House Rules
1. Latent Talents All Latent Talents must be taken at the first level at which a character enters the game
2. Lost Talents With the exception of Treesinging and Dreamer for Wise One Apprentices, Lost Feats can only be taken with express permission of the GM after the character have realized their potential with said talent and worked to achieve a base competency with it
3. Multi-classing You may not multi-class into Woodsman, Noble, Initiate, Wilder, or Algai'd'siswai without express permission from the GM
4. Background Feats All nobles have the option of taking Wealthy as a background feat instead of one of the choices from their nation; to receive this money, they must be able to visit a banker who is connected to their funds in some way
5. Swordforms Part One Warders, Blademasters and dedicated swordsman of the borderlands have the options of learning swordforms
6. Swordforms Part Two Swordforms can only be learned through training with a person who knows the form, one quarter of the time that it would take you to learn this form must be spent under their direct supervision
7. Wolfbrother Madness Rather than going by madness results listed in the core rulebook, wolfbrothers succumb to wolf brother madness as listed in Under the Dragons Banner
8. Wolf Rage Once a wolfbrother has acquired two levels in this prestige class, he may succumb to wolf rage. Upon entering a battle, he must make a will save to stop these effects.
9. Skill Checks unless specifically noted, a natural 20 on a skill check is an automatic success, and a natural 1 is an automatic failure
10. Vitality Points This game runs off of a vitality/wound point system similar to that in the Starwars roll playing game, as a result, all successful critical hits go directly to wound point damage
11. Death and Dying, Part One When a character suffers one point of wound point damage, he is at a 1 to all rolls, this number increases for every one point of wound damage that he takes
12. Death and Dying, Part Two A character with at least one point of wound damage must make a fortitude save every minute to see if they loose another point of damage (DC 5+number of wound damage), on a natural 20 their wounds stop bleeding as if they were bandaged, on a natural 1 they loose 2 wound points and suffer a 2 to all future checks, this stacks for every time that they roll a natural 1
13. Feats the Feats Fame, Infamy, Love and Hatred can only be given to characters by the GM at her discretion
14. High Chant Gleeman, court bards and characters aspiring to be such can take High Chant as one of their bonus languages. This gives a +4 bonus to storytelling when entertaining nobility and royalty and a +2 bonus to entertaining a well-educated crowd. High chant can also be taken later using two skill points for a person with language as a class skill and four skill points for a person with language as a cross-class skill
15. Animal Companions At level four, woodsman have the option of acquiring an animal companion as listed in the Dungeons and Dragons 3.5 Players Handbook for Rangers, excepting any magical abilities that would not apply to the world of the Wheel of Time
16. Ability Scores For a human being, an ability score of 19+ is considered super-human. Once an ability score reaches 18, you must take eight levels to increase that score by one rather than the 4 levels that it would take to increase an ability score normally
17. Shield Skill All channelers gain the skill Shield as a class skill
18. Fatigued Based Channeling The game is run on a fatigue based channeling system rather than a slot or weave pool system
19. Male Channelers All male channelers receive a +2 to their main channeling ability score used to determine the level of weaves that may be cast and the DC of their weaves
20. Ogiers Ogiers who take the wanderer class may not take the class feats of illicit barter or sneak attack, they make take Ogier related feats instead such a Ogier Barter