House Rules (4E)

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Contents

Fluff

4E Fluff

Toss it in the bin. Replace all instances of "Feywild" with "Astral Plane"

Magic Mechanics

(See Unreality)

Character Creation

Races

(See Races)

Classes

(See Classes))

Alignment

The various Neutral, Lawful Evil and Chaotic Good alignments from 3.5e return. Unaligned from 4e remains, replacing true neutral.

Class Skills

Every class has every skill on the class skill list, with the exceptions of insight and perception. These skills can still be gained by using feats, as usual.

New Trained Skills

At 5th level, and every 5th level thereafter, the character gains training in another skill.

Languages

Your character speaks, reads and writes in a language common to the country of their upbringing. If the character has spent more than four years in another country, they will have knowledge in that language as well. (See: Languages)

Language Description Spoken by Alphabet
Aquan Dense but flowing language, rarely heard. Water elementals, Water maidens, Mulinel and some of her worshippers. Elven
Auran Wispy language of sudden starts and stops. Very rare. Air Elementals, Ragnae, few of her worshipers. Elven.
Celestian A blunt but noble tongue. The Celestial Capital and residents, sometimes learned by clerics of one of the trinity. Riscanan
Draconic Once used by the dragons in meetings between them. Carried on by their descendants. Evolved from arcane chants. Dragonkin, Dragons, some practitioners of the arcane. Arcane
Dwarven (Tyren) Language used by Tyren dwarves within the mountain holds. Rarely heard outside unless two such dwarves meet. Tyren Dwarves Runic
Elem Evolved from and is very similar to Kaltian, speakers of the two languages can often understand 80% of each other. Elem Kaltian
Elven (high) Wordy but beautiful sounding language. Leyandra, some residents of Banato (mostly Durmlon) and Walstad Elven
Elven (sylvan) Evolved from high elven, very similar to it. More simplistic and containing adaptations of words from the countries surrounding Walstad. Walstad, Most elves in Nuln Elven
Elven (Ice) Evolved from a very old version of High Elven. Incomprehensible in either direction in modern times. Ice Elves. Runic
Ethereal A drawn out and chaotic language, often mistaken for babbling. Laviege Cults, Demons, Laviege, some undead. Elven
Flamman Quick and harsh language. Rare. Fire Elementals, Fianna, some forges use it for terminology. Elven
Gigan Language of the giant kingdoms in the frozen north. Giants, Ogres, some Ice Elves Runic
Gnome (Land) Language of land gnomes, a pleasant if meandering language. Land Gnomes, most Sea Gnomes. Gnomish
Gnome (Sea) Evolved from the land Gnome tongue. Very fast paced language. Even sea gnomes have difficulty deciphering this, so if the message is important, often the land version will be used instead. Sea Gnomes, Engineers. Very rarely used in writing as most sea gnomes feel their own need to improve upon the alphabet. Mostly incomprehensible except to the gnome who wrote it and any he's told how to read it.
Kaltian Eclectic Tongue that is an amalgamation of many sub-dialects. Abrupt changes in word origins often leads to harsh tones. Kaltias common tongue, though regional dialects of it are used more often, depending on the district in question. Kaltian
Nuln Evolved from old Riscanan, mixes and adapts many elven words. Still, the two languages are at least 60% comprehensible to each other. Nuln, has become more common in use among Walstad border towns. Riscanan
Ohnben Evolved independently from an old Kaltian dialect. Very far from modern Kaltian and mostly incomprehensible to Kaltian speakers. Ohnben clans. Kaltian
Ruklan Language of the Blackthrone. Cold and stern in tone. Devils, some Worshippers of Valgamoor, Kali, and Juran. Ruklan
Riscanan Language of Riscana. Stately and Honorable. Riscana, many of Nuln Riscanan
Terran Slow and bold tongue. Very rare. Earth elementals, Terrema, some of her worshipers. Elven

Equipment

Magic Items

(Implement weapons here) (Less rigid rules as to enchantments)

Combat

Death and Dying

  • If a character who is unconscious receives magical healing, they may immediately make a saving throw, if they succeed, they awaken. If they fail, they remain unconcious but may attempt saving throws again at the beginning of their turns and whenever they receive further healing.
  • Characters recovering from unconsciousness via healing are afflicted with weakness until the end of their next turn.
  • Saving throws vs. death are taken a turn after the character becomes unconcious. If they awake before then they take their turn in the initiative order as usual, if they awake after, their initiative is changed to when in the round they awake.
  • If a saving throw vs. death is failed and the character has a hp of -1 or below but above their surge value expressed as a negative, that characters hp is immediately set to their negative surge value.
  • If a saving throw vs. death is failed and HP is negative surge value or below, that character cannot return to action during this encounter no matter how much magical healing they receive.
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