‘Kings of Kings’ D&D 4e House Rules

Green text indicates a created or modified rule. Everything else is straight from the 4e books.

1.     CHARACTERS

o   Races disallowed:

RACE

REASON

Bladeling

Not in world

Bugbear

Monster

Bullywug

Monster

Duergar

Monster

Genasi

Not in world

Githyanki

Monster

Gnoll

Monster

Goblin

Monster

Hobgoblin

Monster

Kalashtar

Not in world

Kenku

Monster

Kobold

Monster

Mul

Not in world

Shardmind

Not in world

Thri-Kreen

Not in world

Warforged

Not in world

Wilden

Not in world

o   Character options:

ITEM

USING?

Inherent Bonuses

No

Spellscarred

No

Harper

No

House Vadalis

No

Circle of Smoke and Whispers

No

o   Disallowed options from settings books:

ITEM

DARK SUN

EBERRON

FORGOTTEN REALMS

RACES

·         Mul

·         Thri-Kreen

·         Kalashtar

·         Warforged

Genasi

BACKGROUNDS

 

 

All FR backgrounds

FEATS

Anything with a disallowed prerequisite

Anything with a disallowed prerequisite

Anything with a disallowed prerequisite

PARAGON PATHS

 

Dragonmarked Paragon Paths

Spellscarred Savant

EPIC DESTINIES

 

 

 

OTHER

·         Character Themes

·         Wild Talents

 

Spellscars

 

·         Use the point-build method for Ability Scores.

·         No female characters, sorry (story related).

·         Multi-class and hybrid characters/feats are NOT allowed.

·         Starting characters are level 1.

·         Make sure you look at the Skill Power options in Player's Handbook 3 (PHB3:164).

·         Races allowed and how they are perceived on Golarion. Red text denotes the typical problems this race will encounter.

RACE

RARITY

SAVAGE

OUTCAST

PERCEPTION

Changeling

Rare

No

No

Untrustworthy

Deva

Rare

No

No

Mysterious, Odd

Dragonborn

Rare

No

No

Mysterious, Awe inspiring, Frightening

Drow

Rare

No

Yes

Evil, Untrustworthy

Dwarf

Uncommon

No

No

Industrious, Loyal, Hearty

Eladrin

Rare

No

No

Mysterious

Elf

Uncommon

No

No

Mysterious, Naturalists

Githzerai

Rare

No

No

Weird, Other-worldly

Gnome

Uncommon

No

No

Mysterious, Mechanically inclined

Goliath

Rare

No

No

Frightening, Uncivilized

Half-Elf

Common

No

No

Normal

Half-Orc

Uncommon

No

Mostly

Savage, Uncivilized, Ferocious, Hedonistic

Halfling

Uncommon

No

No

Cute, Crafty

Human

Common

No

No

Normal

Minotaur

Rare

Yes

Yes

Savage, Frightening, Evil

Orc

Common

Yes

Yes

Savage, Frightening, Evil, Uncivilized

Revenant

Rare

No

Yes

Cold, Fearsome, Noble, Pragmatic, Tragic

Shadar-kai

Rare

No

Yes

Evil, Bloodthirsty, Grim, Ruthless, Sinister, Violent

Shifter

Rare

No

Partially

Fierce, Predatory, Wild

Tiefling

Rare

No

Yes

Demonic, Frightening, Mysterious, Sinister

 

·         Background:

o   Choose up to 6 backgrounds, each from a different category please, and choose one "Background Benefit".

 

2.     Currency

·         Currency will be tracked using physical coins and gemstones, with denominations as follows:

CURRENCY

GOLD VALUE

TRACKED WITH

Copper piece

1/100

Not tracked; too trivial

Silver piece

1/10

1 silver coin each

Gold (1)

1

Gold coin labeled 1

Gold (10)

10

Gold coin labeled 10

Gold (100)

100

Gold coin labeled 100

Gold (1000)

1,000

Gold coin labeled 1000

Astral Diamond

10,000

Clear gemstone

Adamantium Orb

100,000

Shiny Purplish Orb

 

3.     deities

·         Only the deities from and Pathfinder Chronicles will be used.  Keep in mind, many D&D 4e deities exist in the Golarion world. See the Kings Of Kings Wikidot site for a summary of every god in Golarion. Any benefits characters receive from 4e gods will be mapped to a Golarion god. See with if you have one of these.

