Teras House Rules



Melee Weapon Training

Normally, this feat allows you to pick any ability score and use it for attack and damage rolls for a melee basic attack. Now, this feat will work for ranged basic attacks as well. Note that this benefit applies to the Swordmage feat Intelligent Blademaster as well, as it's essentially nothing more than Melee Weapon Training (Int) with a different name.


Action Points

You have one Action Point per encounter. Unused Action Points do not carry over.

Because of this change, any ability of any kind that gives extra action points will need to be reviewed. While this may well "nerf" the ability, bear in mind that the game assumes only one action point per two encounters by default, so you are already getting double the action points that you should be, on average.


The penalties listed in the core rulebooks for death no longer apply. Instead, when you die and are resurrected, you pull a number of cards from a 78 card tarot deck equal to the number of times you have died before (this means that your first death gives you a 100% chance to return unharmed). Pulling the Tower card is permanent death, as your soul has passed beyond the Ebon Gates. Pulling any other card(s) results in the meaning of those cards being compared to your character concept. The closer the match, the better; a good match could result in bonuses, while a poor match will result in penalties of some kind.

The group as a whole will discuss the ramifications of your death and the GM will ultimately decide what happens. Penalties need not be strictly speaking mechanical, but they must affect only you — the world will not change because of your character's death and resurrection. Examples of allowable and non-allowable outcomes include:

  • Your cards are a good match, so you gain a feat of some kind. (good)
  • Your cards are a good match, and you gain the ability to instantly invoke a ritual some number of times. (good)
  • Your cards were not a good match, and you suffer a -2 penalty to diplomacy rolls (good).
  • Your rival gets elected to the position you wanted. (bad — your death won't affect an election directly)
  • Your brother dies. (bad — your death won't directly kill someone else)
Feat Tax Refund

All characters receive on Expertise feat of their choice, Improved Defenses, and Melee Training (highest ability score) as free bonus feats. This is in addition to the bonus feat granted for writing a character history.


If there is an ally opposite the creature you are attacking in melee range, you are considered to be flanking. This means that you don't need feats such as Polearm Flanker to flank with a reach weapon. This applies to ranged weapons as well, though to benefit from this you need to be in your weapon's first range increment; otherwise you are just too far away to really benefit. Note that this does NOT work in a reverse; it ONLY applies when an ally is opposite and adjacent to your target.

Ritual Casting Time

Rituals with a casting time of 10 minutes or less have their casting times reduced to 1 minute. Rituals with a casting time of greater than 10 minutes have their casting times halved.


When using an offensive rune, you get a bonus of your level divided by four (rounded down, of course — minimum 0) to the attack. This means that runes typically use one half your level + appropriate stat modifier + level/4 when attacking.



All warforged have a new body slot — the docent. Exactly what docents can do for you must be discovered in-game, but essentially they are small metal disks that can grant various benefits.

Furthermore, special warforged equipment is known to exist. These items either consume standard body slots (ie, arms, feet, etc), the new docent slot, a rune slot (left/right hands and head), or even some combination of those.

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