View Full Version : Whiteleaf House Rules Compilation

2012-12-25, 06:25 AM
I've repeatedly tried to compile the houserules I use for my Whiteleaf campaign in a single place, and feel too silly about doing it again on the site where I play, so I'm going to create a thread here to compile my latest rulings until I'm sure I've got them all accounted for and organized, and only then copy the resulting thread back over to my site in place of what's there now. So here's a synopsis of everything I've yet figured out, without my usual editorializing about why I did it.

For the latest revisions, see here (http://www.giantitp.com/forums/showpost.php?p=14481939&postcount=9).

-------Basic Rules-------

* If anything alters your Dexterity modifier during combat, your position in the inish roster rises or falls accordingly. If you raise an opponent's Dexterity so that his Initiative rises higher than the action you do this on, it just means he is the next to act; you can't make him miss his action for the turn this way.

-------Setting Info-------

* The names of several of the Outer Planes have changed; see below (http://www.giantitp.com/forums/showpost.php?p=14476928&postcount=6).

* Extensive changes, beyond my ability to summarize, have been made to the pantheon of gods. The gods do not have residences on the Outer Planes where you can kick in the door and kill the god in question.

* The list of languages is expanded to include Arcadian, the language of Eladrins and other Chaotic Good outsiders.


* Monster names are changed wherever I feel like it. No one on Whiteleaf speaks of "beholders", only of "eye tyrants"; "Eladrin" is a technical term and most speakers will simply term them "the Fair Folk". Krenshars are simply "Skullcats", Otyughs are Trash Eaters, aboleths are Slaver Fish, and the Ravid is the Pathetic Fallacy. The Bakemono are a different species from Ogres and thus are not called Ogre Mages save by the ignorant, the Umber Hulk has a proper name but I'm keeping it secret for now, and the Night Hag is not actually a hag, so she's called a Maleficent. Locathah are Murlocks (their own mumble-mouthed attempt at pronouncing the term for their brother-race the Merfolk, further misinterpreted by surface-dwellers), and Kuo-Toa are openly admitted to be Deep Ones (and do not worship a giant lobster with breasts). The sentient giant eagles are known as Gwaihir, and the owls as Gahoole. And while I plan on homebrewing a new Kobold race, the diminutive reptiles which mine and worship dragons are known as "chicklets", a corruption of their proper name Zh'klet; no one with an ounce of folkloric knowledge would call them "kobolds", as the mythic kobold is generally assumed to be a goblinoid of some sort.

* Rather than typing the word "monstrous" a thousand times, assume that any reference to a vermin is probably about the monstrous kind, depending on context. When people are routinely swallowed whole by a spider the size of a barn, it stands to reason that one that could fit on your thumbnail would become a "microspider" in common parlance.

* "Blues" are not blue, do not gain a power point, and do not have a level adjustment; they are simply a strain of goblinkind which favors intellect over nimbleness, much as the Sun Elves differ from typical High Elves.

* I've changed the listed alignments of a few of the classic Ten Dragons, as well as including a few extras to create a balanced set that fits with my gameworld's themes.
- Black dragons are Neutral Evil rather than Chaotic Evil.
- Green dragons are Neutral Evil rather than Lawful Evil.
- Bronze dragons are Neutral Good rather than Lawful Good.

* The as-written vampire template is not used. Vampires are Lawful Evil by default and their mechanics reflect their status as a race of immortal schemers, rather than a plague upon the land.

* Rakshasas are Chaotic Evil by default.

* The rules on Knowledge checks are loosely applied; per RAW no amount of Knowledge: Religion will help you identify an angel or demon, because these are only governed by Knowledge: the Planes, but I leave a fair bit of wiggle room in such cases. Knowledge: Local may apply to some monstrous humanoids and Knowledge: Nature to some non-monstrous ones, depending on how civilized their culture is; vermin and some types of animals (rats and bats and so forth) are equally likely to fall under Nature or Dungeoneering depending on where they live. In functional terms I'm not likely to call for these rolls at all, but my generosity in interpreting them is likely to be beneficial to anyone wanting to use the Knowledge Devotion feat or an Archivist's Dark Knowledge class feature.

* The Lost are instead known as the Overcome.

* The Phantom Fungus very definitely and emphatically does not exist.

