Changes from the Core Rules

Some parts of the core rules have been altered, removed, or replaced in the Ere Campaign Setting. In the following sections, you will see the changes made to accommodate the flavor of the Ere Campaign setting

Alignment
The most prominent change in the World of Ere is the removal of the Alignment system. Good and Evil, Law and Chaos are not tangible forces on Ere.

Classes that depend on Alignment, such as the Paladin, and spells that deal with Alignment such as Detect Evil or Blasphemy should not be used on Ere. Alternatives are/will be represented in the Setting.

Monster, Class and PrC Entries have an Alignment category for use in non-Ere games.

Abilities
The effect on ability scores on the game are little changed. However, the impact of Charisma has been increased.

  • In addition to what is listed in the SRD, Charisma now also effects bravery, self confidence, tact and other things dependant on self image and impressions on others. A character suffering from ability drain in Charisma may have feelings of helplessness, hopelessness, and a general lack of resolve.
  • Charisma is applied to Will saves instead of Wisdom.

Skills
Most skills are left intact on Ere, but the use of the Alchemy and Bluff skills have been changed as follows:

  • Craft Alchemy no longer requires spell caster levels to create alchemical devices.
  • Using the Feint version of Bluff does not allow the target to add their base attack bonus to their sense motive check.

Feats
Most feats work as normal with the following exceptions:

  • Improved Critical stacks with Keen Edge or the Keen weapon quality.
  • Improved Two-Weapon Fighting and Greater Two-Weapon fighting are replaced with Dual Weapon Combat.

Equipment

Revised Weapon Size Rules
On Ere, the various races live in close proximity to one another and thus are likely to use and train with weapons made for creatures of a size different from their own. Thus, they do not incur penalties for using inappropriately sized weapons.

The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder’s size and the size of the creature for which the weapon was designed. If a weapon’s designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can’t wield the weapon at all.

Example: A halfling combatant is just as likely to use a Small longsword. But he may also use a Medium short sword and call it a halfling longsword, not taking any penalties to attack when doing so.

Magic Items
Most magic items work as normal with the following exceptions:

  • The Keen weapon quality stacks with the Improved Critical feat.
  • A number of items have been removed or replaced. A complete list will be found in the Magic Item Section of this site in the future.

Combat
Combat remains the same as in the Core game with the exception of the following:

  • Maim: Whenever a critical hit is confirmed with a natural 20, roll to confirm again as if the 20 threatened a critical. If the Maim is confirmed, the target must save as if it had taken Massive damage.

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