House Rules

Ember Elements

The most significant change in the world of Ember is the element pairings. Air opposes Fire and Water opposes Earth (see the Mythology page for background information). In general, any class/spell/ability/etc feature that involves opposing elements follows these pairings.

The most notable in-game effect applies to clerics and other characters with access to domain abilities: clerics who select the Fire domain can turn/destroy Air creatures and rebuke/bolster Fire creatures; clerics who select the Water domain can turn/destroy Earth creatures and rebuke/bolster Water creatures, etc.

The Channeler class is affected as well: Air Channelers may not cast Fire spells, Earth channelers may not cast Water spells, and so on.

Adventuring

Encumbrance & Movement

I will not be enforcing encumbrance effects (i.e. reduced movement rate) from carried weight. However, this does not mean that players can carry hundreds of pounds of equipment on their person; players are still limited by their maximum carried loads. Also, movement rates are affected normally by armor: the listed penalties to movement with heavier armors still apply.

Heat Dangers and Dehydration

While the vast majority of adventuring will be in a desert environment, I will not be enforcing hot weather effects and dyhdration under normal circumstances. Since the world/culture of Ember centers around the desert, I think it is safe to assume that most of the people have adapted to desert life. In game terms, all of the sentient races will have appropriate desert wear and a few days’ worth of water (let’s say four days’ worth) as standard equipment (long treks in the desert may necessitate extra planning for more water/supplies).

That being said, there may be instances where heat dangers come into play. For example, there may be extra-hot desert zones, bouts of unusually warm weather, or supernaturally hot events. These occurrences may come into play as random desert encounters. Also, if there is ever a situation where a character is without their equipment, it stands to reason that they would also be without their water and/or desert-appropriate gear, and thus would necessitate heat and/or dyhydration checks.

Leadership Feat

Players interested in taking the Leadership feat to acquire followers or a cohort must discuss it with me first. I will make a call based on your character’s strengths and weaknesses. If you are permitted to take the feat, I will create a few NPCs to choose from for your follower(s). In any case, you should have a good story reason why your character would have a follower of some sort.

Rapid Reload Feat

At the player’s option, the Rapid Reload feat from Player’s Handbook may be used for any ranged weapon that requires a move-action to load (i.e., slings). Please note however: when taking take the feat, the player must still select which specific ranged weapon the feat applies to (i.e., hand crossbow, heavy crossbow, light crossbow, sling, etc.); taking the feat once does not apply to ALL such ranged weapons.

Character Classes

Champion of Chan – Adapted Prestige Class

The Champion of Corellon prestige class (from Races of the Wild) may be taken with the following changes:

  • Since Corellon does not have a dedicated presence on Ember, this prestige class will be associated with the good archomental Chan (see the Deities page) – the the name of the class is “Champion of Chan”; Chan is intelligent and knowledgeable, which thematically fits with the prestige class.
  • The Run feat is a prerequisite, instead of the Mounted Combat feat; Run also makes sense thematically, since Air element deities tend to be associated with travel and fast movement.

Channeler – Adapted PC Class

The Channeler class is an available option, representing an innate, elemental, divine spellcasting class. The Channeler class is an Ember-themed variant of the shugenja class.

Scion of Bast – Adapted Prestige Class

The Lion of Talisid prestige class (from Book of Exalted Deeds) may be taken with the following changes:

  • Since the guardinals of Elysium (and their exalted leaders, Talisid and the Five Companions) do not have a dedicated presence on Ember, this prestige class will be associated with the Egyptian deity Bast (see the Deities page).
  • Instead of the Favored of the Companions feat, the Companion Spellbound feat shall be a prerequisite, reinforcing the importance of the animal-companion-based features of the prestige class.

Leveling Up

Taking New Skills

The cost of purchasing a skill point in a new skill (i.e., one without any previous ranks) is one (1) for class skills and two (2) for cross-class skills, as opposed to the published rules. [The rulebooks state that the cost is 3 + (character level).] Also, if a character is multiclassing, any skills obtained from a previous class will always count as class skills, even if the skill is not a class skill in the new class.

Hit Points at New Levels

Players can choose the average value (rounded down) for hit points instead of rolling at new levels. For example, instead of rolling a 1d10, a player can choose to get 5 hit points at a new level (the average of a 1d10 roll is 5.5; rounded down it is 5). Average of the die rolls are as follows: 1d4 – 2.5; 1d6 – 3.5; 1d8 – 4.5; 1d10 – 5.5; 1d12 – 6.5.

House Rules

Ember: Fire and Wind ghostofeasthalls