 

4.     PLAYPoint SYSTEM

·         General:

o   During play anyone may give anyone else a PlayPoints for doing something deserving of a reward.

o   You can never have negative PlayPoints.

o   PlayPoints will be tracked with glass bead tokens, 1 per bead.

o   PlayPoints will be awarded every week for these actions:

ACTION

PLAYPOINT REWARD

Update your Wiki character page when you're character changes

+3

Update "NPC" section

+3 per

Update character bio or story

+5

Add/Update an entry in the "Our Story, Thus Far" section

+10

 

·         Usage:

o   GM:

§  During play, the GM can discard one of his PlayPoint tokens to force another player to lose a PlayPoint for doing something deserving of a penalty, on a 1-for-1 exchange.

§  At the end of every session the GM gives his remaining PlayPoints to the players, as he sees fit.

o   Players:

§  At the end of every session, after the GM hands out his remaining PlayPoints, each player turns in all of his PlayPoints for XP.  Take XP equal to your PlayPoints as a percentage (on a 1-for-1 basis) of a Elite Monster’s XP (DMB-202) for the level of your character. For example, if you have 12 PlayPoints and are level 7 you would get 12% of the XP of a level 7 elite  monster (600 XP), giving you 72 XP (12% of 600).

§  The cash-in formula is: PlayPoints * (XP for Elite Monster of your level) / 100

 

5.     WOTC FORTune Cards

·         Each character will receive one Fortune Card every time they level, replacing any Fortune Card that character currently has.  Players can trade Fortune Cards on a 1-for-1 basis .

 

6.     REROLLING

·         Players that "reroll" must choose an Essentials character and can only use Essentials material for that character, including items.  When selecting choices, make sure you select something from one of the Essentials sources. The easiest way to do this is to set the list option to "source".

·         If, at any time, every character is from Essentials, we will only use Essentials game rules and options.

 

7.     ReTURNING TO LIFE

·         Every time a living creature comes back to life (from death), regardless of how, they must make a Soul Save or their soul is permanently gone and can never return to life. A roll of 1 always fails and a roll of 20 always succeeds.

CREATURE MAKING SOUL SAVE

SOUL SAVE DC

Has levels

Total number of deaths sustained

Does not have levels

10

 

8.     SKILL CHALLENGES

·         Skill Challenges may or may not be revealed to the players as they are occurring.

·         Skills used for Skill Challenges will be determined by the role-play actions of the character.

·         The skill determined by the GM as the most appropriate for the role-playing actions taken will be assigned one of these modifiers or results, depending on its relevancy to the challenge:

RELEVANCY

MODIFIER

Not applicable

Automatic failure

Low relevancy

-2

Relevant

0

High relevancy

+2

 

9.     Sunrods

·         There are no sunrods in my world. The cost of an adventurer's kit is reduced by 2 gold.

 

10.            travel

·         Calculate travel: (10 hours) - (sum of hours for desired hexes). Remainder equals extra hours needed

·         HOURS TO CROSS 1 HEX (RC-169) (*Land mounts not applicable)

SPEED

PLAINS / ROADS

FOREST* / HILLS*

MOUNTAINS* / SWAMPS*

1

24

32

48

2

12

16

24

3

8

10.7

16

4

6

8

12

5

4.8

6.4

9.6

6

4

5.3

8

7

3.4

4.6

6.8

8

3

4

6

9

2.7

3.6

5.4

10

2.4

3.2

4.8

 

·         DAYS TO EXPLORE 1 HEX (*Land mounts not applicable)

SPEED

PLAINS

FOREST* / HILLS*

MOUNTAINS* / SWAMPS*

1

12

16

24

2

6

8

12

3

4

5

8

4

3

4

6

5

2

3

5

6

2

3

4

7

2

2

3

8

2

2

3

9

1

2

3

10

1

2

2

 

·         HEX EXPLORATION (Leading character makes a DC 22 Nature check. Up to 4 others can assist)

 

TIME:

EXPLORED?

