Blog Archive

So, house rules, D&D 3.5 Eberron Campaign Setting
Gnomes: Favored Class Bard or Favored Class Illusionist, which ever is more useful.
Half Orc: Drop the -2 Cha penalty. Instead, they have a -1 penalty to Diplomacy, Sense Motive, Gather Information, and Bluff checks.
Gain Weapon Proficiency Orc Double Axe.

Kalishtar: Use non-psionic eberron abilities for Kalishtar.
They gain favored class: Sorceror.
They also gain an extra level zero spell slot. If none of their classes cast level zero spells, this slot does nothing for them.

Cleric: Gains weapon proficiency in her deity's favored weapon so long as it is a martial or simple weapon.

Druid: Wild Shape's Duration is reduced to 5 minutes per level. This applies to any class that gains the wild shape ability.
Add two feats to the game:
Extended Wild Shape
Prequsite Class Ability Wild Shape
The Characer's Wild Shape Ability's duation is extended to 30 minutes per level.

Wild Soul
Prerequsites: Wild Soul
The Character's wild shape ability's duration is increased to 1 hour/lvl

Monk: A monk may multi-class freely. The multi-classing restriction was an artifact reintroduced by play testers for reasons other than balance.

Paladin: may multi-class freely. The multi-classing restriction was an artifact reintroduced by play testers for reasons other than balance.

A paladin may choose a non-summoned Warhorse.

Sorcerer: At 1st, 5th, 10th, 15th, and 20th level, a sorcerer may take a metamagic feat as a bonus feat. They may also take improved counterspell.

Sorcerers may apply metamagic feats without increasing casting time.

Wizard: A wizard may not take the PHB metamagic feats as bonus feats.

Artificer: At level 6 an artificer gains craft wand instead of metamagic spell trigger.
At level seven, an artificer gains metamagic spell trigger.

Knowledge Local: You must pick a nation or smaller region. If you pick a smaller region, your DCs for information in that area will be lower, and for the containing nation will be raised.

Every four ranks in Knowledge Local lets you pick an additional region.
You may also take this skill more than once allowing you to either have a few points in many locations or many points in a few locations.

Jack of all Trades is not available. The Paladin and Monk multiclassing feats are unavailable.

Wounds and Vitality Points
Instead of Hitpoints, we will be using wounds and vitality.
Vitality is the ability to avoid taking serious damage from an attack. Vitality loss indicates glancing blows, scrapes and cuts, and the exhaustion gained while trying to avoid attacks.
At first level you gain you Maximum HD plus constitution bonus in vitality points. At each level after first level, you roll your hd and add your constitution bonus. You then add that to your vitality point total.

Wound Points represent a character's ability to withstand physical trauma. You receive wound points equal to your current constitution plus one wound point per hit die. Any feat that usually adds hitpoints (Toughness, Improved toughness) increases your wound points instead.

If you fall to zero vitality points, all further damage is applied to our wound points. You are so exhausted and disoriented that you can no longer effectively avoid attacks.
Critical hits do not multiply damage. Instead the attack's damage goes straight to wound damage. If a weapon has a critical multiplier greater than 2, then increase the weapon's critical range by one for each additional point of multiplier.

As soon as you take a single wound point you become fatigued. You are unable to run or charge and take a minus 2 to strength and dexterity. These penalties persist until all wound points are restored or until the character has rested for eight hours. If a character falls below half wound points, the character has a -4 penalty to Str and Dex and does not lose these penalties until fully healed.

Knocked Out
Any creature that is immune to nonlethal damage can not be knocked out. When a character takes wound damage in a round, he must make a fortitude save with a dc of 5+the number of wound points lost in the round. If he fails, he is knocked out. The character falls prone and drops anything in his hands. He remains unconscious for 1d4 rounds or until he receives healing. A non-lethal attack (sap, unarmed, or any attack using the -4 non lethal penalty) that does wound damage has a saving throw DC of 5+2X the damage done.)

An opponent may automatically grapple or bind a knocked out opponent.

Damage Reduction
DR works as normal against vitality damage.
Against Critical Hits, DR applies any reduced damage to vitality instead of wound points.
For example a Barbarian with DR -/1 who is subject to a 5 point critical hit takes four wound points and one vitality point.

A critical hit with a weaponlike spell does not redirect to wound damage. Instead it doubles the spell's damage as in the base rules. Except spells that summon actual weapons.

On a critical hit, any ability that adds bonus dice to damage (a rogue's sneak attack, a flaming weapon, etc) instead deals an additional 2 points of wound damage per die of damage it usually does.

At 0 Wound Points, you are disabled. A disabled character may perform one action per round. If the character takes a standard action, she takes 1 point of wound damage after resolving the action.

(-1 to -9 wound points) You are dying. A dying character falls unconscious and can take no actions. Each round the character must pass a DC 10 Fortitude check. If the check fails, the character takes an additional point of wound damage as he bleeds out. On a successful save, the character stabalizes and quits dying. Another character can stabilize a dying character with a DC 15 heal check or the application of at least one point of wound healing.

At -10 Wound Points a character is dead.

A warforged does not lose a wound point for taking a standard action while disabled. They also automatically stabalize when between -1 and -9 hp.

All characters (including warforged) recover 1 point of vitality per character level per hour.
Non-warforged characters regain 1 wounf point per character level per full night of bed rest (8 hours) or two points per character level per full day of bedrest (24 hours).

Warforged must be repaired.

Long term care doubles a character's recovery rate.

Magical Healing
Any spell that heals dice worth of damage heals vitality points first. Any bonus healing is applied to wound damage. Thus a first level cleric casting cure light wounds on a character with 4 points of vitality damage and 3 wound points rolls a 3 for 3+1 points of healing. The 3 points are applied to the vitality damage. The bonus point is applied to the wound damage. The receiving character finishes with 1 point of vitality damage and 2 points of wound damage.

Spells or effects that return hp at a set rate (Cure minor wounds, Heal, a paladin's lay in hands ability, etc) heal wound points first.

All damage done to a creature with regeneration is vitality damage except for damage that is usually counted as normal (eg fire and acid criticals on trolls.)

Weapon Like Spells
Spells that require an attack roll are be broken down into two basic categories:

This included both ranged attack spells like acid arrow and ranged touch spells like polar ray.


Touch Spells
Spells such as shocking grasp.

The assorted weapon feats (focus, specialization, improved critical, etcetra) for either type of spell.

Turning Undead
Any character who channels positive energy my spend two turning attempts to deal damage to nearby undead.
When using turn undead in this manner, all undead in a 15 food burst centered on the corner of the character's square of his choice. All undead in the area of effect take 1d8 points of damage per two cleric levels. (This allows a cleric to use her turning ability against high level undead with at least some effect.)

A cleric who channels negative energy can heal undead in the same manner.

No comments: