Author Topic: PhaedrusXYs Houserules  (Read 4187 times)

Offline phaedrusxy

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PhaedrusXYs Houserules
« on: November 07, 2011, 02:13:54 PM »
I'm going to just make a thread to collect the house rules I'm using. This is mostly for my convenience, and for anyone playing in my games, so we don't have to go dig around to find things. This will take up several posts, so please wait till I'm done before replying.

Basics

For saving throws:
Levels with a "good" save add +0.5 for every level, with a +2 for the first time you add a class with that good save (but not if you add a level of another class with that good save). For the levels with "bad" saves, you add +1/3.

For BAB: Just take the fractions for each level and add them up. So a wizard gets +0.5 BAB per level, a cleric gets +0.75, and a fighter gets +1, etc.

You always round these down, but you have to keep track of the fraction left over for when you next level up.

Classes
  • An Alternate Fighter class is being used (see 3rd post). It is a significant power up from the core fighter, especially at the upper levels. It is an amalgamation of things I saw and compiled from various places and reworked, with one ability ripped from the Races of War fighter (Foil Action, but with a limit on daily uses).
  • An alternate Sorcerer class is being used. It is not that different from the PHB sorcerer, so I will just list the  changes here. There may be slight modifications made to this in the future.
    -class Skills: Add Intimidate and Diplomacy to the list. A sorcerer has a much stronger force of personality than most  other characters, and can learn to use this to get others to do what he wants.
    -Spell progression: Same as the wizard
    -Leveling Benefits: As the sorcerer gains levels, he learns to cast his spells in new and strange ways. Sorcerers gain all  the benefits listed under the "Special" column in the Wu Jen class chart in the Oriental Adventures book.
    -The Battle Sorcerer will also have its spell progression modified as above, and have Intimidate added to its class skills list (instead of replacing bluff).
  • Rangers and other characters with species enemies may choose organizations as their hated foes, with DM approval. (For  example, the Red Wizards of Thay would include any red wizard or solider or minion of the Red Wizards. Favored Enemy:  Shadowlands creatures would also be acceptable, if the character knew of the Shadowlands and had trained to fight creatures  from there.)
  • The caster level for all base spellcasting classes will be equal to the class level, including "hybrid" casters like  paladins and rangers.
  • Similarly, if you get an animal companion from any source, then your effective druid level is always your character level. The same holds for psicrystals, familiars, etc.
  • We're dumping the stupid penalties for losing familiars. From now on, all pets (including psicrystals) work like an animal companion. If they die, you can get another one after a day of "meditation".
  • There are no multiclassing restrictions. Also, Monks and Paladins may freely multiclass, and Druid weapon and armor restrictions are being dropped. Consider the druid weapons and armor listed to be the only ones the druid is proficient with, unless she acquires the proficiencies  elsewhere. Most druid NPCs will probably still use only these weapons and armors though, and those who use other weapons,  especially those radically different from the druid list, may be shunned or looked down upon by other, more formal druids.
  • Dropping alignment restrictions for all core classes but the Paladin. The standard Paladin is still restricted to Lawful Good, but I also allow the optional Paladins from Unearthed Arcana for other alignments. PrC alignment restrictions will still be used in most cases.
  • The Arcane Archer Prestige Class gains caster levels at every level (WTF were they thinking?). Other spectacularly crappy PrCs will probably receive the same treatment on an individual basis, like Fiendblooded (full casting progression). If you have one in mind, ask.
  • The Forsaker requirement to destroy magic items to recieve his powers does not fit the PrC and I am dropping it. Also,  the bonuses he gets each level to add to his ability scores will be considered "unnamed" bonuses and as such are no longer  subject to the +5 maximum of inherent bonuses. I still doubt anyone will want to play one.
  • All prereqs for knowing maneuvers to take a particular maneuver for Martial Adept classes are dropped. So you no longer are required to take Wolf Fang Strike before taking any other Tiger Claw maneuvers, for example... You still have to meet all other prereqs like initiator level, etc, and this is for choosing maneuvers only. It has no impact on prestige class prereqs or anything else.

