Sunday, June 7, 2026

General Rules: Feats - Arcane Tutor

Arcane Tutor is a somewhat unique feat that allows an arcane spellcasting character to recruit wizards as apprentices. This page details how I handle this feat.

Arcane Tutor [General]
Your reputation as a powerful wizard and accomplished adventurer draws ambitious young mages who seek to learn the secrets of magic. These neophytes provide you with regular payments and assistance in the mundane portions of a wizard’s life in return for regular instruction in the arcane arts.
  Prerequisites: Arcane caster level 6th+, you must own a permanent base of operations that provides living quarters and workspace for your team of students.
  Benefit: This feat attracts a steady stream of loyal apprentices to you. These wizards act as followers and subordinates, carrying out tasks at your command and aiding your research into arcane studies. Unlike followers gained with the standard Leadership feat, these apprentices expect to pay you for your assistance.

Apprentices

Your apprentices are generally loyal and reliable retainers. Unlike ordinary NPCs, who have their own agendas and objectives, apprentices look to the character for direction and guidance. As a general rule, they will not betray you or deceive you unless they are severely mistreated, although in such cases they will usually simply abandon your service.

Unless the DM rules otherwise, apprentices never willingly risk their lives to fulfil your wishes. They enter your service to expand their magical skills, not serve as fanatical suicide soldiers.

You must pay all expenses your apprentices encounter while fulfilling missions you give them.

Apprentices may be designed by the player, subject to the DM's approval. Apprentices should be built using the standard array of ability scores (11, 11, 11, 10, 10, 10) or the nonelite array of ability scores (13, 12, 11, 10, 9, 8) at your option. You may, if you wish switch back and forth between these two arrays for different apprentices. Apprentices can be any standard playable race, and are all wizards. When an apprentice enters the character's service, they will be equipped with equipment with a total value equal to the starting gear for a wizard. Any additional equipment must be provided by the player character.

Special Rules for Arcane Tutors with the Leadership Feat: If a character who has the Arcane Tutor also has the Leadership feat, their apprentice wizards be built using the elite array of ability scores (15, 14, 13, 12, 10, 8), subject to applicable racial modifiers. An apprentice may be any playable race, and may take advantage of any of the options available to player characters, including the 0-level rules, flaws, and traits. When apprentices enter the character's service, they will be equipped with equipment with a total value appropriate to an NPC of the apprentice's level (see Table 4-23: NPC Gear Value on page 127 of the Dungeon Master's Guide). Any additional equipment must be provided by the player character. These apprentices count against the total number of 1st-level followers the character may have under the Leadership feat.

Apprentices enter the player's service with a spellbook containing the minimum number of spells for a wizard of their experience level. There is a 50% chance that any spell in the apprentice's spellbook is a spell that the player does not already know.

Apprentices refuse to undertake or complete any actions that would cause them to lose a level of ability.

Your arcane tutor score is your arcane caster level plus your Charisma modifier. In addition, apply the Leadership modifiers listed under the Leadership feat to this score. Your followers are all wizards. Arcane Tutor does not grant you a cohort and gives you far fewer followers than leadership, the apprentices offer you more flexibility and capabilities than the followers offered by the Leadership feat.

Benefits of Apprentices

Income: The most tangible benefits of taking on apprentices is the fees they pay to you in return for your instruction. The pay rate you receive depends on the level of your apprentice. The more experienced the apprentice, the less he is willing to pay. Younger mages stand to learn much more, and thus are willing to pay more, than a wizard who has already mastered the basics of magic.

Apprentice LevelMonthly Income
1st90 shillings
2nd60 shillings
3rd40 shillings
4th30 shillings

Bonus Spells: When an apprentice enters your service, you may add all of their spells to your books. In return, the apprentice gains 2 spells per caster level from your books. The DM determines which spells an apprentice selects. When an apprentice gains a level, you decide which spells they add to their books. You gain these spells in your books too. You must select spells that your apprentice is capable of casting.

Produce and Sell Items: If your apprentice has any item creation feats, you may have them create items that you may sell. You must buy spell components and raw materials necessary to make the item from your own pocket. An apprentice must normally meet the prerequisites, such as minimum caster level, feats, and spells known, to craft an item. An apprentice automatically refuses to produce items whose experience point cost would cause them to lose a level. Apprentices seek your aid to expand their skills, not working themselves to death in a magic item sweatshop.

Assist Item Creation: An apprentice may help you create an item that you could normally complete on your own. Your apprentice does not need to meet any of the prerequisites necessary to craft the item, though the more experienced the apprentice, the more help they can lend you. Only a single apprentice can help you create an item, as two or more apprentices simply get in your way and lengthen the process.

An apprentice splits the experience point cost of creating an item with you, reducing the experience point cost by 10% per level. An apprentice may never lose a level through the process of helping you create an item. If helping you would cause this to happen, the apprentice absorbs only enough total experience point loss to bring him to the minimum needed to attain his current level, leaving you to pay the remaining portion of his normal share. Your apprentice can also work on portions of the item creation process concurrently with your efforts, allowing you to cut down on the total time needed to complete the project. Reduce the time needed to produce the item by 1 day for each two levels of experience your apprentice has attained. You may never reduce the time necessary to produce an item to less than 1 day. The apprentice does not shoulder any of the experience point cost caused by casting spells necessary to complete an item unless the apprentice is the one who actually uses the spell. When an apprentice assists in creating an item, there is a chance that they may inadvertently spoil your efforts owing to his inexperience. See Research Mishaps below, under Drawbacks to Apprentices.

