House Rules

Children of Calypso Character Creation Rules/ALternate Rules

Attributes: 25 point character point buy. Use DMG page 169 to spend them.

Races: Characters may only ever choose races from the Children of Calypso Player’s Guide.

Gold: Maximum gold at 1st level.

Flaws: You may take flaws, but you gain no benefits besides the role playing experience.

Experience: Experience will be given normally until level 3, after level 3 and beyond the experience will be halved. Note: Experience may be quartered at level 7+, I’ll decide at the time.

Strength of Purpose: When a character first takes a prestige class they must advance at least three levels in that prestige class before they can gains levels in another class or prestige class.

Strength of Body: Only fighters, paladins, and rangers are entitled to a constitution bonus above +2 when applied to their hit points. Other classes who have constitution scores of 16 or above receive only +2 per die. Some prestige classes or base classes that closely emulate the warrior’s dedication to the martial arts may be entitled to a constitution bonus of greater than +2 when applied to hit dice; this is up to the DM.

Prestige Classes: Only prestige classes from the DMG and The Children of Calypso Player’s Guide will be allowed until 12th level. At 13th level and beyond players may choose prestige classes from any WOTC book subject to DM approval.

Cohorts: Cohorts will not be God Touched members of the player races; they will be the standard PHB fare. It is possible to get a God Touched cohort through role-play in-game. Cohorts will not be allowed at all if there are 4 more players in the group.

Diehard Feat: The diehard feat will give you a +5 bonus to your fortitude save on all rolls regarding dying, unconsciousness, or being stunned as regards the new rules on wounding and dying.

Inflict Spells: Inflict spells deal only vitality point damage.

Keen: The keen special ability that you can add to weapons is a +2 enhancement instead of +1.

Ogre Natural Armor Bonus: Should be +2 instead of +1.

Enervation: Enervation victims get a fort save to avoid the effects of the spell.

Armor and the extraneous bonus: If you have armor made and there is an extraneous bonus i.e. Breastplate is +5 which gives you 2/- damage reduction. You may apply the extraneous bonus to increase the max dex bonus by one or reduce the armor check penalty by one.

Skadi’s Gate: The power to restore life to the living is the province solely of Skadi and his priesthood. Raise dead (and its relatives) are spells in the sole province of Skadi’s priest’s. No soul can be released from the realm of the dead without Skadi’s blessing.

Firearms: All firearms over come damage reduction vs. all if the damage dealt by the shot is greater than the creatures damage reduction. Otherwise damage reduction applies normally.

No Astral Plane: The following spells do not exist: Astral projection; Dimensional anchor; Dimension door; Interplanar message, Vanish, Zone of respite. The following spells work for line of sight only: Teleport; Teleportation circle, Teleport without error.

Plane shift: Plane shift is a 9th level spell that allows you to travel to an adjacent plane only. You cannot plane shift in or out of the prime material plane. There is no greater plane shift.

Quarms and Teamwork Benefits: A Quarm may take a teamwork benefit for every two HD of the lowest member instead of every four HD.

Quarms and Status: All Quarm members are treated as having cast the spell status on everyone else in the Quarm. This effect is supernatural.

Heavy Fortification Heavy fortification prevents critical hits 90% of the time, not 100%.

Additional Feats

Power Attack Feat Power attack is altered in the following way.

Power Attack

Prerequisite: Strength 13

Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus and may not be greater than five. The penalty on attacks and bonus on damage apply until your next turn. Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.) A fighter may select Power Attack as one of his fighter bonus feats.

Improved Power Attack

Prerequisite: Strength 16, Base attack +7, Power Attack

Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus and may not be greater than ten. The penalty on attacks and bonus on damage apply until your next turn. Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.) A fighter may select Improved Power Attack as one of his fighter bonus feats.

Ultimate Power Attack

Prerequisite: Strength 20, Base attack +12, Power Attack, Improved Power Attack

Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.) A fighter may select Improved Power Attack as one of his fighter bonus feats.

Competent Shot You’re good with a crossbow.

Prerequisite: Point Blank Shot

Benefit: When you hit a creature with a crossbow bolt at ranges of up to 30 feet, and that creature has damage reduction vs. all, that’s creature’s damage reduction is halved (rounded up) for purposes of resolving damage dealt with that shot.

Special: A fighter may select Competent Shot as one of his fighter bonus feats.

House Rules

Children of Calypso Gilgamesh Gilgamesh