The following rules are currently in force for our campaign of Castle White Rock.

Training and Levels

Character Levels - Reaching a new level requires training of one day/total character Level, and a cost of 100gp per total character Level. The training time can be bypassed by paying double the cost in gp (which is sacrificed to your deity), but only if leveling in an existing class. [See example in right sidebar]

Character Training - Characters can learn classes from one another, e.g. Stumpy can be taught the Arcane art of the Wizard by Trixie.

Prestiege Classes - A person progressing into a Prestige class, requires training as listed above but cannot pay double to learn the new class having to seek out a NPC instead. In rare cases, the DM may allow Divine Intervension in the form of a Geas to level without training.

Hitpoints - Hitpoints for new levels are allowed to be rolled again if a roll of '1' or '2' is made.

Character Creation

Character Creation - A very genorous free roll of 18 was given with 4d6 discarding the lowest number for each of the other ability scores. The results could be applied to any chosen ability.

Character Races - All the normal races, plus some of the Forgotten Realms races that have level adjustments of +1, but all need to be confirmed by the DM.

Character Possession's - Items totalling 10,000gp where also given to the starting characters, admitidly on the spot so that people did not have time to prepare or deliberate on items, and a time frame of approx an hour was given to spend the gold.

Character Alignment - No evil characters are allowed in this campaign.

Prestige Classes/Feats - Currently no restrictions, as long as the prestige classes come from the core rule books and the class books that are being used. This list currently contains DM's Guide, Players Handbook, Forgotten Realms Core book, Magic of Fearun, Sword and Fist, Song and Silence, Defenders of the Faith, Masters of the Wild, Tomb and Blood, and any future WotC releases. For Non core rulebooks restrictions, please see below.

New Characters Level - A new character will join the party at approx. 2 levels lower than the average party member. No prestige classes are allowed currently on a new character that joins, regardless of whether he/she qualifies for it. This is based on the DM's judgment, and can be altered as he sees fit.

Core Rule Book Modifications

Player Death - Death never causes the loss of a level. Instead, the player will go back to the begining of the level instead.


The following spells have been amended slightly. [Rev] indicates the spell has been amended or interpretated by the DM as indicated, while [As 3.5] means the spell is to be treated exactly as indicated in the 3.5 edition rule book.

Heal/Harm - [As 3.5] Max of 10hps/level, Will save for half damage

Hold Person - [As 3.5] Saving throw every round allowed.

Wind Walk - [Rev] A person under the Wind Walk spell becomes more like Gaseous form rather than anything else, but cannot change their shape or size, meaning that a door or narrow gap can still stop you from travelling through or under it.

Miasma [Masters of the Wild] - This spell has been removed from this campaign.

Last Gasp [Masters of the Wild] - A very poor man's Raise Dead has been changed to allow the revival of the target, with no loss of level or Constitution. The rest of the spell remains as decribed (ie damage dealt is still dealt to the caster)


A Natural one is always a fumble during combat, but not when determining criticals after rolling a threat. A fumble always results in the weapon being dropped, except in the instance of the weapon being either natural, or fixed to the armour (such as a spiked gauntlet).

A Natural 20 is also a hit, regardless of AC, but this rule DOES NOT apply to someone with 100% cover. A roll of 20 in this instance does not indicate a threatened critical.

Drawing a weapon is a free action (if your BAB is +1 or higher) but only when moving as a Standard action, and not when taking a 5' step. This means you cannot move 5', draw a weapon and get a Full Attack round.

Magical and Non-Magical Items

[Armour Hit Points] - Please see this page for more details.

Magical Item's & Creation - Some additional rulings for items created in the DM's guide include these house rules. All items must obviously be agreed by the DM.

Intelligence based items do not give additional skill points retroactively, nor are they considered when going up in levels.

Minimum caster level for item creation is to be classed as 5th level - This relates to page 242 of the DMs guide.This does not stop someone from making a powerful item based on very good low level utility spells, just increases the cost.

Magic Items that do not exist in this world

Defenders of the Faith Armour:

Most of the armour from this book has been deemed 'broken' by our DM (Haste, Ethereal, etc.) and so are not allowed to be made by any of our craftsmen. Other armours that are not named above need to be confirmed by the DM (that originate in this book) before they can be made.

Arms & Equipment:

Blindfold of True Darkness

Character Class Adjustments

Druid Wildshape Ability - This is a spell like ability, and has been ruled that it does provoke an attack of oppurtunity. The DC for 'Combat changing' has been set at 15.

Druid Wildshape Forms - Please see this page for more details.

Wildshape Healing – Changing to a form gains the Wildshaper two times the current level of the character in regained hitpoints. i.e. Tenpast is a 5th Druid / 1st Shifter and so when he wildshapes, he regains 12 hitpoints.

Beastmaster - When this class reaches the level to get the Druid Wildshape ability, it does not have the restrictions of uses per day. This could mean that a Beastmaster can shape change at will back and forth between Human and Beast form, gaining hitpoints as though it had rested all day. The DM has limited the amount of times the Beastmaster can gain hitpoints in this way to an amount of times per Beastmaster level (i.e 3rd level = 3 times.) The Beastmaster may still change forms as many times as he wishes.

Rule Books used

Players Handbook and DM's Guide. Monster Manual 1-3, All 4 class splatbooks, Magic of Fearun, Forgotten Realms, Arms and Equipment Guide.

Non Core Rulebooks

Book of Vile Darkness / Book of Exalted Deeds - Now Available to be used.

Monte Cook - All four Monte Cook books are available from 1st level to all characters.

Dragon / Netbooks - No dragon issues or Net books containing feats/prestige classes are currently permitted, unless specifically allowed by the DM.

Hero XP

'Hero' XP - Every chapter a character gets to allocate 50 experience points as a bonus to anyone they deem fit. There MUST be a reason of some kind, either Roleplaying or downright silliness, but points awarded to bolster XP to someone just about to level will have the points removed from them, and possible other repercussions based on the DM's judgment.