Finish Items: An apprentice can shoulder the burden of creating items that you have designed. You sustain the full experience point loss for completing the item, but your apprentice completes all mundane work and helps manage the arcane portions of item creation. You need only spend 1 day working on the item. Your apprentice handles the rest of the labor involved in finishing the item. In order to complete the item, the apprentice must have any item creation feats needed to create it. You may fulfill the minimum caster level and spells needed, but your apprentice must have the necessary item creation feats. If casting the spells necessary to complete the item would require more than 1 day of work, you must spend the time necessary to complete those spells before your apprentice can complete the item. If an apprentice lacks any of the prerequisites necessary to create an item, such as spells needed to produce it, or is below the required caster level, there is a chance the apprentice encounters a mishap in creating the item. Consult Research Mishaps, below, under Drawbacks to Apprentices.

Other Actions: An apprentice is capable of using the rest of his skills and abilities at your direction. You could have your apprentices use spells such as identify to pick through a pile of magic items uncovered on your last adventure. You could also order your apprentices to research a topic in a library using the rules presented in Quintessential Wizard, allowing them to gain virtual skills and skill ranks that they subsequently use.

Drawbacks to Apprentices

Recruiting Apprentices: You must actively recruit spellcasters who could benefit from your instruction. You may gain apprentices in two ways. The DM may rule that an NPC wizard comes into your service based on your interactions with him over the course of an adventure. Otherwise you must advertise for and recruit neophytes. Make a recruitment check by rolling a d20 and adding your Charisma modifier and arcane caster level. The more engaging your personality and the more skilled you are with magic, the better your chances of attracting an apprentice. The size of the city in which you seek recruits modifies your ability to successfully find a willing student.
Town/City PopulationRecruitment Modifier
400 - 1,000-2
1,001 - 2,000+0
2,001 - 5,000+2
5,001 - 12,000+4
12,001 - 25,000+6
25,001++8

The base DC to recruit a 1st-level apprentice is 5. For each 5 by which you beat this DC, you may opt to increase your new apprentice’s level by 1 or recruit an additional apprentice. You may combine these effects to recruit multiple wizards whose level is above 1. If your result is high enough to yield an apprentice but not good enough to attract one whose level is as high as you wish, you may always ignore the result of a recruitment check. You are under no obligation to accept potential apprentices.

You may make one recruitment check per day, spending 2d4 hours at libraries, wizard’s guild halls, and other places where spellcasters normally congregate. Regardless of the results of a recruitment check, you may never recruit more apprentices than allowed by your Arcane Tutor score. Apprentices are aware that a master can only spread himself among so many students and refuse to sign on with a tutor who already has an abundance of pupils.

Retaining Apprentices: When an apprentice signs on to work for you, they do not agree to a lifelong contract. Most apprentices stay with a master for a year at most before setting off on their own, either seeking out a new master to learn from or going it alone as an adventurer, researcher, or craftsman. A newly recruited apprentice remains within your service for 3d6 months, after which they leave your service for greener pastures.

An apprenticeship is a two-way street. While your apprentice works for you, you must also take time to instruct them in the mystic arts. You must spend 2 weeks out of every 2 months tutoring your apprentices. If you fail to meet this requirement, reduce each apprentice’s period of service by 3d6 months. If this reduces any apprentice’s tenure to 0 or less, they immediately leave. Any projects they were working on remain unfinished. Your apprentices expect instruction and aid in return for the work they do and the cash they pay you.

Upkeep: A portion of the money an apprentice pays you goes to room and board. You must own or provide a permanent structure where your apprentices may live and work. You must pay 5 shillings per apprentice level per month to provide them with food, clothes, and other basic necessities. If you fail to meet this payment, reduce the fees from each apprentice by half. Stung by your skinflinted ways, your apprentices withhold their payments to you and instead use their money for food and shelter.

Work Rates: While apprentices spend much of their time in your service, they also have their own personal projects and studies. Each apprentice allocates two weeks per month to working on magic items, research, and other projects you assign to them. They spend the rest of their time studying their spellbooks, practicing their skills, and completing scrolls and other magic items for their own use. During this free time, each apprentice gains 1d6 x 100 experience points through adventures, work, and research.

Apprentice Recruitment Table

Number of Apprentices per Level
Arcane Tutor Score1st2nd3rd4th
1 or less0000
21000
32000
42000
52100
63100
73200
83210
93210
103220
113221
123321
133322
143322
154332
164432
175433
185443
196543
206544
217654
227654
238755
248765
25+9865

Apprentice Retention Table
Every month after the third of each apprentices tenure under the character's tutelage, roll 1d20. A result equal to or below the retention roll figure means the apprentice has left the character's service and struck out on their own.

MonthRetention
30
41
52
63
74
86
98
1010
1112
1214
1316
1417
1518
1619
1719
1820

Research Mishaps

When an apprentice helps finish creating an item you designed or helps you complete an item, there is a chance that your student’s efforts end in an arcane mishap. If your apprentice is involved in making an item whose prerequisites they do not completely fill, they must make a mishap check. Roll a d20 and add your apprentice’s arcane caster level and their Intelligence modifier. This check has a DC of 10 if your apprentice works to complete an item you initially designed or 8 if they help you throughout the process of making an item. A roll of 1 always fails this check. Increase the DC by 2 for each prerequisite the apprentice does not meet. If your apprentice fails this check, roll d100 and consult the arcane mishap table.

If a mishap effect refers to a worker, there is a 50% chance that you or your apprentice are affected by the result if the two of you work together on making an item. Otherwise, if you left the apprentice to work alone the mishap affects only them.

