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House Rules for Dragonsea

 

Because Dragonsea is a homebrew campaign setting, I figured there should be a few house rules, at least for the mean time until smarter people than I come along and fix things.

1. Magic Items: Given that this is the land of Dragons, their utopia basically, it would make sense that magic items are easier to come by. So I am giving all magic items a blanket price reduction of 25%.

2. Experience/Milestones: This isn't a houserule for Dragonsea so much as it is one to deal with my style of DMing. Because I rarely ever have more than one encounter a day, dailies and such gain a lot more power and we lose the effect of some abilities that depend on milestones. So to offset this, I have removed that abilities recharge everyday. They power will only recharge when the parties takes suffiencent time to rest and recharge them, not automatically everyday after a good night's sleep. This way the party can go for several "encounters" still and have it occur over several days. As incentive to push your luck, I am also adding in bonus exp. Every milestone will earn you bonus 10% exp for all encounters after it, and yes these stack. So on your third and fourth fight between extended rests, you will earn +10% exp, on fights five and six, +20%. This bonus stacks up to a max of 50%. This is an experiment so deal with it.

3) Racial Restrictions: For Dragonsea the First Age, I have a very limited number of races, many of which are not even core races but Monster Manual races.  The following races are the only ones allowed for Dragonsea the First Age:
Dragonborn
Tiefling
Kobold
Genasi
Warforged
Githyanki
Githzerai
Shifter: Longtooth
Shifter: Razorclaw
Deva

 

4) Racial Prerequisites: There is a downside to limiting the races, especially to MM monster races which have far fewer feats out there than the core races. To offset this, I will allow players to take feats/paragon powers and remove the racial restrictions as long as it makes sense. I have to approve the changes.

 

5) Player Made Feats: As an additional offset, I will consider player made feats. Please note that I am VERY critical about homebrewed feats, so you have to do yoru best to balance them out and remember that I have the final say.

 

**NEW**
6) Language: Given that this is a whole new setting, I have to decide what languages are around and which obviously are not. For the purposes of this list, I will not only say what languages are around, but also which race, if any, is most likely to speak it.

Common (This is in reality draconic, but it is the common language of the Dragonsea setting.

Exarch (This replaces Draconic and is the language of the Dragons. It is seen as a highborn version of draconic, used by the elite.)

Deepspeech - This is the natural language of the Gith. Unsure as to where it comes from or why, the only other race that seems to know Deepspeech are the Shifters, but not all of them possess this ability.

Primordial - This is the natural language of the Genasi. Dragons see it as just more evidence they were unable to cleanse the primordial realm from their creation.

Supernal - Not all Devas are blessed with the ability to speak this language, but they are the ones most likely to naturally know and learn this language.

Abyssal - Some Tieflings have been known to spontaneously know how to speak this language, a remnant of their creation.

 

New Feats

 

The following section will be where all the player made homebrewed feats will be posted for the Dragonsea campaign. Those found here are not necessarily approved, there are here as options and I still have final say. (Though you can expect me to say yes 99% of the time)

 

Kouk's Monster Feats

These were posted by a person named Kouk on the D&D forums and I found them pretty cool. I am also copy and pasting the relevant feat info here, but the credit for their creation goes to him/her.

*****

Longtooth Elite {Shifter}
Tier: Heroic
Prerequisites: Longtooth Shifter, Longtooth Shifting racial power
Benefits: While benefiting from your Longtooth Shifting power, you gain an additional +1 bonus to damage rolls, and your regeneration increases by 1 point.

*****

Razorclaw Elite {Shifter}
Tier: Heroic
Prerequisites: Razorclaw Shifter, Razorclaw Shifting racial power
Benefits: While benefiting from Razorclaw Shifting, you gain a +1 bonus on attack rolls.

*****

Reactive Shifting {Shifter}
Tier: Heroic
Prerequisites: Shifter, Longtooth Shifting or Razorclaw Shifting, Constitution 13
Benefits: You can use your shifting racial encounter power as an Immediate Reaction instead of as a Minor action.

*****

Shifter Instincts {Shifter}
Tier: Heroic
Prerequisite: Shifter
Benefits: You gain a +1 feat bonus on Perception and Insight checks, and a +2 feat bonus on Initiative checks.

*****

Enhanced Optics {Warforged}
Tier: Heroic
Prerequisites: Warforged, Constitution 13
Benefit: You gain Low-light vision. In addition, you gain a +1 feat bonus on any Saving Throw to end an effect which imposes the Blinded condition.

