There's still a problem with people seeing the wiki on Epic Worlds, so untill I can figure it out here's the goods:
Introduction
Sinister times have befallen the land, even more so than the standard fare. The Grand Conjunction forever altered the landscape and nearly gave rise to its complete annihilation. The constant struggle of good versus evil has also taken a turn for the worse. Those who have devoted their lives to battle the spreading corruption are becoming fatalities in a losing war. The lucky ones are merely losing their lives, but there are the unfortunate few who are descending into darkness; becoming mirror images of the fiends they have set out to destroy. The masses are losing their faith, feeling betrayed and forgotten by the Gods. There is hope, however small, for there are new heroes rising up. Tired of being victimized by tyrannical rulers, creatures from the darkest of nightmares, and even the land itself, they will no longer be silent. The task ahead of them is daunting, to say the least. The horrors that await will test them physically and mentally. They will question their morals, their trust in others, and, at times, their own motives. They will feel overwhelmed and outnumbered. Of course the biggest question of all, will it be worth it? Will they achieve fortune and notoriety? Will the population embrace their saviors with open arms? Or perhaps their deeds will go unnoticed, overshadowed by the evil that has become a part of everyday life. There is only one way to find out, and thus, our journey begins…
House Rules
1.
Alignment: There will be no Lawful Evil, Neutral Evil, or Chaotic Evil PCs. Chaotic Neutral is allowed, but will not be used as an excuse to be a jerk to other players and their characters.
2.
Attributes: To generate ability scores, roll 4d6 and drop the lowest die six times. Reroll any score lower than nine. Arrange as desired.
3.
Class Abilities: All class abilities will be considered Prime, even if the attribute for that ability is Secondary. For example, Swiper the Fox, a Halfling Rogue, has Dexterity and Constitution as Prime attributes, which have a Challenge Base of 12. His Listen ability would also have a Challenge Base of 12, even though Wisdom is one of his Secondary attributes.
4.
Critical Hits and Misses: A natural 20 is a critical hit, causing full damage plus the appropriate modifiers. The exception to this rule is when a natural 20 must be rolled to score a hit. In this case, a second roll is made. If this roll is a natural 20 as well, then it is considered a critical hit. A natural 1 is an automatic miss and results in a loss of action in the following round.
5.
Healing: Constitution modifiers, if any, are added to the natural healing that occurs after a night of rest. If Constitution is a Prime attribute, another two hit points are added as well. For example, Vladimir the Undying has a Constitution of 13 and it is one of his Primes. When he awakes in the morning, he regains four hit points: one point due to natural healing, another point for his 13 Constitution, and two more points for the attribute being Prime. Had his Constitution been Secondary, he would have only received two points. Clerics add their Wisdom bonus to Cure Wound spells. For example, Pardue the Holy, who has a Wisdom score of 17, casts Cure Light Wounds on one of his party members. He rolls 1d8+2 instead of just 1d8. This ability is only available to Clerics.
6.
Hit Points: Characters receive full hit points plus their Constitution modifier for the first two levels. Starting at level three, the appropriate hit die is rolled: d4 reroll any ones, d6 and d8 reroll any ones or twos, d10 and d12 reroll any ones, twos, or threes.
7.
Movement: During combat, a character can make their full move and still make an attack, instead of a half move as written in the Player’s Handbook.
8.
Preparing Spells: Arcane spell casters can always prepare Read Magic and Detect Magic from memory. Other spells require an Intelligence check with a Challenge Level equal to the level of the spell. Failure exhausts the spell slot being prepared, just as if had been successfully prepared and then cast; so if a fifth level wizard attempts to prepare Fireball from memory, and fails, they will have no third level spells for the day.
9.
Spontaneous Casting: Clerics can “lose” any prepared spell in order to cast any Cure spell of the same spell level or lower. For example, Pardue the Holy has prepared Command, which is a first level spell. He can choose to cast Cure Light Wounds, which is also a first level spell, in place of Command. This ability is only available to Clerics.
I also finished outlining an adventure to kick things off, so I should be ready to go real soon. Stay tuned!
