House Rules

This is where House Rules will be listed once finalized.


Ability scores are generated by rolling 3d6, using the best two, and adding 6. For Cohorts, they are 3d6 (note this is effective October 2012 for any future cohorts).

The Sorcerer class is NPC only.

Player Characters cannot take Item Creation feats. Those feats are for NPCs only.

Prestige Classes exist, but are tied to specific setting organizations or cultures. Talk with the GM first if you are interested in any prestige class, as they may not be available to you.


Maximum hit points for first level. Every level after that, if the player rolls less than half on their hit point die, they actually get half of the die’s value for hit points. If they roll half or over, they keep that result.


Dodge – Dodge provides +1 Dodge bonus to AC. This is effective against all foes; it is not limited to a single opponent.

Spell Mastery – This feat allows the wizard to spontaneously cast the spells he selected. The wizard has mastered the Art sufficiently that certain spells can be cast as long as spell slots have not been expended.


Most equipment is available, but certain ones that are unbalancing or in the eyes of the GM as lame, are not available. For example, no Spiked Chains are allowed.


Smite – Because of the different Alignment system, the Paladin can use his Smite ability against any foe he chooses. However, using the power against inappropriate foes might be a reason for the Paladin to lose his abilities. If in doubt, the player of a Paladin can ask the DM for clarification.

Sneak Attack – Flanking does not provide an opportunity for sneak attack damage.


Flash Gordon Point (FGP) – FGPs replace magic like Reincarnation, Raise Dead, or Ressurection. Every character gets one to start and earns another one every eighth level. It functions like Raise Dead. When a character would die, the player may spend an FGP to escape death. It does not mean that the attack, spell, event, or other cause of death never happened, just that the character miraculously escaped death when he should have died. Once spent, the character is at 1 hit point. Since it mimics Raise Dead, the character will lose one level. It also cannot be used if the character has been turned into undead, or died from a Death effect.

Glory, Fortune, & Power – Often there comes a point during a campaign when players have more money than they know what to do with. It’s more cash than they can simply carry, and they don’t want to leave it in a chest in some inn while they are away. Glory, Fortune, and Power is meant as an easy means to account for this wealth.

Glory, Fortune, & Power are abstract categories that player characters can invest in. The categories are essentially flavor text, but may have impact during game.

Glory is money spent. It is Conan blowing all his gold on drink and wenches, and buying everyone in the bar free drinks. It is good clothes and jewelery to attend parties. Gifts for NPC friends (or even strangers). It is also charitable contributions made to widows and orphans, and any spending done which accrues no benefit to the character (the traditional cleric’s Tithe to his cult is also accounted for here). The main thing is at the end of the day, the player has zero in the bank for whatever he spent. The money is gone forever. However, people will remember the character, whether it is for the acts of charity spent, the great times had by all in his presence, or the scandalous stories of forays in high society. While the money is gone, the Glory will be remembered.

Fortune is money invested for wealth. Primarily this is not cash in some bank (if such things even exist). Instead it is the value of herds of livestock, farm land with tenants, a government sinecure, or other thing in value that will provide income for the future. In short, this is the retirement money once a PC quits being an adventurer. The exact form of wealth depends on the campaign, and like all investments is capable of being lost. Plagues, murrain, banditry, war, theft can all destroy one’s Fortune.

Power is money spent for that old name level end game – domains and strongholds. It represents money spent to build wizard towers, fortified cleric chapterhouses, fighter forts, or a rogue’s thieves’ guild. It represents the purchase of stones to build walls, the masons to build them, and the tools and equipments that a working stronghold needs. It is pay for retainers and guards, and upkeep for hirelings, followers, and cohorts. Obviosuly it is very abstract, and it is important the player describe exactly what kind of Power is being developed. Like Fortune, Power can be affected by in game events. Forts can be conquered, retainers killed, and strongholds demolished. Furthermore, accumulating Power without the permission or approval of the local powers might lead to conflict as existing powers might see this as a threat to their authority and consider such things to be rebellion or treason.

House Rules

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