Feats and skills
  • Everyone gets the benefits of the Able Learner feat for free. Cross-class ranks only cost 1 point, but your maximum ranks in a skill is still determined normally (character level +3 for any skill that's a class skill for any of your classes, half that for skills that are not a class skill for any of your classes).
  • A monk's flurry of blows ability can be combined with the Two Weapon Fighting feats. All benefits, penalties, and restrictions stack (not really a house rule).
  • Tumble checks can be opposed. The DC will be the highest opposed Tumble check of all the opponents who could make  Attacks of Opportunity on the tumbling character.
  • The rules on Sorcerers and other spontaneous casters using metamagic feats is the same as in the Players Handbook, except for spells cast using the Quicken Spell feat. These classes can spontaneously cast spells as a swift action using the Quicken Spell feat.  Spells cast in such a manner use a spell slot four levels higher than the normal spell. No other metamagic feats may be applied to Quickened spells cast by sorcerers, unless they have some other feat or class feature which lets them apply metamagic without increasing the casting time.
  • I am using Rich Burlew's modified system for Diplomacy skill, which can be found here.
  • Mindsight is countered by anything that blocks or makes you immune to [Mind Affecting] effects. Also, the Slippery Mind ability allows someone to attempt to hide from a creature with Mindsight. In order to "see" them using Mindsight, the telepathic creature must make a Spot check which only includes their ranks in Spot, Wisdom modifier, and magical enhancement bonuses to Spot. This will be opposed by a Hide check that is charisma based, and only includes magical enhancement bonuses to Hide. Distance does not play a part in this, however.
  • The Mage Slayer feat ([Combat] and the original from CArc) are replaced by the Spellcasting Harrier feat below.
  • The knowledge skill works as described in the PHB, except when identifying creatures we're going to use the following modifications:

    (click to show/hide)

General
  • I am using most of the rules from Frank and K's Tome series. The main exception to this is their fighter, which I am not using. See the later post with more details on this.
  • Abilities similar to Rage (such as Ki Frenzy from OA) may be used as prerequisites instead of Rage for PrC's. Similarly,  spell-like abilities may be used to meet spellcasting requirements.
  • One-handed weapons made of Mithril count as both light weapons and one-handed weapons, whichever is most beneficial. Two-handed weapons made of Mithril may be wielded with one hand. (No, this doesn't include bows... so please don't ask.  :p )
  • The Bastard Sword is considered a Two-Handed weapon and gains a few benefits as such, even when wielded in one hand. They are as follows: +4 on disarm checks, same hit points and hardness as a greatsword.
  • Bloodlines only add to any one class ability once. So if you're a Binder/Ardent/Anima Mage/KotSS, for example, a major bloodline would only add a total of +3 to your binder level and ardent manifester level.
  • Any other feats, spells, or Prestige Classes not mentioned above, but published in any WotC publication will probably be allowed, pending DM approval. A few items that I will not allow in their published form are: The Thought Bottle, and the Mage Slayer feat. I have a custom feat (Spellcasting Harrier) that replaces Mage Slayer below.
  • If there is some character concept, class, spell, or other idea that you have that you'd like to try out in the game that isn't covered by the rules I've laid out, or that you found on a website somewhere, etc, please tell me and we'll see what we can come up with. I've seen tons of very neat prestige classes, spells, magic items and feats online that I would be happy to allow in my game, including the Divine Trickster by Rich Burlew. I just don't have time to include them all in this material.


