D&D - Version 3.0 House Rules :
Combat:
Attacks : There is no penalty anymore for 2nd or 3rd swings, etc. HOWEVER, critical hits are now ONLY on a 20 again - unless one gets a KEEN weapon, and this counts as a +2 bonus.
Two handed fighting : Is now a single feat ambidexterity is not required. Attacks are at -0 /-2
Exotic Weapons : are now considered Martial.
Feats :
Characters get 1 feat at second level, and 1 feat every 4 levels.
There are very limited CLASS feats. Some character classes maintain their class abilities/feats as listed below.
Skills : As per standard, though classes with only 2 skill points as base instead get 4 (adjusted by intelligence). Skill points are doubled at first level, instead of quadrupled.
Experience :
Experience to reach the next class is : (level -1) squared times 1000. For example to reach 2nd level, the experience needed is (1 x 1) x 1000 = 1000. To reach 3rd level, the experience needed is (2 x 2) x 1000 = 4000. To reach 5 level, experience = (4 x 4) = 16000.
Multi Class Characters :
Multi-class characters are -20% on experience points per additional class. Pure Class humans are +10% on experience for their first 5 levels.
Commoners :
Commoners tend to be ZERO level. They have 4 skill points. A first level commoner has 4 skill points. They receive 1d4 for hit points. (1d6 if a laborer). They are proficient in dagger, handaxe (the equivalent of woodcutter's axe ... melee only - not thrown), staff or pitchfork. Zero level commoners start at -200 experience points. They gain 1d20 experience per year starting at age 12. They gain 2d20 experience starting at age 20. First level commoners are proficient in 2 simple weapons. Second level commoners (1000 experience) tend to take skill specialty as a feat.
Commoners, with training and dedication, may become first level character classes. Their hit points etc, are re-rolled, and they are then considered of character class. Their skills do NOT change until they surpass their former commoner level. IE : A zero level commoner with 1 point in animal handling advances to become a first level cleric. He retains the 1 point in animal handling, and this comes off his skill point total of 4.
Commoner Notations : First level commoners are proficient in 2 simple weapons. They are +2 one of the following : Profession, Craft, Animal Handling or Knowledge Local (choose one). Note that commoners can switch to other classes even after reaching first level. They ARE, however, stuck with their commoner skills, skill bonuses, and feats until they exceed their former commoner level.
Class Notations :
Fighters : They are +2 on intimidate and ride. Fighters get an extra combat feat at 1st & 6th level and every 5 levels thereafter.
Rangers : They are +2 on wilderness lore, spot and listen. At first level they receive the feat of Tracking. Rangers get an extra combat feat at 6th level and every 5 levels thereafter.
Paladins : They are +2 on knowledge religion, ride and sense motive. Radiate Protection from evil in a 10' radius, giving +2 on armor class and +2 on saving throws against evil opponents. They are immune to disease, and can detect evil 2/day per level.
They can cast cure disease 1/3 levels per day (round down) and heal with their paladin's touch ... total points = level x charisma bonus. They turn undead as a cleric 2 levels lower.
Paladins get an extra combat feat at 6th level and every 5 levels thereafter.
Barbarians : They are +2 on wilderness lore, intimidate and ride. Continue to Rage as normal. All other abilities are lost.
Barbarians get an extra combat feat at 6th level and every 5 levels thereafter.
Bards : They are +2 on all performance, listen, knowledge & gather information rolls.
Bards gain the new spell casting chart. They know ALL the bard spells and can learn and ready wizard spells using a book (but as if the spells were 1 level higher). At high levels when no more bard spells are available, bards learn 1 wizard spell per level gained thereafter (they are still 1 caster level higher for bards than for wizards).
Rogues : Also known at thieves. They are +2 on listen, move silently and hide in shadows.
Sneak attacks are only by surprise or on stunned opponents, not simply flank.
Damage is x2 at levels 1-4, x3 at levels 5-8, x4 at levels 9-12, etc.
They receive evasion and other abilities (other than flank) normally.
Wizards : They are +2 on knowledge arcane and spellcraft.
Scribe is no longer a free feat. Summon familiar is now a feat, and can be taken at 2nd level.
A familiar allows the standard abilities per 3rd edition, and also 1d4 points +1 hit point per 2 levels.
If a familiar dies, the caster loses 100-200 experience points/level and takes damage of 1d4/level.
Wizards can have any number of spells in the spell book, but may only have 'readied' a number of spells equal to the number castable per day.
