House Rules

I’m making some alterations to what people may traditionally understand about given mechanics of Dungeons and Dragons. These are mostly a scenic change and won’t effect game play drastically but will hopefully make the world more detailed and inclusive.

Feat: Nobel Birth

In the lands of Umid some are born, chosen by the gods, with burden of nobility – rather then the simple freedom of a peasants life. While your birth entitles you to certain privileges it also carries a heavy responsibilities.

Prerequisites: Must be taken at 1st Level or granted in game.

Benefits: As a member of the nobility you will be afforded the respect due to someone of minor station from a minor house e.g. if arrested you can expect at least a show trial before execution. Diplomacy and Knowledge (nobility and royalty) are always considered class skills for you. In addition, if you gain the Leadership feat you receive a +2 to your Leadership score.

When you select this feat, choose one of the benefits listed below that matches the flavor of your noble family. Work with your GM to ensure that your choice is appropriate:

You gain a +1 bonus on all Perform checks, and Perform is always a class skill for you. If you have the bardic performance ability, you can use that ability for an additional 3 rounds per day. Your family motto is “To Laugh, Divine”.

You gain a +1 bonus on all Knowledge skills in which you have at least 1 rank. Your family motto is “Fools Never Learn”.

You gain one of the following languages as a bonus language: Abyssal, Aklo, Celestial, Draconic, Infernal, or Sylvan. Once per day, as a free action, you can gain a +2 bonus on any Spellcraft check you make. You must spend the free action to gain this bonus before you make the check. Your family motto is “The Art is Our Way.”

Whenever you take 10 on a Wisdom-based skill, treat the result as if you had rolled a 13 instead of a 10. Your family motto is “Glory Through Thought.”

You ignore the movement penalty for the first 5 feet of rocky difficult terrain you move through per round. This applies only to terrain made difficult by rocks or ruins. In addition, you gain a +2 trait bonus on Appraise checks to assess the value of natural stones or metals. Your family motto is “Strong as the Mountains.”

You gain one of the following languages as a bonus language: Dwarven, Elven, Gnome, Giant, Halfling, Skald, or Sylvan. Your family motto is “Success Through Grace.”

You gain a +1 trait bonus on Swim checks, and Swim is always treated as a class skill for you.
Your family motto is “The Waters, Our Fields.”

You gain a +2 trait bonus on all Diplomacy checks made to deal with fey creatures and a +1 trait bonus on Will saves made against their spells and supernatural abilities. Your family motto is “Endurance Overcomes All.”

Balance, Move Silently, and Tumble—you gain a +1 trait bonus on these skills. Your family motto is “High Above.”

You deal +2 damage when attacking a flat-footed opponent while wielding a light or one-handed weapon. Your family motto is “Ours is the Right.”

Feat: Favored Son

You are a member of one of the noble houses and wield some influence in that house.

Prerequisite: Nobel Birth, Knowledge (Nobility Royalty) 5 Ranks

Benefit: You have the ability to call in favors from other members of your family and their extensive contacts. By making a favor check (see below), you can call upon contacts to gain important information without going through the time and trouble of a Gather Information check. Favors can also be used to acquire the loan of equipment or documents from influential acquaintances. To call in a favor, you make a favor check. Roll a d20 and add a bonus based on your character level: +1 at 1st-2nd level, +2 at 3rd-6th level, +3 at 7th-11th level, +4 at 12th- 15th level, or +5 at 16th level or higher. The DM sets the DC based on the scope of the favor being requested; it can range from 10 for a simple favor to as high as 25 for highly dangerous, expensive, or illegal favors. Favors should help advance the plot of an adventure. A favor that would enable you to circumvent an adventure will always be unavailable to you, regardless of the result of a favor check. You can try to call in a favor a number of times per week equal to one-third your character level, rounded down (minimum one). You can never ask for more than one favor from any one contact in a given week. For instance, at 7th level you can try to call in a favor as many as two times per week, but each attempt must involve a different contact from among those associated with your house. The DM will carefully monitor your use of favors to ensure that you don’t abuse this ability. The success or failure of a mission shouldn’t hinge on the use of a favor, and calling in favors shouldn’t replace good roleplaying or the use of other skills. The DM may disallow any favor he or she deems disruptive to the campaign.

Feat: Landed Noble
See Landlord Feat in Stronghold Builders guide

Bonus points for Journals and Excellent Role-play

Role-playing and journal bonuses are never given in the form of XP bonuses. Instead, bonus points are awarded. An in character journal or comparable hand-in/update on obsidian portal receives one bonus point. You can also earn bonus points by providing to the groups nourishment either through purchasing food or bringing something you made yourself. Additionally two bonus points for excellent role-play will be awarded each session, one awarded solely by me and one awarded by the group.

Bonus Points at Character Creation
reward requirement
1 Create or find a Portrait for their character and post to Obsidian Portal.
2 Create and post their character stats to Obsidian Portal.
4 Create a minimum 1 page, character background…preferably longer.

So, what are these bonus points good for?

Temporary bonuses
Cost Effect
1 +1d6 on any non-damage die roll.
1 10ft of additional movement until end of the encounter.
2 Negate a critical threat against you must be done before the confirmation roll.
2 Reroll any single skill/combat roll (d20 attack, d8 damage, etc.)
3 Survive a killing blow, if you would die from an attack you may recieve the immediate benefits of a revivify.
Permanent Bonuses
Cost Effect
1 1 bonus language (max one per level.)
1 1 bonus additional skill point (max. two per level)
3 Maximum on your HP roll on level up
3 +1 permanent bonus to a saving throw (only once per saving throw per character)
5 +1 permanent ability increase (only once per character per ability)
5 first bonus feat (only once per character.)
10 second through fourth bonus feats (limited to a max of four and only one may be purchased a level.)
X interesting in game effects, this might be things to do with your character or subtle alterations to the universe; depending on what you want will depend on the price also how much you spend will determine how much of an effect we’re talking about. EG: “Evil guy’s plan to destroy the city is hampered” is your request. If you spend 2 points he might misplace the key he needs and be set back a day. If you spend 10, the key might have been stolen by one of his enemies and replaced by a trapped version. You could also ask for other boons (a pet dog, a magic item, etc.)


I am significantly adjusting Paladins in my universe for those that have read The Deed of Paksenarrion you will notice a lot of that feel in here. I am removing Paladin as a base class instead I’m incorporating the Prestige Paladin out of Unearthed Arcana. The base code that defines a Paladin will remain unchanged, but don’t think of it as a set of rules imposed on your character by an outside force. Instead view the code as sort of the Gods check list for who they would want to make a Paladin, you don’t get to be a Paladin if you live by that code — you live by that code thus you become a Paladin. Also characters do not decided to go to Paladin school and become a Paladin it is only through direct intervention by a God that one becomes a Paladin (sorry no more Paladins of good). This does not mean that I will deny someone who wants to go into the prestige class it just means that it is going to surprise the character. One example is the sinner who becomes a saint. The criminal the sees the error of their ways, has a redefining experience and their God calls them to the light. Finally Paladins can emit a literal light that serves as a badge of their office, only Paladins can emit this light and no magical effect can recreate it.


I am also incorporating the Resurrection Mishaps rules from Heroes of Horror. It is just something else to give this part of the game a little flavor, also a small slap on the wrist for having died who said you could interrupt my story by going off and dying??? None of them are debilitating, some are even pretty cool, but they give you the idea that it isn’t a natural experiance to come back from the dead.

House Rules

Loegaire: A Final Girded Word LightCWU