Spells, Magic, and Items
  • You incur no penalties for using Legacy Weapons/items. Ignore the penalty tables.
  • You can't cast spells from scrolls. They are only used to transfer spell knowledge.
  • If a spell appears on the spell list of a core caster, then all magic items crafted which duplicate the effects of that spell must use it at the level it appears on the core list. So no trapsmith wands for ju!
  • All spells with the (Healing) descriptor, including Heal, all Cure spells, Raise Dead, etc, are now back in the Necromancy School, as they were in earlier editions. Why WotC saw the need to move them to Conjuration, I'll never know...
  • Astral Projection: Items duplicated via this spell still drain charges from the original item. Likewise, spell slots used, XP used, etc, all transfer back to the orginal body and its items.
  • Planar Binding: See the Wish rules in the Tome section. Otherwise, works as written.
  • For the Candle of Invocation , I'm going to say that each individual can only use the Gate function of such an item once in their entire existence. It's basically a boon from "the gods" or whatever powers that favor you, and you only get one.
  • Synchronicity: This needs a fix, but I'm not sure how to do it. Let's just ban it, unless someone proposes a good fix and wants to use it.
  • Mind Blank vs. True Seeing: Mind Blank will block True Seeing from detecing the true form of a polymorphed creature, but it will not keep True Seeing from piercing an Illusion such as Change Self or Invisibility. Mind Blank will also keep True Seeing from revealing the aura of a creature, if True Seeing is cast as a Divine Spell.
  • Mind Blank vs. True Strike: Mind Blank has no effect.
  • Mind Blank + Invisibility vs. See Invisibility: Mind Blank has no effect.
  • Mind Blank + Displacement vs. True Seeing: Mind Blank has no effect.
  • Mind Blank vs. Detect X: Mind Blank prevents the spell from divining information about the subject. Mind Blank is also effective against Detect Magic, even though strictly speaking Detect Magic is a Universal spell, not in the Divination school.

My reasoning on the interaction of Mind Blank with True Seeing and the other spells above is as follows:
(click to show/hide)

  • Polymorph, Alter Self, Polymorph Any Object, and Shapechange have been altered significantly. (See inside the spoiler below for details.) I have tried to simplify the shapechanging spells by dropping all the extraordinary and supernatural stuff from them. If you want access to some outsider's magical abilities, then call it using Planar Binding, or write your own entirely different spell for that.

    Also, I limit the modifications to ability scores and natural armor by caster level, and make all of them castable on other people. These two things combined will make them better to cast on the party "warriors" than on the casters themselves. The spells should still maintain alot of their usefulness, but not be too powerful (I think).
(click to show/hide)

  • For the Wish spell, see the section below on Frank and K's tomes.
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Offline phaedrusxy

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Re: PhaedrusXYs Houserules
« Reply #1 on: November 07, 2011, 02:14:18 PM »
Clarifications on Frank and K's Tome rules as I'm using them.


I am using most of the rules from Frank and K's "Tome series". This includes the Book of Gears, Dungeonomicon, Races of War, Tome of Necromancy, and Tome of Fiends, but NOT the Tome of Prowess, as I'm not familiar with it. There is also a huge list of unsorted material, mostly feats, here. This might be allowed, but I'd want to review it on a case by cast basis. The things listed specifically in this post are not an exhaustive list of what I'll be using. I am only highlighting a few points in this post that everyone should definitely be aware of.

As suggested in one of the Tomes, clerics and druids only automatically know the spells in the PHB plus 1 for each spell level from splat books. For more spells outside the PHB, they have to learn them from scrolls like a wizard.

We'll be using the consolidation of material damage reduction types from the Tomes, also (Book of Gears, I think), except I want to keep Cold Iron instead of having it be beaten by normal iron. It will still also be beaten by all the other things they list, though.

See here and here for the economics, and here for changes to how the Wish spell works. You can't Wish for partially charged items, nor can you craft partially charged items.

I'll be using the weapon and armor rules in that book also, except that I don't like having both an armor check penalty and a "armor stealth penalty". So we're going to just use Armor Check Penalties as they are in normal 3.5, or the ones listed in Races of War, whichever is better. I'd like to simplify things, not make them more complicated. Also, there is no max dex on freakin' clothing. That's just dumb. If you're planning on using something you're not actually proficient in, you should look over those rules as they are a lot more harsh for doing so. On the bright side, I think I'll allow the "exploits". So you can train to become proficient in something without burning feats or class levels on it.

The Mage Slayer [Combat] feat (and the original from CArc) is being replaced by the Spellcasting Harrier feat below.
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Offline phaedrusxy

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Re: PhaedrusXYs Houserules
« Reply #2 on: November 07, 2011, 02:14:33 PM »
The Fighter Class

(click to show/hide)


I use the Warmage redesign by Koumei, which can be found here, with the following tweaks to the spell list.