Arcane Mishap Table
d100 Result Arcane Mishap:

  01 - 03 “I see. It needs steel, not lead.” Slight errors in production waste some materials. Increase the cost of producing the item by 25%. The item remains unfinished until you pay the price and spend an additional day working on the item.
  04 - 06 “Oh dear. Where’d I put that diamond dust?” Moderate errors in production waste some materials. Increase the cost of producing the item by 50%. The item remains unfinished until you pay this price and spend an additional day working on the item.
  07 - 09 “It was cracked when I found it.” Major errors in production waste some materials. Increase the cost of producing the item by 100%. The item remains unfinished until you pay this price and spend an additional day working on the item.
  10 - 12 “So I misread pounds for ounces. How expensive can mithral be?” Traumatic errors in production waste some materials. Increase the cost of producing the item by 200%. The item remains unfinished until you pay this price and spend an additional day working on the item.
  13 - 15 “Two for one beers don’t happen every night.” The apprentice wastes time and effort bungling your instructions. Increase the time necessary to produce the item by 1 day.
  16 - 18 “Well, allowing it to soak for three nights didn’t hurt it.” The apprentice wastes time and effort bungling your instructions. Increase the time necessary to produce the item by 3 days.
  19 - 21 “You wanted me to do what by when?” The apprentice wastes time and effort bungling your instructions. Increase the time necessary to produce the item by 1 week.
  22 - 24 “Should it be bubbling like that?” An energy backlash during the item’s creation causes a minor explosion. Treat this as a fireball cast by a 5th level wizard centered on the apprentice’s work area.
  25 - 27 “Should smoke be coming out of it?” An energy backlash during the item’s creation causes a moderate explosion. Treat this as a fireball cast by a 7th level wizard centered on the apprentice’s work area.
  28 - 30 “Don’t worry, that’s normal. Now, let’s add lamp oil to it.” An energy backlash during the item’s creation causes a tremendous explosion. Treat this as a fireball cast by a 9th level wizard centered on the apprentice’s work area.
  31 - 33 “Will it ever stop growing? Please say yes.” A worker’s nose grows to one foot in length, causing them 1d6 points of permanent Charisma damage. If the damage heals, the victim’s nose slowly returns to normal.
&nsbp; 34 - 36 “Well, wizards don’t need muscles anyway.” An arcane backlash wracks a worker’s body, shriveling his muscles and causing 1d6 points of permanent Strength damage.
  37 - 39 “I-i-i-i-i-t c-c-c-c-c-could b-b-b-b-be w-w-w-w-w-worse.”Bolts of electricity arc from the item, leaving a worker with a variety of nervous tics, shakes, and unsteady hands. The worker takes 1d6 points of permanent Dexterity damage.
  40 - 42 “Wait a second. How do those cantrip things work again?” A temporary fold in space causes an astral parasite to take root in a worker’s brain, causing 1d6 points of permanent Intelligence damage.
  43 - 45 “I have seen the light!” A rogue bit of divine energy seeps into the creation process, causing a bizarre magical effect that forces the apprentice to become a fanatical adherent of a deity appropriate to his alignment. He leaves your service to become a cleric. Money and experience points spent to produce the item are wasted. A restoration spell returns him to normal.
  46 - 48 “. . .” A massive backlash of enchantment magic causes the apprentice to slip into a deep catatonic state. Money and experience points spent to produce the item are wasted. A restoration spell returns him to normal.
  49 - 51 “Back in my day, apprentices didn’t screw up so badly!” A critical mistake in this item’s creation causes a time warp, causing a worker to leap to the next age category. Money and experience points spent to produce the item are wasted.
  52 - 56 “What is that thing?” A creature falls through an astral rift and attacks. Treat this as a creature called by a summon monster III spell cast by a 17th level wizard. Money and experience points spent to produce the item are wasted.
  57 - 60 “I didn’t summon that. Did you summon that?” A creature falls through an astral rift and attacks. Treat this as a creature called by a summon monster V spell cast by a 17th level wizard. Money and experience points spent to produce the item are wasted.
  61 - 62 “What a fascinating creature. Let’s try to communicate with it.” A creature falls through an astral rift and attacks. Treat this as a creature called by a summon monster VII spell cast by a 17th level wizard. Money and experience points spent to produce the item are wasted.
  63 “Oh, gods, run. RUN!” A creature falls through an astral rift and attacks. Treat this as a creature called by a summon monster IX spell cast by a 17th level wizard. Money and experience points spent to produce the item are wasted.
  64 - 66 “Ribbit.” A slight flaw in the process used to shape the magical energy imbued into the item causes transmutation magic to flood the area. Treat this as a baleful polymorph cast by an 8th level sorcerer that turns a worker into a frog. Money and experience points spent to produce the item are wasted.
  67 - 70 “I’m shrinking!” A magical disturbance causes a bizarre fluctuation in the properties of dimensional space. A worker begins to shrink rapidly. He immediately becomes two size categories smaller. Greater restoration removes this effect. Money and experience points spent to produce the item are wasted.
  71 - 72 “Everything’s shrinking!” Material space stretches and bends in the immediate area of the experiment. A worker immediately grows two size categories larger. Greater restoration removes this effect. Money and experience points spent to produce the item are wasted.
  73 - 75 “Strange. That wasn’t supposed to produce a sudden whiff of brimstone.” A dimensional gate opens to the outer realms, allowing a horde of demons with a total Encounter Level of 10 to pour into the laboratory area. Money and experience points spent to produce the item are wasted.
  76 - 96 “There! Perfect!” A critical mistake during the item’s production permanently warps the magical properties, resulting in a cursed item. The exact nature of the curse depends on the type of item produced. Weapons, armor, shields, rings, rods, staves, wands, and wondrous items gain 1d3 cursed item traits. Potions turn out as a randomly determined ingested poison, while scrolls either fail to function, cause the opposite of the intended spell, or target the caster in the case of damaging spells.
  97 - 99 The apprentice forgets to inscribe proper protective runes. The energy matrix inscribed in the item runs rampant. A worker is subject to disintegrate as if cast by an 11th level wizard.
  100 Roll twice on this table, rerolling this result if it comes up again.

