Homebrew rules, and things allowed.<br/><br/><br/><br/>Skill groups - i've divided skills up into groups. You put a skill point into one group, and you get a point in everything beneath it. For example, you put a point into 'Stealth'...you get both Hide and Move Silently, evenly. This has one of two effects...it allows broader specialization (Though some might argue it gives rogues even MORE access to skills...however, during IRL table sessions, this has not made much difference at all)<br/><br/>Cross-class and skill groups : If you ever are able to learn a skill from one class, and cross-class, making you unable to...you may continue to advance as if that skill was not CC for the new class. You know a skill once, you can always advance in it.<br/><br/>If the skill is normally crossclass for you (For example, Diplomacy is a class skill, but gather information is not), it is still 1 skill point for a point in both...but, when you roll, you will only get half of your bonus to gather information. You will still be able to do it, just not as well.<img alt=";)" src="./images/smilies/wink.gif" title="Wink"/><br/><br/>Ability modifiers for skills are still as normal. For example, if you buy 2 points in perception, have an int of 12, and wisdom of 10...your listen and spot will be +2, and your search will be +3.<br/><br/><br/><br/><span style="font-weight: bold">Social</span><br/>Diplomacy<br/>Gather Information<br/>Intimidate<br/><br/><span style="font-weight: bold">Acrobatics</span><br/>Tumble<br/>Jump<br/>Balance<br/><br/><span style="font-weight: bold">Magic</span><br/>Concentration<br/>Spellcraft<br/><br/><span style="font-weight: bold">Disable Device</span><br/>Pick Lock<br/>Disable Device<br/><br/><span style="font-weight: bold">Stealth</span><br/>Hide<br/>Move Silently<br/>Sleight of Hand<br/><br/><span style="font-weight: bold">Animal Handling</span><br/>Handle Animal<br/>Ride<br/><br/><span style="font-weight: bold">Writing</span><br/>Decipher Script<br/>Forgery<br/><br/><span style="font-weight: bold">Perception</span><br/>Listen<br/>Spot<br/>Search<br/><br/><span style="font-weight: bold">Lies</span><br/>Bluff<br/>Sense Motive<br/><br/><span style="font-weight: bold">Use Rope</span><br/>Use Rope<br/>Climb<br/><br/><span style="font-weight: bold">Survival</span><br/>Survival<br/>Swim<br/><br/>-----------------------------------------------------------------------------<br/><br/>Those that are not placed into a group are still avalible to put your skill points into - they will simply be bought separate from the others. ^_^<br/>Knowledges are<span style="font-weight: bold">NEVER</span>Cross-class. Anyone can learn anything, if they put their mind to it.<br/><br/><br/>Knowledge points - These are points that characters can put *ONLY* into knowledges and Languages. At first level, you get<span style="font-weight: bold">4x your INT modifier</span>in knowledge points. For every level thereafter, you get your Int mod in knowledge points (Minimum of 1).<br/><br/><br/>Knowledge groups<br/><br/><br/><span style="font-weight: bold">Knowledge Esoteric</span><br/>Arcana<br/>The Planes<br/><br/><span style="font-weight: bold">Knowledge Education</span><br/>History<br/>Religion<br/><br/><span style="font-weight: bold">Knowledge Engineering</span><br/>Engineering<br/>Architecture<br/>Dungeoneering<br/><br/><span style="font-weight: bold">Knowledge Nature</span><br/>Geography<br/>Nature<br/><br/><span style="font-weight: bold">Knowledge Nobility</span><br/>Local<br/>Nobility<br/><br/><br/>--------------------------------------------------------------------------------<br/><br/><span style="font-weight: bold">Action points</span><br/><br/>Action points are points a character can use when they want a greater chance of success.<br/><br/>At first level, you start off with 4, then get 3 every level thereafter.<br/><br/>Action points can do many things -<br/><br/>Give you access to a feat you meet the prerequisites for, for one round.<br/>Give you a +5 to any damage roll, or to-hit roll.<br/>Give you a +5 to any save.<br/>Give you an extra attack at your highest base attack bonus, when part of a full-attack action.<br/>Give you a +4 on your AC for one round.<br/>Give you a +5 on any skill check.<br/>Give you access to a single skill trick for one round.<br/>Give you +5 to any grapple check or vore check.