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Character generation
Ability scores(Update):
Using 3d6. Three times a fourth d6 can be rolled after rolling the first 3d6. From the 4d6 the best 3 are taken.
First level multiclassing(Neu):
Using apprentice character levels for multiclassing at first level.
Hit Points(Erweiterung):
Auf der ersten Stufe bekommt man die maximale Anzahl an hit points.
Von der 2. bis zur 5. Stufe bekommnt man mindestens halbes Maximum an Hit Points.
Von der 2. bis zur 5. Stufe bekommnt man mindestens halbes Maximum an Hit Points.
Level Adjustment(Update):
Ein Leveladjustment von +1 kann für 3.000XP ab der 3. Stufe 'abgekauft' werden.
Siehe hierzu auch Unearthed Arcana S.18.
Ability score increase(Update):
At 8th and 16th level a character gains two ability points. The ability points may
not be spent on the same ability.
At 8th and 16th level a character gains one ability point.
Increased intelligence modifier & Skill point increase(Neu - updated 21.07.10):
When your intelligence modifier increases due to ability score increase, you gain one addition skill point
per former character level.
When your intelligence modifier increases due to a magic item, you do not gain additional skill points. Your skill points do not increase when increasing your intelligence in any way.
When your intelligence modifier increases due to a magic item, you do not gain additional skill points. Your skill points do not increase when increasing your intelligence in any way.
General
Bullrush, Overrun & Charge(Updated 21.07.10):
Bullrush und Overrun können bei einem Charge eingesetzt werden (und erhalten den üblichen +2 Charge Bonus auf den entsprechenden Wurf).
Bullrush und Overrun können nicht bei einem Charge eingesetzt werden.
Damage Reduction (Physical)(Update):
Physical damage reduction applies to falling damage, falling objects, etc.
It also applies to spells, which have physical effects, for example:
It also applies to spells, which have physical effects, for example:
- The bludgeoning damage of a meteor swarm
- Piercing damage from spike stones
- A lot of conjuration spells, which do not directly harm the target by magic, but by summoned material which hits the target
- ... to be continued ...
Damage Reduction (Stacking)(Update):
The same type of damage reduction may stack, depending on the
sources of the damage reduction (depending on the combination of class abilities,
equipment, etc.):
- Damage reduction from a class ability and equipment stacks
- Damage reduction from different class abilities stacks
- Damage reduction from different equipment does not stack
Death (Update - 27.12.10):
When reduced to less than 0 hit points, your condition becomes critical. Different critical conditions may occur:
You are always stable and unconscious between -1 and -5HP. When at minus hit points but stable, you regain half your character level hit points per day. Meanwhile you are in a comatose condition. If you succeed on a fortitude save (DC 15, +2 per 10 points of damage dealt by the attack or effect) you are instead disabled.
When your hit points are between -6 and minus a third of yourmaximum hit points (or -constitution score, whichever is higher), you are instable. While instable, you loose one d6 hit points every round. On a successful fortitude save (DC 5+ the absolute of your negative hit points), you only loose one hit point. If you fail the save by 10 or more, you loose another d6 hit points.
When your hit points are less than minus a third of your maximum hit points, you are dying. You are dead in one round.
Spells which would normally kill you instantly, like Power word: Kill or Slay Living, instead change your status to dying and your hit points to minus a third of yourmaximum hit points.
Exceptions are spells like disintegrate, which change the physics of the being when below 0 hit points or dying in a way, that it cannot recover.
Another character can make an instable character stable by succeeding on a DC 15 Heal check as a standard action (which provokes attacks of opportunity).
Another character can help a dying character only by magical means. You are disabled only at 0 HP. You are stable between -1 and -5 HP. You are instable between -6 and -9HP. You are dead at -10 or less HP.
You are always stable and unconscious between -1 and -5HP. When at minus hit points but stable, you regain half your character level hit points per day. Meanwhile you are in a comatose condition. If you succeed on a fortitude save (DC 15, +2 per 10 points of damage dealt by the attack or effect) you are instead disabled.
When your hit points are between -6 and minus a third of yourmaximum hit points (or -constitution score, whichever is higher), you are instable. While instable, you loose one d6 hit points every round. On a successful fortitude save (DC 5+ the absolute of your negative hit points), you only loose one hit point. If you fail the save by 10 or more, you loose another d6 hit points.
When your hit points are less than minus a third of your maximum hit points, you are dying. You are dead in one round.
Spells which would normally kill you instantly, like Power word: Kill or Slay Living, instead change your status to dying and your hit points to minus a third of yourmaximum hit points.
Exceptions are spells like disintegrate, which change the physics of the being when below 0 hit points or dying in a way, that it cannot recover.
Another character can make an instable character stable by succeeding on a DC 15 Heal check as a standard action (which provokes attacks of opportunity).
Another character can help a dying character only by magical means. You are disabled only at 0 HP. You are stable between -1 and -5 HP. You are instable between -6 and -9HP. You are dead at -10 or less HP.
Death from massive damage(Update - 21.07.10):
-
Tod durch massiven Schaden existiert nicht. .
Daze from massive damage(Removed - 21.07.10):
Familiar(Update - 21.07.10):
Ein Familiar erhält alle Feats seines Meisters (sofern möglich & sinnvoll), da sie praktisch ein Wesen sind.
Ein familiar bekommt keine Feats.
Tod eines Familiars(Update - 21.07.10):
Nach dem Tod oder der Entlassung eines Familiars, muss ein Magier einen Monat und einen Tag warten, um einen neuen Familiar beschören zu können.
Der Magier verliert 100XP pro Stufe (Save ganz normal) beim Tod des Familiars.
Nach dem Tod oder dem Entlassen eines Familiars, erhält der Magier für einen Monat einen temporären Konstitutionsschaden von 2, welcher nicht heilbar ist. Der Magier verliert normal 200XP pro Stufe und muss ein Jahr und einen Tag warten, bis er einen neuen Familiar beschwören kann.
Der Magier verliert 100XP pro Stufe (Save ganz normal) beim Tod des Familiars.
Nach dem Tod oder dem Entlassen eines Familiars, erhält der Magier für einen Monat einen temporären Konstitutionsschaden von 2, welcher nicht heilbar ist. Der Magier verliert normal 200XP pro Stufe und muss ein Jahr und einen Tag warten, bis er einen neuen Familiar beschwören kann.
Fast Healing(Klarstellung - 27.10.09):
Magic Item Creation - Zeitaufwand(Update - 11.11.09):
Pro Tag können Gegenstände im Wert von 1000gp hergestellt werden. Die Anzahl der Gegenstände an welchen gearbeitet wird spielt keine Rolle.
Pro Tag kann maximal ein Gegenstand hergestellt werden, sofern dieser 1000gp oder weniger kostet.
Magic Item Creation - Erfahrungspunkte(Update - 11.11.09):
Die Erfahrungspunkte, welche in einen hergestellten Gegenstand fliessen, können von jeder aus freien Stücken willigen Person kommen. Diese Person muss mindestens 50% der Herstellungszeit anwesend sein.
Die Erfahrungspunkte, welche in einen hergestellten Gegenstand fliessen kommen immer von der Person, die den Gegenstand herstellt.