Campaign Stuff

House Rules

House Rules under review + These are experimental house rules with limited effect at the moment.

Skills Revamp
The following skills are changed

NEW SKILL Replaces
Acrobatics Balance + Escape Artist (DEX) + Tumble
Athletics Climb + Jump + Swim + Escape Artist (STR)
Perception Search + Spot + Listen
Stealth Hide + Move Silently
Linguistics Decipher Script + Forgery
Deception Bluff + Disguise
Persuasion Diplomacy + Intimidation
Thievery Disable Device + Open Locks + Pick Pocket / Sleight of Hand
Insight Name Change for Sense Motive (Just looks Cooler)

UPDATE – I’ve decided to include Deception, Persuasion and Thievery. (7/13/09)

Under consideration currently

Considered SKILL Replaces
Arcana Spellcraft + Knowledge: Arcana
Dungeoneering Survival (Underground) + Knowledge: Dungeoneering
Nature Survival (Wilderness) + Knowledge: Nature

Combat – Advanced

We’ve not encountered the higher levels of Combat (BAB of 6 or greater).
For previous campaigns I use the following Rule: Instead of getting up to 4 Iterations, your max is 2. Upon reaching 6 BAB, you attack becomes 4/4 (-2), at 11 BAB, it will be 10/10 (-1), at 16 BAB you’ll be at 16/16 (+0).

This simplifies combat for fighters. For those that want additional attacks, you may take Bonus Attack, and further drop your Attack by -2 across the board.

Spell Points

I’ve removed the Memorization factor from ALL classes. Your progression in a class dictates when certain levels of spells will be available, otherwise once you know a spell, you may cast any spell as many times as you desire as long as you have enough spell points to cast it.

For Straight Casters the formula for 1st level is Spell Stat Score /2 + Spell Stat MOD

2nd level is 1d4 + Spell Stat MOD

For non-standard casters, Bards, Paladins and Rangers, see the GM for the chart.


  • Rolling a Critical does not require confirmation. You rolled to hit, get the 19 or 20 (Whatever you needed to get a critical), why should we waste the time seeing if you “hit” critically? 4e has removed this constraint. Though they only deal Max Damage on the Attack, not extra die… go figure.
  • If a creature is ‘Immune to critical’ you instead deal Max Damage. Reasoning: Rolling a critical is a rare event, seems to be a waste if you roll it on an opponent who can’t be dealt extra damage. Instead you end up rolling normally which sucks.

Death and Dying

It happens, your character is hit and takes huge amounts of damage dropping you below 0 hit points.

  • Characters don’t ‘die’ till they reach -10 (negative ten) OR negative their Constitution Score whichever is greater.
  • Characters can be brought back by various means, mostly divine ways, but other powerful requests are also possible. (i.e. role-playing is essential!)

Dice Rolling

  • As a GM, I only require die rolling when the outcome is exciting, or fun. Examples:
    • Precarious Perch holding onto another character while fighting off a swarm of birds, this is exciting and has a big element of danger if you fail
    • To see if you notice something that could be relevant to another character, but perhaps not your character
    • Random rolls to you, but hidden agenda for me. (Saves, Perception checks, etc.) I’d rather have the player roll secret rolls without them realizing what they are rolling. Again exciting by the mystery
  • What you should not be rolling for:
    • How well you cook an everyday meal (Sorry, but this really isn’t ironchef, nor does it have much in the way of fun, UNLESS the characters enjoy razzing each other about burnt toast…)
    • Mundane Chores, Irrelevant tasks not pertaining to anything in the game, even researching a spell, unless unique or special should not require a roll

Basic Rules of Character Creation, upkeep & leveling

All relevant rolls pertaining to Hit Points and Spell Points will use a greater than averaging system, example:

