House Rules

Skills

Athletics

Athletics is a Strength-based skill that replaces Climb and Swim, and allows you to perform the same actions as those skills using the same rules. It also covers making jumps and softening falls, and you can use the higher of Athletics or Acrobatics for this. Feats, spells, magic items and other effects which provide a bonus or penalty to Acrobatics solely for the purposes of jumping also provide this bonus to Athletics. The following classes add Athletics to their list of class skills: Barbarian, Bard, Bloodrager, Brawler, Cavalier, Fighter, Gunslinger, Hunter, Inquisitor, Investigator, Magus, Monk, Ninja, Ranger, Rogue, Samurai, Shifter, Skald, Slayer, Swashbuckler, Vampire Hunter, Vigilante, Warpriest.

Athletic Feat

With the inclusion of Athletics, the Athletic feat now provides +2 to Athletics and Ride.

Craft/Knowledge/Perform/Profession

Every rank placed into one of these skills provides an additional rank to place in another of these skills.

Natural Healing

Add a character's Constitution modifier to the number of hit points they recover from a night's rest, and double the character's Constitution modifier when they rest for a full day.

NPCs

Mages

Wizards are exceptional practitioners of the Art, who devote themselves to the study of magic above all else. Those with the dedication and potential to become wizards are fairly rare, and unlikely to squander their talent on pedestrian matters, their powers reserved for greater needs. Those whose use of the Art is a profession rather than an obsession are known as mages. Mages learn their magics to make a living enchanting magic items and catering to the needs and desires of those who can afford magical aid, and are more common than wizards among the general populace. The distinction between mages and wizards blurs depending on the prevalence of mages. In places where practitioners of magic are rare, mages are treated with the same awe and even fear that wizards get. In places such as large cities where magic is more abundant, mages do not have the same level of mystique as wizards, though they still garner the respect any wielder of the Art deserves.

Mages are an alternate version of the Adept class. They get wizard class skills and proficiencies, use Intelligence instead of Wisdom for their spellcasting, and prepare their spells from spellbooks the same as wizards, using the Sorcerer/Wizard spell list. Also like wizards, they can specialize in a school of magic, able to prepare an additional spell of that school for each spell level every day, while choosing two other schools of magic which require two slots to prepare spells from. They do not gain any of the other abilities wizards gain from specialization.

Priests

Clerics are chosen from the bravest and most devoted faithful of a deity to become champions of their faith, trained to go out into the world to further the cause of their deity, and the skill and power they are blessed with allows them to meet the challenges of defending and promoting their beliefs. Because of the sacrifices and dangers they must endure, the majority of a god's ordained clergy does not take up this path, instead foregoing combat training and becoming priests. Priests are the divine spellcasters who most often interact with the common folk, maintaining their god's temples and aiding their god's faithful with what wisdom they have and what power they are given.

Priests are an alternate version of the Adept class. They use the cleric spell list and instead of gaining a familiar, they add the spells of two of their deity's cleric domains to their spell list at level 1.

Random Rulings

Armor Equivalents

So some D&D armor isn't exactly parallel to the stuff people really wore. And sometimes you might want your character to be wearing something that actually did exist, but there's no stats for it. So this is my rulings and examples of which armor counts as which.

Studded Leather

Studded leather armor in all likelihood never really existed, and it's questionable whether it would have been that protective, even if it was added to hardened leather instead of flexible stuff. But who cares, it looks cool so it exists in D&D. But if you wanted a real-world alternative, there's the stuff that was probably mistaken for studded leather.

Brigandine - Leather or cloth with metal plates bolted onto it, usually on the inside, which gave it the look of studded leather. Besides the standard jack of plates, there's also examples of brigandine with the plates on the outside, which I think looks cooler anyways.

Ring Armor - Like studded leather, ringmail is pretty debatable about whether it existed. It does look cool, though, and it's small pieces of metal reinforcing leather armor, so it's pretty close to studded leather in concept.

Banded Mail

Another type of armor that's basically a neologism made up after the time, but it's a personal favorite of mine, and there actually was armor that basically matches the description the game gives.

Lorica Segmentata - Hell yes. The iconic armor of the Roman Empire.

Plated Mail - Typically chain mail that included solid metal plates of various sizes. Different types were used by pretty much everybody in Eurasia outside of Western Europe.

Splint Mail

Splint Mail is like banded mail, but for losers. There I said it. Splint armor only really showed up as protection for the arms and legs, long sections of the body that didn't have to twist or bend, like that torso thing you keep all your vital organs in. There are very few examples of this kind of thing covering the body.

Plated Mail - Yeah, this stuff again. Though these examples weren't really splints as much as plates taller than they were wide.

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