Here's a recap of all the house rules so far:   (and, at the end, a couple new ones, which will be fairly minor and not contradict anything thus far)<br/><br/>This game uses the E6 rule, where character have a level cap of 6, and then gain feats for each 5,000xp gained afterwards.  Characters for this game will start with 26,000 xp, meaning that they are 6th level characters with one additional feat.  Abilities are to be generated using 42 point buy, and races of up to LA +5 may be selected in exchange for using a lower point buy.  (instead of the level adjustment.  Racial hit dice count against your PC class levels, but monster classes from Savage Species and Libris Mortis may be used.)  A base stat of 19 may be purchased for 20 ability points, and a base stat of 20 may be purchase for 24 ability points.<br/><br/>LA +1: 35 point buy<br/>LA +2: 28 point buy<br/>LA +3: 20 point buy<br/>LA +4: 10 point buy<br/>LA +5:  0 point buy<br/><br/>Characters receive 1/2 maximum hit points on each hit die roll, save for the 1st level hit die roll, on which they receive the maximum possible as normal.  Characters receive a starting wealth of 15,000 gp.   This wealth may be increased by trading starting xp for wealth at a 1:3 ratio, meaning each sacrificed experience point grants 3 gp.  A character wishing to start with additional experience may sacrifice starting gold for xp.  A character may also take NPC classes instead of PC classes, in exchange for 2,500 gp or xp for each NPC class level taken.  NPC class xp bonuses may not be traded for xp. The spellcraft skill is considered a class skill for all classes, and used to cast ritual magic.<br/><br/>Characters start each day with two action points, and gain an additional one at the end of each encounter.  The action point total resets to 0 when the character rests.  Most feats and abilities that increase the number of action points a character has give the character one additional action point per day, and an additional action point after every 4th encounter.<br/><br/>Material may be selected from any of the following books, but all non core material must note its source, with page number reference:<br/><br/>All three core rulebooks<br/><br/>Complete Arcane<br/>Complete Champion<br/>Complete Warrior<br/>Complete Divine<br/>Complete Scoundrel<br/>Complete Adventurer<br/>Complete Mage<br/><br/>Eberron Campaign Setting<br/>Magic of Eberron<br/>Faiths of Eberron<br/>Dragons of Eberron<br/>Sharn: City of Towers<br/>Five Nations<br/>Explorer's Handbook<br/>Secrets of Xen'drik<br/><br/>Spell Compendium<br/>Dragon Magic<br/>Tome of Magic<br/>Tome of Battle: The Book of Nine Swords<br/><br/>Psionics Handbook<br/>Complete Psionic<br/><br/>Book of Exalted Deeds<br/>Book of Vile Darkness<br/><br/>Frostburn<br/>Stormwrack<br/>Cityscape<br/>Dungeonscape<br/><br/>Player's Handbook 2<br/>Magic Item Compendium<br/>Savage Species<br/>Heroes of Battle<br/>Book of Aberrations<br/><br/>Book of Erotic Fantasy<br/>Netbook of Unlawful Carnal Knowledge<br/>Portable Hole Full of Beer<br/><br/>In addition to the material listed above, players may also select from the following feats:<br/><br/><strong>Ability Training </strong>(General)<br/>Benefit: Choose one Ability; You gain a +2 bonus whenever you are making an Ability Check with that ability. This bonus does count when making a skill check using that ability, but not for any other use of that ability, such as spells per day, or hit points per level.<br/>Special: You can gain this feat multiple times, its effects do not stack. Each time you take this feat it applies to another ability.<br/><br/><strong>Ability Advancement</strong>(General)<br/>Prerequisite: Ability Training in the same ability.<br/>Benefit: Choose one Ability. You gain a permanent +2 bonus to that ability.<br/>Special: You can gain this feat multiple times, its effects stack.<br/><br/><strong>Capstone Training</strong>(General)<br/>Prerequisite: 6th level<br/>Benefit: Choose one class feature you would gain if your level in a given class were two higher.  You gain that class feature, and qualify as a member of that class two levels higher than your current level for the purposes of qualifying for feats.  You may take this feat to gain abilities from classes you have no levels in.<br/>Special: You can gain this feat multiple times, its effects do not stack. Each time you take this feat it applies to another class feature.  You may select a class feature from a prestige class, including one you have gained a class feature from via prestiege training.<br/><br/><strong>Class Training</strong>(General)<br/>Prerequisite: 6th level<br/>Benefit: Choose one of your class features that improves as you increase in level.  That class feature improves as if you had gained levels necessary to improve it, for example increased sneak attack damage, bonus feats, or acquiring improved evasion.  Iterative class features which increase every level are considered to improve as if you gained two levels.  This feat cannot enhance spellcasting in any way, save for spell like abilities gained as class features.