House Rules


  • Dragonborn, half-dragons from the wilderness beyond the Sea of the Sirens.
  • Dwarves, from the Dawnforge Mountains to the south-east.
  • Eladrin, fey creatures from the Cordell in the Feywild.
  • Elves, from Winterbole Forest to the south.
  • Half-Elves, an outcast race scattered across the world.
  • Halflings, hobbits from Harken Jungle to the north.
  • Humans, from Cimmeria.

    There are additional races, but I suggest we stick to the standard races for this first party. Special exception can be made if the party desires it. Furthermore, for your information, Drows are extinct and Gnomes never existed.


    Due to the state of magic in Aresia, the classes below are divided up into three categories. The category "Magic" means that the player character either has elven blood or royal blood. There are additional classes, but I suggest we stick to the standard classes for this first party, meaning that psionics will not be available. Special exception can be made if the party desires it.


  • Fighter, combat adepts.
  • Rogue, masters of shadows.


  • Cleric, religious leaders.
  • Paladin, religious defenders. (only Cimmerian humans can be paladins)
  • Ranger, warriors of the wild.


  • Warlock, masters of eldritch power.
  • Wizard, scions of magic.


    In the world of Aresia, the deities are referred to as Angels. What we refer to as angels are known as Archons. The history of Aresia only dates back to the beginning of the Fourth Age, which began with the Angels creating life. People worship one, some, or all of the following Angels, but most (except atheists), believe in all of them even if they are not all worshipped.

    Good Angels

  • Avandra, the Angel of Change
  • Bahamut, the Platinum Dragon
  • Alu, the Elven Angel
  • Aspenta, the Angel of Civilization
  • Zalathorm, the Angel of Magic
  • Kord, the Lord of Battle
  • Melora, the Angel of the Wild
  • Sharindlar, the Dwarven Angel
  • Pelor, the Keeper of Time
  • The Raven Queen, the Angel of Death
  • Sehanine, the Angel of the Moon

    Fallen Angels

  • Asmodeus, the Devil
  • Ares, the Angel of War
  • Drake, the Draconic Angel
  • Tamae, the Angel of Evil
  • Lithor, the Undead Angel
  • Zehir, the Angel of Darkness


  • Eridanian, spoken by humans and halflings, uses the Eridanian Script
  • Undercommon, spoken by creatures of the Underdark, uses the Elven Script
  • Draconic, spoken by dragonkin and magic, uses the Draconic Script
  • Dwarven, spoken by dwarves, uses the Dwarven Script
  • Elven, spoken by elves and eladrins, uses the Elven Script
  • Orcish, spoken by giants and orcs, uses the Dwarven Script
  • Chronium, spoken by giants and goliaths, uses the Dwarven script
  • Goblin, spoken by goblins, uses the Eridanian Script
  • Elemental, spoken by elementals, uses the Abyssal Script
  • Angelic, spoken by angels and archons, uses the Angelic Script
  • Abyssal, spoken by demons, uses the Abyssal Script

    Generating Ability Scores

    The result of this method can be really good, or it can be really bad. On average, you'll come out a little worse than if you had used the standard array. If you roll well, you can come out way ahead, but if you roll poorly, you might generate a character who's virtually unplayable.
    Roll four 6-sided dice (4d6) and add up the highest three numbers. Do that six times. You can change the numbers by withtrackting 2 points to add 1 point. One of the numbers HAVE to be below 10 to start with (without counting racial adjustments. Then assign the numbers you generated to your six ability scores. Apply your racial ability adjustments.
    If the total of your ability modifiers is lower than +4 or higher than +10 before racial ability adjustments, then your character is too weak or too strong, and a new set is rolled.


    Alignments have been removed and are only a roleplaying aspect of the game now. Therefore, an alignment is not chosen during character creation, but is defined by the player's actions. Players should still start out by having an idea of which alignment their characters should start with and should thus strive towards.


    This skill works as described in the Player's Handbook, except while trying to get hostile foes to surrender in combat. They gain a +10 to Will Defense as described in the book, but when they are bloodied they only get a +5, and when they have a quarter of their hit points remaining they don't get any bonuses. However, if a foe surrenders, then the player must remain a threat to the foe. If the player decides to engage another enemy, the surrendered foe merely attempts to flee, or in some rare cases might even rejoin the fight.

    Magical Items

    Daily powers of magical items work as described in the Player's Handbook, except that there's no limit to how many powers can be used per encounter. Only one power can be used per turn, which render's the Milestone's second advantage innate. However, some items can still use healing surges to recharge.

    Furthermore, Healing Potions don't require healing surges to use. Most healing powers from specific classes still uses healing surges, however, so that they can't be spammed with merely a short rest.

    Critical Hit/Miss

    If you roll a natural 20, your attack automatically hits. Some class features and powers allow you to score a critical hit when you roll numbers other than 20. If a second attack roll hits the target by 5 points or more, you cause a critical effect. When you've scored a critical hit, whether there's an effect or not, rather than roll damage, determine the maximum damage you can roll with your attack. This is your critical damage. Magic weapons and implements, as well as high crit weapons, can increase the damage you deal when you score a critical hit. If this extra damage is a die roll, it's not automatically maximum damage; you add the result of the roll.
    If you roll a natural 1, your attack automatically misses. If your total attack roll is lower than the defense score, you score a critical miss.


    Flanking works as described in the Player's Handbook. It gives the same advantages and by standing opposite, you do not need to be attacking in order to help with flanking. The houserule extends the rules from the Player's Handbook. If you are attacking the target, you can still help with flanking even if you're not standing directly opposite. A character who attacks the target helps with flanking on the square he/she stands on, and the two squares adjacent to himself/herself and the target, giving a larger area of flanking on smaller creatures, but a smaller flanking on larger creatures.


    Shifting works as described in the Player's Handbook, except that it counts as a minor action and not a move action. Some may think that this negates the kobold's shifting abilities, however, a kobold's shifting ability is a free action, and they are therefore just as annoying.


    Every encounter and daily power works as described, except that if a player misses with an encounter or daily power that has no miss effect, he or she retains that encounter or daily power for a second attempt during the same encounter. If the power misses a second time during the encounter, the encounter or daily power has been used.

    During short rests between encounters (not extended rests) players may roll 1d6 per used daily power. On a roll of 5 or 6, that daily power has been restored.

    Created 18 August 2008, Last Updated 3 June 2013

    Version 1.3.8