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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