* Wildren also do not exist. Remember, little dwarves: just say "no", even if a badger won't.


* Half-elves and half-orcs gain bonus skill points as do humans. (They do not gain a feat.)

* A total of twelve elf subraces exist; the default High Elf is the most common, and reclusive mountain-dwelling Sun Elves also exist, but the term "moon elf' is not used except by Sun Elves, and them only when speaking Common.

* All halflings are Strongheart Halflings, but many of them spend their bonus feat on a Halfling-only feat called "Lightfoot", which grants a +1 to all saving throws.

* The Aasimar is replaced with a homebrew race called the Heivolk, which is much the same as the Aasimar except that it has a -2 Strength penalty and its favored class is Marshal rather than Paladin.

* Dusklings are renamed Bubasti.

* Elans are renamed Sadhu.

* Kobolds are renamed Zh'klet ("chicklets"), a Draconic word meaning "little buddies" or "puny minions" depending on dialect. (The root Draconic language, spoken by most non-dragon "speaks draconic" creatures, does not disambiguate between friends and chattel, identifying both as "people useful enough not to kill". The various dragon varieties speak distinct, though mutually comprehensible, strains of their common tongue; thusly, a chromatic dragon seldom says the word for "friend", as it is foreign to him, and a metallic equally disdains terms like "thrall".)

* Thri-Kreen are renamed Mantodea.

* Gnolls are renamed Yeenagh. No word yet on whether a new Gnoll race will be homebrewed to fit the original myth.

* Yuan-Ti are renamed Valuska, and the Purebloods do not have Alternate Form, but instead get a slew of racial skill bonuses to make them better infiltrators.


* The currently approved list of classes: All eleven Core classes, all eight classes in Expanded Psionics Handbook and Complete Psionic (counting the Erudite, though not the Spell to Power variant), the three Incarnum classes, the Warlock (currently tentatively evaluating PersonMan's Warlock Power Sources homebrew), the Warmage, the Marshal, the Swashbuckler, the Favored Soul, the Beguiler, the Dragon Shaman, the Knight, the Binder, the Truenamer (for masochists), the Archivist, the Scout, the Spellthief, the Factotum, and tentatively the Warblade and Crusader, plus the Noble from the Dragonlance campaign setting (the Mystic is still being evaluated).

* NPC classes are not used except for the Aristocrat, Adept, a modified Commoner, and the Gleaner once listed on this website (I'm still looking for a satisfactory substitute for Expert other than Factotum).

* I also allow some of the variant classes of Unearthed Arcana; those approved to date are the Wilderness Rogue, Cloistered Cleric, "feat rogue", Thug, Battle Sorcerer, variant paladins, and several of the specialist wizard variants, along with all Paragon classes. ACFs are mostly news to me, and I've only tried a couple of them.

* And of course there's my homebrew Celebrant cleric (http://www.giantitp.com/forums/showthread.php?t=252544), the only outright made-up class I currently allow in my game. (It's not quite finished but you can play it as-written, you just might be short a few spells I'll eventualy add.)

* A cleric chooses an energy type at creation, and his spontaneous casting and undead-affecting abilities are determined by his choice. Alignment predetermines which options are allowed, but every cleric can choose from at least two options unless his god restricts the choice.
{*} Any non-Evil cleric may channel positive energy to heal living creatures, damage undead creatures, or turn/destroy undead. Positive energy always benefits the living and destroys anti-life; like evolution, it is unstoppable yet largely beneficial, and swarms its way around every impediment to accomplish its goals.
{*} Any non-Chaotic cleric may channel temporal energy to heal living creatures, heal undead creatures, or command/rebuke undead. Temporal energy rewinds time to restore things to their default state, so it can undo damage to either living or dead flesh, but it also "reminds" undead of the moment of their death and their place outside the great cycle of years, and thereby cowes them into submission.
{*} Any non-Good cleric may channel negative energy to damage living creatures, heal undead creatures, or command/rebuke undead. Negative energy is the Anti-Life Equation which raises corpses to enact malevolence against those with the gall to remain alive, a force for spite and persistence which defies reason and the natural order. Those who command it may work their will with impunity upon those who possess only a trickle of it, and any inherently free-willed, adaptive living creature can only violently reject its intruding influence.
{*} Any non-Lawful cleric may channel extemporal energy to damage living creatures, damage undead creatures, or turn/destroy undead. Extemporal energy is the impossible made manifest, the source of miracles, but also the energy of utter transience, making all things impermanent and easily dissipated. It is inherently contrary to logic and continuity, making matter immaterial and causality irrelevant; it can create ex nihilo, but few of its creations last long, for there is no consistent principle to hold them together, and with a bit of effort it be used to force the same instability to things that arose from nature and its laws.

