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Table Of Contents

Class Choices
Character Generation
Training
Untrained Levels
Duels
The Character with Many Classes
Advancement and Experience Point Allocation
Example of a character with many classes
Classes
Clerics
Cleric
Druid
Fighters
Barbarian
Fighter
Hunter
Paladin
Ranger
Magic-Users
Illusionist
Magic-User
Mystic
Witch
Thieves
Assassin
Monk
Thief-Acrobat
Other Classes
Bard (Player’s Handbook)
Psionicist
Variant Classes
Archer (Fighter subclass)
War Priest (Cleric subclass)
Warrior Monk (Fighter subclass, but derived from Monk)
Equipment
Weapons
City Usage
Handedness
Improvised Weapons
New Weapons
Off-Hand Weapons for Two-Weapon Fighting
Space Required
Usable From Horseback
Weapon Errata
Weapon Proficiencies
Automatic proficiencies
Non-proficiency
Proficiency Choices
Weapon Focus
Weapon Specialization
Helmets
Shields
Shield Bash
Taking Cover Behind A Shield
Deluxe Equipment
Miscellaneous Equipment
Movement and Encumbrance
Movement Rate
Movement Rate Determination
Standing Up From Prone
Encumbrance Category
Movement Types
Stealth
Charging
Running
Spells
Targeting
Caster Level Penalties to Saving Throws
Illusions
Disbelief
Properties of Illusions
Illusionary Damage (for illusions without a shadow component)
Illusionary Special Attacks (for illusions without a shadow component)
Illusionary Special Attacks (for illusions with a shadow component)
Spell Errata By Class
Cleric Spells
Druid Spells
Magic-User Spells
Illusionist Spells
Mystic Spells
Special Abilities
At-Will Abilities
Energy Drain
Gaze Attacks
Magic Resistance
Magic Weapon Immunity
Psionics
Acquisition
Detection
Psionic Combat
Disciplines
Recovery
Spell-like Abilities
Combat
Combat, General
Action Types
Disrupting Actions
Missile Fire
Unconsciousness, Down & Dying
Surprise
Modifiers
Ambush
Pre-Combat Surprise
Mid-Combat Surprise
Initiative & the Combat Round
Determining the Action Segment
Resolving the Round
Pre-Round/Post-Round
Archers and Hasted Missile Attackers
Spell Durations
Combat Maneuvers
Breaking off from Melee, a.k.a. Retreat
Delay
Higher Ground
Parry
Pursuit
Readied Action
Two-Handed Fighting
Two-Weapon Fighting
Withdraw
Weaponless Combat
Grappling aka Wrestling
Overbearing
Pummeling
Striking
Tackle
DM Procedures
Ability Checks
Opposed Ability Checks
Anti-Magic
Experience Awards
Listen Checks
Low Ability Scores
Strength
Constitution
Non-Player Characters
Henchmen
Hirelings
Saving Throws
Item Saving Throws
Monster Saving Throws
Other Uses of Save Categories
Temporary Hit Points
Unnatural Aging
Appendix A – Average Demihuman/Humanoid Strength Ratings
Appendix B: Extended Monster To-Hit Chart
Appendix C – Monsters Using Weapons
Size categories for monster weapon usage
Weapon Damage Increase Chart
Multiple Targets
Appendix D – Monster Errata
Demons
Demogorgon
Juiblex
Devils
Dragons
Statistics
Unique Dragons
Golems
Undead
Other
Appendix E – Treasure Errata
Miscellaneous Items
Artifacts
Swords
Magic Armor
Miscellaneous Weapons
Appendix F – Creating Characters Above 1st
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1E House Rules v1.0

1E House Rules v1.0

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Published by ronin3042

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Published by: ronin3042 on Aug 01, 2011
Copyright:Attribution Non-commercial

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06/21/2013

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