House Rules

  • There is no such thing as cross-class or restricted skills in Nudul.
  • Wizards, Sorcerers, and Warlocks have Use magic Device as a class skill (in addition to rogues and bards)
  • When a character puts a rank in move silently she get a rank in hide (stealth)
  • When a character puts a rank in listen she gets a rank in spot (alertness)
  • When a character puts a rank in climb she gets a rank in swim and jump (athletics)
  • When a character puts a point in tumble she gets a rank in balance (acrobatics)
  • Characters gain one age point per 5 years. Each age point gives +1 rank bonus to either profession or knowledge. Or each two age points gives +1 rank bonus to craft, ride, forgery, decipher script, or perform.
  • The Speak Languages skill is not used; learning a language requires 144 hours of dedicated study over at least three weeks. Aside from bonus languages, a character may only learn a number of languages up to his or her Intelligence bonus (but at least one). Loss of Intelligence alone never causes characters to ‘forget’ languages (though other effects may!)
  • Most weapons are scalable within weapon families. For example, a short sword is a small longsword, a tiny great sword, a large dagger, or just a medium short sword, depending on who is wielding it.
  • Masterwork bastard swords are treated as Katana.
  • Alignment is computed as a 101 degree scale along the lawful-chaotic and good-evil axes. Chaotic/evil range is 0-29, neutral 30-70, and lawful/good 71-100. Most aligned actions shift the value 2-5 points. For example, a character with alignment (11, 75) is chaotic good, but is only a few evil deeds from becoming chaotic neutral.
  • A natural 20 for an attack roll, check, or save is treated as a roll of 30 and not an automatic success. Similarly a natural 1 is treated as a roll of -10 and not an automatic failure.
  • Casters that have achieved the maximum number of 0th level spells per day may use each of their 0th level spells that many times per day. For example, a 7th level cleric may cast Create Water, Cure Minor Wounds, and Detect Magic as well as all other 0th level cleric spells each 6 times per day.
  • Mechanical mishap table: roll 1d6
  1. Device simply does not function this turn. Explosives function late or not at all per GM’s discretion. No other penalty.
  2. Ammo/charge was a dud and is wasted. If not applicable device simply does not function this turn.
  3. Device is jammed and requires a move action Concentration check to repair (DC based on complexity of device).
  4. Device is severely jammed and requires an appropriate Craft check to repair (DC and time based on complexity of device, at least one full round).
  5. Device is destroyed and cannot be repaired.
  6. Device is destroyed and explodes, dealing 1d6 (force / fire) damage per object size category over Diminutive, in a 5 foot radius. All affected except the unlucky wielder may Reflex save DC 15 for half damage. If device is an explosive, re-roll.

House Rules

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