* The Favored Soul does not have Knowledge: Arcana as a class skill, but rather Knowledge: Religion.

* The Monk gains his final bonus feat at level 5 rather than level 6.

* Dragon Shamans and the like who are tied to a traditional dragon may have different alignment options due to the changes to those dragons:
- Black dragon shamans must be Evil, but may be Lawful.
- Green dragon shamans must be Evil, but may be Chaotic.
- Bronze dragon shamans must be Good, but may be Chaotic.

* A Divine Mind need not match the alignment of his deity, as his powers are psionic and come from his own idea of the deity, not the real deity which he would get spells from if he were a cleric.

* The Divine Mind's Wild Talent is replaced with Hidden Talent, a feat that is not otherwise available, and thus the Divine Mind has one known power and two PP to manifest it with starting at 1st level.

* The Divine Mind's Psychic Aura at level 1 takes 1 minute, not 1 fricking hour, to switch.

* The Totemist gains his second chakra bind, and the class feature "Totem chakra bind: +1 meldshaper level", at level 5 rather than level 6.

-------Prestige Classes-------

* The Blackguard counts Paladin (fallen) levels as well as Cleric levels toward the strength of his Aura of Evil. Paladin levels which are traded in for blackguard levels are not counted this way (though the resulting blackguard levels are).


* Use Magic Device and Use Psionic Device are a single skill named Use Mystic Device, which is on the class lists of all classes that had either of its progenitors.

* A character with ranks in Truespeak may substitute a Truespeak check for the 20% failure chance when attempting to cast a spell while deafened. The DC for this check is 10 plus the spell level (and thus failure becomes impossible with a check total of +19); if this is too difficult the character may still roll the 20%.


* The Improved Shield Bash feat allows you to gain the +1 AC of a Buckler even while fighting with that arm, despite the fact that the Buckler doesn't actually bash.

* Tower Shield Proficiency also applies to any and all exotic shields (I have yet to determine whether such are actually available, but if they are I see no reason to require an additional feat only for them). Any class listed as proficient with "all shields" is assumed to lack Exotic Shield proficiency, which includes tower shields, unless the class is Fighter or it explicitly names Tower Shields among its proficiencies (I forget whether Fighter does so I'm C'ing my A). The Crusader, for instance, lists proficiency with "all shields" but this is considered an oversight and does not apply to Tower/Exotic proficiency.

* Craft Staff has Craft Wand (or Craft Virge, see below) as an additional prerequisite.

* The homebrew feat Selfish-Sufficient (http://www.giantitp.com/forums/showpost.php?p=14549666&postcount=8) is available, if you want to be good at foraging for food in the wild or sewing up your own injuries.


* Wands contain 63 charges rather than 50, and cost 125% of their normal listed prices when fully charged. Players may also purchase an 8-charge wand known as a virge, which costs 25% of the fully-charged price; virges are mostly sold as "trainers" for amateur wizards or fledgling clerics. The market price for any 64-charge wand (assuming no extraordinary components in the stored spells) is Spell Level x Caster Level x 960 GP. A virge costs 1/4 of this total. (Craft Virge is available as a feat at caster level 3, but becomes obsolete if Craft Wand is possessed, so it is very rarely taken.)

* A +1 Holy Unholy weapon is costed as having a total enhancement bonus of +4, rather than +5, and likewise for a +1 Axiomatic Anarchic weapon. Such weapons are not common, but can be made with relatively slim expense. The handful of creatures which count as both Good and Evil due to alignment subtypes are devastated by such weapons, whose diametrically opposed energies pulsate and rip their way through the being's flesh like a chainsaw, but in the majority of cases only one bonus of the sword will apply to any given creature, and so they are not especially difficult to create, though also not especially useful.

* Psionic power stones are replaced with miniature paintings known as Cameos, which have the same mechanics but often depict a scene which hints at the nature of the contained power. This is part of a general move of Psionics fluff away from "crystal power" and toward "quintessential truths", distinguishing it more clearly from exoteric magic.

