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House Rules

Action Points

You get one action point each play session. they do not carry over. (I may grant additional ones in sessions with more encounters than normal, or for good roleplaying and “cool stuff” you do)

Conditions

Stunned: you are dazed, and any action you take suffers a – 5 penalty

Dominated: at the start of your turn, declare your actions and your intended target. Then make a wisdom or cha ability check vs. the dominator’s will defense. If you fail, the dominator gets to choose the target of your declared actions.

Fear:

  • You have a -2 penalty to attack rolls (shaken)
  • First failed save: you cannot use encounter or daily powers (afraid)
  • Second failed save: you must use your move action to move away from the source of the fear (terrified)

Effects are cumulative

Insubstantial: Immediate interrupt when hit with an attack. Roll a d6. 1-3 the attack hits normally. 5-6 the attack misses. (Force and other types of damage may negate this ability)

Enchanting

The enchant item ritual lets you do any of the following (at the appopriate level)

Enchant item

new enchantment component cost
+1 600 gp
+2 3,000 gp
+3 15,000 gp
+4 85,000 gp

Disentchant item

disenchanted item components returned
+1 300 gp
+2 1500 gp
+3 7,500 gp
+4 42,500 gp

Alter enchantment
Change the size or type of a weapon to any other allowed form (i.e. chain mail to plate mail, long sword to axe, etc.). This ritual can also change an item to a different version of the same item (resist fire to resist cold, etc.). Component cost: 50 gp per casting

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