not all creatures take subdual damage, so only 1/4 of the damage would apply). A -4 penalty (+ non-proficiency penalty) is given when attacking armed opponents or monsters. A fighter or rogue may spend two proficiency points to become a person trained in some form of marital art. This will allow he character to do 1d4 damage (normal or subdual), and to attack armed opponents and creatures without penalty.

Attacks with Two Melee Weapons:
This technique moves the user’s number of attacks one category higher. The off-weapon attacks when the user would not normally get an attack with only one weapon. To gain the benefit of weapon specialization, only the primary weapon need be specialized in. When attacking, all character but rangers (wearing studded leather or lighter armor) suffer penalties to their attack rolls. Attacks made with the primary weapon suffer a -2 penalty, and attacks made with the second weapon suffer a -4 penalty. The character’s dexterity reaction adjustment modifies this penalty.

Disarming Opponents:
Instead of attacking to damage, a character may attack to disarm. The character must announce this maneuver at the beginning of the round at it receives a +1 initiative modifier, then a successful attack at -4 against the opponents AC; if successful, the opponent must make a saving throw against breath weapon modified by dexterity and magical bonuses of the weapon being disarmed. To disarm a character of a two-handed weapon, the opponent is entitled to two saving throws… if either saving throw is successful the opponent is not disarmed.

Firing into Melee:
It is possible to fire into melee without the dangerous side effects (see DMG p62), but the character is at -2 to -4 penalty to hit. If you miss due to the modifier, you have hit a comrade. Both these problems may be eliminated if the character is in melee range himself, however, only thrown weapons may be continuously used at melee ranges, other ranged weapons such as bows, crossbows, and slings may only be used once as melee range is entered.

Entering into Melee with Archery Troops:
Once a person enters melee range with some kind of archer (someone armed with a bow, sling, crossbow, blowgun, etc.), that archer may no longer attack with such weapons.
Retreat (see DMG p 59)
Withdraw- to make a successful withdraw attempt, either the character withdrawing or the character covering must make a successful (non-damaging) attack against their opponent.
Fleeing- an opponent is entitled to one free attack at +4 (not multiple attacks).

Shield Wall:
A shield wall is a useful combat tactic… for every shield wielding person adjacent to a shield wielding person, a +1 AC (maximum +2 obviously) is applied to attacks from the front.

Movement:
The base movement for humans, half-elves, and elves is 12", which means 120 feet per round. The base movement for dwarves, gnomes and halflings is 8" (changed from 6"), which means 80 feet per round. Moving stealthily is at a maximum of 1/4 normal movement.

Dexterity and Movement Penalties for Armor & Shields:
Armor
AC
Dexterity Penalty*
Movement Penalty**
Leather
8
0
0
Padded
8
-2
-1
Studded Leather or Ring Mail
7
-1
0
Breast Plate and Leather
6
-2
0
Brigandine, Scale Mail
6
-2
-1
Hide
6
-3
-2
Elven Chain Mail
5
-1
0
Chain Mail
5
-2
-2
Improved Mail or Half-Plate
4
-2
-2
Banded Mail
4
-2
-3
Splint Mail
4
-3
-3
Plate Mail
3
-3
-3
Buckler Shield
1 melee
0
0
Small Shield
+1
-1
0
Medium Shield
+2
-2
0
Body (Tower) Shield
+2/
3
-3
-1
* Dexterity Penalties apply only to Dexterity Check, and appropriate Proficiency check, not for purposes of AC. Dexterity penalties are doubled for purposed of the swimming proficiency.
** Movement penalties total are one better for dwarves, gnomes, and halflings.
Note: Magical Bonuses reduce penalties (Dexterity and Movement) by 1 per plus for armor and shields.

Unstable Ground:
Characters sometimes have to fight on unstable ground. When such situations come up, the GM decides what the force of the ground movement is. If it is sufficiently violent, characters will have to make d20 rolls against Dexterity at the beginning of each combat round to stay on their feet. Note: having a hand free allows a +2 bonus on Dex rolls if there are objects to grab onto, such as on the deck of a ship.
Situation
Dexterity Check
Big Monster Digging Up
Yes at Dex
Minor Tremor
No
Major Tremor
Yes at Dex +3
Minor Earthquake
Yes at Dex
Major Earthquake
Yes at Dex -6
Ship Deck Slightly Rolling
No
Ship Deck Rolling
Yes at Dex +3
Ship Deck Storm Tossed
Yes at Dex -3

Polearms:
Polearms may be used to attack from the second rank. Such attacks are made at a -3 penalty, and only 1/2 damage bonus (round up) from strength is applied.