Warmage spell list (modifed by Koumei, and then me):

(click to show/hide)

Altered Spells:
(click to show/hide)


Here is a tome-styled evil version of the Rainbow Servant that I made.

Naga Apostle
The coatl are not the only serpents to tutor mortals in their ways. The Naga Lords, fiendish ha-naga that aspire to divine ascension, also grant mortals a touch of their power. In return, they ask that these mortals spread word of the power of their masters, and encourage others to worship them and make dark sacrifices to them. The mortals are rewarded with many of the abilities of their masters, including immortality for as long as they remain loyal subjects.

(click to show/hide)
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Offline phaedrusxy

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Re: PhaedrusXYs Houserules
« Reply #3 on: November 07, 2011, 02:14:46 PM »
    Modifications to existing feats:

    (click to show/hide)

    Additional Feats: (compiled from various places. mainly from the WotC boards, again. I've reworked most of them extensively to try and bring their power level up somewhere near the Combat feats from the Tomes, though.)

    (click to show/hide)

    Fighter Only Feats: (these can only be taken by someone with levels in the fighter class. They are all considered fighter bonus feats.)
    (click to show/hide)

    NEW USES FOR OLD SKILLS
    (click to show/hide)
    [/list]
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    Offline phaedrusxy

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    Re: PhaedrusXYs Houserules
    « Reply #4 on: November 07, 2011, 02:15:02 PM »
    Even More Feats

    (click to show/hide)
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    Offline phaedrusxy

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    Re: PhaedrusXYs Houserules
    « Reply #5 on: November 07, 2011, 02:15:16 PM »
    Specifics for the Time Traveling campaign (other than the stuff listed in the other posts in this thread):

    • Starting level 7
    • 36 Point Buy
    • Max hit points at first level, average after that (3.5 on a d6, for example). Or you can roll after first, if you'd prefer that.
    • Wealth by level is basically thrown out the window. You get to start with 8 level-appropriate magic items. You can only use 8 magic items at a time, anyway. See below for details.
    • No flaws. 1 Trait
    • Partial BAB and saves (Unearthed Arcana)

    • No item crafting feats. Everyone can craft one item of their level at every character level. No XP cost for item crafting. If you get an item crafting feat as a bonus from a class, pick another feat that is appropriate for that class instead.
    • Guidance of the Avatar is banned, because it makes most skill checks meaningless. The Dark Chaos feat shuffle, and buying magical location feats and retraining them are both right out also. Other similarly broken things will be banned too. I'm sure I'm forgetting some.
    • Traditional spellcasting has become unreliable in the present. See below for details.*
    • Set in the Forgotten Realms, but most materials available. (All official D&D, and homebrew on a case by case basis)

    It will be set in FR, but it won't look much like the "normal" FR. It will be right in the middle of basically the Apocalypse. I'll explain more in the game thread. But, Mystra has been killed (along with a lot of the other gods), and no one has taken her place. "Standard" magic has become wholly unpredictable*. Many of the most powerful spellcasters in the world just outright died when she did, including all of her chosen. The world is in absolute chaos, with wars everywhere, kingdoms destroyed, powerful monsters running wholly unchecked, etc. You can imagine...

    Your characters should all either be very old (several hundred years at least), or from the past (at least several hundred years in the past).** In earlier times, you guys would be kind of low on the totem pole as far as FR power goes, but... things have changed. All the really powerful people are either dead, overwhelmed with trying to preserve a bit of sanity in the world, or sowing their own brand of chaos, depending on their predilection. You'll be questing to find a way to go back in time and prevent the cause of this cataclysm. And that cause is... the ascension of Pun Pun.   :smirk  (You're almost certainly not the only people trying to "undo" things, but being relatively low-level nobodies might actually be to your advantage starting out... letting you stay "beneath the radar"...)

    You're welcome to play traditional spellcasters. Just know that your spells will be unpredictable. Magic items that do not reproduce spell effects seem to function fine, as do powers not dependent on "the weave" (psionics, incarnum, warlocks, spell-like abilities, and... I'll decide the rest later). Also, if/when you make it to the past, things won't be messed up there for traditional spellcasters.

