Shackled City house rules
From AJS.COM
The following is a house rule used in Aaron Sherman's games including Shackled City and Than Greyhawk.
Shackled City house rules are the deviations from core D&D 3.5 rules used in the Shackled City game run by Aaron Sherman. If you are in the game, you should be aware of these rules and rulings.
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Creature identification
This house rule requires a bit more setup on the part of the DM, but rewards players with more useful application of their knowledge skills in understanding their opponents.
Psionics / magic transparency
According to the SRD ("Combining Psionic And Magical Effects"), the default mechanic for psionics and magic is to interact as if they are the same in every respect. That is, powers are essentially just spells. That's not quite the way it will work in this game, but it's close.
Arcane Spy prestige class
The Arcane Spy is a combination PrC, much like Mystic Theurge, Arcane Trickster or Sacred Fist. The unusual attribute of the Arcane spy is that they are designed to blend three core classes: fighter, rogue, arcane caster. They are fairly light on special abilities, but they do grant ideal BAB and reflex/will saving throw progressions. The balance is very roughly based on the Assassin and Arcane Trickster PrCs.
Gaining levels on the road
Characters will be allowed to gain levels between sessions, even if they are on the road. When this happens, you may gain a new level in any existing class. If you are adding a new class, you must wait until you get to somewhere that you can train for at least a week, unless the new class is:
- A prestige class that extends an existing class (e.g. exotic weaponmaster)
- A prestige class that combines the abilities of two classes you already have (e.g. arcane trickster)
- One that you had previously arranged with the DM to train in ahead of time.
Spells/Powers
When you level on the road, any caster or manifester level gained will give you at most one new spell or power known (one that you had been working on learning) until you can spend time researching your new spells/powers. For clerics and others who don't have to maintian a list of known spells, there is no limitation on the new spells that you have access to.
Spell slots
Any spell slots that you gain are empty until you rest. Also, spontaneous casters are considered to have "used" their new spell slots until they rest.
Power points
New power points are not gained (although the maximum goes up) until the character has time to rest.
Hit points
Hit points should be rolled normally (always at the table, never, ahead of time), and added to current totals as well as maximum.