* The price of cognizance crystals is halved - 500 for a level 1 crystal which can manifest a single unaugmented level 1 power, 2000 for one which holds 3 pp, 4500 for a 5-pp crystal, etc. This rule is probational and possibly a little broken but I've opted to risk it.


* You can't sleep in a Rope Trick because you have to actually keep holding onto the (seemingly infinitely-long and stretching through nothingness) rope after climbing up into the extradimensional space, which doesn't offer anything you can use as ground.

* The Virtue spell (Cleric 0, Paladin 1) grants +3 temporary hit points rather than +1.

* The Hold Portal spell adds +10 rather than +5 to the DC to break open the door.

-------Psionic Powers-------

* Body Adjustment is a Level 2, not Level 3, power on the Life Mantle list.

* Psionic Freedom of Movement is a Level 4, not Level 5, power on the Freedom Mantle list.

* Defensive Precognition's +6 pp augmentation option allows you to manifest as an immediate, not swift, action. Ditto for Thicken Skin.

* If you choose "electricity" when manifesting an Energy Retort, the retaliation bolts get a +3 bonus on their to-hit roll if the target is wearing metal armor, as is true of Energy Ray. (For the moment I'm assuming it was intentional that Energy Retort still gives saving throws despite requiring an attack roll, as it does break the action economy. I may eventually change my mind on this, and would also love to homebrew up a clause to include on a Sonic retort, which is currently never useful unless an object is attacking you, as this doesn't happen too often.)

* Because my game does not use psionics/magic transparency, I ruled that Psionic Major Creation can create Cold Iron, unlike the Major Creation spell.


* "Essentia" is not spoken of in-game, and for that matter neither is Incarnum as a general rule. Soulmelds are more often referred to as Thoughtforms by the handful of people who know they exist. E is simply the Emphasis that a user gives to their Thoughtforms, and attacks which interfere with it are functionally just disrupting the user's concentration so that they are no longer concentrating on empowering their soulmelds.

* Incarnum is NOT BLUE. Using an Incarnum feat does not make random parts of your body turn blue; if there is a visual display at all, it will generally look ghostly gray or crisply transparent. Likewise, the visual displays described for soulmelds, Incarnum Radiance auras and so forth are changed at the DM's whim in order to be more interesting and more personalized to the users.

* Incarnate Weapons do not necessarily have to be those listed in the book (in general any weapon of comparable potency is acceptible), and Incarnate Avatars may look different from the given examples. In particular, a Chaotic Avatar will either look like a Blue Slaad or give a bonus to ranged attacks, but will not do both (given that Blue Slaads are melee attackers).

* The Diadem of Purelight soulmeld creates a light so mystically benevolent that it does not trigger the light sensitivities of orcs, drow, and similar subterranean creatures.


* The names of Binder vestiges are changed more often than not, expurgating any reference to the real-world Goetia in favor of game-world information. For instance, Aym is instead named Parmenalya, though the story is otherwise identical.

* Item Familiars are available, but not to spellcasters of any variety, including psions and the like; I will decide on a case-by-case basis exactly who can have them, but in general the only caster-type who qualifies is the Truenamer, and high-tier non-casters like Warblade are probably also prohibited from using this absurdly powerful subsystem. (Also, I frown on putting all of your skill points into the Item Familiar simply to maximize the bonus it grants; some of your skill points gained in a level ought to be "personal interest" skills which don't revolve around your special magic item. I may eventually formalize this rule.)

2012-12-25, 06:40 AM
I don't really like the idea of calling Arborea "Arcadia". The mystical Arcadia is very much not a chaotic place.

2012-12-25, 06:51 AM
I don't really like the idea of calling Arborea "Arcadia". The mystical Arcadia is very much not a chaotic place.

You must be thinking of different myths than me. The Arcadia I'm familiar with is traditionally the home of the Fae, and the Fae are invariably chaotic. Pastoral landscapes are common enough in folklore that there are no shortage of names for them; if there's no functional difference between Eden, Elysia and Arcadia, I feel comfortable enough recycling those names wherever I think they fit. However for a plane that is more Lawful than Good, "Concordia" is simply too perfect a name. Arcadia is the most fitting name I can think of for the CG paradise; it's still a green and pleasant land, but in a wild and exhilirating way that's more fitting to bacchanalia than shepherding.

