House Rules

CHARACTER CREATION AND ADVANCEMENT

ABILITY SCORE INCREASES

Through the experiences of adventuring you gain both the knowledge and strength to overcome greater obstacles. Whenever you would gain an ability score increase from class levels you increase a single mental ability score and single physical ability score by 1. This does not include familiars, animal companions, eidolons, etc.

ACTION POINTS

Two action points are granted for every character level gained, including first level. Action points can also be gained through acts of greatness, under DM discretion. These acts of greatness can be personal or party wide; if the party overcomes a difficult obstacle then they all receive action points, if a player shows exceptional bravery or skill then they gain an additional action point. These action points can be spent to take an automatic 15 on any single d20 roll; this must be decided before attempting the roll.

CHARACTER POINTS

Character points are granted at every level; at first level you gain character points depending on your race and every level after you gain a static 4 character points. These character points can be spent to improve your character in the following ways…

ABILITY SCORES (8 CP)
You may spend your character points to increase one of your ability scores by 1 (Max +5 total)

ARMOR CLASS (4 CP)
You may spend character points to increase your armor class, this can be either natural armor or dodge bonus (Max +5 total).

BAB (6 CP)
You may spend your character points to increase your class’ base attack bonus by 1 (max +3).

ENERGY RESISTANCE (4 CP)
You may spend character points to increase your acid, cold, electricity, fire, or sonic energy resistance by 5 (Max 10 resistance per energy type)

FEATS (4 CP)
You may spend character points to receive any feat you are eligible for.

HEALING SURGE (6 CP)
You may spend character points to receive an additional healing surge per day.

SAVING THROWS (4 CP)
You may spend character points to grant a +1 resistance bonus to one of your saving throws (max +5 total).

SKILL BONUSES (4 CP)
You may spend character points to grant a +4 bonus to one skill, this stacks with the skill focus feat and can only be taken once per skill.

SPELL DC (6 CP)
You may spend character points to increase the DC of all your spells by 1 (Max +3), this includes both divine and arcane spells.

SPELLS (4-20 CP)
You can spend character points to gain additional spell slots per day; the amount of character points is equal to 2 + twice the spell level. You must already have access to the spell level you attempt to purchase with character points; a level 4 wizard cannot purchase a level 6 spell with character points. (Max 3 spells per spell level)

FAVORED CLASS

When taking levels in your favored class you gain +1 HP and +1 Skill Point. If you choose to take a racial benefit then you will replace any one of the two with the racial bonus but not both.

ROLLING FOR HIT POINTS

At first level your character gains maximum hit points, every level after roll the appropriate hit dice. The minimum hit dice roll is equal to half your maximum hit dice, so a cleric which rolls a 1 would instead take a 4 since that’s half its d8 roll. This applies to druid companions/eidolons/etc. The DM will not match your rolls.

STARTING ABILITY SCORES

When determining initial ability scores roll 4d6 and add together the largest 3 of the 4 rolls, do this 6 times to populate your starting statistics. Instead of the DM matching your rolls, you may reroll any 1s or 2s once.

House Rules

The Golden Crusade Horg