<br/>Automatically stabilize you if you fall below 0 HP (Of course, this still might not prevent you from dieing)<br/>Add +2 to the DC of a spell you cast.<br/>Allow you to roll a 1d20 twice, taking the better result.<br/><br/>Action points are there as an 'oh crap!' button for characters. A surge of heroism or adrenaline, when things really matter. You can save your Action points, or use them all up in one encounter. They do not 'regenerate', so when you are out...you are out permanently, until you level again. However, i will award action points for incredibly good Roleplaying, good ideas, and heroics beyond the normal call of duty.<img alt=";)" src="./images/smilies/wink.gif" title="Wink"/><br/><br/>Use of an action point *MUST BE* called before the roll, or you will not be allowed to use it. You might use an action point and roll a 1 - still a failure. Or, you might use an action point and roll a 20 - normally, an automatic success. Just remember to use them - they will be of no use to a dead character.<img alt=";)" src="./images/smilies/wink.gif" title="Wink"/><br/><br/>One one action point/round may be used.<br/><br/>----------------------------------------------------------------------------------------------------<br/><br/>Flaws!<br/><br/>Characters can have up to 2 flaws (Unearthed Arcana), and 2 traits (Unearthed Arcana). I also allow Roleplaying flaws - flaws that affect how your character acts and thinks. For taking a flaw, you gain a feat - an even enough trade! Just remember - roleplaying flaws *MUST BE ROLEPLAYED*. Otherwise, there is no point in getting a free feat for them, is there?<img alt=";)" src="./images/smilies/wink.gif" title="Wink"/><br/><br/>------------------------------------------------------------------------------------------------------------<br/><br/>HP rolls<br/><br/>HP will be rolled. The minimum you can get for your roll is half+1. For example, a fighter has a normal HP roll of d10. You roll a 4...this is below half! So, you automatically get 6 (Half of the max, which is 5...plus 1!). However, if you roll a 6-10, you keep that roll!<br/><br/>--------------------------------------------------------------------------------------------------------------<br/><br/>Books allowed<br/><br/>Every D&D 3.0/3.5 book is allowed - i have access to just about every one of them. For the more crazy D&D books, things will be on a case-by-case basis (Book of Nymphology? No. XD ). If you can find it in a book, and cite me the page number...i'll likely allow it!!<br/><br/>--------------------------------------------------------------------------------------------------------------<br/><br/>Spells<br/><br/>Spells that last 1 round/level have normal effect.<br/>Spells that last 1 minute/level now last until the remainder of the encounter<br/>Spells that last 1 hour/level now last 24hours<br/>Summons last the encounter.<br/><br/>These rules are on a case-by-case basis. Mage armor is a 24hour. Some divination spells are not.<br/><br/><br/><br/><br/>---------------------------------------------------------------------------------------------------------------<br/><br/>Animal companion/Familiars<br/><br/>Upon request, i am more than willing to play any semi-intelligent animal companion or familiar (Int 6 or higher). I'll give them their own personality, likely boost their abilities a slight amount, and give them their own goals and desires. However, you will lose DIRECT control of the familiar/companion. They will still follow your commands to the best of their abilities if you treat them well, and will still follow you to the ends of the earth, if you allow them. This is simply an option for those who want a more 'realistic' animal companion or familiar, and for those who simply want to leave what their friend will do hanging up in the air.<br/><br/>The result of my control, as i said, will be a small to significant boost in it's abilities, at the loss of direct control.<br/>---------------------------------------------------------------------------------------------------------------<br/><br/>Prestige classes!<br/><br/>Requirements to qualify for a Prestige class are -2. This will allow you to qualify for a prestige class earlier (Likely level 4), rather than later.<br/><br/>-------------------------------------------------------------------------------------------------------------------<br/><br/><span style="font-weight: bold">**NEW**</span><br/><br/>Nutrions<br/>Nutrions are a new type of magic item that is carried inside of the user's body. When a creature is digested, the predator gains all nutrions the prey had accumulated, in addition to nutrions for the creature's body.