Nitharos II: Dusk til Dawn
house rules are not limited to the house we are in, rather the campaign we are playing… so don’t get smart! :P
- Spell Mixing2
- Creative Casting3
- The Unwritten Rule5
- Replacement Skills6
- Class Feats7
- Custom Classes, Feats, etc.8
Be creative! if you want to do something that isn’t in the rules just tell me, and I will make up some rules and dice throws.
2 Spell Mixing
Fed up with locked spells? lets mix them! The only pre-requisite is that you currently have memorized spells that could produce similar effects.
Example: Lets say you want to create poisoned food with a spell, no need to cast “create food” and then “poison”, just ask me and i’ll let you cast “create poisoned food”.
3 Creative Casting
Create your own spells! (i wont allow this at low levels, so i wont write how to do this yet)
4 Mix’n’Match (also known as Synergy Skills)
Performing more than one skill at the same time? no problem!
I will say what is the primary skill to be used (the one you roll) and i will give you a bonus if you have more skills that are relevant!
Example: Craft + Concentration, or Diplomacy + Sense Motive
See http://www.d20srd.org/srd/skills/usingSkills.htm for more info on skill use.
5 the unwritten rule
DM’s word is law.
6 Replacement Skills
If the rules say you need to use Gather Information, but you don’t have anything in this, i might let you use Diplomacy or Intimidate instead.
7 Class Feats
Some class features are available as new feats, they are:
|Humanoid (aquatic)||Outsider (evil)|
|Humanoid (dwarf)||Outsider (fire)|
|Humanoid (elf)||Outsider (good)|
|Humanoid (goblinoid)||Outsider (lawful)|
|Humanoid (gnoll)||Outsider (native)|
|Humanoid (gnome)||Outsider (water)|
With this feat you may select a type of creature from among those given on Table: Ranger Favored Enemies. You gain a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, you get a +2 bonus on weapon damage rolls against such creatures.
If the you choos humanoids or outsiders as a favored enemy, you must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.
You may select an additional favoured enemy from those given on the table. In addition the bonus against any one favoured enemy (including the one just selected, if so desired) increases by 2.
You may select this feat again once every five levels (10th, 15th, and 20th level)
Favoured Enemy, lvl.5
With this feat you can fly into a rage a certain number of times per day. In a rage, you temporarily gain a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but you take a –2 penalty to Armor Class. The increase in Constitution increases your hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can you cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. You can use any feat you have except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. You may prematurely end his rage. At the end of the rage, you lose the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.
Your bonuses to Strength and Constitution during your rage each increase to +6, and your morale bonus on Will saves increases to +3. The penalty to AC remains at –2.
While in a rage, you gain a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves you also receive during your rage.
You no longer becomes fatigued at the end of your rage.
Your bonuses to Strength and Constitution during your rage each increase to +8, and your morale bonus on Will saves increases to +4. The penalty to AC remains at –2.
8 Custom Classes, Feats, etc.