  • Dice will use the greater half for results, 1d6 would always result in 4, 5 or 6, any 1, 2, or 3 would just add 3 to the result.
  • It is the players’ responsibility to write anything important on the character sheet so the GM can update it at a later time.
  • It is the player’s responsibility to make sure the GM receives said character sheet after the game session, so the GM can update. As a result all updates will be sent to the proper player for review before a new sheet is printed.
  • New Character sheets will only be printed as a result of a major change to the character. This is normally reserved for increase in levels.
  • Level increases are generally done when the GM deems enough goals, or events have occurred to justify leveling. XP is generally not awarded in any visible way, it is instead kept track of based upon the actions of the players and goals accomplished. In any case, no record of XP is kept by the GM. Singular events of note are recorded by the GM.
  • The GM will work with the players to make sure that leveling is how they want. Since we are using Eclipse it is paramount that the players communicate what abilities they are looking towards getting. The GM has not ‘blacklisted’ or ‘forbidden’ any abilities out of hand yet, but all that aside, it is up to the GM to approve any ability acquisition to maintain a modicum of game balance.

Combat Reactions

Combat reactions allow you to take certain actions when it is not your turn. You gain your first Combat Reaction at BAB +1. For each additional 5 BAB (6th, 11th, and 16th) you may make an additional Combat Reaction each turn. Any condition that prevents you from making an attack of opportunity prevents you from using a Combat Reaction.

Combat Reaction What It Does
Aid Attack You may assist another character’s attack on his turn. If you’re in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can aid your friend as a Combat Reaction. When your friend makes his attack, announce your intention to use your Combat Reaction to Aid Attack. Your friend gains a +2 bonus on his attack roll. Multiple characters can aid the same friend, and the bonuses stack.
Aid Defense You may assist another character’s defense. If you’re in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can aid your friend as a Combat Reaction. On the opponent’s turn, when he makes his melee attack roll against your friend, announce your intention to use your Combat Reaction to Aid Defense. Your friend gains a +2 bonus to his AC against that attack. Multiple characters can aid the same friend, and the bonuses stack.
Dodge You may attempt to dodge a single melee or ranged attack. On the opponent’s turn, when he makes his attack roll against you, announce your intention to use your Combat Reaction to Dodge. Against that single attack, you gain a dodge bonus to your AC equal to ½ your BAB.
Parry If you are engaged in melee, you may use your Combat Reaction to parry your opponent’s melee attack. On the opponent’s turn, when he makes his attack roll against you, announce your intention to use your Combat Reaction to Parry. Against that single attack, you gain DR against that attack equal to ½ your BAB. If you are parrying with a buckler or shield, add the shield’s AC bonus(including any enhancement bonus) to the amount of DR. If you have DR from another source, the DR from parry stacks with your highest applicable DR.
Attack of Opportunity As a Combat Reaction, you may make a single melee attack at your normal attack bonus towards an enemy that provokes an attack of opportunity in your threatened area. See the Attack of Opportunity section for information on your threatened area and provoking an attack of opportunity.

Combat Exploits

  • Combat exploits are similar to skill exploits. To perform a combat exploit,you must state your intention at the beginning of your turn, before taking any action. You can use action points to help offset the penalties you accept for these combat exploits. Any bonuses and penalties gained from a combat exploit apply to all attacks made on your turn and last until your next turn.

Attack Exploits

Attack exploits impose a penalty to your attack roll in exchange for some subsequent benefit. You must actually make an attack on your turn to gain the benefits of an attack exploit.
Attack Exploits What It Does
Wild Swing Accept a —2 penalty to your attack roll in exchange for a +1 bonus to your damage roll, or a —4 penalty in exchange for a +2 bonus to your damage roll. The Power Attack feat supersedes this exploit.
Fight Defensively Accept a —2 penalty to your attack roll in exchange for a +1 bonus to your AC, or a —4 penalty in exchange for a +2 bonus to your AC. The Combat Expertise feat supersedes this exploit.
Cleaving Strike Accept a -2 penalty to all your attack rolls in this round. If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round. The Cleave feat supersedes this exploit.

