These are the following house rules for Laria.
- The stat array.
17. 16. 15. 14. 12. 11.
- The stat array is a simple and quick answer to a balanced game. It’s an adjusted version of the Elite Array and you can distribute the numbers to any stat you see fit.
- Starting Equipment
You may create your character with equipment already purchased using your starting gold equal to your class and may be anything you can afford, however, you must purchase a set of clothes from the Player’s Handbook. There is no exception.
- Starting gold.
1st level characters come into play with the starting gold listed under the Legal Classes page. Other characters coming into play above 1st level start with the gold listed in the chart below plus the gold they would normally recieve at 1st level.
- 2nd level 900 gp.
- 3rd level 2, 700 gp.
- 4th level 5, 400 gp.
- 5th level 9, 000 gp.
- 6th level 13, 000 gp.
- 7th level 19, 000 gp.
- 8th level 27, 000 gp.
- 9th level 36, 000 gp.
- 10th level 49, 000 gp.
- 11th level 66, 000 gp.
- 12th level 88, 000 gp.
- 13th level 110, 000 gp.
- 14th level 150, 000 gp.
- 15th level 200, 000 gp.
- 16th level 260, 000 gp.
- 17th level 340, 000 gp.
- 18th level 440, 000 gp.
- 19th level 580, 000 gp.
- 20th level 760, 000 gp.
- Battle Flow
Battle is a tad bit more slow paced than the norm. Initiative is recalculated at the end of each turn (A turn being the result of all PC’s and NPC’s rounds) for a change of pace per battle.
- Weapon and armor Material Types.
The common material used in the weapons and armor found in the Player’s Handbook are steel and are rarer than the norm. There are a lot of other materials commonly found in Laria as well as steel.
- Copper, Alchemical
- Hide (The type of hide varies)
- Gold, Alchemical
Other materials retain their rarity and usefulness, such as, but not limited to; Silver-Alchemical, Mithral, Darkwood, Adamantine, Dragonhide, and Iron-cold.
Classes that permit familiars at first level are allowed to start play with a familiar. There is no Exp. cost or material cost for this start of play familiar, however, the familiar rules of dying and obtaining another one still applies.
- Critical Success and Failure
Upon rolling a natural 1 or 20, this is simply a threat to a failure or success. However, it still results in a miss or hit.
- Critical failure can result in simply the loss of ones weapon, becoming prone such as falling, stumbling, fumbling, hitting yourself or even hitting another target, friendly or foe.
- Critical success is a threat, in which on another attack roll of a D20, if you equal or exceed the targets AC, you result in a critical. Only weapon damage is multiplied, not magical damage (unless stated by the magical effect) or Strength or Dexterity modifers added to damage.
- Critical success and failures do not apply to skill checks.
- Critical success and failures do not apply to saving throws.
- Encumbrance rules apply as listed in the Player’s Handbook page 161.
This includes encumbrance by armour and encumbrance by weight.
- Hunger and Sleep.
Characters are directly affected by hunger and sleep. Fatigue rules are normally applied in most cases.
- Sleep: Characters well rested (gaining 8 hours of uninterrupted sleep) gain bonus exp. for the first encounter of that day.
- Characters conscious for more than 16 hours in a single day begin to feel the affects of fatigue. Charactes begin feeling more and more fatigued every 3 hours they remain awake (adding another fatigue affliction every 3 hours). After the fatigue affliction exceeds their Base Attack Bonus (Including their strength modifiers), the character passes out and begins to rest where they are.
- Hunger: (Utterly Satiated) Characters eating three meals a day on a consistant basis (Doing this daily for at least three days) gain a +1 bonus on to-hit rolls, damage rolls, and 5 temporary hit points for the first encounter of the day. These temporary hit points are not carried over after the encounter.
- Characters are normal upon eating two meals a day.
- Characters that go without eating for 12 hours begin to feel the affects of fatigue. Characters going another 6 hours without eating begin losing constitution beginning at a con drain of 1. Every 6 hours after that the con drain increases by an additional 1 (For example: Character A went 18 hours without food and has a con drain of 1. After another 6 hours that con drain increases to 3, adding a 1 con drain + 1 per 6 hours continued. After another 6 hours, totaling at 30 hours without food, the con drain increases to 6, 1 con drain + 2, another 1 added for another 6 hours without food). The con drain subsides once the character has a full meal however, should the drain exceeds the character constitution, the character dies of hunger.
- Once characters hit 10th level, the hp required to die (Which is normally -10) becomes equal to your level. For example: A 15th level character dies at -15 hp rather than the normal -10 hp while a 12th level character dies at -12 hp.