*****

Greater Enhanced Optics {Warforged}
Tier: Paragon
Prerequisites: Warforged, Constitution 15, Enhanced Optics
Benefit: You gain Darkvision. In addition, you gain a +2 feat bonus on any Saving Throw to end an effect which imposes the Blinded condition.

*****

Second Skin {Warforged}
Tier: Heroic
Prerequisites: Warforged, Constitution 13
Benefit: When using armor as an attached component, you do not suffer any armor check penalty that would normally be incurred from using that armor.

*****

Silver Tracery {Warforged}
Tier: Heroic
Prerequisites: Warforged, Constitution 13
Benefits: Your unarmed attacks count as silvered (PH 220). In addition, you gain a +1 feat bonus to Fortitude defense and Endurance skill checks.

*****

Warforged Slam {Warforged}
Tier: Heroic
Prerequisites: Warforged, Strength 15
Benefits: You can use your fists to deliver a powerful slam attack. Treat your unarmed attack as a simple melee weapon that deals 1d8 damage and has a +2 proficiency bonus. Your slam attacks are treated as belonging to the mace weapon group, and you are automatically proficient with them. In addition, your fists can be enchanted with the Enchant Magic Item Ritual individually as if weapons.

*****

Draconic Bloodline {Kobold}
Tier: Heroic
Prerequisites: Kobold
Benefit: Choose one energy keyword from the following list: acid, cold, fire, lightning, or poison.
Attacks with Arcane powers which include that keyword gain a +1 racial bonus to the attack and damage rolls.

*****

Dragon Sight {Kobold} {Dragonborn}
Tier: Paragon
Prerequisites: Kobold or Dragonborn
Benefit: You gain Darkvision. You gain a +2 feat bonus to Perception.

*****

Kobold Senses {Kobold}
Tier: Heroic
Prerequisite: Kobold
Benefit: You gain Low-Light vision. You gain a +1 feat bonus to Perception.

*****

Evasive Shift {Kobold}
Tier: Heroic
Prerequisites: Kobold
You can use your Shifty racial power as an immediate reaction when you are attacked by an enemy. If you do so, you gain a +1 bonus to all defenses until the end of your next turn.
Level 21: The bonus increases to +2.

*****

Anthony Y's Feats

There are actually some Warforged feats that have been released in Dragon magazine! Here are some...

Warborn Fury Style
Prerequisite: Con 13 or warforged race, any martial class
Benefit: You gain a benefit with any of the following exploits you possess.

Commander’s Strike (warlord): If your ally hits with the granted melee basic attack, one ally adjacent to the target can shift 1 square.
Nimble Strike (ranger): If you forgo shifting before or after the attack, then if the target moves or shifts before the end of your next turn, you can shift 1 square as a free action.
Reaping Strike (fighter): If you’re wielding a two-handed weapon and you miss with this exploit, you deal damage equal to your Strength modifier +2.
Riposte Strike (rogue): If you hit with the granted immediate interrupt attack, the target takes a -3 penalty to its attack roll with the triggering attack.

*****

Component Modification
Heroic Tier
Prerequisite: Warforged
Benefit: your body takes better advantage of warforged componenets. For each component you have, your warforged resolve racial power grants you 1 temporary hit point, up to a maximum bonus equal to your Constitution modifier.

*****

Immutability
Heroic Tier
Prerequisite: Warforged, Improved Warforged Resolve
Benefit: Whenever you use your warforged resolve racial power, you can also make a free saving throw against one condition or ongoing damage effect affecting you.

*****

Improved Warforged Resolve
Heroic Tier
Prerequisite: Warforged, warforged resolve racial power
Benefit: Your warforged resolve power grants you an additional 5 temporary hit points.

*****

Warforged Tactics
Heroic Tier
Prerequisite: Warforged
Benefit: You gain a +1 bonus to melee attack rolls against a target when you have an ally adjacent to that target.

*****

And some of Anthony's Houserule Feats

Overmind
Heroic Tier
Prerequisite: Githyanki/Githzerai
Benefit: You gain a +1 feat bonus to attack rolls and damage rolls when you use a power that has the force or the psychic keyword.

*****

Mental Health
Heroic Tier
Prerequisite: Githzerai, Iron Mind racial power
Benefit: When you use the Iron Mind power while bloodied, you can spend a healing surge as a free action.

*****

Tactical Leap
Tier: Heroic
Prerequisites: Githyanki, Telekinetic Leap power
The movement granted by your Telekinetic Leap power does not provoke opportunity attacks.

*****

Tactical Shift
Heroic Tier
Prerequisite: Kobold
Benefit: You can shift into difficult terrain as though it were normal terrain.

 

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