2012-12-25, 03:23 PM
This arcadia? (http://en.wikipedia.org/wiki/Arcadia)
Which gave it's name to This Utopia? (http://en.wikipedia.org/wiki/Arcadia_%28utopia%29)

I'm not aware of any other one. Neither seems Wiki.

2012-12-26, 01:56 AM
This arcadia? (http://en.wikipedia.org/wiki/Arcadia)
Which gave it's name to This Utopia? (http://en.wikipedia.org/wiki/Arcadia_%28utopia%29)

I'm not aware of any other one. Neither seems Wiki.

The chief character of Arcadia in all is cultural references seems to be its untouched and unspoiled, semi-mythical nature, shrouded in mystery and often implied to be incapable of actually existing as it is understood (similar to the more modern concept of Utopia, though that implies a constructed society and thus is more fitting to the LN/G plane, which suggests an intentional basis in flawed logic rather than a natural quality of ineffability).

This vision is most familiar to me through two White Wolf games, of which the first (http://en.wikipedia.org/wiki/Changeling:_The_Dreaming) is probably based on an accretion of the sources referenced in the article you linked, and the second (http://en.wikipedia.org/wiki/Changeling:_The_Lost) is a darkly ironic twist on the first, which I have partially untwisted back toward the original interpretation but with subtle undercurrents of its dark-mirror version. Dreaming's Arcadia is just a poetic name for the Hidden World parallel of the American northeast (which the French referred to as Acadia, without the "r"; I'm not sure why, or whether that name has anything to do with the pre-Biblical kingdom of Akkadia). In Lost, the name is used for the homeland of the Fae, a kingdom which is indeed idyllic and unspoiled, but for a deeply sinister reason, which I have re-de-un-something-constructed due to my own interpretation of the Fair Folk. The Lost book does mention the other meanings of the word, and I think I need to provide a direct quote to show where I'm coming from.

There are three places that are called Arcadia. One is the mortal Arcadia, a Greek prefecture...One is the mythical utopia, a land of incomparable natural beauty where all manners of joy and pleasure might be found. Unspoiled by man, that Arcadia is the home of supernatural beings that exist without conceit or greed, filling their days with idyllic pursuits....and then there is the domain of the Fae. This Arcadia is indeed breathtaking, but its beauty also terrifies. ...Perhaps everything that is "known" about Arcadia is merely the fevered visions of those who have lost the ability to discern fantasy from reality and truth from dream.

Being a White Wolf game, Changeling the Lost is naturally grim and Dystopian, and thus presents the Fae as being utterly mad solipsistic beings who destroy human lives and minds for amusement, or to sustain a physical need for dramatic conflict and emotional cataclysm which mirrors the vampire's more prosaic hunger for blood. Given that Whiteleaf is a through-a-dark-glass-brightly kind of world, it takes this vision of the Fae and goes back across the borderline with it, leaving part of the trail on the other side. These Fae are forces for objective Good, so they're not the monsters CTL paints them as, but there's still not quite right in the head, and the Lawful Good angels can make a very compelling and logical argument for why the Fae are mad creatures whose influence is unhealthy, even as the Fae argue just as compellingly, through less logic and more appeals to emotion, that the angels offer only a cold, rigid, passionless existence that humanity needn't settle for. All of this is intended to give some of the same tension between Good factions that the Blood War portrays between Evil ones, though of course it doesn't erupt into open war - and Evil often argues that this is why it's worse.

(Amusing side note: Apparently "Arcadia" is also Spanish for "arcades", and thus the name of a Spanish-language television show about video games. By my unique variety of logic, which I know is lost on most commentators, this is further evidence in favor of my interpretation.)

The chaotic nature of this Arcadia is largely rooted in its isolated and seemingly-unreal nature; it is not a place to engage with the rest of the multiverse, but to withdraw from it into a private fantasyland which collapses like a soap bubble if interefered with. It's not chaos in the sense of turbulence and upheaval, but it is chaotic in the sense that most pertains to Good, wherein your Good comes not from connecting to others through compassion and tradition, but from connecting to your own inmost nature. Conflict with others is inevitable according to the philosophies of Chaos, so Good seeks to minimize it by avoiding contact as much as possible, this being the root of its ideological schism with Law; Law believes people are at their best when they stick to one another, while Chaos sees friction as being more likely than more than occasional instances of harmony, and thus believes the best way to keep the peace is to have a lot of wide empty spaces separating the enclaves of people with no desire to go anywhere else, because all the things they want are already there.

