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==House Rules== *Character Classes ** the Champion Archetype is part of every Fighter's Abilities. You take a separate archetype on top of it (Battlemaster, Eldritch Knight, etc). ** Fighters and Paladins grant a +1 to Morale Checks for forces under their command (ie NPCs) starting at 3rd level. This goes to +2 at 9, +3 at 14, and +4 at 18th Level. **You don't have to buy separate skills to be proficient; you are proficient in what a Fighter/Cleric/etc would be proficient, for example. If you multiclass, you get a skill out of it. You can use feats to get additional Proficiencies. * Morale Checks for forces under command are a DC 10 Wisdom Save, rolled in the following circumstances **The first time an ally in the unit is reduced to 0 HP **When the unit is reduced to half-strength **If they fail, the unit can only retreat cautiously, although a unit with a commander can rally the men with another Wisdom Save, adding the commander's Charisma modifier. *Alignments are Law, Neutral and Chaos. Please stick between Law and Neutral. * Languages include the following: **Beastial (Orc, Ogre, Gnolls) **Giant **Halfling (they are slightly more common, since a number of them travel as merchant companies.) **Celestial (the language of Law, common among clergy) **Anarchsis (the language of Chaos) **Moortongue (lizardfolk, troglodytes, and other swamp creatures) **Draconic (the language of arcane magic, also spoken by kobolds) **Cant (for Rogues and such, but really not known otherwise) *XP and Treasure ** XP will be awarded based on gold earned, 2 XP per gold piece value. XP is not rewarded until both the treasure and the characters in question return to civilization. ** PCs get full shares of treasure value and XP from that gold, Henchmen get half shares.
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