House Rules

Alignment

Alternative Classes and Kits

Travel

One centimeter on the world map equals to 300 kilometers, and a party travels at around 30 kilometers per day, verging on around 65 kilometers if on horseback.

Living expenses are on average 5 gold a month.

Combat

Critical Hits and Failures:
For die rolls of 18-20, cleariing the target AC by at least 5 is a critical hit. For each increment of 5, the crit level is increased. For example, clearing by 10 is a double crit and 15 is a triple crit.
For die rolls below 18, one must clear by 10 and the increment is 10.
Each level of critical grants an additional die for the damage roll. Status effects are also possible with a 1d10 roll for location and 2d4 roll for severity.
The maximum crit level is a triple crit with 3 extra damage dice.

If someone rolls a natural 1 on to-hit, they must roll a saving throw vs. death for effects.

If a spell caster is attacked while casting a spell, he or she must make a saving throw vs. death for fizzling effects.

Moves:
Called Shot: aim at a particular part of the body with a -4 penalty to hit. This has the potential to cause status effects like a critical hit if the damage is sufficient.
Cleave: strike a foe in melee with -2 penalty to hit, if the blow kills, attack again with an additional -2 penalty up to 4 foes.
Crushing Blow: attempt to make a critical hit but provoke attacks of opportunity with -2 AC, no shield bonus, and no dexterity bonus to AC
Wild Swing: +1 bonus to hit at the cost of -2 AC next round
Piercing Shot: a ranged kill by 5 or more can pierce and strike a creature directly behind it with a -4 penalty.

Attack Bonuses:
Flank attack: +1 bonus to hit
Rear attack: +2 bonus to hit
Surprise attack: +4 bonus to hit
Higher level thieves deal 2 additional damage die with a back attack to humanoid creatures.
Surprise attack: +4 bonus to hit
High ground: +1 bonus to hit in melee while attacking from the high ground or a mount.
Attack of opportunity: when engaged in melee combat, a free attack is granted out of turn if an enemy tries to move past or turns to flee.
Defender Invisible -4 to hit

Weapon Type vs. Armour Modifiers
Certain weapons are more effective against certain armour types. Modifiers is added to the to-hit die roll.
armor_vs_weapon_type.png
Chain mail includes bronze chain mail
Leather armour includes padded armour and hides

Weaponry

All bows have a base RoF of 1/1, but can be increased as normal by a fighter specialization, and through passive Ranger skills.

Clerics:

Clerics gain access to an amount of spells based on this formula: Amount of Memorizable Spells*4+1 up to a maximum of 15 of each spell level. Extra memorizable spells are added flat afterwards, and are not multiplied.
For example a Level Two Cleric with 13 wisdom would be able to memorize 2*1st+ 1 level spells, and has therefore access to 10+1*1st level spells.

Fighters:

Fighters may Specialize with a weapon at level 1, gain Master proficiency at level 6, High Master proficiency at level 9, and Grand Master proficiency at level 12. High Mastery and Grand Mastery require months, or even years of training – possibly requiring the character to sit out some adventures.

Specialized proficiency gives + 1/+ 2 to attack and damage rolls, Mastery gives + 3/+ 3, High Mastery scores critical hits on 16 and above hits instead of 18, and Grand Mastery increases a weapon’s damage die roll to the next greater die size against all opponents.

Fighters start off with 1/1 attacks, but if the fighter is specialized with a weapon he attacks at 3/2 from level 5-6, 2/1 at 7-11, and 5/2 at 12+.

Rangers

Rangers start off with 1/1 attacks with bows, but he attacks at 3/2 from level 5-6, 2/1 at 7-12, and 5/2 at 13+

Paladins

Paladins start off with 1/1 attacks, but attacks at 3/2 from level 7-12 and 2/2 at 13+.

House Rules

Irraglin - The Age of Carving ChristianBurja