House Rules

This is a list of special rules that will apply to this campaign.

  • The Standard Array: 15, 14, 12, 12, 10, 8
    • When making your character, instead of rolling 4d6 and dropping the lowest, you can use these six scores and distribute them to your stats however you wish. This will give you a character with higher than average ability scores. You may NOT roll and then take the Standard Array, you must choose ahead of time.
  • Traits And Flaws
    • When making your character you may choose one Trait and one Flaw to apply. Write them down in the Special Abilities section of your character sheet and apply the effect. Remember that if you choose a Flaw you get to pick an additional Feat at character creation.
  • Skills
    • Putting points in cross-class skills costs only 1 point instead of the normal 2 points. The rank limit remains. This is to allow a greater variety of skills used. More info on the Skills page.
  • Critical Hits
    • Spells that have a ranged touch attack, such as Melf’s Acid Arrow, can critically hit. Fireballs and magic missiles cannot, the spell must be a “physical” attack such as an arrow of acid or a ray of cold.
  • Action Points
    • An action point is a special reserve your characters have within them. Spending them allows you to extraordinary things, such as putting some extra strength behind an attack or being so tough you just will yourself to stand up again after you fall.
    • You gain action points every time you level up (3+level)
    • You can use an AP to:
      • Take a second attack
      • Make a fortitude save DC 15 to avoid death, stay stable at -9
      • Add 1d6 to any dice roll
      • Recall 1 spell or ability already cast/used
      • Add +4 dodge bonus to your AC for 1 round when Fighting Defensively
      • Add 4 to your spell DC or caster level for 1 round
      • Avoid miss chance entirely if you have Blind Fight
      • Double your Initiative Bonus if you have Impr. Init.
      • Half the penalty if you have Power Attack
      • Stabilize yourself if you’re under 0 HP
    • Note: You can use an AP at any time, but not in reaction to what I say (adding AC if I announce you’re hit, or 1d6 after your roll fails)
  • Resurrection and Raise Dead Magic
    • These spells are not commonplace
    • Often to raise someone from the dead is the object of a quest unto itself, and it always comes at a great cost, not just in gold
    • It must be done in a specific place, at a specific time, and there are dangers.
  • Alignment
    • During character creation, do not write down an Alignment. Your characters are still the same as if Alignment was tracked, simply the statistic itself is not tracked.
    The mechanic that replaces Alignment is Taint. Taint is a measure of evil’s hold on someone’s soul. Undead, demons, and evil creatures have a Taint score, rather than an alignment. Any spells that reference alignment now reference Taint (Detect Evil or Protection from Evil now become Detect Taint, etc)
    • You become tainted by being in a Tainted area for a long period of time, coming into contact with tainted monsters, magic or items, or witnessing/committing horrible, evil, or depraved acts.
    • Taint manifests as corruption (physical) or depravity (mental).
    • Corruption/Depravity is measured in points. Upon acquiring these points, a Fortitude or Will save (respectively) is made to avoid being affected. Each character has a Corruption and Depravity threshold, an amount of points beyond which they will die or go insane. There are 3 levels of corruption/depravity before that point – Mild, Moderate, and Severe. See the PDFs section of the site.
    • Upon receiving your first point of corruption or depravity, you are considered mildly corrupted or depraved if you are not healed with a restoration, heal, or greater restoration spell within 24 hours. Similar applies to the Moderate and Severe thresholds (restoration doesn’t apply to Moderate, only a miracle or wish spell affects Severe).
    • If you are not healed within the 24 hour period, the condition is permanent and you develop a symptom (see the PDFs section of the site)
    • When you reach Moderate and then Severe levels of corruption or depravity, you gain one bonus feat each.
  • Roleplaying Corruption/Depravity*
    • Taint represents the characters’ souls being worn down by the endless battle against evil. If you have a high score in either corruption or depravity, this may mean that your ideals and morals are beginning to slip. Perhaps you want to roleplay this change. It is not a change in personality, rather it might represent your character being frustrated, becoming more machiavellian, or even embracing the taint and losing a pure part of themselves.
    • Some prestige classes (Corrupted Avenger) go even further, and characters with that prestige class can embrace the taint and use it to become more powerful – this represents “giving in to the dark side” – even if it is for a good cause.
    • Go to the PDFs section for the PDF outlining all the rules for Corruption and Depravity.

House Rules

The Threat From the Deep zakkain