3.5 House Rules 2011

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D&D 3.5 / Trailblazer House Rules Races_____________________________________________ If you have a racial modifier to a skill, that skill is always considered a class skill. Shield Dwarves Proficient with all hammers (warhammer, light hammer, maul, etc). Half-orcs and orcs +2 Intimidate (and now it's always a class skill). Classes_____________________________________________ Barbarian Starting gold: 4d4 x 10 (80 gp) Weapon Proficiency: All simple and martial except cross bows , kukri, light pick, sap, flail, heavy pick, rap ier , glaive, heavy flail, guisarme, halberd, lance, and ranseur. Special Weapons: Proficient with bastard swords and spiked chains. A barbarian's damage resistance is denied if he is helpless. Bard Starting gold: 6d4 x 10 (120 gp) Use 'Bard Spells Known' table from 3.5 PHB.

Transcript of 3.5 House Rules 2011

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D&D 3.5 / Trailblazer House Rules

Races_____________________________________________ 

If you have a racial modifier to a skill, that skill is always considered a classskill.

Shield Dwarves

•Proficient with all hammers (warhammer, light hammer, maul, etc).

Half-orcs and orcs

•+2 Intimidate (and now it's always a class skill).

Classes_____________________________________________ 

BarbarianStarting gold: 4d4 x 10 (80 gp)Weapon Proficiency: All simple and martial except crossbows, kukri, lightpick, sap, flail, heavy pick, rapier, glaive, heavy flail, guisarme, halberd,lance, and ranseur.Special Weapons: Proficient with bastard swords and spiked chains.

•A barbarian's damage resistance is denied if he is helpless.

BardStarting gold: 6d4 x 10 (120 gp)

•Use 'Bard Spells Known' table from 3.5 PHB.

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ClericStarting gold: 5d4 x 10 (100 gp)Armor Proficiency: Clerics are not proficient with heavy armor.Weapon Proficiency: All simple except punching dagger, sickle, longspear,

 javelin, and sling.Special Weapons: Every cleric is always considered proficient with his/herdeity's favored weapon.

DruidStarting gold: 2d4 x 10 (40 gp)Weapon Proficiency: As RAW states, except scimitar.

FighterStarting gold: 5d4 x 10 (100 gp)Weapon Proficiency: All simple and martial.Special Weapons: pick one exotic weapon per point of INT modifier you have

(minimum 1).

PaladinStarting gold: 6d4 x 10 (120 gp)Weapon Proficiency: All simple and martial except punching dagger, sickle,dart, sling, kukri, light pick, sap, heavy pick, rapier, scimitar, glaive,guisarme, halberd, ranseur, scythe, and bows.

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RangerStarting gold: 4d4 x 10 (80 gp)Weapon Proficiency: All simple and martial except punching dagger, kukri,light pick, spiked armor, flail, heavy pick, glaive, heavy flail, guisarme,halberd, and ranseur.Special Weapons: Proficient with the whip, bolas, net, and hand crossbow.

•Add 'Mounted Combat' tree to Combat Style feat list.

•Rangers may select a Favored Organization in place of a Favored Enemy(such as the Harpers, the Zhentarim, the Red Wizards, a specific guild,etc.). You gain all the normal benefits of having a favored enemy vs. allcreatures within this organization.

RogueStarting gold: 5d4 x 10 (100 gp)Weapon Proficiency: As RAW states, plus the net.Shield Proficiency: Rogues are proficient with bucklers.

SorcererStarting gold: 3d4 x 10 (60 gp)

•Use 'Sorcerer Spells Known' table from 3.5 PHB.

Wizard

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Starting gold: 3d4 x 10 (60 gp)

•Use 'Spellbooks' from 3.5 PHB. Wizards begin play with all 0-level spells,plus three 1st-level spells (plus an extra 1st-level spell for each point of INT modifier he has). Wizards then gain two spells of their choice per level. As long as they are able to cast spells of a certain level, theymay add them to their spellbooks upon leveling.

•Wizards gain the 'Scribe Scroll' feat at 1st level.

Magic_____________________________________________ 

 This section is for clarification. The only house rule here is 'spells known'makes a return for the arcane classes. This is only to mantain that scrolls andother written forms of magic remain valuable to these classes (especially thewizard).

