Misc. House Rules
RETRAINING OPTIONS
Page 192 of Player’s Handbook 2 discusses Retraining Options and how it can be accomplished. Of the options mentioned there, those that deal with Feats, Language, Skills, and Spells are available to players in Solinar. Rebuilding the character is not allowed.
LEVEL-INDEPENDENT XP AWARDS
This variant replaces Table 3-2: Experience and Level-Dependent Benefits (page 22 of the Player’s Handbook). Additionally, the Crafting Magic Items variant XP cost is used as well, as is the Spell XP Cost variant.
SKILLS
Different skills have new or different rulings in Solinar. They are effected as follows:
TUMBLE
For those who would like a more complex (and more severe) way to treat Tumble checks in combat, here are two variants: circumstance penalties and opposed tumble checks.
Circumstance Penalties
In this variant, the base DCs for tumbling around an opponent and for tumbling through an occupied square remain the same (DC 15 and 25, respectively). However, in less than perfect conditions (such as those in a typical dungeon), bad lighting and uneven ground can make Tumble checks more difficult than normal. Consult the following chart for appropriate penalties. Circumstance penalties stack as long as they represent different circumstances, so add any applicable entries from the above list together. For example, if a dusty floor (–2) also has bones scattered across it (–4), apply a –6 circumstance penalty on the Tumble check. This variant makes tumbling in combat more difficult. Nevertheless, it does not prevent high-level characters with the Tumble skill from tumbling rings around their foes.
Circumstance Modifiers
Bad Lighting (Torches or Similar Light Source) -2
Dusty or Uneven Floor -2
Light Debris (Occassional Pebbles or Trash) -2
Wet Floor -4
Crumbling Floor -4
Moderate Debris (Strewn Across Floor) -4
Tumble Begins or Ends in Darkness -4
Unworked Stone/Natural Cavern -6
Standing Water/Deep Puddles -6
Heavy Debris (Trash Pit for example) -6
Pitch Black -6
Opposed Tumble Checks
It’s logical that it would be tougher to tumble around an experienced combatant than a weaker foe. Rather than allow a successful Tumble check to eliminate the chance for attacks of opportunity altogether, allow the defender to make a Reflex save (DC equal to the Tumble check result). If the tumbler is actually moving through the defender’s space, a +10 bonus applies to this Reflex save. A defender who makes the save may make an attack of opportunity against the tumbling character; failure means no attack of opportunity is allowed. Failed Tumble checks generate attacks of opportunity normally. Note: This variant is more detailed than the “Counter Tumble” variant given in Chapter 4 of Sword and Fist: A Guidebook to Fighters and Monks. Dungeon Masters with access to both books should choose which variant they prefer and inform their players of the choice made.
Speeding Combat
A character with a Tumble skill modifier of +14 or higher need not make Tumble checks to move past opponents anymore.
OPEN DOORS / DISABLE DEVICE CONUNDRUM
As previously stated earlier in the book, the skills of Open Doors and Disable Device being separated was a relic of old 2nd Edition Advanced Dungeons & Dragons. Because of the rules in the past, having them separated made sense. Under the newer rule-set… it no longer makes sense to keep them separated. Therefore, on Solinar at least, the two skills are combined into one ability titled Disable Device.
RACES OF SOLINAR
Certain races in Solinar have some special characteristics about them that are not part of standard D&D Canon. These differences are annotated below:
Dragons
Dragons on Solinar utilize the rules from the Draconomicon when being developed. Additionally, each HD of the Dragon will be a d20 roll instead of the more common d12 roll. This represents not only the vast stamina and toughness of a Dragon, but also the supernatural connection Dragons have with the world that makes them more powerful than almost anything else to walk the lands, thanks to Io.
Elves
Elves on Solinar are immortal. They may still die from combat or sickness and the like, but they will not die of old age. The Age Effects of an Elf still remain in place, but adjust each category 200 years to the right. Lastly, an Elf that lives over 3000 years, slowly becomes more and more a part of the world around them… grow less and less active… and eventually fade into the land itself to become a Guardian of the Land (new monster).
Gnomes
The Gnomes of Solinar are a dying race, and as such has sought ways to preserve their people, if not their bodies. Gnomes close to death will travel to a secret location known only to that race in which to undergo a transformation into a creature similar to, yet different from, a Warforged of -Eberron. See DM for more information if playing a Gnome.
Half-Dragons & Half-Elves
As one-half of their parentage is immortal, beings of this time are extremely long lived. They use the following age rules:
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Adulthood: 200 Years
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Middle Age: 400 Years
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Old Age: 600 Years
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Venerable: 800 Years
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Max. Age: 1000 Years
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