The purpose of this section is to summarize the changes to the base rules covered in the Homage Island section and my house rules in one short and to-the-point document that is easily printed. The changes are delineated as organized in the PH by chapter. If there is a conflict between the rules in this section and those in the campaign, seek clarification; don’t assume either section is correct.
Ability scores are generated using the 4d6 cards method. To implement this method, remove the ace, 2, 3, 4, 5, and 6 cards from a normal card deck. This gives you 24 cards. Deal the cards into six piles of 4 cards each by dealing one card to each pile in turn. Each pile represents an ability score. Treat the four cards in each pile as the 4 dice from rolling 4d6, that is, “discard” the lowest card and sum the remaining three cards to generate the ability score. Assign the abilities as you see fit.
For example, consider the following 6 piles from a deal:
1. Six of hearts, 6 of spades, 2 of clubs, 5 of diamonds. Discard the 2, 6+6+5 = 17.
2. Three of clubs, 4 of clubs, 2 of diamonds, 6 of clubs. Discard the 2, 3+4+6 = 13.
3. Ace of diamonds, 3 of diamonds, 4 of hearts, 3 of spades. Discard the ace, 3+4+3 = 10.
4. Six of diamonds, 4 of spades, 3 of hearts, 5 of spades. Discard the 3, 6+4+5 = 15.
5. Two of hearts, ace of spades, ace of hearts, ace of clubs. Discard an ace, 2+1+1 = 4.
6. Two of spades, 5 of clubs, 4 of diamonds, 5 of hearts. Discard the 2, 5+4+5 = 14.
If I was making a rogue, I might deal select elf for my race, and deal these scores out to my abilities as strength 15, dexterity 19, constitution 11, intelligence 14, wisdom 4, and charisma 10.
All the usual races are available, and no special class restrictions exist.
No changes.
A bard is the class mapped to an individual with The Gift of Hearing.
A cleric (priest) is the class mapped to an individual with The Divine Gift (The Gift of Touch).
A druid is the class mapped to an individual with The Gift of Spirit.
No changes.
A paladin’s special abilities and spell ability is tied to The Gift of Smell / Taste.
The various psionic classes derive their abilities from The Sixth Sense (The Gift of Perception). See the section on psionics, option 1, for class information.
A ranger’s spell ability is tied to The Gift of Spirit.
No changes. [Possibly no use magical device ability.]
This class does not exist. Consider it replaced with the psion class.
A wizard is the class mapped to an individual with The Gift of Sight.
Augment the description for use magical device / use psionic device.
Latent Gift.
Prerequisite: Latent gift of ignoring the elements.
Benefit: A character with this feat can ignore the effects of the elements. He does not suffer ill effects of excessive hot or cold
Normal: for comparison, what is normal.
Special: curses, etc.
Prerequisite: Must be human.
Benefit: The human can add two to one ability while subtracting two from another. The penalties should be complimentary, as defined in the DMG, pp. 20-25, especially table 2-7, pg. 24.
Normal: Human statistics are as rolled.
Special: Can only be taken at first level using the human’s bonus feat.
Prerequisite: Latent gift of heroic surge.
Benefit: A character with this feat can take an extra attack or move action. This may be done once per day for 4 levels. No more than on extra action per round.
Normal: for comparison, what is normal.
Prerequisite: Latent gift of luck.
Benefit: A character with this feat adds his charisma bonus, if positive, or subtracts it, if negative, from all saving throws. Note that only an evil creature can take this feat with a negative charisma.
Normal: Only a Paladin has this feat for free.
Special: The bearer is more famous or infamous than normal. Increase his level by the saving throw bonus with respect to reputation.
Prerequisite: Latent gift of ignoring the elements.
Benefit: A character with this feat can ignore the effects of the elements. He does not suffer ill effects of excessive hot or cold temperatures, nor gets wet in the rain. This ability does extend to his equipment. For example, if in the rain the character will not be wet nor will his clothing be soaked. He does not take damage from exposure, but gains no other benefit. Spells such as fireball, gust of wind, etc. affect him normally.
Normal: Exposure to the elements can be deadly.
Special: The side-effect of this feat is that his ignoring of the elements has obvious signs. The wind does not blow his cloak, he does not sweat in the heat, and never shivers in the cold.
Prerequisite: Latent gift of gray soul.
Benefit: A character with this feat does not sleep and is unaffected by magical sleep powers.
Normal: Must sleep to regain spells, etc..
Special: The bearer of this feat does not have a reflection in a mirror.
Will be matching gift for most undead immunities. Mind influencing effects, poison, sleep, paralysis, stunning, disease, critical hits, subdual damage, ability damage, energy drain, death from massive damage. (Some of these are related to no con score à won’t have feat.) Matching undead limitations: damage from sunlight, no mirror reflection, turnable, can’t cross running water, must be invited in, hates garlic and holy symbols.
Each player should write a half to full page history for each of his/her characters. An essay format is preferred. In this essay, try to explain how this character fits into the present campaign. Other points worth touching on:
· Special abilities, that is, spells, powers, feats, etc. How did he acquire them?
· Training history. Who (or what) was his mentor, master, or teacher? What school or institute did he go to? Is he still affiliated with them?
· Birthplace, family tree.
· Appearance.
·
All metal armors are 25% more expensive than normal for an AD&D campaign. Armors that use just a little bit of metal, e.g., studded leather, cost the normal amount. Full and field plate armors cannot be purchased in the Homage Islands because no native of the land is able to manufacture such armor.
Metal weapons are normally priced.
Copyright © 2002 John Lipp