<br/>Special: You can gain this feat multiple times, its effects do not stack. Each time you take this feat it applies to another class feature.  Class features gained through capstone training and prestiege training may be chosen for this feat.<br/><br/><strong>Expanded Spell Knowledge</strong>[General]<br/>Benefit: You learn 1 or more new spells known, with spell levels totalling to half of your caster level (round down, and treat a new 0th-level slot as 1/2). Thus, a sixth level Sorcerer could gain one 3rd level spell known, one 1st and one 2nd level spell, three 1st level spells, or 6 0th-level spells. This feat cannot provide spells known of a level higher than you can already cast.<br/>Special: You may take this feat multiple times; each time you take it it provides<br/>more slots.<br/><br/><strong>Expanded Caster Stamina</strong>[General]<br/>Prerequisite: Character Level 6th<br/>Benefit: You gain 1 or more new spell slots, with spell levels totalling to half<br/>of your caster level. Treat 0th level spells as 1⁄2. Thus, a sixth level Wizard could gain one 3rd level slot, one 1st and one 2nd level slot, three 1st level slots, or 6 0th-level slots. This feat cannot provide spell slots higher than you can already cast.<br/>Special: You may take this feat multiple times; each time you take it it provides<br/>more slots.<br/><br/><strong>Metamagic Mastery</strong>(Metamagic)<br/>Prerequisite: Metamagic feats (see below), Caster Level 6<br/>Benefit: When you take this feat, select a metamagic feat.  You must have a number of Metamagic Mastery feats equal to one less than the level increase of your chosen metamagic, to apply this feat to a metamagic feat. For example, Empower Spell, which boosts the level of a spell by 2, has a prerequisite of 1 Metamagic Mastery feat. Split Ray, which has an increase of 1, would have no prerequisites. As a swift action once per day, you may apply this metamagic feat to a spell you cast with no adjustment to the level of the spell cast, or increase in casting time; for a spontaneous spellcaster.<br/>Special: This feat may be taken multiple times, its effects stack.<br/><br/><strong>Prestige Training</strong>(General)<br/>Prerequisite: 6th level<br/>Benefit: Choose a prestige class you could qualify for by 9th level.  All special requirements for the class must already be met.  You gain a class feature that prestige class gets at 1st level.  For the purposes of the capstone training and the ultimate mastery feats, you are considered to be level 1 in the selected prestige class.<br/>Special: You can gain this feat multiple times, its effects do not stack. Each time you take this feat it applies to another class feature.  You may only take this feat if you could qualify for the prestige classes you have abilities from simultaneously.<br/><br/><strong>Ritual Knowledge</strong>(General)<br/>Benefit: Your gain permanent knowledge of a number of levels of rituals equal to your level + your intelligence modifier.  Permanently known rituals may be cast without need for a ritual schema.<br/>Special: You can gain this feat multiple times, its effects stack, though their effects do not increase retroactively if your intelligence or level increases.<br/><br/><strong>Skill Savant </strong>(General)<br/>Prerequisite: Skill focus in selected skill<br/>Benefit: You gain a +2 untyped bonus to the skill you qualify for use with this feat.<br/>Special: You can gain this feat multiple times, its effects can be stacked a number of times equal to the ability modifier of the relevant ability for the skill.  The feat can also be taken and applied to different skills.<br/><br/><strong>Ultimate Mastery</strong>[General]<br/>Prerequisite: Capstone Training<br/>Benefit: Choose one class feature you would gain if your level in a given class were up to four levels higher.  You gain that class feature.  You may select a class granted by a prestige class you have gained a feature from via prestige training.<br/><br/><strong>Wondrous Rings</strong>(General)<br/>Prerequisites: 6th level, Craft Wondrous Item<br/>Benefit: You treat rings as wondrous items for the purpose of meeting item creation prerequisites. You must still meet caster level requirements for any ring you create.<br/><br/><br/><br/>Retraining:<br/><br/>Instead of gaining a new feat when a character's experience total is high enough, the character may choose to "retrain" on of his or her previous levels into a level of another class.  This may be done with levels in monster hit dice, as well as with normal classes.  The highest hit die and skill points between the two classes are used, while all other class features change to that of the new class.  The original class assignment should be noted on the character sheet.  The character may not reassign spent skill points, but may assign new skill points gained by switching to a class with a higher number of skill points freely as a typical multiclass character.<br/><br/>A character may switch levels between retrained classes by spending 1,000 xp and spending a day practicing and exercising to adopt different skills.  The highest level of a class is always retrained first, and a character may not use feats or spells he no longer qualifies for.