ENDURANCE CHECK**

1 ROLL:

Chart rate +1d3

None

Everyone makes a Hard Endurance check

FAILURE:

Chart rate +1

Hex

Everyone makes a Moderate Endurance check

SUCCESS:

Chart rate

Hex

Everyone makes a Easy Endurance check

20 ROLL:

Chart rate -1

Hex

None

 

·         **EXPLORATION ENDURANCE CHECKS: Failure to make this Endurance check results in the loss of one healing surge. If the adventurer has no healing surges left, he loses HP equal to his level. Healing surges lost to exploration can't be regained until the adventurer completes an extended rest in a civilized area, or its equivalent. See RC-178.

11.            TREASURE & MAGIC ITEMS

·         The Common/Uncommon/Rare magic item system will be used (RC:276-277). In summary:

o   Player Characters can only craft common magic items with the “Enchant Magic Item” ritual.

o   On average, about half the magic items that characters find as treasure are common. Most of the rest are uncommon. About 1 magic item in 8 is rare.

·         The "Treasure by Party Level Table" (RC:300; DMK:248) will be used to determine treasure, with these additional rules:

·         The magic item roll of the last treasure of every level will automatically be a random magic rolled on the following table. The magic item's level will equal: Party Level + 2d6. The item will be rolled randomly with online the Compendium.

1D10 ROLL

ITEM

1

Armor

2

Arms

3

Feet

4

Hands

5

Head

6

Neck

7

Ring

8

Waist

9

Weapon

10

Wonderous

 

·         A player will roll on the following table when they roll a natural 20 on a treasure roll for a magic item:

1D20 ROLL

RESULT

1-15

Rare magic item of players choice, of the level rolled when the treasure was generated. The player may downgrade the rarity, up to two times, adding 2 item levels for each downgrade. For example, a player rolling a L13 rare item can instead choose a L15 Uncommon or a L17 Common.

16-20

Artifact from tier: 1d6 + Character Level

 

·         Every treasure reward, players rotate rolling for each of the 4 treasure slots.

·         Magic item wish lists will not be used. Instead, the player who successfully rolled the magic item from step #2 above can pick the magic item.

·         Vendors dealing in magic items will buy and sell any common magic items within reasonable reach of their budget.

·         Rituals can be purchased using the coins (not gems or art, etc.) from treasure rolls, following these rules:

o   Whether or not rituals are available for purchase is up to the GM and will only occur when the locale is a logical place to have ritual books.

o   You can only use the coins found at the site of all of the treasure rolls.

o   You can only buy rituals up to your character's level.

o   There will be 1d4 rituals available to purchase at the entire treasure site.

o   Players suggest a ritual to the GM, who decides the chance that ritual could be found at this locale. A failed roll simply means the player can choose a different ritual.

 

12.            UNEARTHED ARCANA

·         We'll be using any of the WOTC DDI Unearthed Arcana optional rules that are cool. So far they are:

UNEARTHED ARCANA RULE

SOURCE

USING?

Curses

Dungeon #182

X

 

13.            WEAPON breakage

·         We’re using the “Reckless Breakage” option from the Dark Sun Campaign Setting book (DSCS:122).

·         The non-fluff parts of the rule state:

o   Reckless Breakage: When you roll a natural 1 on an attack roll, your weapon has a chance to break. You can accept the result, automatically missing the attack as usual, but keeping your weapon intact. Alternatively, you can reroll. Regardless of the reroll result, a nonmetal weapon breaks once the attack is complete. A metal weapon, however, breaks only if you roll a natural 5 or lower on the reroll. This rule gives you a say in whether a weapon breaks. You can play it safe and accept the errant attack, or you can attempt to avoid a miss by risking your weapon.

o   A broken item is at best an improvised weapon. Damaged magic weapons lose their enhancement, properties, and powers until repaired.

·         Non-magical weapons are considered nonmetal weapons for this rule.

·         Implements are considered weapons for these rules.

·         The cost to repair a weapon is calculated by rolling 3 open-ended d20s, and using the sum as a percentage of the original cost. For example, rolling 4/12/20, then rolling the 20 again and getting 6, means the cost to repair the weapon is 42% of the original cost. Rolling a 20 means you roll again and add the new result to 20, repeating the roll again for every 20 rolled. Yes, a broken weapon could cost you more to repair than it would be to buy a new one. Repairing a broken weapon requires a qualified blacksmith and the proper equipment and time.