Hewy's Council of Thieves Campaign (Inactive)

Game Master littlehewy


NPC List:

Arael: Unknown leader of the "rebels".
Ermolos: Male human member of Arael's group, blacksmith. (Pic)
Fiosa: Halfling woman, former slave, member of Arael's group. (Pic)
Gorvio: Handsome, amber-eyed young man, member of Arael's "rebels". (Pic)
Janiven: Female human, favours the longbow. Has recruited the PCs to her and Arael's cause. Apparently Arael's second in command. (Pic)
Larko: Short, dark-skinned man, very quiet. Member of Arael's band. (Pic)
Morosino: Fourteen year old boy that assists Janiven. (Pic)
Rizzardo: Very tall, rough-looking youth. Member of the "rebels", seems cocky and sometimes antagonistic. (Pic)

Houserules:

Non-Feats:
Some strategies listed as Feats in the game should be abilities that any warrior can use, regardless of whether he has a specific feat.
Weapon Finesse: Applies to all finesseable weapons.
Agile Maneuvers: Applies to all finesseable weapons.
Power Attack: Can be performed by any character with a BAB of +1 or more.
Lunge: Can be performed by any character with a BAB of +6 or more.
Deadly Aim: Can be performed by any character with a BAB of +1 or more.
Improved Dirty Trick, Improved Disarm, Improved Feint, Feinting Flurry, Improved Feinting Flurry, Improved Reposition, Improved Steal, and Improved Trip do not require Combat Expertise as a prerequisite.

Modified-Feats:
These abilities still require a feat expenditure, but have modified effects from the original description.
Combat Expertise: Is now mostly a stand alone feat, and does not function as a prerequisite for the Improved feats as before.
Craft Magical Item: All the Item Creation Feats are replaced by this one feat. You must still posses the minimum required caster level to make the type of item specified, and must still meet all other requirements.
Dervish Dance: Can be applied to any finesseable weapon.
Vital Strike: Scales automatically, gaining the effect of Improved Vital Strike when the character achieves a BAB of +11, and Greater Vital Strike when he achieves a BAB of +16.
Two Weapon Fighting: Scales automatically, gaining the effect of Improved Two Weapon Fighting when the character achieves a BAB of +6, and Greater Two Weapon Fighting when he achieves a BAB of +11.

Simple Metamagic:
Prerequites: The ability to cast level 1 spells.
Benefit: The character gains the ability to use all +0 and +1 metamagic. Feats, class abilities, and traits that reduce the level modifier of a metamagic affect must still specify a specific metamagic technique.
Advanced Metamagic:
Prerequites: Simple Metamagic, the ability to cast level 2 spells.
Benefit: The character gains the ability to use all +2 metamagic.
Master Metamagic:
Prerequites: Advanced Metamagic, the ability to cast level 3 spells.
Benefit: The character gains the ability to use all +3 metamagic.

Simple Weapon Proficiency:
Prerequites: None
Benefit: The character gains proficiency with all simple weapons.
Martial Weapon Proficiency:
Prerequisites: All simple weapon proficiencies.
Benefit: The character gains proficiency with all martial weapons.

Weapons:
Finesse Weapons: Staves, Spears, and Katana’s are considered finesse weapons when wielded with two hands.
Bastard Sword/Dwarven War Axe: Any character proficient in the use of a Longsword may use a Bastard sword one handed if he has a strength of 13 or greater; the same applies for those proficient with a Battle Axe using a Dwarven War Axe. Any character that is proficient with the use of a great sword, and with a Strength of 13 or greater, may treat the Bastard Sword or Dwarven War Axe as a Finesse Weapon when wielding it two handed.
Spear: Spears are one handed weapons when used with a shield in the off hand. A character with Martial Weapon proficiencies may always treat a spear as a one handed weapon.
Long Spear: A character with Martial Weapon proficiencies may treat a long spear as a one handed weapon when used with a shield in the off hand.

Classes:
Bard: When Versatile Performance can be used to replace a skill's bonus, the skill ranks that were assigned to that skill may be reassigned.
Cleric/Inquisitor: Classes that receive proficiency with their deity's favoured weapon receive Weapon Focus instead if that weapon is a Simple Weapon. In cases where a deity favours unarmed attacks, the character receives Improved Unarmed Strike.
Monk: Monks receive proficiency with all simple and martial weapons with the 'Monk' property. Monks may use Flurry of Blows with any combination of unarmed attacks and monk weapons, including a single monk weapon.
Ranger: Rangers may choose their animal companions from the same list as Druids.

Equipment:
Mithral Weapons: Any one handed metal weapon made out of Mithral may be treated as a finesse weapon.
Mithral Shields: In addition to the other traits of Mithral Shields, the shields may be considered one size lighter. The user must still possess the proficiency for the Shield Type.

Rules:
Movement: Characters may add their Dexterity modifier to their overall speed. They may only take advantage of this on a regular move action if the increase provides them with a full 5ft extra movement. However, all characters may include their total value when calculating a double Move action or Run action.