House Rules


Changelings: Changelings are called Avicissi, and have racial traits as described in the Eberron Campaign Setting, with the following additions:
  • Gain Darkvision 60 ft.
  • +10 circumstance bonus to perception rolls to spot other Avicissi in disguise.

Dwarves, Gnomes & Halflings: The ‘little races’ do not exist in my campaign world because I am a huge fat racist.

Elves: Elves are called Maralah, and have new racial traits.


Cleric: A Cleric’s Channel Energy ability affects demons in the same way as undead creatures. In unclear cases, what constitutes a “demon” is ultimately up to the DM to decide.

Monk: Add the following line to Abundant Step (Su): The Monk may only use this ability to transport himself.

New and Variant Rules

Aid Another to Stand From Prone: A character may use the ‘Aid Another’ action to assist another character in standing from prone. This is a standard action that provokes an attack of opportunity. The aiding character must be adjacent to the character he is helping up. Once successfully aided, the prone character may stand as a swift action on their own turn (possibly provoking a separate AoO, as normal).

Massive Damage: A character’s massive damage threshold is equal to their constitution modifier. If you ever sustain damage from a single attack that deals damage equal to or greater than the threshold, you must make a DC 15 Fortitude save. If this saving throw fails, you immediately lose all remaining hit points and gain the disabled condition.

The DM secretly rolls a d10 to determine your current negative hit point total and additional effects, as follows:

Result Effect
1 Character is brought to -1 hit points and begins dying as normal.
2-9 Character is brought to -2 to -9 hit points, begins dying as normal, and sustains a permanent, serious status effect (at the DM’s discretion) such as limb loss or permanent blindness.
10 Character immediately dies.

XP Loss is Memory Loss: XP points are representative of a character’s accumulated knowledge and worldly experience. When XP is lost, it manifests in-game as the loss of specific memories. Whenever a character loses or spends XP, the player must determine memories to lose. In cases of extreme or sudden unexpected XP loss, this determination may be made by the DM, if he so chooses. A rough guideline follows:

XP Lost Memory Loss Example
0-100 Trivial information, minor experiences—the name of a childhood acquaintance
101-500 Useful information, memorable experiences—first kiss; the rules of a card game
501-1,000 Important information, life-changing experiences—how to address royalty; own birthday
1,001+ Indispensable information, Profound experiences—Mother’s name; religious awakening

Sanity: The sanity variant system is detailed on p. 194 of Unearthed Arcana.

Contacts: The contacts variant system is detailed on p. 179 Unearthed Arcana.

Spells & Magic

Dimension Door: Remove the following line from the spell description: “After using this spell, you can’t take any other actions until your next turn.”

Detect Magic: Make the following changes to lingering auras:
Original Strength Duration of Lingering Aura
Faint 10d6 rounds
Moderate 10d6 minutes
Strong 10d6×10 minutes
Overwhelming 10d6 days

Low Magic: Spells above level 4 are difficult or impossible to cast—level 5 divine and ocular spells may be cast in one of two ways—when two or more casters with the Cooperative Spell feat cast the spell (described on p. 76 of Complete Arcane) or when a single caster sacrifices 2d8×100 xp to cast the spell. Level 6 Divine spells may be cast in the following manner when two or more casters with the Cooperative Spell feat cast the spell and both casters sacrifice 2d8×100 xp to cast the spell. Divine spells above level 6 may not be cast. Ocular spells above level 5 may not be cast.

Increased Magic Item Cost: All magic items purchased or crafted by players cost 150% their listed price.

House Rules

Vicissitudes ZacBond