Rulings of the Land...
Critical Hits  |  House Rules  |   Prestige Classes  | Reckoning of Heroes

Critical Hits
The critical hit rule (Players Handbook, page 123) was voted out after a three session test.

House Rules
Books:  Once play begins players are restricted to using only the Players Handbook and class Guidebooks.

Hit Points:  Upon leveling up if the player whishes the DM will make a subsequent hit point role which replaces that which the player made.  The player may also opt to take the fixed hit point amount specified on table 2-23 (Dungeaon Masters Guide, page 42), but must declare his choice prior to making a hit point roll.

Out of Character Direction:  If a player whose character currently has no means of communicating with another character or does not have initiative provides direction to said character the action specified will be prohibited for the duration of the encounter.

 

Prestige Classes
Following is a summary of the prestige classes (Dungeon Masters Guide, page 27 and various Guidebooks)  that are available in the Lands...

Arcane Archer (Dungeon Masters Guide, page 28)
Operating as the leaders of elven warbands or alone, the arcane archer is generally found only amongst the red elves.  To become an arcane archer the character must find a master (10th level) and train for a season, but then may operate independently.

Assassin (Dungeon Masters Guide, page 29)
To become an assassin the character must find a master (7th level) or an order run by a master and train for a year unless the character can already cast arcane spells in which case the training can be accomplished in a season. The assassin may  then may operate independently.  The Sipherii and Syndaarii are both rumored to have orders of assassins.

Avengers of the Clan of the Howling Wind (Sword and Fist, red avengers,  page 34)
The character must generally be born into this monkish  Zonnite clan.   The avenger is dedicated in all ways to exacting vengeance opn the Blood Moon Clan for the ancient theft of Ki mastery.

Blackguards (Dungeon Masters Guide, page 30)
Blackguards are rumored to exist and an order of the villains, simply known as the Black Guard, is whispered to oppose the paladins of the Black Flag Confederacy.

Bodyguard (Sword and Fist, devoted defender, page 13)
To become a bodyguard the character must either train under a master (3rd level) for a month or successfully protect three clients for a sum total of one month within one year.  The bodyguard then operates independently, but may only advance one level before he must again fulfill the above protection requirement.

Cavalier (Sword and Fist, page 12)
Any character that meets the requirements may become a cavalier, but most are found amongst the Issi Captaincy and the Black Flag Confederacy.

Defenders of Ragnuur (Dungeon Masters Guide, dwarven defender, page 33)
These stalwarts are servants of the Temple of Ragnuur.  A dwarf accepted into the order trains for one season.  The defender may operate at the behest of the temple or independently, but if cast out of the order he loses all class abilities.

Duelist (Sword and Fist, page 17)
The character must train under a master (9th level) or at a dueling school run by a master for a month, the duelist may then operate independently.  There are many supposed dueling schools in Issi lands, but only a few boast a true master.

Fists of Jotu (Sword and Fist, fist of hextor, page 18)
Brutal mercenary servants of the Temple of Jotu at the Hold.  

Ghostwalker (Sword and Fist, page 20)
Locating one of these mysterious strangers to serve as a master (5th level) can be very difficult.  Training takes a year and then the ghostwalker operates independently.

Gladiator (Sword and Fist, page 21)
To become a gladiator the character must  train in a gladiatorial arena and survive three matches in the arena within one year.  The gladiator  then operates independently, but may only advance one level before he must return to the arena again.  The only known arenas are the coliseums within Damonnii Lands and  the lesser arena in the
city of Wenn.

Halfling Outrider (Sword and Fist, page 22)
Outriders protect the arboreal Hassi tribes that support them.  The character simply presents himself before the tribal elders and if deemed worthy joins the outriders.  Training takes one month and then the character could, but usually does not operate independently.  Outriders are mounted upon giant arboreal tree lizards.

Loremaster (Dungeon Masters Guide, page 34)
To become a loremaster the character must find a master (10th level) or an order run by a master, have access to a considerable library  and train for a year. The loremaster may  then may operate independently, but may not gain more than one level without spending at least a season in study at a suitable library.  The only known order of loremasters serve the Halls of Soma.

Kensai (Sword and Fist, weapon master, page 38)
The character must train in a Zonnite dojo ruled by a master (9th level) for a season, but may then operate independently.  Kensai are also known as "Sword Saints."

Knights of the Protectorate (Sword and Fist, knight protector of the great kingdom, page 24)
Worthies dedicate themselves to the cause for life hoping to restore the ancient kingdom from whose ashes rose the Confederacy.

Ninja of the Blood Moon Clan (Sword and Fist, ninja of the crescent moon, page 30)
Trained  in the service of a Zonnite clan of mysterious assassins known as the Blood Moon, the ninja is almost always bound to the clan for life.  The clan is rumored to have stolen their Ki powers from the clan of the Howling Wind who still seeks revenge.

Order of the Bow (Sword and Fist, order of the bow initiate, page 32)
The character must train in a Zonnite dojo ruled by a master (9th level) for a season, but may then operate independently.  If the character does not meet the weapon specialization requirement he must has a ranged attack bonus of +9.

Ravager of Thourne (Sword and Fist, ravager,  page 33)
The character must first be accepted into the order at the Temple or Thourne and train for a season.  The ravager will then typically serve the temple, but often they do break off to spread weal on their own.

Samurai (Sword and Fist, master samurai, page 29)
First trained  in the service of a Zonnite feudal lord to whom the samurai swears an oath of service for no less than a year, but may then operate independently as a ronin.

Shadowdancer (Dungeon Masters Guide, page 34)
To become a shadowdancer  the character must find a troupe run by a master (10th level) and travel with them  for a year
unless the character can already cast arcane spells in which case the training can be accomplished in a season. The shadowdancer may  then may operate independently.

Tribal Protector (Sword and Fist,  page 35)
Most commonly found amongst the tribes of the badlands.

Warmaster (Sword and Fist,  page 37)
Graduates of the College of War.

Reckoning of Heroes
Session #20
Ability:  Eryndru Dex 19
Armor Class:  Eryndru 25
Attack:  Eryndru Bow and Wargin Greataxe +13/+8
Damage:  Gaius Inflict Serious Wounds 29
Experience Points:  Eryndru 23,945
Level: Eryndru, Wargin and Wrathven 7th
Hit Points:  Wargin 85
Save:  Gaius Will +9
Skill: Wrathven Climb +14
 

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