Cauldron: The Shackled City
These are some of the rules we use that vary from the standard rules:
- Worn armor and magical armor (via spells or magical items) do stack. That being said, two bonuses from the same source that grant the same type of bonus (like two spells that grant an “armor” bonus or a “shield” bonus) do not stack.
- Medium and Heavy armor does not slow your movement. Because this makes the dwarven ability to move at full speed in medium and heavy armor pointless, dwarves instead receive the following benefits:
Ignore the armor check penalties for medium and heavy armor on Dex checks, and Balance, Climb, and Jump skill checks
Improve the Max Dex allowance for medium and heavy armor by 1
Reduce arcane spell failure chance by half, rounded up. (Example: spell failure of 25% becomes 15%)
Rolls of 20 or 1
A roll of 20 is not automatically a success, nor is a roll of 1 automatically a failure … in certain situations:
If you roll a 20, followed by a 20 on your critical confirmation roll, your critical hit deals max damage.
If a roll of 20 still misses your target’s AC by 5 or less, it is a hit. If you roll another 20 on your critical confirmation roll, it is a regular crit, not a max crit.
If a roll of 20 still misses your target’s AC by 6-10, it is a hit, but it cannot be a crit.
If a roll of 20 would still miss your target’s AC by more than 10, the attack cannot hit.
If you roll a 1 followed by a DC 10 Dex check that fails, you fall down. If the Dex check is successful, you do not fall, but you lose your next attack that round.
If a roll of 1 still hits your target by 5 or less, it is a miss, but you do not need to roll a Dex check to see if you fall.
If a roll of 1 still hits your target by 6 or more, it is a hit, but the attack deals minimum damage.
- Saving Throws & Skill Checks:
If a roll of 20 still misses the target DC by 5 or less, the check is a success.
If a roll of 20 still would still miss the DC by 6 or more, you cannot succeed.
If a roll of 1 would still beat the target DC by 6 or more, you cannot fail.
If a roll of 1 still beats the target DC by 5 or less, the check is a failure.
- At 1st level, you cannot play a race with a Level Adjustment greater than +2. At later levels, there is no limit to this restriction, however your ECL (effective character level) cannot exceed that of the rest of the party. Also, be aware that choosing non-standard races could present other difficulties for your character.
- When rolling hit points at each new level, you need not accept a roll that is in the bottom 1/4 (rounded up) of your possible results as shown on the table below:
|d6||1s & 2s|
|d8||1s & 2s|
|d10||1s, 2s & 3s|
|d12||1s, 2s & 3s|
- When healing with a cure spell, reroll any result of 1. This does not apply to any other method of healing, such as potions, scrolls, or wands.
- Favored Class for a race does not exist; there is no XP penalty for multi-classing.
- Spellcasters do not need to prepare 0-level spells, but do need to keep track of how many they’ve cast.
- Clerics may receive some of the benefits of the “Initiate of ______” feat of their deity (including class skills and access to deity specific spells) without taking the feat.