See the section further below for more information
Sorcerers : See Wizard. ALL spells are readied but they may only KNOW a number of spells equal to the number wizards may 'ready' per day. As a benefit, however, they have extra energy enabling them to cast 2 extra spells of each level per day.
See the section further below for more information
Druids : They are +2 on knowledge nature, wilderness lore and herbalism.
Druids at fifth level may assume a small to medium animal form 3x per day. At 7th, the animal may be large. At 9th, they may take the form of a non specific human, half elf, elf, satyr, sprite, brownie or pixie ... of either sex. This includes sea born equivalents. At 11th level, they may assume animal forms up to huge, centaur, xorn or unicorn forms.
They may speak in all these forms. They may cast spells in any form with hands (ie : a monkey, elf, etc). Still spell is an extremely useful feat for druids favoring the use of assumed forms.
Druids are naturally gifted potion makers and receive this feat for free at 5th level .
Clerics : They are +2 on knowledge religion and healing.
Clerics are fairly unchanged, except for domains. Domain abilities no longer exist and domain spells are 1 level higher than formerly listed. One does NOT get an extra domain spell of each of the spell levels one can cast.
Monks : They are +2 on spot, listen and healing.
Monks are unaffected. They attack as a Fighter with open hands, glaive, nunchuks, bo sticks, darts, or sai. Regardless of which is used they do a base damage of 1d6+1/3 levels (not including strength and rounded down).
Monks still get all abilities per normal 3.0 rules.
LEVEL ADVANCEMENT :
The total experience points to achieve the next level
= [ Current Level ] squared x 1000 exp. : To 10th
Note - multi class characters split experience evenly between classes
Experience in BOTH suffers a -20% penalty if one of the two classes is not favored
Thief is favored by ALL classes. Halfings, therefore, also have a favored class of fighter.
Pure class human characters gain a +20% bonus on experience
This breaks down to the following .
Additional Total To Achieve Needed Needed 2nd level 1000 exp 1 000 3rd level 4000 exp 5 000 4th level 9000 exp 14 000 5th level 16,000 exp 30 000 6th level 25,000 exp 55 000 7th level 36,000 exp 91 000 8th level 49,000 exp 140 000 9th level 64,000 exp 204 000 10th level 81,000 exp 285 000 11th level 115,000 exp 400 000 12th level 200 000 exp 600 000 13th level 400 000 exp 1 000 000 14th level 600 000 exp 1 600 000 15th level 800 000 exp 2 400 000 16th level 1 000 000 exp 3 400 000 Experience Awards : CR Ό = 25 exp CR ½ = 50 exp CR 1 = 100 exp CR 2 = 250 exp CR 3 = 500 exp CR 4 = 1 000 exp CR 5 = 1 500 exp CR 6 = 2 000 exp CR 7 = 3 000 exp CR 8 = 4 000 exp CR 9 = 5 000 exp CR 10 = 6 000 exp CR 11 = 8 000 exp CR 12 = 10 000 exp CR 13 = 12 000 exp CR 14 = 14 000 exp CR 15 = 16 000 exp CR 16 = 18 000 exp
CR beyond 16th : Exp equals 18 000 + 3 000 exp per level beyond 16th
Skills :
Rangers, Druids, Barbarians, Monks and Bards get 6 skills per level + Intelligence Bonus ( at a Ranking of 1+level+Attribute Rating + other modifiers ) Rogues get 8 skills per level + Intelligence Bonus ( at a Ranking of 1+level+Attribute Rating + other modifiers ) All other classes get 4 skills per level + Intelligence Bonus ( at a Ranking of 1+level+Attribute Rating + other modifiers )
Spell casters :
Spells per Day (Not including Attribute Bonus) :
Caster Spells per Day (not including attribute bonus) Level Level 0 1 2 3 4 5 6 7 1 3 2 2 4 3 3 4 3 2 4 5 4 3 5 5 4 3 2 6 6 5 4 3 7 6 5 4 3 2 8 6 6 5 4 3 9 6 6 6 4 3 2 10 6 6 6 5 4 3 11 6 6 6 5 4 3 2 12 6 6 6 6 5 4 3 13 6 6 6 6 5 4 3 2 etcSpell Casters must have Readied Spells. The number of spells they have readied is equal to the number on the Table above. It takes 30 minutes to switch ones selection of readied spells.
Wizards vs. Sorcerers :
Wizards get a bonus of +2 on the number of spells they have READIED per day of each level (ie: they have a wider selection available). Sorcerers get a +2 on the number of spells they can CAST each day.
