House Rules

Active Defenses

When a player character is attacked by a creature under the DM’s control, the DM does not make an attack roll. Instead, the player of the character being attacked makes an active defense check. To make an active defense check, the player takes the value of the targeted defense (i.e. AC, Fortitude, Reflex or Will), subtracts 10, then adds the result a d20 roll. This roll is made against a static DC determined by the DM (equal to the value of the creature’s attack bonus with that attack + 12). The active defense check succeeds if his roll meets or exceeds the DC; a success means the attack misses, and a failure means the attack hits.

A natural 20 on an active defense check is an automatic miss. A natural 1 on an active defense check is a critical hit, unless outcome of the player’s roll equals or exceeds the target DC, in which case the attack is still a normal hit.

Inherent bonuses

All characters get enhancement bonuses to attack, damage, and all defenses (AC, Ref, Fort and Will) at regular intervals as they level up (enumerated in the table below). These enhancement bonuses do not stack with the enhancement bonuses from using magic equipment, so characters using magic items apply only the highest bonus. For all intents and purposes, these inherent bonuses function as if the character were using magic equipment with an equivalent enhancement bonus. For every +1 bonus to attack/damage, the player character also deals an additional +1d6 of damage on a critical hit.

The party will receive less treasure than is indicated by the treasure parcel system.

These inherent bonuses reflect magic invested in the PCs by a powerful ritual when they were sworn into the RHC.

The character builders both have options for inherent bonuses built in.

Level Attack/Damage Defenses
2 +1
3 +1
4 +1 +1
5 +1 +1
6 +1 +1
7 +2 +1
8 +2 +1
9 +2 +1
10 +2 +2
11 +2 +2
12 +3 +2
13 +3 +2
14 +3 +3
15 +3 +3
16 +3 +3
17 +4 +3
18 +4 +3
19 +4 +4
20 +4 +4
21 +4 +4
22 +5 +4
23 +5 +4
24 +5 +5
25 +5 +5
26 +5 +5
27 +6 +5
28 +6 +5
29 +6 +6
30 +6 +6

Bonus Language: Primordial

Everyone gets Primordial, the language of the common folk in Risur, as a bonus language.

Expertise Bonus at level 5

Everyone gets a +1 feat bonus to all attacks at level 5. This bonus increases to +2 at level 11 and +3 at level 21. This bonus does not stack with the attack bonus granted by Expertise feats. If you wish to retrain an Expertise feat at level 5, it does not count against your retrain limit.

To simulate the Expertise bonus for characters made with the Character Builder, use the House Rule feature to add the pre-Essentials Expertise feat for any weapon or implement type you use or might wish to use. The pre-Essentials feats have names formatted like this: “Weapon Expertise (Heavy Blade)” rather than “Heavy Blade Expertise.”

Improved Defenses bonus feat at level 7

At level 7 everyone will receive the Improved Defenses feat as a bonus feat. If you already have the Improved Defenses feat at level 7, you will be allowed to retrain that feat without it counting against your retrain limit.

Bonuses to lowest non-armor defense at levels 17, 22 and 27

At levels 17, 22 and 27, increase the value of your lowest non-armor defense (Ref, Fort or Will) by 1.

Banned items

In general, Rare items are not available unless they are introduced as treasure by the DM.

In addition, the following items are only available in their lowest tier versions:

  • Belt of Vim
  • Boots of Quickness
  • Diamond Cincture
  • Circlet of Indomitability
  • Helm of Able Defense

Ritual Casting bonus rituals

Upon leveling up, ritual casters may add one ritual they are capable of using to their ritual book and are considered to have mastered that ritual.

Raise Dead

Raise Dead is a level 15 ritual instead of a level 8 ritual. Raise Dead ritual books and scrolls are Rare items. Raise Dead ritual books cannot be copied.

Dazed Condition: Rule Clarification

If a creature is dazed by an event that occurs during its own turn, it may only take one action during that turn. If it has already taken an action during that turn, the creature’s turn ends. For example, if Cyrus performs a move action which triggers an opportunity attack that hits and dazes him, his turn then ends.

If the creature is dazed during its turn, and an event happens during its turn that ends the dazed condition, it may perform its full complement of remaining actions during that turn. For example, if Alain starts his turn dazed, but performs a minor action that ends the dazed condition, he may continue his turn and perform a move and a standard action.

House Rules

Zeitgeist RTukka RTukka