Campaign House Rules in Occidentia | World Anvil
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Campaign House Rules

Starting level is 4th

Flavor Rules


• No easily sharable means of flying. A lot of this campaign will be traveling road trip type affairs and it will be very hard to plan this sort of thing if everyone or even just a large portion of people are able to fly. Fly and similar means of low level flight for the whole party are disallowed. Assume that there is no such thing as a flight granting spell lower level than Overland Flight.
• One of the monsters in the game has art taken from furaffinity. Each person gets to make one guess on which piece of art it is. If you guess right you'll get a "prize". The exact nature of the prize will remain a mystery but will include a +2 increase to a stat of your choice permanently, though you will be obligated to accept the rest of the "prize".

Automatic Bonus Progression Changes


The game will be using automatic bonus progression with the following changes.
• You may choose to take a bonus to your physical stat in place of the mental stat boost. If chosen, you gain your mental stat bonus when you would normally gain a physical stat bonus. All later bonuses are applied in the same order.
• Weapon and armor special abilities are simply in addition to your attunement bonus and never lower it.
• Attunement bonus for weapons applies to offhand weapons and shields at full value.
• Improvised and thrown weapons can gain attunement benefit by attuning to the generic concept of either. Specific weapons are not required in this case.
• Should a character take a vow of poverty they are considered two levels higher for the purposes of automatic bonus progression.

Feats Changes


• Vital Strike and all related feats multiply precision damage. Devastating strike only counts base weapon damage even when the precision damage is expressed in dice.
• Weapon Finesse allows you to apply dexterity to damage as well as attack rolls on melee attacks with finessable weapons, as does any ability which previously allowed applying dexterity to hit on melee weapons.
• Agile Maneuvers, Combat Expertise, Deadly Aim, Point-Blank Shot, and Power Attack are all default feats given to all characters. They do not take away from your feats gained by level/race/GM grace. All prerequisites are automatically met.
• Mobility and Dodge are merged into a single feat that gives the benefits of both.
• This is a high magic world and even those without formal schooling are capable of feats of spellcasting. To represent this I have created a set of homebrew feats to allow non-casters limited access to spells. They are provided in the sidebar.

Classes Changes


• Ranger can change their favored enemy choices with one week of down time, by studying their new prey and acquiring appropriate specialized gear. This is to allow for them to set new favored enemies after each major campaign chapter concludes
• Full casters are allowed. However they will generally have restricted spell lists with the understanding that further spells will become available as treasure from defeated wizards or magical location. The provided Shugenja spell list is a model of how they will generally be handled. If you want to play a full caster please talk to me for specifics.

Combat Changes


• Whenever you are fighting a creature larger than yourself you can change any attack into a called shot with the penalty reduced by 2 per size category difference. You must be able to reach the body part being attacked, so for instance a 40 foot giant's eyes can only be hit if you are flying, using ranged attacks, if he's fallen over, or similar. To account for this the overall hp for non-called shots has been greatly increased for all large creatures.

Homebrew Classes

Demonhost Shugenja

Homebrew Feats


All players take select a culture to represent their regional background. They may then choose to play either a homebrew race or use base human stats.

Cultures

Easterlings - Capetia and Ys
Hillfolk - Tarraconensis and Lusitania
Olm (People of the River) - Daqin, Haixi, Leng, Rattan, and Ynn
Palens (Hellbred) - Dominon and The Hundred Tyrants
Pirmas (Wildlings) - The Wild Lands
Steppe Nomads - The Scalp Steppe
Stygians - Stygia
Tassils - The Spice Kings

Homebrew Races

Blemmyes - Slow moving headless akin to ground sloths
Centaur - Hybrids of man and horse
Eyu-Ren - Alligators formed into men
Flesheaters (Epiphage) - Savage cannibal headless men
Lupin (Dog Head) - Dog-headed humans and natural team players
Manticores - Beings with the bodies of lions, weaponized tails, wings, and the faces of old men
Troglodytes (Cave Dwellers) - Save dwellers with pale skin and large eyes
Yeti (Wild Men) - Large men covered in hair

Miscellaneous

Special Materials
Monster Companions

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