    If you're interested in playing some kind of "monster race", make sure you check out the Races of War rules for that. I'll be using some variations of that on a case by case basis, and NOT using the standard LA system at all when it is avoidable. Seriously... if you like playing monsters (and who doesn't?) look into the Tomes. The Tome of Fiends has rules for playing a True Fiend, for example. This is a "base class" that is solely for advancement as a demon/devil/etc.

    For magic items and wealth, we're going to go with the 8 item limit that they talk about in the Book of Gears. You basically can only have 8 "constant effect" magic items at a time. Single use items like potions don't count against this, and neither do "use activated" items (like magic weapons that only do damage, for example). Wands don't count as "attuned" items, but staves (staffs) do. We'll use the rules on page 225 of the Magic Item Compendium to estimate what levels are appropriate for magic items with the modifications found here. We're dumping the "body slot" system entirely. You can totally wear 8 magic rings if you want to, but that will be all the magic items you can benefit from at once. You can own more than that, but swapping them out will usually take 15 minutes of "attunement".

    Ammunition is not magical. I might allow individual magical ammunition that works basically like a potion in arrow form.

    We're going to hand waive magic item creation stuff. Don't bother taking feats. If you want to say you crafted your stuff, you can. It will take time is all, and it won't give you any economic advantage over someone who buys theirs. It won't cost any XP, either. XP also won't be given out for killing things. You'll be rewarded for completing storyline objectives, regardless of how you do it.

    Only "lesser" magic items will be for sale with gold, and they will be the basic items like weapons with only an enhancement bonus, and maybe something like the flaming property. (Basically anything that costs less than 15,000 gp.) However, enhancement bonuses will scale with levels, as outlined in the Book of Gears. We can RP this as you upgrading the items somehow, or it can just represent your growing skill at using the item, however you would prefer. So you don't have to replace your magic sword every 3 levels. Changing bonuses around to other types will not be allowed, either.

    It might be possible to trade for more powerful magic items (worth more than 15,000 gp and/or listed on the Medium or Major tables in the DMG), but you'll have to offer something of relatively equal value. This might not always be an object. Of course you can always kill people and take their stuff, too. ;) I'll try to make sure and keep everyone outfitted appropriately, and try and fit acquisition of items into the game in ways that are fun and appropriate. It would be helpful if you all made "wish lists" of things you'd like to get.

    Combining magic items is totally fine, as long as they are appropriate for your level in the end. There is no charge at all for combining items. You just add the price of the items together to get the final item value.

    "Minor" magic items will be fairly common, but medium and major ones (costing more than 15,000 gp) will not. It is entirely possible for someone to use a magic item that is above their level if they somehow obtain one. However, medium and major items (that cost more than 15,000 gp) are highly coveted by powerful creatures and individuals. So if you get your hands on something wildly more powerful than you should probably have, expect and be prepared for them to try and take your stuff, if they know about it. See the Wish Economy rules for more details on this.

    And on that note, here is something on style: There are certainly more powerful things than your character in the game, and the world is quite lawless. I won't go out of my way to kill you, but if you blunder into the cave of an ancient dragon and piss it off, I won't pull any punches because you're in over your heads. I will try to provide "in game" warnings if you're headed for something that is almost certain death for you, but please try to play intelligently. Not everything that you might encounter in the game is something I specifically placed there for you to kill.


    Here is a new fiendish sphere (as in the Tome of Fiends): the Time Sphere
    (click to show/hide)

    * I'm thinking I'll have you roll on a Wild Surge table every time you cast a "traditional" spell. I'm not sure exactly how it will work, but I'd say you'll probably only have a 50% chance of them working correctly, but I'm open to discussing this. Maybe 50% chance to work normally, 25% chance to just fail outright, 20% chance of doubling their power, and 5% chance of something else entirely happening. At this point, Shar is still alive (so shadow weave users don't suffer these rules), but who knows how long she'll last. :D

    **If you join later in the game, this requirement might be lifted, as you could play someone who is actually living in the past when the rest of the PCs show up there.
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    Offline phaedrusxy

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    Re: PhaedrusXYs Houserules
    « Reply #6 on: November 07, 2011, 02:15:31 PM »

    For saving throws:
    Levels with a "good" save add +0.5 for every level, with a +2 for the first time you add a class with that good save (but not if you add a level of another class with that good save). For the levels with "bad" saves, you add +1/3.