Spells Known 

•Arcane spellcasters (bards, sorcerers, and wizards) have a limitednumber of spells that they know.

•Divine spellcasters (clerics and paladins) receive spells from their deityand can ready and cast any spell on their spell list given that theyremain in accordance with their higher power.

•Primal spellcasters (druids and rangers) receive spells from theFeywild, a plane that mirrors the material plane with magic derivedfrom the primordials. As long as druids revere their oaths and protectnature, they may ready and cast any spell on their spell list. As long asrangers live in accordance with their patron deity, they are able to tapinto the Feywild and may ready and cast any spell on the druid's spell

list.

Spell Slots/Spells Readied.

• The only two classes that use spell SLOTS are bards and sorcerers, whoupon casting a spell may choose one from any on their list of spellsknown (i.e.: they are true spontaneous casters).

•Clerics, druids, paladins, rangers, and wizards must READY their spells. They prepare their spells based on however many ready spells theyhave based on their base magic bonus. They can cast these preparedspells in any order, but must stick to these prepared spells.

Equipment______________________________________ 

•All shields grant +1 additional AC than indicated, except bucklers.

Skills_____________________________________________ 

Secret skills: Skills that are always rolled by the DM are bolded. Unboldedskills are rolled secretly when a PC wouldn't immediately know the actual

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result.

•Appraise

•Disable Device

•Disguise

•Knowledge (all)•Linguistics

•Perception

•Persuasion

•Search

•Sense Motive

•Sleight of Hand

•Spellcraft

•Stealth

•Survival

Alternative Craft Rules1.Calculate raw material costs normally (and masterwork cost, if 

necessary).2.Roll your relative Craft skill vs. the item's DC. Keep in mind whatever

quality of tools, special materials, and other creative variables you areusing (as the item's DC may be adjusted). You must roll for masterwork quality as a separate component before you begin workingon the actual piece.

3.You must pass the item's DC to make significant progress in a day(standard 8 hours). Normal failure increments apply.

4.Take whatever surplus your check grants you from exceeding the craftDC and add it to a "completion pool".

5.Repeat step 4 each 8-hour workday until the completion pool resultequals or exceeds the item's craft DC.6.When this completion pool is equal to or greater than the item's craft

DC, the item was successfully created.

Example: Ronald Greentide is a 3rd level Expert, trained in Craft(Armorsmithing), who has been asked by a local lord to craft a masterworksuit of banded mail. Ronald is very competent in his work: his Int score is 13,he has maximum ranks in Craft (Armorsmithing), Skill Focus for the relevantability and masterwork tools, which means he has a total score in Craft(Armorsmithing) of:

1 (Int) + 3 (Ranks) + 3 (Class skill) + 3 (Feat) + 2 (Tools) = +12

He begins to work on the suit of armor, beginning with the masterworkcomponent: the DC is 20, meaning that he needs at least a roll of 9 to makeprogress.

•Day 1: He makes his roll and gets a 15, which means he got a checkresult of 27: subtracting the DC from the roll gives a result of 7, so inhis completion pool value is 7.

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•Day 2: He rolls a 10, for a check result of 22: this means that thecompletion pool value is 9.

•Day 3: He gets a 5, for a result of 17, not enough to make progress

•Day 4: He gets a natural 20, for a result of 32. This means that he adds12 points to the completion pool, for a total of 21. His completion poolexceeds the DC for the masterwork component, so, in 4 days, hefinished it! He can now move on to the suit itself.

 This check assumes that the creator is using a full day (8 hours) to workalmost entirely on the particular item. You may figure that other tasks maytake priority during this time, and the creator can only spend a certainamount of time on the craft object:

•6 hours : add 3/4 of the result surplus to the completion pool (minimum1).

•4 hours : add 1/2 of the result surplus to the completion pool (minimum1).

•2 hours : add 1/4 of the result surplus to the completion pool (minimum1).

A creature may spend more than 8 consecutive hours on a single object. Eachadditional 2 hours incurs a -2 penalty to the related craft skill. This penaltystacks for each additional 2 hours (example: an additional 8 hours of craftingwould incur a -8 penalty).

Each additional 2 hours spent crafting after the initial 8 provoke afortitude save (DC=10+2 for each additional 2 hours). Failure means thecreature becomes fatigued.