House Rules

Rule Books/Permitted Rules
All rules, powers, items, and feats in official Wizards of the Coast 4th Edition Dungeons & Dragons rulebooks, and permitted through the on-line Character Builder, are presumptively allowed under these House Rules, except as stated herein. The DM may make specific exceptions to this presumption from time to time. This presumption does not apply to anything derived from a rulebook that is designed for a specific world, such as Forgotten Realms or Eberron. All such material is presumptively disallowed, unless otherwise specified.

Ability Scores
Players must generate ability scores using the point-buy system.

Races
Available Races
The races available to player characters in this campaign include all races listed in the original PHB, half-orcs (PHB2), and shifters (PHB2). No other races are available.
Additional races may become available as the characters advance in level.

Half-Orcs
Contrary to the explanation in the PHB2, half-orcs are not an independent race unto themselves, but are the offspring of humans and orcs.

Classes
Available Classes
The classes available to player characters in this campaign include the avenger, barbarian, bard, cleric, druid, fighter, invoker, monk, paladin, psion, ranger, rogue, runepriest, shaman, sorcerer, swordmage (as featured in the Forgotten Realms Player’s Guide), warlock, warlord, and wizard. The ardent, battlemind, seeker, and warden classes are not available.

Divine Classes
All divine characters, with the exception of runepriests, must worship specific gods. Runepriests do not gain their powers from specific gods. In fact, they are considered by most divine characters to be heretical outcasts who have “stolen” the “language of the gods”—i.e., the runes from which they derive their powers.

Rangers
When using the Perception skill to find tracks, a ranger gains a +2 bonus to the skill check. This bonus applies in either natural or dungeon environments, or both, depending upon whether the ranger is trained in Nature, Dungeoneering, or both.

Rogues
When using the Perception skill to find a trap, a rogue (including a multiclass rogue) who is trained in the Thievery skill gains a +2 bonus to the skill check.

Skills
Thievery
A character must be trained in Thievery to use that skill to disable traps or open locks.

Background Benefits
All characters may choose one of the background benefits listed in the on-line Character Builder. The chosen benefit must be consistent with the character’s background.

Rituals
To master a ritual, or to cast a ritual from a book or scroll, a player character (as opposed to a non-player character) must have the key skill for the ritual on his or her class skills list, or on the class skills list for a class in which he or she is currently multiclassed. If a ritual has more than one key skill, a character need only meet this requirement for one of the key skills (which is the one the character must use to cast it).

Drawing and Sheathing Multiple Weapons or Items
A character with two hands free may draw or sheath two one-handed weapons as part of a single minor action. At the DM’s discretion, this rule may also apply to other easily accessible items.

House Rules

Scales of War MAustin