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:
  • 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).