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Custom Rules for The Eberron Campaign:

Character Creation Rules:


Rolling Ability Scores
When creating characters, instead of rolling normally, The players get a pool of
24d6 that they assign to their stats. �Once ALL dice are assigned, those dice are
rolled for each stat. �The player than picks the 3 dice from those rolled, adds
them together, and that is their stat. �If they roll less than 3 dice for a stat,
they simply take the result of the dice rolled. �If your intelligence would be less
than 3, it is instead a 3, however your character cannot learn any languages except
their racial language and common. �That character also cannot read.

Example: Heather is playing a Monk and wants to be assured a high dexterity, so she
rolls 6 dice for her dexterity. �She gets 1,1, 3, 4, 6, 6. �Then she picks 3 of
those dice and adds them together for her dex. �Taking the highest, she would get
16 (6 + 6 + 4)

Heather also feels like she doesn't need a high strength on her character, so she
only rolls 2 dice. �She gets 5 and 1. �So her strength is 6.

Heather also feels playing a smart character is too difficult for her, so she puts
only 1 die in intelligence. �She rolls a 1 so her intelligence is a 3 and she marks
that her character cannot learn additional languages beyond common and her racial,
and her character cannot read.
Floating Racial Ability Bonus
When adding racial bonuses to your ability scores, you may move one point from any
racial bonus, to any other stat, so long as that racial bonus would not go over 2.

Example: a High Elf gets +2 dexterity and +1 Intelligence. �The player may remove
the plus 1 Intelligence to any other stat except dexterity. �This is because adding
to dex would cause the dex bonus to be +3.

Example 2: A high Elf gets +2 dexterity and +1 Intelligence. �The player may remove
1 point from Dexterity and add it to any other stat producing either +2
intelligence, or +1 to any other stat.
Bonded Characters
When creating a characters Backstory, each character must have a previous bond with
atleast one other character at the table. �They can be anything so long as it gives
the characters a reason that they are adventuring together. �Also, all characters
must have at least one bond.
Fuck Bad HP Rolls:
Whenever you level up, you must roll for the HP You gain.
Whenever you gain hit points via a level up, if your roll is less than the average
hit points, take the average instead. (d6 = 4, d8 = 5, d10 = 6, d12 = 7)

Custom Rules for The Eberron Campaign:

Ingame Rules:
Better Healing Potions
When you would roll dice to heal from a potion, you instead heal the maximum amount
those dice could produce. �I.E. �A standard Healing potion heals 2d4+2, however it
now instead restores 10 hp.
Exhausting Combat
Whenever a character drops to 0 hit points, but is not killed outright, they gain
one level of exhaustion.
Harder Hitting Criticals
When you roll a critical Hit, instead of rolling double damage, you determine the
maximum amount of damage the attack could roll with no modifiers, then you roll
damage normally. �Add the calculated Die maximum to your result for damage. �Dice
added because of affects directly applied to critical hits (Half-orc Brutal
Critical, for example) is not affected by this. �Note, this rule works both for the
monsters and the players.

I.E. �Bork Human the Barbarian is using a greatsword and has a 16(+3) strength. �He
rolls a 20. �A greatsword does 2d6 Damage, so Bork would roll damage as normal
(2d6+3) and rolls a total of 8 damage. �Then, since it was a critical he would add
the maximum amount possible on the damage dice, which is 12. �So Bork's Critical
hit does 20 damage.

Example 2: Hork the Half-Orc Barbarian is gonna show up his brother and uses a
greatsword. �He also rolls a critical and has a 16 (+3) Strength. �He rolls damage
as normal and get a 5 (Poor Hork), so his damage would be 17. �However, he also has
brutal critical and gets to roll an extra die. �So he would roll a d6 and add that
as well. �He rolls a 4 and laughs because he does 21 damage total, dealing more
damage than his human brother.

Example 3: Karma the level 3 elvish rogue laughs at both of them and gets a
critical hit with his shortbow. �His bow does 1d6 damage plus his dexterity bonus
of +3. �He also got his sneak attack thanks to Hork and Bork. �So he would roll
damage normally (1d6 (Short Bow) + 2d6 (Sneak Attack) + 3) and gets a rolls two 1s
and a 2 for a total of 7 damage. �The barbarians laugh at him because he did such a
pathetic attack with his critical... until they realize he also gets to add the
maximum dice value to his damage. �This damage is 18 (Shortbow + Sneak Attack) for
a total of 24 damage.
I know a guy! (AKA The Lando Calrissian Rule)
At any point in the game, a player may declare "I know a guy who can help!" �The
player then tells the DM in a few sentances, who this "guy" is, why or how he could
help, and finally why/how the character knows him. �If the NPC the player wishes to
create is deemed too powerful by the DM this can be overridden (I.E. �You can't
'Know a Guy' who is a 20th level fighter with tons of magic items and he would be
willing to just give you one to help with your current problem). �

Each character "Knows a guy" a number of times equal to their charisma modifier or
Intelligence modifier. �This ability DOES NOT REFRESH EVER!
Roleplayed Resurrection
Whenever a character dies and is resurrected, the player casting the spell must
make a Medicine skill check. �The DC is equal to 10 - the targets Constitution or
Wisdom bonus (whichever is lower) + the target's Soul Erosion. �On a failed skill
check, the soul is too weak to make the journey back and that character is lost
forever. �On a successful skill check, the soul returns to the body and the
character is brought back to life as normal. Then, the target's Soul Erosion
increases by 1.
When a critical is rolled during a resurrection check, the character does not gain
a Soul Erosion.
Whenever a spell is cast to bring a character back from the dead, up to 3 players
(including the caster) may roleplay a scene to attempt to guide that soul back.
�This can be done in many different ways, such as talking to the soul itself (note
the soul cannot respond), asking the gods for the soul back, or anything else your
players come up with. �That player then makes a Proficient Wisdom skill check. �The
DC is 10 + the targets Soul Erosion. �On a successful check, the DC to bring that
character back is reduced by 3. �On a failed check the DC to bring that character
back is increased by 1.

Particularly good scenes may automatically pass the skill check, while boring or
uninspired scenes may automatically fail.

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