House Rules
D&D 3.5
For the most part, we use 3rd edition rules, but slowly we're integrating
some 3.5 stuff that we like, namely:
- The revamped Bard and Ranger classes
- Two-weapon Fighting includes Ambidexterity
- One Weapon Finesse Feat works on all applicable weapons
- Skill Focus, should anyone actually take it, gives +3 instead of
+2.
Classes
Two of the characters didn't quite fit in the standard classes, so we
updated the 2nd edition
Spiritualist from Champions of the Mist to 3e, and messed around
with the 3.5e Ranger to create the Driven Hunter
I've allowed the True Innocent NPC Prestige Class from Heroes of
Light as a PC Base Class, tweaking it a bit by adding the Paladin's
Turn Undead (as a Cleric 2 levels lower), Remove Disease,
and Divine Health abilities, and Spells (using the Spontaneous Divine Caster
rules from Unearthed Arcana.) Even with all that added, it's still
not much more than a glorified commoner. A far cry from a Paladin's power,
with an even more restrictive moral code.
In addition, we created the Eccentric Gunsmith Prestige class.
I've also decreed that a ranger (or Driven Hunter) who chooses undead as a
favored enemy has their favored enemy extra damage work as normal.
Races
The second edition Half-Vistani Canjar ability from Domains of Dread was
way cooler, and more appropriate than the one in the 3e Ravenloft Campaign
Setting. So Ludovic can leave one 0th, 1st, and 2nd level spell
unmemorized each day, and at the approriate time cast any spell in his
spellbook. (His natural sensitivity to time lets him know what spell he
would need that day.)
Skills
I really liked the little tweaks characters got based on their homelands
in Domains of Dread. This is lacking in 3e, so I handed out some skill
points instead:
- Mordent: 3 ranks in Knowledge (Monster Lore: Incorporeal Undead)
- Barovia: 1 rank each in all Knowledge (Monster Lore)
- Borca: 3 ranks in Herbalism
- Darkon: Nothing. (The Domains of Dread tweak was a hindrance
rather than a benefit, and I didn't think it fair to saddle existing
characters with a new hindrance.)
- Nova Vaasa: 3 ranks in Animal Handling (Horses only)
Because we didn't want to wait around while Duffy worked on his guns, we sped
up crafting a little bit. Assuming a bit of time to work each night (while
the others prepare spells, cook dinner, etc.) a crafter can make a check
per week even while adventuring. Given time to concentrate and do nothing
else, he can make 3 checks per week.
Since the Ravenloft Campaign Setting breaks out the Knowledge(Monster
Lore) skills by monster type, it's very difficult to become a Van Richten-esque
Monster Lore scholar. To compensate a bit, we worked out a system of synergy
bonuses among the Monster Lore skills. As usual, 5 ranks in one skill gives +2
to another.
- Aberration gives a bonus to ooze, and outsider
- Construct gives a bonus to undead
- Dragon gives a bonus to magical beast
- Elemental gives a bonus to outsider and fey
- Fey gives a bonus to elemental and giant
- Giant gives a bonus to fey and humanoid
- Humanoid gives a bonus to monstrous humanoid, undead, and giant
- Magical beast gives a bonus to nature, dragon and monstrous humanoid
- Monstrous humanoid gives a bonus to humanoid and magical beast
- Ooze gives a bonus to aberration and nature
- Outsider gives a bonus to elemental and aberration
- Undead gives a bonus to construct, humanoid, and monstrous humanoid
- Vermin gives a bonus to nature
- Knowledge (Nature) (which includes plant and animal) gives a
bonus to magical beast, vermin, fey and undead that once were animals
New Feats (still experimental)
Craft Scientific Arms and Armor
You are a tinkerer. You can create weapons, armor, and shields that
mimic magical abilities through science.
Prerequisites:
Craft: Clockworks - 8 Ranks
Craft: (Armorsmithing, Weaponsmithing, Bowmaking or Gunsmithing) - 8 Ranks
Alchemy - 8 Ranks
Benefit:
Exactly as the standard feat Craft Magic Arms and Armor, with the following
exceptions:
-
The "caster level" of the tinkerer is determined from the ranks the
tinkerer has in the three prerequisite skills. Whichever of these three
skills has the lowest rank, the "caster level" is the number of ranks
posessed in that skill minus 3.
-
The created items do not detect as magical, nor do they cease functioning in
magic-free areas, nor are they affected by dispel magic.
-
Spell prerequisites are handled with "prototypes" and
"formulae." A tinkerer will generally keep a
notebook full of schematics, observations and recipes known as
formulae (analogous to spells). This notebook can be added to
in the following ways:
-
Upon finding a prototype or a notebook written by another tinkerer, the
tinkerer can copy them, taking the same time and money as a wizard copying
spells. The ink and paper need not be special, so the money need not be
spent immediately, but the tinkerer will need to experiment a bit before
using the formula, which consumes materials. Once the money has been
spent on these experiments, the tinkerer makes a check using the lowest of the
three prerequisite skills (DC 15+spell level). If he passes the check, he has
mastered the formula and can use it to create items. If not, he cannot
try again until he gains a rank in that skill. He cannot attempt to retry
with one of the other three skills. Like spellbooks, notebooks do not
disappear when used. Like scrolls, prototypes are destroyed beyond repair
by the experiments needed to extract their formulae.
-
The tinkerer can research a formula on his own, with access to a
well-stocked laboratory. For 1000gp/week, and 1 week/spell level, just as
a wizard researching a spell. Again, the Spellcraft check (DC 10 + spell
level) is replaced by the lowest of prerequisite skills.
-
The player must give a "reasonable" explanation as to how the
weapon or armor works mechanically. It does not have to be
truly scientifically feasable, even with modern technology, but
must be within the bounds of some sort of fantasy logic. It can
rely on any fictitious chemical properties but nothing magical.
Notes: This feat is significantly weaker than Craft Magic Arms and Armor
for the following reasons:
- The tinkerer cannot use the formulae for anything other than making items.
He cannot "cast" them.
- The tinkerer can not use a Bonus Feat to get this feat as a Wizard can with
CMA&A.
- The tinkerer must spend a lot of skill points to get the feat, and to use
it effectively, while the arcane crafter needs only Spellcraft.
- The tinkerer doesn't gain formulae by going up in level
- Blueprints will probably be harder to find than spellbooks and scrolls.
However, it is also better than CMA&A because:
- Anyone can do it, if they spend enough skill points and a feat
- The results are not magical.
I think it's mostly balanced.
Craft Prototype
You are a tinkerer. You can create single use prototypes of weapons, armor,
and shields that mimic magical abilities through science.
Prerequisites:
Craft: Clockworks - 4 Ranks
Craft: (Armorsmithing, Weaponsmithing, Bowmaking or Gunsmithing) - 4 Ranks
Alchemy - 4 Ranks
Benefit:
Exactly as the standard feat Scribe Scroll, with the following exceptions:
- Like Craft Scientific Arms & Armor, the tinkerer's notebook takes
the place of a spellbook, the prototype is non-magical, the caster
level is determined in the same way, and the tinkerer must provide an
explanation how it works.
Caroline's "House Rules"
- 1) No spilling soda on the couch.
- 2) Clean up after your own mess.
- 3) Don't ask if you can help cook.