House Rules

Character Creation
Fixed Enhancement Bonuses: We’re using the fixed enhancements bonuses and alternative reward found on p209 of the DSCS

Equipment: Start with level 1 starting money as well as a magic item of your level and one of your level -1.

Thri-Kreen: Thri-Kreen get Chatkcha proficiency for free

Elemental Priest Theme: Choose an element to focus on. All attack powers from the Theme, gain that descriptor.

Insight: This skill is the skill used as the Knowledge skill for Psionics.

Healing Surges:
1) Pushing the Limit: I hate when people miss an important roll by one point. If they do, I’ll offer to let them spend a healing surge to push the roll by one point – turning failure into success. This is sort of like the 3E action point, except you know when you spend it that it’s going to work. The idea is that the PC is pushing themselves to their limits – when the enemy blocks the strike, they find that surge of energy they need to push through the defense, or the surge of willpower to overcome domination.

2) Try Again: Spend a healing surge to make a power “Reliable” (after they miss all targets with it),which means if you miss you do not expend your power and can try again. Fail with your Avalanche Strike? If you call on your inner reserves, you can keep going.

Action points:
Characters gain 1 AP per combat, milestone give an additional AP, more than 1 AP can be spent per combat.
1) Never Miss If you spend an action point and you miss on an attack power you still do 1/2 damage or implement the power’s effect (but not damage), player’s choice.
2) Add to a Roll
Level – Action Dice Rolled
1st-7th - 1d6
8th-14th - 2d6
15th-20th - 3d6

When you spend 1 action point to improve a d20 roll, you add the result of a 1d6 to your d20 roll (including attack rolls, saves, checks, or any other roll of a d20) to help you meet or exceed the target number. You can declare the use of 1 action point to alter a d20 roll after the roll is made, but only before the GM reveals the result of that roll. You can’t use an action point to alter the result of a d20 roll when you are taking 10 or taking 20.

Depending on character level (see table), a character might be able to roll more than one d6 when he spends 1 action point. If so, apply the highest result and disregard the other rolls. A 15th-level character, for instance, gets to roll 3d6 and take the best result of the three. So, if he rolled a 1, 2, and 4, he would apply the 4 to his d20 roll.

3) Activate Class Ability A character can spend 1 action point to gain another use of a class ability that has a limited number of uses per day. For example, a monk might spend an action point to gain another use of her stunning fist ability, or a paladin might spend an action point to make an additional smite attack.

4) Boost Defense A character can spend 1 action point as a free action when fighting defensively. This gives him double the normal benefits for fighting defensively for the entire round

5) Emulate Feat At the beginning of a character’s turn, he may spend 1 action point as a free action to gain the benefit of a feat he doesn’t have. He must meet the prerequisites of the feat. He gains the benefit until the beginning of his next turn.

House Rules

Dark Sun Blood and Silt Raddu Raddu