2013-01-05, 02:25 AM
A detailing of the Whiteleaf cosmology, which is based on the Great Wheel but substantially rearranged (the Wheel is more a poetic summary of the usual pattern of planar links than an accurate representation of actual proximity).

{*} Celestia = same or The Seven Heavens (it's pretty arrogant for the Archons to claim the name Celestia for their race when Eladrins and Guardinals are also called Celestials). Sits directly "atop" the material plane and guards Arcadia against careless intrusion.
{*} Bytopia = same.
{*} Elysia = Eden. This is now the home plane of the Couatl, even though they remain Lawful; they just seem out of place to me on sterile, pristine Celestia.
{*} The Beastlands = the Happy Hunting Ground. (If anyone speaks Lakota or Cherokee or whatever, I'd be interested in hearing the untranslated term, though I'll only use it if I find it aesthetically pleasing.)
{*} Arborea = Arvandor = Arcadia = the Faerie Realm. This one is substantially "promoted" from its relative importance in the canon; it is every bit as major a factor in planar politics as Heaven, Hell, or the Abyss, whereas in published material it seems to get mentioned a lot less often and be given less weight. It is the "top" of the cosmology.
{*} Ysgard = same.
{*} Limbo = the Protean Sea. Rather thoroughly a different place, strongly inspired by the Flux Realm in White Wolf's Werewolf: the Apocalypse cosmology. Is the outermost bound of the planar structure, linking directly to both Arcadia and the Abyss.
{*} Pandemonium = same.
{*} The Abyss = Has the same name, but is completely revised. No longer consists of a nigh-infinite number of layers, but is instead a single vast realm of fairly homogenous nature, and the nature of demons in the setting is also substantially revised to suit the cosmology. Lies at the very "bottom" of the planar structure.
{*} Carceri = Tartarus.
{*} Hades = same.
{*} Gehenna = same.
{*} Baator = the Nine Hells. The name Baator is never mentioned, nor do the nine layers have the same names (a few of the names are reused without reference to their previous identities), and their nature and themes are completely unlike the canonical versions.
{*} Acheron = same for now, though I find it unsatisfying.
{*} Mechanus = Mekanos, or the Cosmic Clockworks. No longer consists of gears floating in space at random angles; they are instead all precisely aligned and interlocked into a single huge mechanism, which "surrounds" the material plane as a barrier against the Protean Sea, but also spirals inwardly as an ever-recursive fractal without overlaying the "contained" material realm. Links directly to both Heaven and Hell.
{*} Arcadia = Concordia.

The Outlands may or may not exist; if it does, Sigil is not located there, but rather at a border-point between four other planes (either the Big Four or the secondary four of the Big Eight). There are probably not any border-towns in the Outlands as described in the MOTP.

Additionally, there are several extra planar destinations added in. Some if not all of the Big Eight planes contain links to further planes which are of importance; for instance, Arcadia leads to the Region of Dreams, and Limbo contains a sub-realm known as the Fateheart which ceases to be a dangerously turbulent, Slaad-invested cacophony and becomes a realm of Beyond the Impossible awesomeness.

The Energy Planes are still considered "inner", but they are physically located in or connected to (it seems impossible to determine which is accurate, whether the seemingly small overlap is a TARDIS or simply a permanent portal) their corresponding Outer Planes.
{*} The Positive Energy Plane doubles as the sun of Eden, radiating a mystically pure light which never harms any creature that is not antithetical to all life (thusly a vampire still burns, but an orc or drow need not shield their eyes; if Evil, they still take appropriate penalties for being on a Good-aligned plane but these are unrelated to the presence or absence of light).
{*} Likewise, the Negative Energy Plane radiates darkness down on the bleached wastes of Hades, darkening the normally bleary-gray sky dotted with its distant black stars.
{*} The Temporal Energy Plane, described as optional in the Manual of the Planes, exists and can be reached from the "center" of the Cosmic Clockworks (that the Clockworks can spiral in on themselves infinitely, going on forever, and yet have a "center" that is equidistant from every point on the surface...well, the Inevitables claim this makes sense but that you wouldn't understand why unless you had an appropriate grounding in mathematics and dimensional physics).
{*} The Fateheart either is, or is closely connected to, the Extemporal Energy Plane, which is the Temporal plane's counterpart; extemporal energy is "anti-time", meaning that it functions to cause things to happen without prerequisite or consequence, and thus is not answerable to any form of causality. Describing extemporal energy as "luck" or as "magic" are both semi-accurate; "fluctuation" is closer regardless. It may also be likened to a layman's misinterpretation of quantum mechanics, made accurate in defiance of logic.