Riding in Combat (see DMG p76):
- Engaging in combat without a riding proficiency:
- The character get no dexterity adjustment and is -1 to AC additionally.
- The character attacks are at -4 to hit.
- No spellcasting (wizard or clerical) may be made.
- Ranged attacks from a moving horse suffer the following penalties:
1/2 move = 0
Full move = -2
Charge move+ -4
- A wizard must make a successful riding proficiency roll to cast a spell while moving.
- No attack may be made with a small melee weapon, unless the opponent is also horsed or larger than man-sized.
- Two-handed melee weapons may not be used (see exception in two-handed style specialization above).
- Attacking with two weapons is not possible while riding.
- Heavy crossbows may not be reloaded on horseback, unless the user has 18/91 strength and an appropriately designed crossbow.

Critical Hits and Fumbles:
A critical hit is scored when a natural 20 is rolled, followed up by another attack roll which hits the target (if the second attack roll fails, it is still a normal hit). A critical does twice normal damage with all modifiers. A critical does double dice damage.
A fumble occurs when a natural 1 is rolled, followed up by another attack roll which misses the target (if the second attack roll succeeds, it is only a normal miss). A fumble can result in a variety of results, but usually means you disarm yourself (requiring a full round to retrieve your weapon). The DM will decide what the fumble does based upon the situation.

Initiative:
Round: a round is re-defined as 12 seconds.
Segment: a segment is re-defined as 1 second.
Each person rolls a 2d6 and subtracts their dexterity reaction modifier. Spell-casters then add the casting time -1 of the spell to this number. This number is the segment that the attack goes off. Fighters and others who get multiple attacks in a round, roll one die for each attack.
Actions are executed form segment 1 to segment 12. If for any reason an action generates an initiative count above 12, then the action executes at segment 12. If a spell requires multiple rounds to cast, the initiative is only rolled at the round the spell goes off.
If a person gets multiple attacks in a round, he could get multiple initiative numbers in the same segment. In most cases, multiple attacks may not be launched in the same segment; they must wait till the next segment. It is possible for the attacker to lose one or more attacks if they go off late enough in the round. Various attack combinations are considered 1 attack for purposes of initiative (claw attacks from a cat or avian… firing both bolts from a double crossbow). Weapon speed factor is not used in this campaign. Magical weapons do not normally subtract form initiative, but there exist a fairly common class of magical weapons that do get an initiative modifier.
Wands, staves, rods, and miscellaneous magical items have the appropriate modifiers given in the item descriptions. Scrolls are treated exactly as the spell would be cast (a +3 initiative modifier is applied if the scroll must first be prepared).

Delaying Initiative:
Initiative may be delayed until later in the round. However, if this is done when casting spells or utilizing magic items… then if the segment count is above 12, the action does not occur until the initiative count for next round, but any casting time already accounted for in the previous round is subtracted from the casting time for the new round. Spells or items may be “cast”/“used” and the effects held until a later segment or even round.

Movement in Combat:
A person may move up to 1/2 of his/her movement and attack/cast spells/use items. Movement may only be done once per round, before or after attacking. Once per round the character may also shift their position by one meter. No movement action may be taken after segment 10 of the round.

Spell Casting in Combat:
A mage gets full AC bonus due to dexterity when in combat.
If a mage is hit and damaged during spell casting, the caster is allowed to make a saving throw as an equivalent level fighter versus Spells with NO modifiers to be able to use a spell in the round or not lose the spell (i.e. continue casting). A mage must make the same special saving throw if he/she fails a saving throw versus a damaging spell (if no saving throw is allowed, i.e. magic missile, then the mage gets only the special saving throw).
Normally a mage can perform no other action except movement in a round in which he casts a spell. However, if the spell is interrupted before segment 12, he may still utilize a magic item or make 1 physical attack (he may only make 1 attack even if normally permitted more) at his normal initiative plus 1 segment or 1 segment after the spell is interrupted. The use of magic items assumes that there is enough segments left in the round, use same rules as for delayed actions if not enough segments.

Level Drain:
Unlike normal, level draining is not permanent (unless drained below level 0). It comes back at 1 level per week.

Poison:
It is very rare to find a save or die poison. There are no save or die poisons. Poisons in this campaign will normally do damage, or in the case of more exotic poisons subtract from a characteristic (subtract dexterity for a paralytic). Sometimes 1/2 damage/effect will be taken even if the saving throw is made.

Changes in the Magic System:
Spells do not “max out” at a certain level, but instead continue to accrue dice etc. (A 15th level wizard can cast a fireball for 15 dice).

Saving Throws versus Magic:
Saving throws with physical effects (fireball, lightning bolt, etc) are saved versus breath weapon not spell. Note dexterity bonus (reaction) functions as a bonus in most cases.

Scrolls:
Scrolls are used at the level of the reader, never at the level of the maker of the scroll.

Innate Abilities:
Any creature or character with innate abilities (paladin’s laying on hands) may use any one ability and still act normally in the round unless that ability is an attack action… using two special abilities requires the entire rounds worth of actions.

