House Rules

Overview

Don’t get me wrong, I adore D&D, but I’ve been playing for several years now and a few things always bother me. So I’ve taken a few liberties with changing the rules of my campaign to make them more streamlined.

I’m also going to admit, I took a leaf or twelve out of the Pathfinder RPG (To the point where it might be a good idea to use that character sheet), but that was mostly with the skills. It’s mostly just to make things go faster and make it so that I don’t have to spend 20 minutes looking up finnicky rules each session.

Skills

Acrobatics

Condenses: Balance, Jump, Tumble
Special Note: Only Monks, Rogues, Swashbucklers, etc. (those who have tumble listed as a class skill) can use Acrobatics to move through an opponent’s threatened area or occupied space.

Special Note: If you have 3 or more ranks in Acrobatics, you gain a +3 dodge bonus to AC when fighting defensively instead of the usual +2, and a +6 dodge bonus to AC when taking the total defense action instead of the usual +4.

Fly

New Skill: Used when flying, replaces Maneuverability scores (Info Here )

Represents are skill at flying, either through the use of wings or magic, and ability to perform daring maneuvers while airborne. Note that this skill does not give you the ability to fly.

Perception

Condenses: Listen Spot, Search (Also covers smell, taste, touch.)

Special Note: Allows the identification of potions by taste

Special Note: Elves, half-elves, gnomes, and halflings receive a +2 racial bonus on Perception checks. Creatures with the scent special quality have a +8 bonus on Perception checks made to detect a scent. Creatures with the tremorsense special quality have a +8 bonus on Perception checks against creatures touching the ground and automatically make any such checks within their range.

Special Note: A spellcaster with a hawk or owl familiar gains a +3 bonus on Perception checks. If you have the Alertness feat, you get a bonus on Perception checks (see Feats).

Stealth

Condenses: Hide, Move Silently

Special Note: If you have the Stealthy feat, you get a +2 bonus on all Stealth skill checks. If you have 10 or more ranks in Stealth, the bonus increases to +4.

Acquiring Skills & Class Skills

  • If one part of a condensed skill is a class skill for you, than the new skill counts.

New Uses for Old Skills

Spellcraft:

Used to identify magic items. The Identify spell now adds a 10 enhancement bonus to Spellcraft checks. (20 at Caster Level 5, +30 at CL 9).

Knowledge (local):

Works in any new locale after you’ve either been in an area 1 week, or made a DC 20 Gather Information check to get the lay of the land.

Combat Maneuvers

Grabbing an opponent, attempting to disarm them, trying to knock them over… the rules are all finicky and difficult to memorize. So, here’s the condensed version:

Combat Maneuver Bonus

Used for all of the above, you add:
CMB = Base attack bonus + Strength modifier + special size modifier

Size modifier: Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8

Some feats Make certain maneuvers easier, of course (eg. Improved Grapple, Improved Sunder)

Combat Maneuver Defense

Used to defend against all of the above, you add:
CMD = 10 + Base attack bonus + Strength modifier + Dexterity modifier + special size modifier + miscellaneous modifier

Size modifier: Fine –8, Diminutive –4, Tiny –2, Small –1, Medium +0, Large +1, Huge +2, Gargantuan +4, Colossal +8

Miscellaneous Modifier: Add any circumstance, deflection, dodge, insight, morale, profane, and sacred bonuses to AC to its CMD.

House Rules

The Savage Tide ajehy