House rules

This page contains all the house rules used in this campaign world. It is designed to be easily referenced via an extensive table of contents. Any reference to foreign mechanics and changes to major classes and game rules can be found below.

Table of Contents

The High-or-Low Mechanic

High-or-Low is a simple tool to let players feel like they have more control over normally determined by sheer luck or chance. The GM simply rolls a hidden d20 and asks the player “High or low?” The events that follow depend on whether they have guessed correctly or incorrectly, where correct guesses make events occur in the PCs favor and an incorrect guess has the opposite effect.

These rolls are used generally in areas of completely random chance or when there is no set protocol for randomization such as if an NPC will be home in the middle of the day on a weekend, etc.

Pick a decade variant: In cases where greater chance is needed or where rules dictate a one-in-ten chance of success, players are allowed to choose a range of ten successive numbers and the GM rolls d100. If the number is within the given range, the players have achieved success and the event will tilt in their favor.

Character Creation

The following changes apply during character creation in the world of Theos, though only to heroic PCs unless otherwise noted.

Rolling ability scores

Ability scores are obtained by rolling 4d6 and dropping the lowest die. On occasion if significantly better than average characters are sought, initial rolls of ‘1’ may be re-rolled one time.

Bonus feat awards

On occasion, bonus feats for an exemplary character background or session of roleplaying may be awarded. For this reason characters may go above or below the normally allotted number of feats dictated by race and class.

Class Changes


Purity of Body At 5th level the monk gains immunity to all natural sources of disease. The monk gains a + 4 bonus to resist the effects of supernatural and magical diseases. This bonus increases to + 8 at level 10 and the monk becomes immune to all diseases at level 15.


Hidden Master Rather than being completely undetectable, true seeing counteracts the ability and with a successful opposed caster level check. A successful Perception check (against the ninja’s stealth check) will reveal the ninja’s location with varying degrees of success, depending on check results. The blindfight feat tree still functions correctly on a ninja using this ability.

Death and Dying

Rules in this section pertain in all ways to player death and dying. This includes stabilization, resurrections, afterlife encounters, etc.

Stabilizing a dying character

Instead of using the normal DC 10 Constitution check to stabilize a character, this campaign utilizes a different method to make death seem more threatening and place it more in the hands of “fate” (pure dice rolls) than in highly built stats. A character of 20th-level bleeding out from a mortal wound is just as likely to die unaided as a 1st-level character.

Players with negative hit points that have not yet stabilized are instructed to pick a decade, as described in the mechanic. Should they succeed, the character has become stable on his own, though unless helped must continue to make hourly checks. If they fail, they continue losing hit points at 1 per round with a new attempt at stabilization each round.


Certain campaigns will find use of the hero points system found in the Advanced Player’s Guide, with a few minor modifications.

  • The hero point system will be renamed “Destiny” to reflect the changes and the fact that the system is less inclined in heroes being heroes, but fulfilling a greater purpose or calling.
  • Points are not awarded at every level up.
  • Points may not be used to Reroll.
  • Points are not awarded for Return from the dead.
  • Faith-based or situational destiny may be awarded, but will always be considered temporary.
  • Heroes will start with two destiny.
  • Points used to Recall may only be used for a spell of 5th level or lower.
  • Should your character chose to deny use of the destiny system, they may take an extra feat and note on their character sheet under Special Abilities that they are Defying Destiny

Below is a list of allowed feats and spells related to the hero point/destiny system allowed for use in the game. If an item is not explicitly listed, assume it is not allowed until asking the GM, even if it is a different version of something allowed (ie. heroic fortune is an allowed spell, but heroic fortune, mass is not).

Hero point-related feats allowed: Blood of Heroes, Hero’s Fortune, Luck of Heroes
Hero point-related spells allowed: heroic fortune, malediction, severed fate, unravel destiny
Hero point-related items allowed: Elixir of Luck (although the additional points disappear if the user goes unconscious and may not be used to Cheat death), Hero’s Blade (it only contains 3 destiny instead of 6), Staff of Fortune (instead of 2 charges of mass heroic fortune and 1 charge of heroic fortune, it contains 5 charges of heroic fortune)

House rules

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