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Thursday, February 6, 2025

Fallen Empire: House Rules - House Rules for the Fallen Empire Setting

House Rules for the Fallen Empire Setting

Game Rules: The campaign will use the 3.5 edition Dungeons & Dragons rule set (referred to as “3.5e”) mostly “by the book” with a few modifications. Except where otherwise noted, material from the 3.5e Player’s Handbook and Dungeon Master’s Guide is generally available for players to use. In addition, I have selected certain modified rules (as specified on the site) from Unearthed Arcana for use in the campaign. Subject to review, material from most published Wizards of the Coast sourcebooks is available for use by players with appropriate campaign domestication as needed. If you want to use material from some other source, I may or may not allow it (depending on my assessment of whether it “fits” the campaign and the “soundness” of the proposed option). Most sourcebooks that I own are viable options for the campaign. The specific house rules are:
  1. Time: To the extent practicable, the campaign will use the rule that every day out of game is a day in game. Thus, if the campaign meets once every four weeks, there is the potential for four weeks to pass in the campaign between each session.

  2. 0th Level Characters: The campaign will use the rules for starting characters as 0th level characters.

  3. Races: The campaign will use some variant races. These are listed on the campaign page.

  4. Fractional Base Bonuses: Because I like them, the campaign will use the fractional base bonuses rule set forth in Unearthed Arcana in the sidebar on page 73. Classes that are listed on this site incorporate this rule information into their descriptions.

  5. Favored Classes: There are no favored classes in the campaign. There are no penalties for multiclassing for any characters.

  6. Multi-Classing: The multi-classing restrictions for monks are removed as game rules (the multi-classing restrictions for paladins are also removed, but because the base paladin class has been removed from the campaign, this is somewhat moot), although some particular organizations of such individuals may have particular rules regarding the “proper” area of study for those members.

  7. Class Skills: All classes gain +8 skill points at 1st level and +2 skill points per level thereafter. (Note that when using the 0-level rules, the +8 skill points applies to the character's 0th level rather than their 1st level).

  8. Skills: The following skills have been clarified, or expanded. The campaign will use the Skills by Character house rule. In addition, the campaign will use the expanded Synergy Bonuses listed in that page.
    • Craft: Alchemy: As a quasi-magical art, the Craft: Alchemy skill can be used by individuals who are not spell-casters.
    • Knowledge: Local: When this skill is selected, the character must specify the locality for the skill, usually a town, city, or relatively small region. The more specific the locale to which this skill applies, the more detailed the information it provides is. This skill may be taken multiple times. Each time it applies to a different locale.
    • Knowledge: War: This skill covers strategy, tactics, and logistics. At the start of a battle between two opposing forces numbering 50 combatants or more on each side, the leaders of each force may make an opposed Knowledge: War check (a commander may substitute a subordinate’s skill for his own if he delegates command). The winner of this opposed check may bestow a +1 circumstance bonus to attack rolls to a number of allied combatants equal to the margin by which he beat his opponent for a number of rounds equal to his Charisma modifier. Any number of subordinates may use the Aid Another action to increase the commander’s skill result provided he has had time to consult with them while formulating his battle plan.
    • Profession: Scribe: This skill may not be taken by illiterate characters.
    • Speak Language: While not a modification of the speak language skill per se, any time a character experiences a permanent increase in his or her Intelligence bonus, they may, after obtaining appropriate training, learn a new language without expending additional skill points.

  9. Racial Bonus Feats: All characters gain a racial bonus feat at 5th, 10th, 15th, and 2th level.

  10. Spellcraft: Because their powers and methods are so different, arcane casters suffer a -5 penalty to Spellcraft checks to identify divine spells, and vice versa. Characters who do not cast spells but have ranks in Spellcraft must specify whether their knowledge pertains more to the arcane or the divine. This is true whether the character is observing spell casting or using the skill to identify magical writing (such as a scroll). Multiclass casters of both arcane and divine spells suffer no penalty.

