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:

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: 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.


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:

Notes: This feat is significantly weaker than Craft Magic Arms and Armor for the following reasons: However, it is also better than CMA&A because: 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:


Caroline's "House Rules"