Spell casters and armor :
Bards, Half Elves, and Elves may wear light armor without danger of spell failure, even though their spells are arcane.
Spell failure chance for armor is 5% per point of protection (not including magical bonuses). Masterwork armor has a spell failure chance which is 5% better than normal. Magic armor has a spell failure chance which is 10% better than normal. IE : Masterwork leather armor has a 5% spell failure chance, and magic leather has a spell failure chance of zero.
Elven chain : has encumbrance and spell failure chance equal to non-magical leather armor (10%).
Feat : The feat Armored Casting cuts the spell failure chance by an additional 10%.
Wizard Specialists :
Spell caster specialists gain the bonus of imposing a -1 on saving throws by enemies and effective +1 level caster level bonus with regards to damage, duration, and the like. They suffer a reverse penalty in all other spell categories (with a minimum caster level always being at least 1st level).
SPELLS : all spell casters use the same table ... though their selections vary. See Above.
Acolytes/Apprentices : Spells per Day (Not including Attribute Bonus) : Caster Spells per Day (not including attrib bonus) Level level 0 Level 1 Exp Required A0-1 2 0* 75 A0-2 3 1 150
Spell Modifications :
Shield Spell : Creates a floating invisible shield granting a deflection bonus equal to a +2 medium shield (which is 4 points of protection). This bonus increases with level : another +1/4 levels. IE : at 4th level, a shield spell grants 5 points of protection, at 8th it grants 6 points of protection, etc.
True Strike : Grants a LUCK bonus of +5. And an additional +1 per 4 levels. IE : at 4th level, a True strike grants a bonus of +6 to hit, at 8th level +7, etc.
A third level version grants a LUCK bonus of +10 + bonuses as above.
Damaging spells :
1st level :
Ranged Touch : Maximum damage for a spell which does ranged touch is 1d6 per 2 levels.
Maximum range of 40 + 10 per 2 levels.
Area effect spells (IE : Burning Hands) has maximum damage of 1d4 per level (but allows a save for half damage).
Maximum Radius is 3 feet (or 10 feet for a fan effect).
Maximum range is 30 + 10 per 2 levels.
Magic Missile does 1d4+1 plus 1d4+1 per two levels above 1st. Range is 60 + 5/level.
2nd level :
Maximum damage for a spell which does ranged touch is 2d8 + 1d8 per 2 levels over 3rd.
Maximum Range is 60 + 10 per 2 levels.
Area effect spells (IE : Puffball) has maximum damage of 1d6 per level (minus 1 die of damage).
Maximum Radius is 5 feet (10 feet for a fan effect).
Maximum Range is 40+10 per 2 levels.
3rd level :
Maximum damage for a spell which does ranged touch is 1d10 + 1d10 per 2 levels.
Maximum Range is 60 + 10 per level.
Area effect spells (IE : Puffball) has maximum damage of 1d6 per level (minus 1 die of damage).
Maximum Radius is 10 feet (15 feet for a fan effect).
Maximum Range is 60+10 per 2 levels. Lighting Bolt : is a special Area Effect 5 wide and 20+10 long/level (or 10 wide & half the length).
Non fire effects are -1 points per die of damage with the exception of lighting bolts.
Touch Attacks : are equal to range touch attacks but has a damage bonus of +1 per level and is not subject to the Non-Fire effect penalty.
4th level :
Lightning or Flame Strike : Useful for pinpoint accuracy against opponents in hand to hand. It is a ranged touch attack but is not bothered by cover or intervening combat. It is one level higher in casting level. It does damage equal to 1d6 per level. Unlike normal range touch attacks, a save is allowed for half damage (though at -2). It is 3 in radius. Cast as a 5th level spell, it is 5 in radius.