  11. Death and Dying: Instead of the standard rules detailed in the section titled Injury and Death on pages 145-146 of the Player’s Handbook, I’d like to use the following alternate rules. Except where noted here, all other rules detailed in this section are unchanged:
    • Disabled: When a character reaches 0 hit points, he is disabled. You remain disabled until you reach a negative hit point total equal to your Constitution modifier (minimum 0, no one is ever disabled at a positive hit point total). You can only take a single move or standard action each turn (but not both, nor can you take full-round actions). You can take move actions without further injuring yourself, but if you perform any standard action (or any other strenuous actions, such as casting a quickened spell) you take 1 point of damage after completing the act. Unless your activity increased your hit points above 0, you remain disabled, unless your negative hit point total exceeds your Constitution modifier, in which case you fall unconscious and are dying. Healing that raises your hit points above 0 makes you fully functional again, just as if you had never been reduced to 0 or fewer hit points. A spell caster retains the spell casting capability she had before becoming disabled. You can also become disabled when recovering from dying. In this case, it is a step towards recovery, and you can have more negative hit points that your Constitution modifier (see Stable Characters and Recovery, below).
    • Dying: When your negative hit point total exceeds your Constitution modifier, but are less than your total Constitution score, you are dying. A dying character immediately falls unconscious and can take no actions. Every round, you must roll a d% to see whether you become stable. You have a percentage chance equal to your Constitution score of becoming stable. If you do not become stable, you lose 1 hit point. This continues until you die or become stable (see below).
    • Dead: When your negative hit point total equals your Constitution score, you die. You can also die from taking ability damage or suffering an ability drain that reduces your Constitution to 0. When a character dies, his soul immediately departs. It is virtually impossible to return from death (see Campaign Rules, Section 5 concerning spells that are generally unavailable in the campaign).
    • Stable Characters and Recovery: On the next turn after your negative hit point total exceeds your Constitution modifier, but is less than your total Constitution score, and on all subsequent turns, roll d% to see whether you become stable. You have a percentage chance equal to your Constitution score to become stable. If you don’t, you lose 1 hit point. When you are unconscious or dying you cannot use any special action that changes the initiative count on which your action occurs. If your negative hit points exceed your Constitution score, you die. Someone can keep you from losing any more hit points and make you stable with a DC 15 Heal check. If any sort of healing cures you of even 1 point of damage, you stop losing hit points and become stable. Healing that raises your hit points to a point where your negative hit point total is equal to or less than your Constitution modifier makes you conscious and disabled. Healing that raises your hit point total to 1 or more makes you fully functional again, just as if you had never been reduced to 0 or lower. A spell caster retains the spell casting capability she had before being in danger of dying.
    • Nonlethal Damage – Staggered and Unconscious: When your nonlethal damage equals your current hit points, but does not exceed it by more than your Constitution modifier, your are staggered (no one is ever staggered at a positive hit point total). You are so roughed up that you can only take a standard action of a move action in each round. You cease being staggered when your current hit points once again exceed your nonlethal damage. When your nonlethal damage exceeds your current hit points by more than your Constitution modifier, you fall unconscious. While unconscious, you are helpless (see Helpless Defenders, page 153 of the Player’s Handbook). Spell casters who fall unconscious retain any spell casting ability they had before going unconscious.

  12. Weapon Sizes: The unnecessarily overcomplicated weapon sizing rules in 3.5e will not be used. Instead, the original 3rd edition weapon sizing rules (because they are easier to work with) will be used. For those of you unfamiliar with these rules, they are simple. All weapons are given a “size”, for example, a short sword is a “Small” weapon, a longsword is a “Medium” weapon, and a greatsword is a “Large” weapon. The size of a weapon compared to a character’s size determines whether the weapon is light, one-handed, two-handed, or too large to use for that character:
    • Light: If the weapon’s size category is smaller than the character’s, then the weapon is light for that character. Light weapons are easier to use in the off hand, and they can be used while grappling. A light weapon can be used in one hand. There is no special bonus when using such a weapon in two hands.
    • One-Handed: If the weapon’s size category is the same as a character’s, then the weapon is one-handed for that character. If a one-handed melee weapon is used two-handed, apply one and a half times the character’s Strength bonus to damage (provided the character has a bonus).
    • Two-Handed: If the weapon’s size category is one step larger than a character’s, then the weapon is two-handed for that character. A two-handed melee weapon can be used effectively in two hands, and when damage is dealt with it, add one and a half times the character’s Strength bonus to damage (provided the character has a bonus).
    • Too Large to Use: If the weapon’s size category is two or more steps larger than a character’s own, the weapon is too large for the character to use.
    • Thrown Weapons: Thrown weapons can only be thrown one-handed. A character can throw a thrown weapon with one hand even if it would be two-handed for you due to the character’s size, but doing so counts as a full-round action because the weapon is bulkier and harder to handle than most thrown weapons. Add the character’s Strength bonus to damage.
    • Missile Weapons: A character can use a two-handed projectile weapon (such as a bow or a crossbow) effectively in two hands. If the character has a penalty for low Strength, apply it to damage rolls when you use a bow or a sling. Add no Strength bonus to damage with a projectile weapon unless the weapon is a sling, a mighty composite shortbow, or a mighty composite longbow.
    • Unarmed Strikes: An unarmed strike is two size categories smaller than the character using it.

  13. Scribing Scrolls: A single standard scroll can hold up to nine levels worth of spells, combined in any manner the scribe desires. A single scroll could hold one ninth level spell, a fourth and a fifth level spell, nine first level spells, or any combination with total spell levels of nine or less. A cantrip scribed onto a scroll counts as a half-level for the purpose of this rule (therefore, a single scroll could conceivably hold up to eighteen cantrips). For the purpose of calculating the crafting time under the item creation rules, a single scroll may be scribed as if it were a single item, no matter how many spells it holds.

  14. Critical Hits: By the standard 3.5e rules, the critical threat range increases from the Improved Critical feat and the Keen weapon enhancement do not stack with one another. I am reversing this to the original 3rd edition rule, and an individual with the Improved Critical feat who is using a Keen weapon has the base critical threat range of his weapon tripled.

  15. Dodge: The Dodge feat as written is somewhat cumbersome to use in play. The Dodge feat as written provides a +1 dodge bonus to Armor Class against one opponent designated each round. Instead, for simplicity, the Dodge feat will simply grant a character a +1 dodge bonus to Armor Class against all attackers. If you are caught flat-footed or otherwise denied your Dexterity bonus, you lose this bonus.

  16. Metamagic: For the time being, the use of metamagic and the effects of metamagic feats are both governed by the Highly Experimental Metamagic Rule. This rule is provisional, and may be subject to change if it becomes a problem.

  17. Skill Bonus Feats: There are several feats that give a +2 bonus to two skills, such as Alertness, Diligent, Investigator, Stealthy and so on. Rather than having a dozen or more feats that basically do the same thing, I’m replacing them all with the Skill Augmentation feat.