The Elemental Planes exist, but are substantially different in detail from their described versions. Full descriptions (which I am very proud of) are being withheld for now, but a few of the details include the following:
{*} The Air plane does not have subjective directional gravity; while it has no "ground" for the most part, it does have a gravitational median toward which all things free-fall, losing weight as they approach it so that they eventually drift away from it and then fall back toward it, stabilizing to various degrees until disturbed.
{*} The Water plane contains some waterless empty spaces, though these do not suck the water into themselves as a vacuum would. They exist to provide a "surface" and wave action for elementals which incarnate those concepts. There is still no air on the vast majority of the plane.
{*} The Earth plane functions more or less as described in the MOTP, although its resident djinn race are known as Iblisi rather than Dao.
{*} The Fire plane does not differ significantly from the described version. Ironically, despite representing a non-material "element", it is the only one of the four realms to have a "bottom", with actual ground made of compacted ash and embers...it is often speculated where the original layer could have come from or if there even was one, although by now the primary source of the carbon required to create this floor is the charred remains of unprepared organic visitors.
{*} Ten or twelve additional para-elemental planes exist (although nobody calls them that, as the term is too awkward for casual use; an ice para-elemental is simply called an "ice elemental" by all but the most hopelessly pedantic of scholars), made of various combinations of these. It is unclear whether a "no elements" plane and a "all four elements but somehow not the Material plane" plane exist, but all of the sets of two and three definitely do; the four primary planes functionally form a tetrahedron rather than a square, so there is no "opposition" between Water and Fire nor between Earth and Air, but rather between any one element and the combination-plane of the other three.
{*} To date there is no record of any Quasi-elemental planes which combine elements with energies; the presence of twice as many energies suggest that if there are such things, there would be a lot of them, but it would be arguable whether they would really "count" as full planes, rather than border zones. Several Imperial scholars are working on a classification system that would determine "degrees of plane-ness" and put a rest to the controversy by identifying planar "ranks". Imperial scholars would seem to have a lot of time on their hands.

There are four Transitive planes rather than the canonical three; the Plane of Mirrors exists, and is not the rather small-scale phenomenon described in the Manual, but rather a world-spanning expanse which theoretically connects every reflection in the PMP to every other one, although very few scholars are aware of this (a refusal to keep an uncovered mirror in one's house is regarded as a rare eccentricity by those who don't know of the reason for it). Alternate material planes are sometimes theorized to exist; if they do, they would be accessible through the Mirror Plane rather than the Shadow Plane, as Shadow is not the dimensional substrate that its adherents would like to believe it is, or at least not in exactly the way they think. Mirror leads to dimensions where reality is, albeit not in quite the way you remembered it (the metaphor of "flaws in the glass" is considered fitting). Shadow, rather, is the dimension of reality as it is not, and could never be; it is the repository of possibilities rejected as inviable, and thus contains, for every person who has ever lived, spite-fueled projections of themselves at every moment in their life, obsessed with determination to achieve the impossible - and punish their original for refusing to, for having accepted the limits which reality imposed.

The Far Realm also exists and is as much of a pain in the rear as ever to anyone trying to make sense of the whole thing.

2013-01-05, 07:21 PM
Most of this sounds like setting details rather than houserules.

2013-01-06, 01:46 AM
Most of this sounds like setting details rather than houserules.

Kinda yeah; eventually I plan on doing other threads which will be more segregated, and link them back here, but for right now it's just the one thread. And the details are interconnected enough that they're hard to separate out - the thing about clerics choosing an energy plane to channel from is hard to describe without also talking about the Fateheart and the Protean Sea to explain what Extemporal Energy is, even though that part is mostly fluff. (I've always believed that the two ought to be as inextricable as possible.)