Cleric Spells
1st Level:
Armor Summons Summons armor, fully donned and prepared, under certain condition. Bane Enemies gain -1 attack and -1 on saves against fear. Bless Allies gain +1 attack/damage and +1 on saves against fear. Bless Water Makes holy water. Burial Blessing Prevents corpses from rising as undead. Cause Fear One creature of 5 HD or less flees for 1d4 rounds. Command One subject is prone and stunned for 1 round. Comp Languages You understand all written and spoken languages. Cure Light Wounds Cures 1d8+1/level (max +5) damage. Detect Undead Reveals undead within 60'. Divine Favor You gain attack, damage bonus, +1/3 levels. Doom One subject -2 on attack rolls, damage, saves & checks. Magic Weapon Weapon gains +1 bonus. Protection /Evil +2 to AC and saves, counters most mind control, hedges out outsiders. Remove Fear +4 save against fear for one subject, +1/4 levels. Resist Touch Adds +2 luck bonus, +1/3 levels, to touch AC. Sanctuary Opponents can't attack you, and you can't attack. Shield of Faith Aura grants +2 or higher AC bonus. Summon Monster I Calls outsider to fight for you. ------------------------------------------------------------------------ 2nd Level: Aid +1 attack, +1 on saves v. fear, 1d8 temporary hit points. Brambles Blunt wooden weapon gains +1 attack, +1/level damage (max +10) Bull's Strength +4 enhancement bonus to Strength : 10 min per level. Calm Emotions Calms 1d6 subjects/level, negates emotion effects. Consecrate Fills area with positive energy, making undead weaker. Cure Mod Wounds Cures 2d8 +1/level (max +10) damage. Delay Poison Stops poison from harming subject for 1 hour/level. Desecrate Fills area with negative energy, making undead stronger. Eagle's Splendor Target gains +4 bonus to Charisma for 1 min./level. Endurance +4 enhancement bonus to Endurance : 10 min per level. Gentle Repose Preserves one corpse. Hold Person Paralyzes one humanoid for 1 round/level. Inflict Mod. Wounds Touch causes 2d8+1/level damage (max +10). Lesser Restoration Dispels magic ability penalty or repairs 1d4 ability damage. Remove Paralysis Frees one or more creatures from paralysis or slow effects. Shield Other You take half of subject's damage - up to 10 pts per level. Silence Negates sound in a 15 ft. radius. Sleep of the Dead Feign death. Spiritual Weapon Magical weapon attacks on its own. Summon Monster II Summons outsider to fight for you. ---------------------------------------------------------------------------- 3rd Level: Continual Flame Makes a permanent, heatless, torch. Create Food& Water Feeds three humans (or one horse)/level. Cure Serious Wounds Cures 3d8 +1/level (max +15) damage. Daylight 60 ft. radius of bright light. Deeper Darkness Object sheds absolute darkness in 60 ft. radius. Dispel Magic Cancels magical spells and effects. Glyph of Warding Inscription harms those who pass it. Godspeed Movement rate increases to 60 ft. and adds +2 to AC. Helping Hand Ghostly hand leads subject to you. Inflict Serious Touch causes 3d8 +1/level damage (max +15). Invisibility Purge Dispels invisibility within 5 ft./level. Magic Vestment Armor or shield gains +1 enhancement bonus/3 levels. Negative Energy Pr/ Subject resists level and ability drains. Obscure Object Masks object against divination. Prayer Allies gain +2 TO HIT AND DAMAGE Remove Blindness Cures normal or magical condition OF BLINDNESS OR DEAFNESS. Remove Curse Frees object or person from one curse. Remove Disease Cures all diseases afflicting the subject. Searing RAY Ray deals 1d8/two levels, more against undead. Summon Monster III Summons outsider to fight for you. ----------------------------------------------------------------------- Fourth Level: Cure Critical Wounds Cures 4d8 +1/level (max +20) damage. Death Ward Grants immunity to death spells and effects. Dimensional Anchor Bars extradimensional movement. Dismissal Forces a creature to return to its native plane. Divination Provides useful advice for specific proposed action. Freedom of Movement Subject moves normally despite impediments. Greater Magic Weapon +1 bonus / 3 levels (max. +5) Inflict Crit. Wounds Touch causes 4d8+1/level damage (max +20) Neutralize Poison Immunizes subject to poison; Detoxifies venom in or on object. Restoration Restores level and ability score drains. Sending Delivers short message anywhere, instantly. Spell Immunity Subject is immune to one spell/4 levels. Summon Monster IV Summons outsider to fight for you. Tongues Speak any language. ------------------------------------------------------------------------ Fifth Level: Atonement Removes burden of misdeeds from subject. Break Enchantment Frees subject from enchantments, etc Commune Deity answers one yes-or-no question / level. Dispel Evil +4 AC v. aligned creatures, can banish outsiders, Flame Strike Smite foes with divine fire (1d6/level) Greater Command As command, but affects one creature/level. Hallow Designates location as holy. Plane Shift Up to eight subjects travel to another plane. Raise Dead Restores life to those/died up to 1 day/level ago. Note : a raise dead drains 2 levels from an elf, Instead of just 1 for another race Spell Phylactery Scroll activates upon you if command word is spoken Spell Resistance Subject gains 12 +1/level SR. Summon Monster V Summons outsider to fight for you. Symbol of Pain Triggered rune wracks nearby creatures with pain. Symbol of Sleep Triggered rune puts nearby creatures into slumber. True Seeing See all things as they really are. ------------------------------------------------------------------------ Sixth Level: Blade Barrier Wall of blades deals 1d6/level. Forbiddance Denies area to creatures of evil alignment. Geas/Quest Subject takes damage if it does not obey caster. Greater Dispel Magic As dispel magic, but up to +20 on check. Greater Glyph As glyph of warding, but up to 10d8 damage or 6th level spell. Harm Deals 10/level damage to target. Heal Cures 10/level damage, diseases &mental conditions. Regenerate Regenerates severed or missing limbs & raise dead. Word of Recall Teleports you back to designated place. Reincarnate Results or Random Race 1d20 Demi Dark Animal 1 SAME SAME Bear 2 SAME SAME Bear 3 SAME SAME Dog 4 Human Orc Wolf 5 Human Orc Boar 6 Human Orc Baboon 7 Human ½ Orc Horse 8 Elf Drow Gorilla 9 Gnome Gnoll Owl or Eagle 10 Dwarf Bugbear Toad or Rat 11 Halfling Lizard Man Bull or Cow 12 ½ Elf ½ Ogre Wolverine or Badger 13 ½ Orc Hobgoblin Raccoon or Rabbit 14 Pixie / Nixie Goblin Fox 15 Kender Gith or Githyanki Bobcat or Lynx 16 Rare Human Kobold Hobbit Mount 17 Dark Race Demi - Crocodile or Alligator 18 Dark Race Demi - Hyaena 19 Animal Animal Turtle, Snake or Lizard 20 Unusual Unusual Deer or Stag
Name Class :
Is Considered 9th level. Stronghold construction costs of a name class character is -10% and monthly upkeep not including labor is -20%.
Fighters : A fighter of 9th level is a Lord, and attracts followers. Fighter followers are +2 on morale, and fighter/warriors cost 20% less to hire than they would for other characters. They acquire 1 1st level sergeant at 9th level, and each level thereafter. Their sergeants gain levels equivalent to those acquired by the Lord.
Rangers : A ranger of 9th level is a Lord, and followers are +2 on morale and -10% on cost.
Paladins : A paladin of 9th level is a Lord, and followers are +4 on morale as long as the Paladin maintains a church and -10% on cost.
Barbarians : A barbarian of 9th level is a Lord, and attract hoard followers. This wild group is -50% on costs but will be an extremely unruly bunch.
Wizards : A wizard of 9th level is a Arch Mage, and attracts apprentices. Up to 1 apprentice can be kept for no charge as long as a stronghold is maintained, + 1 additional apprentice per level beyond 9th. Apprentices advance in level with the Wizard ie: ones first apprentice becomes an A2 apprentice when the wizard reaches 10th level, and reaches 1st level when the wizard reached 11th. (Lost apprentices may be replaced with advertising and nominal expense as long as the wizard does not acquire a reputation for causing their deaths in some way).
Sorcerers : A sorcerer of 9th level is considered a Master Sorcerer, and followers are +2 on morale. Followers are -10% on cost.
Bards : A bard of 9th level is a Master Bard, and attracts an entourage. Bards attract minions of the opposite sex just as Wizards attract apprentices. These minions are +2 on charisma (not to exceed maximum), and morale is +4. These can be exchanged as minimal expense and time.
Clerics : A cleric of 9th level is considered a High Priest, and attracts converts. They attract acolytes just as a Wizard attracts Apprentices. They are +2 on morale.
Druids : A druid of 9th level is considered an Arch Druid, and attracts sylvan converts who are +4 on morale. They may maintain a grove at -50% the normal cost.
Rogues : A rogue of 9th level is a Master Rogue (thief) and gains apprentices just as Wizards do, except they are 1 level higher than the equivalent Wizard apprentice would be.
Monk : A monk of 9th level is a Master, and gains monk apprentices just as Wizards do, who are +2 on morale, except they are 1 level higher than the equivalent Wizard apprentice would be.
Leadership :
This Feat adds +2 to diplomacy, adds yet another +2 onto morale, and doubles the number of followers of 1st level or above.
Dabble Feat :
A player burning a feat in Dabble has the spell abilities of a A2 apprentice or acolyte.