<br/><br/>Nutrions have gp values, but this is only for buying or selling it in food form, which is difficult during a famine. When dividing up treasure, nutrions gained from eaten foes counts as part of that character's portion. Nutrions in your body cannot be sold unless you volunteer to be eaten.<br/><br/>There are two types of Nutrions, bonus and spell-like. Bonus nutrions are used automatically and provide a bonus to a single roll. Spell-like nutrions require a standard action to activate. Tapping a spell-like nutrion does not provoke an AoO.<br/><br/>Not all creatures have Nutrions, though delicious scents and the like that normally accompany them hint at the possession of such rarities. In short - the more nutrions you have, the more delicious you are going to smell ,and the more appetizing you are going to seem. This is especially dangerous around those with the 'Predatory Instinct' feat...whom might decide your nutrions should belong to them.<br/><br/>Nutrions can provide bonuses to rolls (Such as turning natural attacks into magical attacks), bonuses to skill checks, and any other number of abilities.<br/><br/>A character must be ALIVE when they are digested to get any benefit from Nutrions. Digesting a dead character that has Nutrions will not allow them to be transferred. The death of someone nullifies their Nutrions - unless those Nutrions are absorbed into a predator's stomach.<br/><br/><br/>------------------------------------------------------------------------------------------------------------------------------<br/><br/><span style="font-weight: bold">**NEW!**</span><br/><br/>Helpless defenders<br/><br/>When a defender is considered helpless, one can 'Vore-de-grace' them. This is much like a 'Coup-de-grace', except the target is not considered to be automatically dead. With a coup-de-grace, defenders must make an save vs a DC set by damage, or be killed instantly. With a vore-de-grace (Just to promote nomming on those helpless folks, rather than killing them outright..which, right now, seems better)...it takes 1 full-round action to perform. The defender is swallowed. Should the defender once more be able to defend themselves normally while inside their predator's stomach, checks to deal damage are made at a -2, and the DC to get out of the predator's stomach is +2.<br/><br/>The reasoning behind this - normally, if you are being swallowed, you will be fighting against the muscular contraction, putting yourself in the very best position you could. When you are unable to fight ,the stomach is going to do what it wants with you - you won't be able to position yourself quite as good on the way down, and it is going to make getting out all the more difficult. More difficult to attack, more difficult to effectively deal damage, more difficult to escape.<br/><br/>Active-digest attacks also automatically hit if they are defenseless.<br/><br/>One is considered helpless when...<br/><br/>They are paralyzed<br/>They are asleep<br/>They are unconcious<br/><br/>Additionally, i will consider someone helpless if...<br/><br/>Their dex drops to 1, either through poison use or spells.<br/>Their strength drops to 1, either through poison use or spells.<br/><br/>Helpless defenders will always be subject to maximum digestion damage, until they are no longer helpless.<br/><br/>Kitts - Promoting big bellies, one change at a time! >:3<br/><br/>----------------------------------------------------------------------------------------------------------------------<br/><br/><br/><br/>EXP Awarding<br/><br/>EXP will be rewarded for a number of things.<br/><br/>Good background story/Character image<br/>Good Roleplaying<br/>Accomplishing a goal<br/>Coming out the victor in a fight<br/>Truely heroic moments<br/>Good ideas/execution thereof<br/><br/>With all things finally said and done, i'm now accepting character ideas!<img alt=":)" src="./images/smilies/smile.gif" title="Smile"/>Out of the six total spots open, two are already filled - leaving room for four more!! Send your ideas for a character in a PM to me, as well as any suggestions and the like you may have. I won't bite. Honest!<img alt=":gulp:" src="./images/smilies/munch.gif" title="Eat!"/>