House Rules
Races
The elf's favored class is sorcerer.
Classes
The monk class is unknown to the various civilized races of Teravide,
and is not available to player characters.
Paladins in Teravide may multiclass freely like any other
character.
A character with the favored enemy class ability is automatically
considered trained when making Knowledge checks to identify her favored
enemies and their special powers or vulnerabilities. The character
also receives a competence bonus to the appropriate Knowledge check equal
to her favored enemy bonus. These benefits do not apply to any other
uses of Knowledge skills.
Improved Toughness (Complete Warrior 101) replaces Toughness as
a requirement to qualify to become a dwarven defender.
The following original prestige class is available to player
characters:
Merciful Hand of Fiset.
Feats
Dodge provides a +1 dodge bonus to your Armor Class against all foes.
The following original feat is available to player characters:
Improved Nonlethal Attack [General]
Prerequisites: Base Attack Bonus +3, Dex 12+.
Benefit: You can use any melee weapon with which you are proficient
to deal nonlethal damage to your opponents without suffering a -4 penalty
to your attack roll. If you are a rogue, you can deal nonlethal damage
with your sneak attack even if you are using a normal melee weapon.
Normal: See Nonlethal Damage, PH 135.
Special: A fighter may select Improved Nonlethal Attack as one of his
fighter bonus feats.
Equipment
The kama, nunchaku, sai, siangham, and shuriken are unknown and unavailable
in Teravide.
The range increment for all splash weapons is 20 feet.
Combat
The massive damage rule is ignored.
Spells
Replace the reincarnate table with the following:
| d% |
Incarnation |
Str |
Dex |
Con |
| 01-05 |
Agogwe |
-2 |
+2 |
+0 |
| 06-12 |
Dwarf |
+0 |
+0 |
+2 |
| 13-24 |
Elf |
+0 |
+2 |
-2 |
| 25-29 |
Gnoll |
+4 |
+0 |
+2 |
| 30-37 |
Gnome |
-2 |
+0 |
+2 |
| 38-40 |
Goblin |
-2 |
+2 |
+0 |
| 41-49 |
Half-orc |
+0 |
+0 |
+0 |
| 50-56 |
Halfling |
+2 |
+0 |
+0 |
| 57-72 |
Human |
-2 |
+2 |
+0 |
| 73-77 |
Ingogo |
+4 |
+2 |
+2 |
| 78-80 |
Kitunusi |
-2 |
+0 |
-2 |
| 81-82 |
Kobold |
-4 |
+2 |
-2 |
| 83 |
Lizardfolk |
+2 |
+0 |
+2 |
| 84-88 |
Unthlatu |
+2 |
-2 |
+0 |
| 89-93 |
Utuchekulu |
+0 |
+0 |
+2 |
| 94-00 |
Wakyambi |
-2 |
+2 |
-2 |
Supplements
Supplementary material, whether from Wizards of the Coast or a d20
publisher, will be accepted on a case-by-case basis.
Nyambe (Atlas Games)
Nyamban classes, skills, feats, equipment and spells are restricted to
player characters of Nyamban origin or those who have visited Nyambe-tanda
for an extended period of time.
Nyamban beguilers (Player's Handbook II) are known as
ndale. They draw their arcane power from the Shadow World
(Ethereal Plane), and have a sinister reputation. Most ndale are
kitunusi gnomes. Unlike northern beguilers, ndale have no
proficiency with rapiers or light armor, nor do they gain the armored
mage ability. Instead, they gain Sanguar as a bonus feat at 1st
level, and Shadow Dodge as a bonus feat at 4th level, even if they do not
meet the prerequisites.
The ngoma is a base class, rather than a prestige class. Ngoma
are like northern bards, except as follows:
- Ngoma are proficient with all Nyamban simple weapons and with
shields, but not with any type of armor.
- A ngoma casts divine spells from the bard spell list, but casts
summon dragon rather than summon monster.
- Ngoma gain secret knowledge as a class feature, rather than bardic
knowledge.
- Instead of bardic music, a ngoma gains spirit dance, usable once
per day per class level. Spirit dance abilities are identical
to bardic music abilities in all ways, except that the ngoma may use
dance, as well as music and poetics, to produce their effects, and he
gains countersong/countervision instead of countersong. A ngoma
follows the rules for attacking and casting spells while using spirit
dance as defined in Nyambe: African Adventures p. 70.
- Ngoma gain Sanguar as a bonus feat at 1st level.
Replace the Zombi cultist's Spells Per Day with "+1 level of existing
class," except at 1st level and 6th level. The Zombi cultist adds all
cleric and sorcerer/wizard spells of the Necromancy school to her existing
spell list.
See the Nyambe 3.5 Conversion Notes for
additional changes.
Seas of Blood (Mongoose Publishing)
Replace all references to Knowledge (seamanship) with Profession (sailor).