Theralis

Open Game Content

Certain portions of this document are Open Game Content, per the Open Game License. The Open Game License is attached to the end of the main page. All of the pages and text in the House Rules section is Open Game Content except any mentioned setting names (primarily Theralis and Forgotten Realms). Artwork and text in any other section is Closed Content. Open Content may be reproduced per the rules of the Open Game License. Closed Content may not be reproduced.

Please see the Open Gaming License for the appropriate legalese.

Class Rules

Class Independent Rules

Feats

Everyone receives a number of feats based on experience level. This works just like in the PHB, p.22, except that the feats are gained at 1st level and then every 3rd level after that (4th, 7th, 10th, etc.).

Attribute Increases

Everyone may increase their attributes based on experience level. This works just like in the PHB, p.22.

Skill Selection & Class Skills

Characters may select 12 skills to learn as class skills. These are skills which are part of the character's background, and do not change with time.

Class Construction

Each level you gain a number of class points which you can spend on various class features. The "typical" campaign will start with 45 points at 1st level, and gain 18 points per level thereafter.

Note: The Toughness feat is not allowed. A feat can provide a +2 to a save or skill, above and beyond the normal level-based limit, but you may only take one such feat per save/skill per level.

Class Restrictions

You may take a restriction at first level or any time you gain a level; restrictions give you a few extra points to spend. However, if you break a restriction, you lose twice its value in class abilities, usually from your feat selection. You can usually "repent & recover" your abilities, but this should be more difficult than simply following the restriction again.

Barred Alignment Axis: +1 points
Required Partial Neutral: +1 points
Two Barred Alignment Axes: +2 points
Required Alignment Axis: +2 points
Two Required Alignment Axes: +3 points
Paladin's Code: +3 points
Druidic Armor Restriction: +3 points

Restrictions can not be "bought off" later except by losing the aforementioned class abilities.

Big List O' Class Feats

(where a number of steps are listed, this is how many feats it costs)
BARBARIAN FEATS

Fast Movement (1 feat: +10' per round movement)

Rage (1 feat: use 1/day)

Greater Rage (1 feat: increases Rage to +6)

Not Winded By Rage (1 feat: as it says)

Uncanny Dodge (1 feat: doesn't lose AC when flat-footed)

Uncanny Dodge (1 feat: can't be flanked)

Uncanny Dodge (1 feat: +2 vs traps, stackable)

Damage Reduction (1 feat: DR 1/-, stackable)



BARD FEATS

Bardic Music: Inspire Courage (1 feat)

Bardic Music: Countersong (1 feat)

Bardic Music: Fascinate (1 feat)

Bardic Music: Inspire Competence (1 feat)

Bardic Music: Suggestion (1 feat)

Bardic Music: Inspire Greatness (1 feat)

Bardic Knowledge (1 feat)



CLERIC FEATS

Turn or Rebuke Undead (1 feat)

Domain-Related Abilities Vary (???)



DRUID FEATS

Nature Sense (1 feat)

Animal Companion (1 feat)

Woodland Stride (1 feat)

Trackless Step (1 feat)

Resist Nature's Lure (1 feat)

Wild Shape (1 feat: use 1/day)

Wild Shape: Large (1 feat, modifies Wild Shape)

Wild Shape: Huge (1 feat, modifies Wild Shape)

Wild Shape: Tiny (1 feat, modifies Wild Shape)

Wild Shape: Dire (1 feat, modifies Wild Shape)

Wild Shape: Elemental (1 feat, modifies Wild Shape, takes 2 uses!)

Venom Immunity (1 feat)

A Thousand Faces (1 feat)

Timeless Body (1 feat)



FIGHTER FEATS

11 feats spread over the levels



MONK FEATS

Improved Unarmed Strike (1 feat, 1d6 damage, no AoO)

Unarmed Damage (1 feat: stages damage up: d8, d10, d12, d20)

Flurry of Blows (1 feat)

Rapid Movement (1 feat per +10' per round movement)

AC Bonus (buy as BAC)

Stunning Attack (1 feat)

Evasion (1 feat)

Improved Evasion (1 feat)

Deflect Arrows (1 feat)

Still Mind (1 feat)

Slow Fall (1 feat: stages distance up: 20', 40', 60', any distance)

Purity of Body (1 feat)

Improved Trip (1 feat)

Wholeness of Body (1 feat)

Leap of the Clouds (1 feat)

Ki Strike (1 feat: treat unarmed as +1 weapon, stackable)

Diamond Body (1 feat)

Abundant Step (1 feat)

Diamond Soul (1 feat)

Quivering Palm (1 feat)

Timeless Body (1 feat)

Tongue of the Sun & Moon (1 feat)

Empty Body (1 feat)

Perfect Self (1 feat)



PALADIN FEATS

Detect Evil (1 feat)

Divine Grace (1 feat)

Lay On Hands (1 feat)

Divine Health (1 feat)

Aura of Courage (1 feat)

Smite Evil (1 feat)

Remove Disease (1 feat)

Turn Undead (1 feat)

Special Mount (1 feat)

Remove Disease 6/week (4 steps)



RANGER FEATS

Track (1 feat)

Favored Enemies (1 feat: 1 enemy)

Ambidexterity (1 feat)

Two-Weapon Fighting (1 feat)



ROGUE FEATS

Sneak Attack (1 feat: +1d6 flanking damage, stackable)

Evasion (1 feat)

Uncanny Dodge (1 feat: doesn't lose AC when flat-footed)

Uncanny Dodge (1 feat: can't be flanked)

Uncanny Dodge (1 feat: +2 vs traps, stackable)

Crippling Strike (1 feat)

Defensive Roll (1 feat)

Improved Evasion (1 feat)

Opportunist (1 feat)

Skill Mastery (1 feat)

Slippery Mind (1 feat)



SORCEROR FEATS

Summon Familiar (1 feat)



WIZARD FEATS

Summon Familiar (1 feat)

Scribe Scroll (1 feat)

4 Bonus Metamagic Feats

Backgrounds

At first level, the following background 'feats' may be purchased for 5 CP.

Nobility: You were born an lower-tier aristocrat, given to privilege but not rulership. Generally, you (and your retinue) may expect some degree of hospitality from any non-hostile, nobile household, and even hostile households may provide you with hospitality if the political situation is right. You are somewhat above peasant law, as long the law doesn't catch you in a back alley with no witnesses, although you are expected to follow the rules of noblesse oblige (and the lord of any peasants you are terrorizing will likely take umbrage with your behavior). In return, of course, you are expected to provide other nobility with as much hospitality as you can, to treat your inferiors with humanity, and to treat any leadership role you are given with far more respect and dedication than others.

Upper Class: You were born to wealth. While you lack the social and political status of the nobility, you are still above most of the rabble. You begin the game with 2d10 x 100 gold in the form of clothing, equipment, investments and pocket money.

Heirloom: You begin play with a true magic item, and heirloom that has passed down through your family. See your Guide for details.