House Rules (4E)
From Reydala
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)
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.