Stacking Magical Bonuses:
Melee and thrown weapons have a maximum magical bonus of +5.
Missile weapons and their projectiles (arrows, bolts etc.) have a maximum bonus of +3 each.
Armor has a maximum magical bonus of +5.
Shields have a maximum magical bonus of +3.
General Protective devices (rings and cloaks) have a maximum bonus of +3.
Bracers of Defense range in AC from 8 to 3 (starting value of 8 with +1 to +5 AC bonuses).
The AC bonuses from magical armor and bracers of defense do not stack.
The AC bonuses from magical armor and rings of protection do not stack.
The AC bonuses from shields and cloaks of protection do not stack.

Equipment:

Note on Weapons:
Exceptional Quality weapons may be purchases at 5 times normal cost, these weapons have a +1 to hit modifier (Bows, crossbows, & slings are can be exceptional, but not arrows or bolts).

New Weapons:
Item
Cost
Weight
Size
Damage
Battle Axe, Two Handed
15gp
13
L
1d10/2d8
Francesca 1
10gp
6
M
1d8/1d6
Maul
10gp
14
L
1d10/1d12
Sword, Falchion
20gp
7
M
2d4/2d4
Sword, Cutlass
12gp
4
M
1d6/1d8
Sword, Rapier 2
15gp
4
M
1d6+1/1d8+1
Sword, Sabre
17gp
5
M
1d6+1/1d8+1
Main-gauche 3
3gp
2
S
1d4/1d3
1 may be thrown as a hand axe
2 Rapier is a light weapon designed for speed not strength. The user may use dexterity “to hit” bonus instead of strength, but only 1/2 (round up) of any strength bonus applies.
3 +1 AC when used as a parrying device against melee attacks.

Changes to Weapon Damage:
Note: only flight arrows (1-6 damage) for bows are used in this campaign.
Item
Damage
Crossbow *

Hand Bolt
1d4+1/1d4+1
Light Bolt
1d8/1d8
Heavy Bolt
2d8/2d8
Lance

Heavy Horse
1d10+1/3d6+1
Medium Horse
1d10/2d8
Light Horse
1d8/2d6
Polearm *

Awl pike
1d10/3d6
Bardiche
1d10/2d8
Halberd
1d10+1/2d10
Lucern Hammer
1d10+1/1d12+1
Quarterstaff
1d6+1/1d6
Sling

Sling bullet
1d8/1d6
Sling stone
1d4+1/1d4
Spear

One handed
1d6/1d8
Two handed
1d8/2d6
Warhammer
1d6+1/1d6

  • Crossbows & Polearms receive a +1 to hit bonus.

Crossbows:
Heavy Crossbows (Arbalests) may be reloaded at light crossbows rates if the user has 18/91 or above strength and the crossbow is designed for such use.
At point blank range (20 feet), an armored target is treated as if his AC were three worse than his actual AC.
A person re-loading a crossbow is at +2 to hit, and gains no dexterity bonus. A person may not move while re-loading a crossbow.

Notes on Armor:
Exceptional Quality armor (must normally be at least partially metal armor, but some special materials [dragon hide etc.] change factors) for times 5 cost (AC +1).
Field Plate and Full Plate are not available in this campaign; Plate Mail (Base AC 3) has the best base armor class.

New Armor:
Breastplate and Leather (AC 6, 25 lb, 80 gp)
Infantry and pikemen are often equipped with a breastplate that is worn over a long leather coat.
Half Plate (AC 4, 40 lb, 300 gp)
Elite foot troops and most medium and heavy cavalry wear half-plate armor, which consists of plate protection for the torso, thighs, and lower arms. Whereas plate mail comprises plates that are worn over chain mail, half plate comprises plates worn over soft leather.
Improved Mail (AC 4, 50lb, 180gp)
Chain mail is improved by reinforcing it with small metal bars threaded through the links.

New Shield Rules:
Parrying Device
Effect
Main Gauche & Buckler
+1 AC vs melee attacks from front and side
Small Shield
+1 AC vs all attacks from front and side
Medium Shield
+2 AC vs all attacks from front and side
Body (Tower) Shield
+2 AC vs melee attacks,
+3 vs missile attacks from front and side.
Monetary System:

The following coins are used in this campaign:
adamanitum piece (ap)
=
1,000 gold pieces (gp)
mithril piece (mp)
=
500 gold pieces (gp)
platinum piece (pp)
=
5 gold pieces (gp)
gold piece (gp)
=
1 gold pieces (gp)
gold piece (gp)
=
10 silver pieces (sp)
gold piece (gp)
=
100 copper pieces (cp)

Price List for Common Magical Items:
Potion of Healing (2d4+2 hp)
=
300 gp
Potion of Extra Healing (3d8+3)
=
1,000 gp
Clerical Scrolls (up to 4th level)
=
250 gp/level
+1 arrow/bolt/dart/sling bullet
(one use)
=
250 gp
+1 weapon
=
7,500 gp and up

House Rules Base

A Time of Darkness LoneCoder