2013-01-06, 07:23 AM
01/06/13 - Added a revision to Defensive Precognition (and, later, also Thicken Skin) under Psionic Powers, and moved the Divine Mind rulings from that section to Classes where they belong (Classes is very crowded and I may eventually subdivide it).
Later that day - Added a minor clause to Energy Retort.
01/07/13 - Added a rule allowing Initiative to change during combat, making effects which change Dexterity more interesting and powerful. This forms its own new section, "Basic Rules", which is the very top of the rule list.
01/12/13 - Corrected the obvious error in Complete Psionic which made PsiFoM a level 5 power for Freedom ardents, when FOM effects are invariably level 4. This means choosing FoM is now an alternative to choosing Psionic Fly, which is already horribly outclassed by Metamorphosis for any character that has a choice between them; PsiFoM at least does something Metamorphosis can't. (I may eventually lower Psionic Fly as well; Psionic Teleport will stay exactly where it is.)
01/14/13 - A Prestige Classes section has been added, for now containing only a fairly unnecessary ruling on blackguards.
01/18/13 - Added my homebrew feat "Selfish-Sufficient".
01/25/13 - Merged UMD and UPD into a single skill.
02/09/13 - Added three rules: melding Tower and Exotic Shield proficiencies into a single feat, reducing the price of cognizance crystals, and a spot-adjustment to magic item pricing in the case of a Holy Unholy weapon or the like, which can virtually never apply both its properties to one creature.

Future changes will be noted in this post rather than my "bumping" the thread every time I adjust something. Hopefully the mods can live with me double-posting just this once.

2013-01-06, 07:51 AM
Future changes will be noted in this post rather than my "bumping" the thread every time I adjust something. Hopefully the mods can live with me double-posting just this once.

Technically, in Homebrew Design, the OP is allowed to double-post and necro their own threads freely.

2013-01-06, 08:36 AM
Technically, in Homebrew Design, the OP is allowed to double-post and necro their own threads freely.

Ah. Well that's nice to know; I already knew of the necro part, but I recently got a Please Don't for double-posting so I figured I should err on the side of caution there. On the topic of necro, I once messaged the original creator of the Warlock Energy Sources 'brew (who I have incorrectly referred to as PersonMan in the past, it's actually another user whose name I forget), suggesting that he update it in various ways, and he said something about having been told not to necro his posts even though they were in homebrew. So I'm a little unclear on how the rules are being applied, and since I'm on thin ice after this past year, I figure I should avoid pushing it.

2013-01-06, 04:41 PM
You could always ask a mod in advance.

On thing that is ESPECIALLY done that I think might be relevant to those other threads, or maybe even a by-permission reboot of this one, is to reserve a lot of posts in a row when starting a thread because one is posting something that will go over the character limit, or just benefits from being split into multiple large posts instead of one or two smaller ones for organizational reason.

I have done this with Falling Anvil, The Grace-Gift, and my Leap Dragoon PrC.

2013-01-06, 07:54 PM
Ah. Well that's nice to know; I already knew of the necro part, but I recently got a Please Don't for double-posting so I figured I should err on the side of caution there. On the topic of necro, I once messaged the original creator of the Warlock Energy Sources 'brew (who I have incorrectly referred to as PersonMan in the past, it's actually another user whose name I forget), suggesting that he update it in various ways, and he said something about having been told not to necro his posts even though they were in homebrew. So I'm a little unclear on how the rules are being applied, and since I'm on thin ice after this past year, I figure I should avoid pushing it.

That was probably Person_Man :smalltongue:
Anyway, I suspect it was a misunderstanding on their part, but you could PM a mod (as suggested) or check in Board/Site Issues to be sure.

2013-01-07, 12:48 AM
That was probably Person_Man :smalltongue:

No, turns out it was actually FMArthur.

2013-02-09, 10:31 AM
Added three new rules, only one of which was really my idea. The cognizance crystals rule comes from my Cerebremancer player, while the Holy Unholy Sword thing was suggested by Kelb Panthera. I don't actually like the idea, but decided that in the event a player wanted to craft such a suboptimal weapon, I wouldn't require him to pay full price for it. I make such minor adjustments a lot, and my habit of not collecting these rulings has been problematic, so this thread exists.