Defense Exploits

  • Defense exploits allow you to accept a penalty to your AC in exchange for some other combat benefit: superior offense at the expense of your defense. You must accept the exploit at the beginning of your turn and any penalties you suffer to your defense last until the start of your next turn.
Defense Exploits What It Does
Defensive Roll Accept a (-2) penalty to your AC in exchange for DR [1/-], or a (-4) penalty to your AC in exchange for DR [2/-]. You roll with the blows to reduce the damage you receive.
Reckless Strike Accept a —2 penalty to your AC in exchange for a +1 bonus to attack or a +2 bonus to damage, or a —4 penalty in exchange for a +2 bonus to attack or a +4 bonus to damage.


It’s fairly simple, really. It’s predicated on the assumption that the game you are playing has some kind of bonus system for player characters – hero points, bennies, action points, etc.. If your game doesn’t have such a thing, either add one in (a token that’s worth a +2 on any roll, for example), or just come up with an experience bonus if that fits. Whatever it is, let’s call it a “Bonus Token” for ease of use.

Whenever a player character attempts to affect another PC with a social-type skills, roll as normal. If he succeeds, the target of the challenge then chooses whether she will play out that she’s convinced or swayed in some way, or she will ignore the result and remain determined to not accede to his wishes.

If she plays along, she gets a Bonus Token. If she doesn’t, the guy who tried to affect her gets one.

If there are multiple folks being affected, there’s a Bonus Token at stake in each challenge. With enough refusals, the social character can end up with a lot of good karma.

This is an abstraction, no doubt. It is, very simply, a gift system that honors the efforts of the socially-focuses character (using non-violence to influence his group) while preventing such influence to be abused. It also rewards the other players for also honoring their ally’s talents and gifts.

There you go. Use to your liking.


We are using the eclipse system for character leveling. This does not mean you cannot play a standard class from D&D. If you want to play a Cleric, or Bard, or Paladin, I will use the Eclipse System to replicate those classes. The system was designed to allow that.

Eclipse explanations

There are a couple of confusing points for spell class. In eclipse, you can still choose to have a Wizards’ progression or a Ranger, or any other standard spell casting class.

Here is the nitty gritty

Each Class has a Progression (aka Magic Level) you can purchase. Included is a Caster Level for that class only.

Example: Wizard costs 14cp, 3 of the CP are actually the Base Caster Level (Wizard Only).

Now if you want to be a multi-class, say a Wizard and Cleric, well, a Wizard will cost 11 and the non-package Cleric will cost you 5 total of 16, for the Caster Level portion it would normally be 3 + 3, for +1 Wizard and +1 Cleric, however, if you want to save on CP, you can take the 3 + 3 = 6, and actually do 3 + 1 = 4 and have a corrupted Caster Level applying to only Wizard and Cleric. Cuts the cost down. Now, if you have 4 Caster Classes, it’s just cheaper to buy a Full Caster Level that applies to all of your classes at a cost of 6 CP.

I know that still is a little confusing, but it shows that you can save some points if multi-classing.

Magic Levels apply to certain Class Progressions

Caster Levels applies either to ALL, or is specialized and applies to a certain progression.

ADVANCED – Magic Level Progressions can be purchased for just the spell progression, but not the spells, spells may be selected differently.

See Eclipse Author’s Website for examples

GM Explanations

Okay, by now your heads should be spinning and you are going, Whoa! Rest assured, I’ll work with you to make the character you are visualizing. If I don’t have the answer, I can get the answer direct from one of the authors. If making a straight class from the book, we can do that too.

The Author of Eclipse, Paul Melroy, is very responsive and enjoys putting up things to help people understand the system. He’s put up several 1st level builds just to show what is possible.

Player Rule #1 – Have fun, and be part of the group. If you aren’t having fun let the GM know.

GM Rules

  1. - All rules are subject to GM change. (Straight from the DMG)
  2. - Make the game fun for everyone, most of the time.

Campaign Stuff

Innocent or Guilty LegacyKing