Crusader Kingdoms House Rules

The following are the house rules in place for this campaign:

Hit Points:

All PCs, NPCs, and monsters get average hit points per Hit Die (1d4=2.5, 1d6=3.5, 1d8=4.5). Note that 0.5hp is more than 0hp, and you get the “at 0hp” bonus on the Mortal Wounds table if you are at -0.5 hp.

All characters that have the Adventuring proficiency get maximum hit points for the Hit Die they receive at 1st level (1d4=4, 1d6=6, 1d8=8). Note that 0th level is not 1st level.

Encumbrance: Add your STR bonus to your 40′, 30′, & 20′ encumbrance limits.

Missile Attacks: Your DEX modifier applies to damage rolls with missile and thrown weapons (no, not holy water, naptha, or similar “weapons”).

Critical Hits: If your attack throw is a natural 20, it is automatically a hit. If it would have been a hit even without the “natural 20’s always hit” rule, then it is a critical hit that inflicts maximum damage. Only the weapon’s (or spell’s, if the spell requires an attack throw) normal damage die is maximized, not damage dice from backstabs, the ambush or weapon focus proficiencies, magic items, etc.

Sizing-up Opponents: Any character with the Adventuring proficiency can guesstimate how tough any creature or person he encounters is, and we model this by telling the player its HD or level.

Poison: Standard “save or die” poison, such as poisoned potions or the bite or sting of a venomous monster, function as follows: If you fail your CON save, you are incapacitated (unable to communicate or take any actions) for 1d6 turns, after which you die. Poisoned weapons, poisoned needles hidden in locks, and similar mechanical devices do not deliver a sufficient dose to be reliably fatal like that, and have lesser effects as described in the poison section of the ACKS rulebook (pg 249).

Oil: For clarity, oil (common) will be referred to as “lamp oil” and oil (military) will be referred to as “naptha”.

Saving Throws: We are using the following ability-score-based saving throws. Your ability modifier for that ability score applies to each save, and you gain a +1 bonus to save against effects generated by magical wands, staffs, or rods.

CON save resists poison, disease, necromantic effects, instant death effects, and anything else that targets your health directly (this throw’s value is as per the ACKS Poison & Death save for the class).
STR save resists wrestling, webs, nets, and anything that attempts to physically bind, restrain, or otherwise, immobilize you, and which is not something that would be resisted by a CON save (as ACKS Petrification & Paralysis save).
DEX save resists area effect attacks and similar hazards that you can dodge out of the way of, but which don’t have to make attack throws to hit you and which aren’t effects that would otherwise be resisted with a CON or STR save (as ACKS Blast & Breath save).
WIS saves resist mind-affecting effects, transformations such as polymorph and petrification effects, and any other magical effect that isn’t covered by one of the other saves (as ACKS Spells save).

Hold Person: When a spellcaster gains Hold Person or a similar spell, he must declare whether it is a physical effect (STR save) or mental effect (WIS save). Once chosen, this cannot be changed except by re-learning the spell.

Languages: Your character speaks the common language of his continent, a number of additional languages equal to his INT bonus. Unless his class grants arcane or divine spells, or he has Arcane Dabbling or a similar proficiency that indicates familiarity with magic, then the character must learn all human languages before he can start learning other mortal languages, and must learn all mortal languages before he can start learning the languages of the spirits.

Human Languages:

Valgen: The common language in Valgenheim.
Tescorian: The common language in Tescoria.
Atlantean: The common language in ancient times. It is still used by scholars, clergy, and Atlanteans.

Other Mortal Languages:

Draconic: The language of dragons.
Giantish: The language of giants.

Spirit Languages: Note that it is unknown what language the Celestial spirits speak, since everyone who hears them speak hears them speaking his own native language.

Sidhelin: The language of the seelie faeries of Valgenheim.
Goblysh: The language of the unseelie faeries of Valgenheim.
Infernal: The language of Chthonic spirits.
Janni: The language of the genies of Tescoria.

Dialects: Isolated populations, such as tribes of beastmen living in the wilderness, often speak strange dialects of one of the root languages listed above. When you first encounter an unusual dialect of a language you know, roll d6 and add your INT modifier. On a result of 5+ you can understand and communicate with speakers of that dialect. Otherwise, you cannot. However, after each week spent among those who speak the dialect, you may roll d6 plus your INT modifier again. You gain a +1 bonus to this check if you someone else who can understand both your dialect and the foreign dialect teaching you. If the result is 5+, you have learned to understand and communicate with speakers of that dialect.

Helmets: Helmets are opt-in rather than opt-out. Adjusted armor costs and AC below:

Leather Armor: 10gp, AC 1
Ring Mail or Scale Armor: 20gp, AC 2
Chain Mail: 30gp, AC 3
Banded Plate or Lamellar Armor: 40gp, AC 4
Plate Armor: 50gp, AC 5
Shield: 10gp, +1 AC
Light Helmet: 10gp, +1 AC
Heavy Helmet: 30gp, +1 AC, +2 on d20 roll on Mortal Wounds table, -1 surprise, -4 hear noise

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