  18. Spell Focus: Abjuration: In addition to its normal effects, the Spell Focus: Abjuration feat grants a +1 caster level bonus when making caster level checks related to spells from the Abjuration school of magic (such as those resulting from casting dispel magic, or banishment), and adds +1 to the DC to disarm magical traps created with spells from the Abjuration school of magic (such as that resulting from casting explosive runes).

  19. The Volley Rule: The "volley" rule described on Page 86 of Complete Arcane is the work of a total idiot and should never have been written. If you cast a weaponlike spell with multiple targets, bonuses to damage (including bonuses like sneak attack or skirmish damage, if applicable) apply to all attacks, not just the first one. As a side note, whoever at Wizards of the Coast wrote the volley rule should be banned from every writing game rules again and should hang their heads in shame.

  20. Mithral: The rules in the Dungeon Master's Guide concerning the cost of mithral weapons and other non-armor items are unclear. They state that a mithral item costs 500 additional shillings per pound over the base cost for the item, but also say that the item weighs half as much as an item made from other metal, raising the question of whether the 500 shillings per pound cost is applied before or after the weight adjustment. To bring the cost of weaponry in general alignment with the cost of mithral armor, I am ruling that the 500 per pound additional cost is post weight adjustment, with the limitation that the minimum cost for an item made from mithral is 300 shillings of additional cost (so a mithral dagger costs 302 shillings, not 252 shillings).

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Fallen Empire: Races - Humans

Humans

This is a variant version of humans that will be used in the Fallen Empire campaign setting.

Because the Fallen Empire does not use favored classes, this version of the human race has no defined favored class, but if it did, the favored class would be any class.

Human Racial Traits
  • Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.

  • Human base land speed is 30 feet.

  • 1 extra feat at 1st level.

  • 4 extra skill points at 1st level and 1 extra skill point at each additional level.

  • Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.

  • Versatility: Humans may add +2 to any one ability score, but they must subtract -2 from another ability score (If they add +2 to their Strength score, they must subtract -2 from two other ability scores). A human character may choose not to do this.

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Fallen Empire: Races - Half-Elves

Half-Elves

This is a variant version of half-elves that will be used in the Fallen Empire campaign setting. Because elves in the campaign setting were hunted almost to extinction during the Age of Tyranny, many elves took refuge among friendly communities of other races, and inevitably intermixed with them. Many of the remnant elven families have many members who are actually half-elves.

Because the Fallen Empire does not use favored classes, this version of the half-elf race has no defined favored class, but if it did, the favored class would be any class.

Half-Elven Racial Traits
  • Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.

  • Half-elf base land speed is 30 feet.

  • Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.

  • Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

  • +1 racial bonus on Listen, Search, and Spot checks.

  • +2 racial bonus on Diplomacy and Gather Information checks.

  • Elven Blood: For all effects related to race, a half-elf is considered an elf.

  • Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).

  • Versatility: Half-elves may add +2 to any one ability score, but they must subtract -2 from another ability score. (If they add +2 to their Strength score, they must subtract -2 for two other ability scores). Alternatively, a half-elf may choose one of the following feats as a bonus feat. The character must meet all prerequisites to take one of these feats: Bonding, Bane Elf, Blood Elf, Death Elf, Earth Elf, Faith Elf, Feign Elf, Fire Elf, Forsaken Elf, Gray Elf, High Elf, Keebler Elf, Lifegiver Elf, Mercy Elf, Moon Elf, Pain Elf, Pale Elf, Red Elf, Star Elf, True Elf, War Elf, Water Elf, Wind Elf, Windrider Elf, Fæy Blood, Grace of the Fæy, Mark of the Fæy, Natural Birth Gift.

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Tuesday, February 4, 2025

Fallen Empire: Races - Elves

Elves

This is a variant version of elves that will be used in the Fallen Empire campaign setting. Elves in the campaign setting were hunted almost to extinction during the Age of Tyranny, and the remnants are all members of a handful of isolated families. Each family has developed distinctively in the time since the Age of Tyranny, which is reflected in the various starting elven bonus feats available to elven characters.

Because the Fallen Empire does not use favored classes, this version of the elf race has no defined favored class, but if it did, the favored class would be druid or wizard.

Elven Racial Traits

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Fallen Empire: Races - Dwarves

Dwarves

This is an alternate set of rules for dwarves. Dwarves in the Fallen Empire setting all come from a handful of dwarven clans, reflected in their varied starting bloodgift feats, as outlined below. Since the Fallen Empire setting does not use favored classes, there is no favored class defined for this variant version of dwarves, but if there were, it would be the fighter class.

Dwarven Racial Traits
  • +2 Constitution, -2 Charisma.

  • Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.

  • Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).

  • Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.

  • Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.

  • Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

  • +2 racial bonus on saving throws against poison.

  • +2 racial bonus on saving throws against spells and spell-like effects.

  • +1 racial bonus on attack rolls against orcs and goblinoids.

  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.

  • +2 racial bonus on Appraise checks that are related to stone or metal items.

  • +2 racial bonus on Craft checks that are related to stone or metal.

  • Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

  • Dwarven Bonus Feat: To represent their family heritage, dwarves gain a single bonus feat, selected from the following list. The character must meet all prerequisites for the feat: Blood of Kings, Deepblood, Drakeblood, Flameborn Sorcery, Forgeblood, Seaborn Sorcery, Skyborn Sorcery, Stoneblood, Stoneborn Sorcery, Warborn Dwarf

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Sunday, January 26, 2025

Fallen Empire: Religion - The Arrioist Heresy

Arrioist Heresy

The fundamental schism between the Orthodox Belinist faith and the Arrioian sect (known to Orthodox theologians as the “Arrioan Heresy”) centers upon the place of the alleged prophet Arrio, known to his followers as the Right Hand of God. When the first prophet Pavek was writing the earliest books of the Compact of Pavek, he penned a passage that has fomented the deep divide in the followers of the One God. Orthodox scholars of the One God had always recorded Pavek’s lines as saying:
There will be the sum of eight prophets. After me they will come with the teachings and lessons of the One God. Remember you well that the message spoken by the last after me shall be held paramount by all those who are truly faithful.

