Campaign Errata and Class Changes

Class Changes

Hit Points Change

Player characters, non player characters and otherwise mortal creatures have different hitpoints than they would by the 3.5th rules.

Use the following method to generate hitpoints for these creatures and characters;

Every creature starts with an amount of HP equal to their Constitution score. Subsequently when each creature levels up they do not receive a hit die roll as normal but instead receive a fixed allocation of hitpoints according to what hit die they would normally be gaining for their class as per the following table

Class Hit Die Hit Points per level
Wizard, Sorcerer d4 +1
Rogue d6 +1.5
Cleric, Druid, Ranger, Monk d8 +2
Fighter, Paladin d10 +2.5
Barbarian d12 +3

Furthermore whenever a character reaches a level at which they receive a new ability score point (Strength, Dexterity etc) which is every 4th level (4, 8, 12…) they receive their constitution bonus in hitpoints.

This entire processes is best summed up as CON + (HP Per Level x Level) with this second number being rounded down.
Then you add an constitution bonus you are entitled too.

Armour Providing Damage Reduction

As characters have less hit points, armour provides damage reduction. Refer this table when working out armour values (it also has some adjustments for ACP and Dex Modifier).

Padded +1 +8 0 0/- Hide +3 +4 -3 2/- Splint mail +6 +0 -7 3/-
Leather +2 +6 0 1/- Scale mail +4 +3 -4 3/- Banded mail +6 +1 -6 3/-
Studded leather +3 +5 -1 2/- Chainmail +5 +2 -5 3/- Half plate +7 +1 -6 4/-
Chain shirt +4 +4 -2 2/- Breastplate +5 +3 -4 3/- Full plate +8 +0 -7 5/-

Item quality

Items are divided into poor, common, masterwork and fine qualities.

Poor quality items are horrible rusted and scratched and not functionally trustworthy. These are the items that peasants purchase on a daily basis and are likely to break or spoil.

Common quality items are those items which are completely functional and have no real penalties. These are the items that generally the trappings of the 'middle classes' for what the term is worth, green mercenaries and soldiers, merchants families etc.

Masterwork items are items that have been made to last a persons life time, and are the items of professional mercenaries, scoundrels, guard sergeants and noble houses soldiers.

Fine quality items degrade less quickly, complete their function even better than masterwork and are usually gold plated and bejeweled. Nobles generally bedeck themselves in fine items where appropriate and fine quality weapons and armour are commonly named and handed down through families.

Magic items are always at least fine quality and have extra bonuses.

Functionality and cost breakdown:

Poor - on a natural 1 the item breaks, you get food poisoning, the clothes stink and provide a circumstance penalty etc - these items cost x10 less than common quality.

Common - functionality as listed - cost as listed.

Masterwork - functionality as listed (+2 circumstance, +1 to hit, -1 ACP) - cost as listed (+300gp for weapons, +150gp for armour)

Fine - +1 damage for weapons, +1 damage reduction for armour, +2 circumstance bonus for others, regardless of the item these items will also on certain occasions provide a circumstance bonus of +2. These items must be described to the GM (in order to apply this bonus), and should be named. - The cost of a fine item is equal to the cost of a masterwork item of the same type x10.

Collection of Miscellaneous House Rules;


1. No Bards - Any character may take perform as a class skill and the bard feat Fascinate as a bonus feat.

Combat and play:

1. A successful attack when an enemy who has not detected you is an automatic critical hit (assume that if the attack hits it is an automatic natural 20, this still requires a confirming roll).
2. Strength may be used as the bonus ability score on intimidate rolls.
3. Drawing a non-light class melee weapon or ranged weapon in melee combat provokes an attack of opportunity unless the drawer has the quick draw feat.
4. Adequate role play can overcome any skill based situation, or at the very least provide a circumstance bonus to a check.
5. All crafting works along the following lines: make a check once per day, and your crafting roll result is the amount of silver pieces (for most crafting) or gold pieces worth of the item you have constructed. A roll of a 1 therefore always fails, but materials are salvageable unless the the crafting fails twice with the same materials.
6. Before any attack rolls to hit you may elect to take the hit on your shield. Doing so means you cannot take any damage from this attack, your shield will instead. If you do this you may not dodge in the same turn as you are focusing on defending yourself with your shield.

Arcana and spellcasting:

1. Effective caster levels are halved
2. Insanity points may be taken to cast extra spells per day. See Here.
3. Insanity points may be taken instead of experience to create magic items at GM's discretion.
4. Wands have 1 charge per day unless otherwise stated.
5. Save DC versus spells is 10+ Spell Level + Ability score bonus + (actual Caster level)


- Toughness: Gives +5 HP instead of +3 HP
- Leadership: In addition to how the feat is written the player receives a +4 bonus to Command skill checks.
- Dodge: Before an attack you may declare dodge. Once done so you roll d6 and add this to your Armour class.

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