    For BAB: Just take the fractions for each level and add them up. So a wizard gets +0.5 BAB per level, a cleric gets +0.75, and a fighter gets +1, etc.

    You always round these down, but you have to keep track of the fraction left over for when you next level up.

    As per the Book of Gears, you can only wear 8 "constant effect" magic items at a time. Single use items like potions don't count against this, and neither do "use activated" items (like magic weapons that only do damage, for example). Wands don't count as "attuned" items, but staves (staffs) do. We'll use the rules on page 225 of the Magic Item Compendium to estimate what levels are appropriate for magic items with the modifications found below (Item Levels section). We're dumping the "body slot" system entirely. You can totally wear 8 magic rings if you want to, but that will be all the magic items you can benefit from at once. You can own more than that, but swapping them out will usually take 15 minutes of "attunement".

    Magic items that just provide a bonus scale with your levels according to the chart found here. They "cost" the amount of whatever the least magic item of that type costs (So "magic armor" costs 1000 gp, plus the mundane item's cost). Items that provide a bonus to an ability score start at +2 (and 4000 gp), but do scale through odd numbers as you level (so at level 9 they'd give you a +3 Actually, you round up on these. So at level 7, they'd give you a +3, and at level 10 this would increase to +4). Items that provide a competence bonus to a skill start at +5 (and 2500 gp).

    The rationale for both the 8-item attunement limit and the scaling bonuses is that most magic items are powered by your own chakras/lifeforce/soul, and each soul can only power eight at once. Very minor items, such as potions and wands, do not draw enough of this power to matter, but more powerful ones do. Likewise, more powerful souls can boost the magic items attuned to them more than weaker souls can.

    A consequence of this is that creatures without souls cannot normally use magic items. So no equipping your mindless undead army with all of your extra bling. For our purposes, we'll say that anything that Mindless is also considered Soul-less.

    Item Levels
    Ok... I was just looking over the table on magic item levels in the MiC on page 225... and I'm realizing that it isn't actually all that great for what I'm trying to use it for. It's really for equipping NPCs. They list a +5 vorpal sword as being a 25th level item. WTF? And a +2 stat boosting item is listed as 8th level, and so technically a bit out of your guys' reach, which is not something I want.

    So... I'm going to revise this a bit. Sorry for changing things on you, but since you're getting better swag, I doubt you're going to complain much. ;) We'll still use the chart, but for PCs we're going to do a little calculation to determine what item levels are appropriate. We're going to divide your level by 2, round down, and add that to the item level that is appropriate to you on the chart. So for you guys, that would be 7/2 + 7, or 10th level items.

    We'll say that you can have only one item of each level above your actual character level (so one 10th, one 9th, and one 8th), but basically as many as you want of lower level items. So in simple terms, if you want to upgrade or swap out three of your items for one 10th, one 9th, and one 8th level item, you can.

    (Added 12/9/09) We'll say that you can add non-magical things to your equipment without increasing the effective item level. So you can have mithril or adamantine armor for free, basically. You can also add mundane items to your magic ones for free, like adding the function of a masterwork tool to a magic cloak. I think some of you have already been doing this, anyway.


    Here are some charts if you'd rather just look at them instead of doing the calculation yourself.