This brief passage was held to have a self-evident meaning to the Orthodox priests. Pavek foretold that there would be eight true prophets. This number was interpreted to include Pavek. In other words, after Pavek, there would only be seven more true prophets. It seemed to those few who were adherents to the faith that the next few hundred years bore out the words of the First Prophet. In rapid succession the prophets came forward as predicted with their lessons to the growing number of faithful. Olav, Rurik, Ilisa, Tewdwr, Maurelle, Llyn, and Duana each revealed themselves and expanded upon and refined the works of the First Prophet.

The interpretation of Pavek’s message was challenged in the years following the ministry of Duana. During the Age of Imperium, Reynaldo Funesto, a theologian, historian and linguist from Pocolugara transcribed the words of Pavek in a slightly different manner that completely changed the meaning of the passage:
There will be the sum of eight prophets after me. They will come with the teachings and lessons of the One God. Remember you well that the message spoken by the last after me shall be held paramount by all those who are truly faithful.

A handful of followers of the One God began to search for what they believed would be the final prophet that would deliver the most important lessons of the One God. Splinter sects began to sprout up as various claimants to the title of Final Prophet began to assert their divine inspiration. In the eyes of the Orthodox faith these splinter sects were both dangerous and heretical, and it worked assiduously to stamp them out whenever they arose. Pointing to another passage written in the Compact of Pavek, the leaders of the Orthodox faith condemned the splinter groups:
Beware thee those false prophets held under the sway of the beguiling deceivers, for they will lead you astray and into damnation and wickedness in the eyes of the One God.

When the tormented and possibly insane prophet Arrio proclaimed his divine visions and began teaching the terrifying visions of punishment for the unfaithful who had strayed from the absolute edicts of God’s law, he was condemned as yet another false prophet. But his message took stronger hold than the other leaders of splinter sects. His vision of faith came during the depths of the Age of Tyranny, when the Orthodox church had been subverted by the Lich Lords, and his message of a harsh and unforgiving deity demanding atonement from mortals struck a deep chord among many people. Arrio drew more adherents than any other splinter sect had before, and soon his preaching became a true threat to the Orthodox faith and by extension, the Imperium and its rulers the Lich Lords.

So, the debate centers around one question – nine prophets or only eight. Was the statement, “there will be eight prophets”, or, “there will be eight more prophets”? Is Arrio simply a false prophet, or is he the last and most important messenger of the One God described by Pavek? The Arrioists answer this question one way, Orthodox Belinist theologians answer in the other.

As a prophet of the One God, Arrio was different from the prophets who had preceded him. The first difference is temporal: The first nine prophets all appeared within a few centuries during what is now referred to as the Age of Prophecy. By contrast, Arrio did not appear for almost a millennium after the last of the eight had died, during the waning days of the Age of Tyranny. The second distinction concerns the nature of the visions revealed to Arrio. Contrary to those of earlier Belinist holy prophets, Arrio’s prophecies spoke of a deity impatient with a humanity that had failed to heed the teachings of the previous eight prophets. The One God seen through Arrio’s eyes is a vengeful and angry deity who demands strict obedience and discipline, doling out harsh punishments for even the smallest transgression. Members of the sect are required to reject the lessons of forgiveness and mercy as the way of the One God, and show no tolerance for sin.

Belin has faded to the background in the Arrioist faith. He is still referred to as Su Alteza Dios, but has become essentially a figurehead emperor. The central figure to the faith is the prophet Arrio, referred to by the faithful as the Right Hand of God, or simply the Right Hand. Alternatively Arrio is referred to as the Santo Juez for all who seek to approach the grimly depicted Belin must first pass through Arrio’s unpitying gaze. Among the dwellers of the Heulwen Sea, Arrio is variously referred to as Y Cyfraith Rhoddur or Y Mawr Diawl, depending on how the speaker feels about the Right Hand. In liturgy, Arrio is served by a large staff of spirit assistants to help him judge the dead and send them on their reward in the afterlife: Damnation for many, retribution for most others, or paradise for a precious few. Paradise consists of either joining Arrio’s judges or the heavenly congregation that forever praises the One God. Arrioism promises salvation from Hell and safety from Fallen Lords and their servants, including the Lich Lords.

Arrioism demands absolute loyalty from its followers and does not accept or tolerate the existence of other faiths. The Holy Judge is a jealous and intolerant figure as the holy visions bestowed upon him were sent by a deity who is impatient with mankind for failing to adhere to the laws and teachings sent before. His followers will try to eradicate other religions and convert unbelievers - at sword point if necessary. The basic tenets include reverence for Arrio and the law and the destruction of other false religions. Although this faith was originally an offshoot of the Orthodox faith, Arrioians condemn followers of that religion as heretics and pariahs, who are to be hunted down and killed whenever found. It is an austere faith with solid and impressively sized but somewhat plain religious buildings. Many things are forbidden to worshippers of this religion – women are barred from the clergy, believers may not consort with non-Arrioian mystical creatures, or followers of other faiths, and so on.

