Eberron Campaign House Rules

Approved Sourcebooks

The following source books are considered core for this game. Players may select feats, skills, classes, and prestige classes from these sources. Alternate core classes must be approved in advance.

Other Material: If you wish to use material from another source not listed above, it requires review and consultation. I am happy to review or revise material that you wish to use, provided it works for the campaign.

Game Alterations

Classes:

Barbarian:

A barbarian can choose any of the alternate totems as presented in Unearthed Arcana, page 48.

Bard:

Bard's gain the following benefits:

Cleric:

The rules governing a cleric's spellcasting are changed. See Cleric Spells for more information.

The granted power of the Healing domain is changed. In addition to gaining a +1 caster level on all spells with the healing descriptor, clerics with the Healing domain use d12s instead of d8s whenever they cast a cure spell.

Monk:

A monk can choose any of the variant fighting styles from Unearthed Arcana, page 52. Additionally, a monk can multiclass with no restrictions.

Paladin:

A paladin can multiclass with no restrictions. Additionally, the player can choose to use the Paladin prestige class (presented in Unearthed Arcana) or the non-spellcasting Paladin base class (presented in Complete Warrior) instead of using the standard base class.

Ranger:

A ranger can choose to use the Ranger prestige class (presented in Unearthed Arcana) or the non-spellcasting Ranger base class (presented in Complete Warrior) instead of using the standard base class.

Sorcerer:

Sorcerer's gain the following benefits:

Soulknife:

Soulknives can choose to use the standard soulknife class presented in the Expanded Psionics Handbook or this Alternate version found on the Wizards of the Coast message board.

Wilder:

Wilders can choose to use the standard wilder class presented in the Expanded Psionics Handbook, or this Alternate version.

Wizard:

Health/Healing:

The campaign will use the variant rules for Vitality and Wound points as presented in Unearthed Arcana (page 115).

Skills:

Feats:

See the Custom Feats page.

Equipment:

The campaign will use the variant Armor as Damage Reduction rules as presented in Unearthed Arcana (page 111).

Character Creation

Ability Score Generation

You may roll two sets of abilities using 4d6, drop the lowest, reroll ones. If you are not satisfied with your results, you may choose to use a 32-point buy as follows:

ScoreCostScoreCost
91146
102158
1131610
1241713
1351816

Racial modifiers are applied only after score allotment is complete.

Races:

The following races are allowed in the campaign without DM consultation:

The following races are allowed only with DM permission and a good backstory:

If you would like to play a race not listed here, I will consider it with an appropriate backstory. I tend to allow only one "odd-ball" PC per group, so if you're looking to go that route, it's in your best interest to get it in early.

Character Classes

Any class in the Eberron Campaign Setting or Player's Handbook is allowed as a starting class. Class variants from Unearthed Arcana or alternate core classes from any of the primary sourcebooks are allowed with approval. Any other classes will require approval and possible revision before being allowed. I'd also like an idea of what multiclass or prestige class paths you plan to take, so that I can plan appropriately.

Skills

I encourage the use of a wide variety of skills. If you take an unusual skill, I will make an effort to include it in the game. Also, if you have a compelling story-reason to have a certain skill, but don't have the points for it at character generation, I'll usually give a couple "freebie" points to specific skills.

Feats

Any feat in the primary sourcebooks is allowed. Feats from other sources are allowed with DM approval. Like skills, I like to give out "freebie" feats for compelling back-story. You are welcome to present suggested background feats with your character.

Character Background

I do prefer to have some degree of character background. As explained above, I tend to give out bonus skills/feats for exceptional backstories, and I'm not above handing out occasional XP/item rewards as well. Try to keep your backstories somewhat grounded in (fantasy) reality. Sons of demon princes, daughters of gods, long lost heirs to vanished kingdoms, or obvious blatant character rip-offs will usually be vetoed.

If you include one of the other PCs in your background, you get a bonus 100xp at the start. If you include two PCs in your background you get a total of 150xp, 3 PCs gives 175xp, and all 4 PCs gives 200xp.

If you need/want help with a concept, I am more than happy to help. I have many character concepts I have yet to try out, and would love to see in action.

Alignment

Evil characters need not apply. If there is sufficient interest from the whole group, I'll consider running an evil campaign, but individual baddies cause more trouble than they're worth.

Equipment

All characters start with 300gp, plus a care package of basic adventuring gear:

You can purchase any item from a core rulebook, but you cannot spend more than half of your initial starting gold on any one item. You can purchase wands with fewer than the maximum number of charges at a discount. (e.g. a Wand of Detect Magic normally costs 375gp with 50 charges. You can purchase a Wand of Detect Magic with 20 charges for 150gp.) You cannot purchase a Wand with fewer than 10 charges.

Experience

All new characters start with 100 XP, which can be spent to create magic items if your character has the necessary feats.