d20 House Rules


Character Creation

Hit Dice
1st Level Hit Dice are determined by Size, not race or class, as follows:
  Size       HD
  ---------------
  Tiny       d4
  Small      d6
  Medium     d8
  Large      d10
  Giant      d12
  Huge       d20

Hit Points
Characters get maximum HD + Fortitude at first level and 1/2 HD + Fortitude, every level after.

Combat

Fatal Hits & Fumbles
A natural '20' always hits and does double damage. Then a second d20 roll is made, if it too is a '20', then the hit struck a fatal blow to the opponent, dropping them to 0 HP.

A natural '1' always misses. Then a second d20 roll is made, if it too is a natural '1' then the weapon is fumbled. It is dropped and must be picked up to be used again.

Heavy Hitting
Creatures that take more than 1/2 their current HP in one attack are considered Staggered, and may make only one Standard Move, or Move Action, the next round.

Charging and Bull Rush with a tower shield gives a +4 to attack roll. It is essentially the size of a door and that has to count for something.

Falling
Falling down stairs does normal falling damage but the DC is reduced to 10. (half-damage)

Friendly Fire
When firing into Melee, a natural '1' misses the intended target and strikes a random other target in the melee.

Parrying
A may choose, as Full Defense, to Parry with a weapon or staff. This grants their Reflex bonus as a deflection bonus to AC for that round.

Defensive Stand
Standing incurs an attack of opportunity from adjacent foes. By declaring 'defensive stand, as a full round action, a combatant can stand and move up to 5 feet without incurring an attack of opportunity from the combatant that tripped him.

Magic

Cantrips
Clerics and Wizards automatically know all the spells on the 0 Level list at 1st Level. However, casting any of these spells counts toward their 1st Level Spell per/day total.

Comprehend Languages
This spell works like Jump in the Testoria Campaign:

The subject gets a +10 enhancement bonus on Decipher Script checks. The enhancement bonus increases to +15 at 3rd level, +20 at caster level 5th, +25 at 7th level, and to +30 (the maximum) at caster level 9th.

Mages Staff
Mages can choose either a Familiar or Mages Staff upon creation.

A Mages Staff provides a +1 magical enhancement Bonus to attack roll, damage, and AC and may be wielded as a weapon or shield.

A Mages Staff may be used to store and cast spells. This spell is chosen upon creation. At first level it can store/cast 1 0-level spell 1/day. Every time the mage gains a level he may add a spell to the staff, but there must be at least 2 of the level below it already invested. The spell added must be known to the wizard. [See: Imbue Staff]

Example:
level 1: light 1/day
level 2: light 2/day
level 3: light 2/day, magic missile 1/day
level 4: light 2/day, magic missile 1/day, true strike 1/day
level 5: light 2/day, magic missile 1/day, true strike 1/day, invisibility 1/day

Raise Dead & Resurrection
I use J.D.Wiker's house rules for these spells because dead heroes aren't much fun.

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