The faith is very legalistic and within the church form is generally more important than substance, and order and power are more important than justice. Arrioians believe that Belin requires sacrifices of money, blood, and glory to appease his eternal wrath. The clergy within the church are organized into a strict hierarchy and rankings are scrupulously observed. The Armadiosas, Encuestaros and Canon troops are rigidly ranked and organized as well. For all of its other faults, the church is very much a meritocracy as it relies upon the abilities of its members for survival in the face of enemies from within and without.

The most frequent religious ritual of the Arrioian Church is the Ofrenda, which is observed at least once per month by every Arrioian community. The central figure is the Suplente, which may be a person or more typically an animal. Throughout the ritual, the priest leading the Ofrenda invests the Suplente with the sins and transgressions of the worshippers and charges it with carrying the pleas of the faithful to the Santo Juez. At the end of the ceremony, the Suplente is ritually sacrificed by puncturing its throat and allowing the blood to wash over the altar, symbolically cleansing the sins of the faithful. The human Suplentesos are usually condemned criminals given a chance at redemption by participation in the ritual, but are occasionally innocent people chosen by the clergy.

For two months of the year the faithful observe the Camarero, a time of religious fervor that is designed to remind worshipers of the privation and suffering endured by Arrio when he was granted his visions. During this time, Arrionians abstain from eating meat, and many eat only the ritual food of wild onions and berries with bitter herbs and corn meal bread that Arrio is said to have subsisted upon during his visionary period. This period of time is for reflection and contemplation rather than action and most Arrionians will undertake no radically new task during this period. For example, while a blacksmith will accept new ironwork during the Camarero, he would not decide to put aside his hammer and take up the priesthood. Priests usually spend most of their time meditating during the Camarero, usually asking for the correct answers to questions or proper solutions to thorny problems to be revealed by God. If a new Cardenal must be selected by the Consejo, they meet during this time to decide who should fill the position. Initiates who are ready to join the priesthood or Armadiosas ready to undertake their final test do so during this time.

Once per year, on the accepted anniversary of Arrio’s death, which is coincidentally the last day of the Camarero, the church holds its high holy ritual, the Celebracione Muerte, an observance that always features a human Suplente. The observance celebrates the moment that God took his faithful Right Hand to his divine court to serve as the judge of souls and is a time for new beginnings. New members of the holy orders are invested, promotions within the priesthood take effect, children born during the previous year are named, life changing decisions are made, new treaties are declared and new wars are begun.

There are three accepted holy sites for the faithful. The first is the holy city of the Teocracia, Almagloria. Not only was Almagloria formerly the seat of the Patriarchs, but it is also the location where Arrio purportedly began his ministry and taught the truths of God as revealed to him before he was condemned and imprisoned by the Patriarch for heresy. It was in Almagloria, both before and during his imprisonment that Arrio wrote the Holy Scriptures detailing the laws of God. The second is Rojopiedra, where Arrio died an outcast high in the Barrera Mountains of Oropais Isle. The site is now marked by a red rock neighboring the Facultad where the most favored and wealthy Arrionians study law, theology, the power of God, and a myriad of other subjects. Finally, the third holy site is the Gloriasitio, located in the rocky hills of Pocolugara where Arrio is said to have had his three month long series of visions that revealed to him the will of God. This site is now covered by the religious fortress Roca de Dios, maintained by the Armadiosas as a training site for initiates into the order of warrior-monks.

At both Rojopiedra and Gloriasitio the Ofrenda is performed every day as many of the faithful make a pilgrimage to each at least once in their lifetime and many journey there more often than that. The ceremony of the Ofrenda is usually performed by local priests. On the Celebracione Muerte each of these sites features a large number of sacrifices and impressive displays of faith and devotion.

The colors associated with Arrioism are red and purple, and the symbol of the faith is a single red arrow pointing upward on a purple field. In battle priests and devotees of this faith are expected to be merciless in nature and remorseless in action. All people who do not bow down to the power and glory of the Fielidor are regarded as heretics and members of the clergy are required to convert or eliminate them. Arrioians warriors going into battle against nonbelievers usually dedicate the souls of their fallen foes to the Right Hand so that their dying blood will wash the earth clean where it had been stained by their infidel footsteps.

Church Structure

The head of the church is the Fielidor who has unquestioned authority over the entire faith. Unlike the Orthodox Church, the Arrioans maintain that spiritual guidance must always be backed by temporal power, and have maintained the church's entwinement with politics - in fact, the doctrine of the Arrioist Church is that the church and the government are one, and church leaders must also lead the state. As such, the Fielidor is not only the supreme head of the faith, he is also the ruler of the Teocracia, the political body encompassing all the areas where the arrioans hold sway.

The Cardenal is ranked second in theological authority and is the successor to the Fielidor. Although he outranks all other members of the religious order, the special responsibility of the Cardenal is the Pregunta. Below the Cardenal is the Consejo, a body of nine powerful and faithful priests who bear the title Consejal. This body advises the Fielidor and Cardenal and helps rule over the vast holdings of the Teocracia by holding various administrative offices within the hierarchy of the government. The Consejo also elects a new Cardenal when the position is vacant.

Territory directly held by the Teocracia is divided into provinces of varying sizes and ruled over by Arzobispos or Obispos selected by the Consejo. All territory that owes the church allegiance (directly or indirectly), is divided into military districts which are administered by military governors appointed by the Fielidor. Within areas directly ruled by the Teocracia, the boundaries of military districts and provinces are usually coterminous and the military governor will defer to the authority of the ecclesiastical ruler of the area. In areas indirectly ruled by the Teocracia, the boundaries of the military districts are usually drawn with local political conditions in mind and military governors are assigned a religious advisor to keep their actions in accord with the will of the Fielidor.

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