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.
- 3.5e Player's Handbook
- 3.5e Dungeon Master's Handbook
- 3.5e Monster Manual
- Expanded Psionics Handbook
- 3.5 Complete Series (Warrior, Divine, Arcane, Adventurer)
- 3.5 Races Series (Stone, Destiny, Wild, Eberron)
- Eberron Campaign Setting
- Sharn: City of Towers
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:
- Bards may take Summon Familiar as a feat.
- Add True Strike to the list of first level bard spells.
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:
- A sorcerer may choose a bonus feat instead of summon familiar at first level.
- A sorcerer receives a modified version of the Eschew Materials feat for free at first level. A sorcerer may eschew more expensive material components (those over 1gp in cost) at a cost of 1 XP per 25gp cost.
- At first level, a sorcerer may select one of the following intermediate bloodlines without the need to take bloodline levels. These are treated as a class feature of the sorcerer class. Any dragon bloodline, any elemental bloodline, or the fey, demon, devil, or celestial bloodline. For more information on Bloodlines, see Unearthed Arcana page 19.
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:
- A wizard may choose a bonus feat instead of summon familiar at first level.
- Add the following feats to the list of Wizard bonus feats: Combat Casting, Eschew Materials, Improved Counterspell, Spell Focus, Greater Spell Focus, Spell Penetration, Greater Spell Penetration.
Health/Healing:
The campaign will use the variant rules for Vitality and Wound points as presented in Unearthed Arcana (page 115).
Skills:
- Craft (Alchemy): A character need not possess an arcane spellcasting class to use this skill.
- Craft (Smith): This skill is now used for both Craft (Armorsmithing) and Craft (Weaponsmithing)
- Open Lock: Remove Open Lock from the list of skills. It is now part of the Disable Device skill.
- Diplomacy: This skill will use the alternate rules developed by Rich Burlew at Giant in the Playground
- Knowledge: When a character places his first rank in a Knowledge skill, he gains a +1 bonus to checks with regard to that area of expertise. When a character places his next rank in Knowledge, he can choose to either increase the total bonus or to expand his list of topics. A character can choose any of the standard areas of expertise presented in the Player's Handbook, or he can choose a more specific area of expertise. On checks specifically related to a specialized skill choice, the character gains a +5 bonus to his check. The standard synergy bonuses presented in the Player's Handbook do not apply. However, for every five ranks in Knowledge, the character can apply one of the synergy bonuses related to one of his areas of expertise.
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:
| Score | Cost | Score | Cost |
|---|---|---|---|
| 9 | 1 | 14 | 6 |
| 10 | 2 | 15 | 8 |
| 11 | 3 | 16 | 10 |
| 12 | 4 | 17 | 13 |
| 13 | 5 | 18 | 16 |
Racial modifiers are applied only after score allotment is complete.
Races:
The following races are allowed in the campaign without DM consultation:
- Changeling
- Dwarf
- Elf
- Gnome
- Half-elf
- Half-Orc
- Human
- Halfling
- Kalashtar
- Shifter
- Warforged
The following races are allowed only with DM permission and a good backstory:
- Bugbear
- Hobgoblin
- Goblin/Blue
- Orc
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:
- 1 backpack
- 1 bedroll or 1 winter blanket
- 3 candles
- 3 pieces of chalk
- 1 flint and steel
- 1 belt pouch
- 1 sack (empty)
- 5 days trail rations
- 1 waterskin
- 1 set of clothing costing 10gp or less
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.