    Original chart, as in MiC:
    Item Level Market Price  Range (gp)   
    1/2      1 - 50      
    1st      51-150      
    2nd      151-400      
    3rd      401-800      
    4th      801-1,300   
    5th      1,301-1,800   
    6th      1,801-2,300   
    7th      2,301-3,000   
    8th      3,001-4,000   
    9th      4,001-5,000   
    10th      5,001-6,500   
    11th      6,501-8,000   
    12th      8,001-10,000   
    13th      10,001-13,000   
    14th      13,001-18,000   
    15th      18,001-25,000   
    16th      25,001-35,000   
    17th      35,001-48,000   
    18th      48,001-64,000   
    19th      64,001-80,000   
    20th      80,001-100,000   
    21th      100,001-120,000
    22th      120,001-140,000
    23th      140,001-160,000
    24th      160,001-180,000
    25th      180,001-200,000
    26th      200,001-220,000
    27th      220,001-240,000
    28th      240,001-260,000
    29th      260,001-280,000
    30th      280,001-300,000

    New chart

    Your level    Items you should have
    1st&2nd     I doubt I'll ever run a game at these levels...
    3      One each from 3rd to 4th on the chart above
    4      One each from 4th to 5th on the chart above
    5      One each from 5th to 6th on the chart above
    6      One each from 6th to 9th on the chart above
    7      One each from 8th to 10th on the chart above
    8      One each from 9th to 12th on the chart above
    9      One each from 10th to 13th on the chart above
    10      One each from 11th to 15th on the chart above
    11      One each from 12th to 16th on the chart above
    12      One each from 13th to 18th on the chart above
    13      One each from 14th to 19th on the chart above
    14      One each from 15th to 21st on the chart above
    15      One each from 16th to 22nd on the chart above
    16      One each from 17th to 24th on the chart above
    17      One each from 18th to 25th on the chart above
    18      One each from 19th to 27th on the chart above
    19      One each from 20th to 28th on the chart above
    20      One each from 21st to 30th on the chart above


    You can still only have 8 items "attuned" at once, regardless of how many you have.
    I don't pee messages into the snow often , but when I do , it's in Cyrillic with Fake Viagra.  Stay frosty my friends.

    Offline phaedrusxy

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    Re: PhaedrusXYs Houserules
    « Reply #7 on: November 07, 2011, 02:18:21 PM »
    A homebrewed item that the PCs acquired in the Fall of Pun-Pun game.


    Ironwood Carriage

    Upon command, this small wooden carriage can turn into a real carriage made of ironwood once per day for up to 12 hours. It comes complete with four Phantom Steeds to pull it and an Unseen Servant to drive it (see spell descriptions). The steeds have statistics appropriate for Phantom Steeds created by a 12th level caster. The carriage and its occupants also benefit from the steeds' Air Walk and other supernatural movement modes.

    For each Phantom Steed that is destroyed, the movement rate of the carriage is reduced by 1/4 (from 240). If two or more steeds are destroyed, the carriage can no longer benefit from their supernatural movement modes such as Air Walk. Each time the carriage is summoned, it appears with its full complement of steeds, regardless of whether they were destroyed or not. If all the Phantom Steeds are destroyed, the carriage can still be pulled using other methods.

    The interior of the carriage can comfortably hold up to four medium sized occupants. There is also room on the outside for one more in the seat next to the driver, and two in a seat on the rear of the carriage. The carriage has a door on each side which can be locked from the inside. There are barred windows on all four sides which function as arrow slits, and a trapdoor on both the floor and the roof which can only be opened or closed from the inside.

    Each wall of the coach, including the floor and roof, is made of Ironwood (see spell description) and has 90 hit points, hardness 10, and a break DC of 30. If any of the walls, floor, or roof are broken, the magic of the coach is destroyed. Damage to the coach can be repaired via spells or powers that can repair constructs or magic items, or by the use of Craft (Blacksmithing, Armorsmithing, or Woodworking). Using a craft skill, each 10 hit points of repair costs 100 gold pieces and takes 1 hour.

    Any objects or creatures inside the stage when it shrinks back to its figurine form appear on the ground where it was sitting.

    Moderate transmutation; CL 12th; Craft Wondrous Item, Ironwood, Phantom Steed, Unseen Servant, Shrink Item, creator must have 5 ranks in the Craft (woodworking) skill; Price 20,000 gp (40,000 for CL 14 version that can Fly); Weight 4 lb.
    I don't pee messages into the snow often , but when I do , it's in Cyrillic with Fake Viagra.  Stay frosty my friends.