Campaign of the Month: April 2013
Myyth Realm: Legacy
Official House Rules
Updated: May 2016
Ability scores are created as follows: roll 4d6 for each ability score, dropping the lowest number each time, and arrange as desired. The scores can then be modified in the following manner: two for one up to 16, three for one to 17, and four for one to 18. No base ability score can be over 18. Reroll all ability scores if the sum of modifiers (before adjustments for race) is 0 or lower, or if the highest score is 13 or lower.
Re-roll ones when rolling hit points for a new level. At 1st-level, take full hit points (no die roll needed). At 2nd through 5th-level, re-roll the die if lower than half the possible hit points before modifiers.
A player can be awarded experience point bonuses for the following:
• Updating character statistics on the Portal (100 XP between sessions)
• Web site maintenance of the Portal page (250 XP between sessions)
• Maintaining the Battle Sheet (250 XP per session)
• Maintaining the Seeker Chronicles (250 XP per session)
• Creating a detailed character history (50 – 250 XP)
• Creating campaign art (50 – 250 XP per drawing)
• Keeping a character journal (50 – 250 XP per entry)
• Earning Merit Tokens during play (50 – 250 XP per token)
If a character dies, the player can make a new character with either ½ the experience points of the deceased character or is created two levels lower (player choice). A player can retire a living character (per Dungeon Master approval) and make a new one with either ¾ the experience points of the retired character or is created one level lower.
In the event that a player cannot attend a game session, his character may be played by another player but earns only ½ the experience points, or can be held in inactive “limbo.” Which to do is at the discretion of the player, but may be overruled by the Dungeon Master.
In the event that a threat (rolled with a natural 20) is confirmed as a critical hit by a subsequent roll of a natural 20, it becomes a threat for an instant kill. If the threat for an instant kill is confirmed through an otherwise successful attack roll, the target is reduced to –5 hit points. Should this roll also result in a natural 20, the target’s soul is ripped from its body and utterly destroyed (the target is treated as having the Outsider type for purposes of resurrection). Creatures immune to critical hits are not subject to instant kills.
On an unmodified attack roll of 1, a player rolls a Reflex save (DC 15) or their character falls prone and loses all other actions for that round. A natural roll of 1 on the Reflex save results in not only the above but the character also loses his next round of action while remaining prone. A fumble, even with a successful save, ends any attack action. If a full attack, subsequent attacks are negated and only a five-foot step can be taken. If a single attack, a move action (if available) can be taken after a fumble. A player must declare whether they intend to perform a full or single attack before their first attack roll.
Critical Skill Check Success/Failure
On an unmodified skill check roll of 20, a +10 critical success bonus is applied to the check before modifiers (making it a 30 for computational purposes). On an unmodified skill check roll of 1, a –11 critical failure penalty is applied to the check before modifiers (making it a –10 for computational purposes).
A character can hold his breath for a number of rounds equal to his Constitution score but only if taking move or free actions. If taking standard or full-round actions (e.g. making an attack), the remainder of the duration for which he can hold his breath is reduced by one round per occurrence.
Natural Healing, Stability & Survivability
Through natural healing, characters recover an additional number of hit points per day equal to their Constitution modifier (double if full bed rest). Additionally, the Constitution modifier is added to the 10% chance of becoming stable (a negative modifier is considered a +0 for the purposes of these calculations and does not impose a penalty). Death occurs when a character’s hit points reach a negative number equal to their Constitution score, but not less than –10 (per the standard rules).
Heal Skill Variant
A player can attempt to stop mortal wounds on a dying character by making a DC 25 Heal check (a full-round action). Success results in the character becoming disabled (0 hit points).
In addition to the limitations stated under the fifth-level raise dead and seventh-level resurrection spells, the caster’s Constitution score is permanently lowered by one point per spell cast. The spells reincarnate, true resurrection, and wish, as well as magical items with like effects, are exempt from the above.
Magic Item Identification
The arcane material component for the identify spell is changed from a pearl to any gem of at least 100 gp value. In addition, the Magical Appraisal skill trick is available.
Magical items that hold charges can be recharged following the guidelines in Unearthed Arcana (p. 158).
In most situations, psionics will be treated as magic spells with a like effect. Special situations will be handled on a case by case basis by the Dungeon Master due to the difficulty and complexity of adding psionics to a magic-based system.
Bag of Holding
A bag of holding’s capabilities are clarified as follows:
• An unencumbered adult human, elf or similarly sized creature can fit through the bag’s two-foot opening. An unencumbered adult dwarf, or other large-framed race, does not fit though the opening. An encumbered Small creature (i.e. wearing typical armor/gear) can fit through the two-foot opening but there is a 5% chance of piercing/rupturing the bag of holding.
• One Small or Medium-sized creature can fit in a Type III bag of holding. Three Small or two Medium-sized creatures can fit in a Type IV bag of holding.
• A living creature can survive in a bag of holding for 10 minutes before the residual atmosphere is depleted; however, it is paralyzed (i.e. cannot move or act) but does breathe while within the bag’s nondimensional space.
• Items do not function within a bag of holding.
Do not attempt to manipulate the rules, nor use prior knowledge, for unjust benefit (e.g. “Oh, that is a chimera, I fought those in my last campaign!”). You may spoil someone else’s role-playing experience and, in extreme cases, your character’s experience points may be penalized for that adventure.
It is requested that players reference only necessary materials during game play, such as the Player’s Handbook and character-specific guides. Other materials are forbidden unless the player is aiding in rules arbitration or expressly authorized to do so after requesting permission from the Dungeon Master. It is also asked that you do not reference these materials outside the game for personal benefit.
Players are not only free to explore any d20 game material available but encouraged to bring them to the table; however, any materials outside the Player’s Handbook must be approved by the Dungeon Master before use. Determinations will be made on a case by case basis.
The Dungeon Master reserves the right to amend, remove and/or add to the House Rules at any time.