D&D 3E/3.5 [Kulan] House Rules Thread (Updated: Mar 13/24)

Knightfall

World of Kulan DM
Okay, I've decided to revive this thread and use it to detail my custom skills, feats, and class rules. The feats I posted to my Kulan: Lands of Harqual thread are going to be moved here as well as anything else from that thread that I considered House Rules for the entire campaign world.

Pretty much everything I originally posted here has been updated and reposted elsewere. Therefore, that material has been purged from the thread.

Knightfall1972

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The Elementalist and Trader base classes and Honorbound, Houri, and Somniomancer prestige classes can now be found posted in the Classes and Prestige Classes thread in my World of Kulan forum [link], which is a holdover from the time period of when EN World had social groups.
 
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Devon

First Post
Looks pretty sweet. Is this a PC or NPC class?

If PC, then it's probably okay that it's horning in on some of better skills of the Rogue class. If NPC, then this class may blow the Expert class out of the water.

- Devon
 

Knightfall

World of Kulan DM
Devon said:
Looks pretty sweet. Is this a PC or NPC class?

If PC, then it's probably okay that it's horning in on some of better skills of the Rogue class. If NPC, then this class may blow the Expert class out of the water.

- Devon

It's a PC class.
 
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Mordane76

First Post
I only have two problems with this class --

Sea Trader and Planar Trader


I know what you're going for here, but I don't think it's a good idea to give out bonuses on class skills that a character might never use, or never have used before at all.


I think it might be better to separate the plane shift ability out of Planar Trader, and make a class ability that allows the trader to pick his bonus skill ranks out of a limited list of Profession or Craft skills. This way, if a Trader has done a lot of sea-faring, or expects to do a lot of sea-faring, he can grab those ranks in Profession (Sailor), but if he knows he's going to be on the plains for a length of time, he might grab Profession (Farmer) or Profession (Herder), or maybe even grab ranks in Craft (Tanning).
 

Knightfall

World of Kulan DM
Mordane76 said:
I only have two problems with this class --

Sea Trader and Planar Trader

I know what you're going for here, but I don't think it's a good idea to give out bonuses on class skills that a character might never use, or never have used before at all.

As long as you know what I'm going for. ;)

I was going to include Spelljammer Trader or Sky Trader to it as well but thought that would be going overboard. (Besides, I'm planning on using Bastion Press's Airship in my campaign which includes several airship prestige class.)

Mordane76 said:
I think it might be better to separate the plane shift ability out of Planar Trader, and make a class ability that allows the trader to pick his bonus skill ranks out of a limited list of Profession or Craft skills. This way, if a Trader has done a lot of sea-faring, or expects to do a lot of sea-faring, he can grab those ranks in Profession (Sailor), but if he knows he's going to be on the plains for a length of time, he might grab Profession (Farmer) or Profession (Herder), or maybe even grab ranks in Craft (Tanning).

I considered making the plane shift ability seperate but decided that for my purpose I wanted it and the bonus skill ranks combined into one ability.

If you want to create a more generic version then instead of Sea Trader and Planar Trader, simply put Bonus Skills at 5th and 17th level where the trader gains 5 ranks in any one Craft or Profession skill.

Have fun with it and let me know if you use it.

Cheers!

KF72
 
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Knightfall

World of Kulan DM
Non-PHB World Skills
  • Autohypnosis (Wis) [XPH]
  • Charioteering (Dex) [Twilight of Atlantis]
  • Craft (airships) (Int) [Airships]
  • Craft (airship engine) (Int) [Airships]
  • Craft (poisonmaking) (Int) [CAd]
  • Dream Lore (Wis)
  • Knowledge (angels and celestials) (Int)
  • Knowledge (astrology and astronomy) (Int)
  • KNowledge (demons, daemons and devils) (Int)
  • Knowledge (dracology) (Int)
  • Knowledge (faerie) (Int)
  • Knowledge (madness) (Int)
  • Knowledge (mathematics) (Int) [Cydra]
  • Knowledge (mysticism) (Int)
  • Knowledge (narcotics and poisons) (Int)
  • Knowledge (psionics) (Int) [XPH]
  • Knowledge (sexuality) (Int)
  • Knowledge (ships and shipping) (Int)
  • Knowledge (the elements) (Int) [Cydra]
  • Knowledge (the undead) (Int)
  • Knowledge (time) (Int)
  • Knowledge (war) (Int)
  • Perform (weapon drill) (Cha) [CW]
  • Profession (airship engineer) (Wis) [Airships]
  • Profession (airship navigator) (Wis) [Airships]
  • Profession (airship pilot) (Wis) [Airships]
  • Profession (spacehand) (Wis) [Beyond the Moons]
  • Profession (spelljammer pilot) (Wis)
  • Profession (wildspace navigator) (Wis) [Beyond the Moons]
  • Psicraft (Int) [XPH]
  • Stamina (Con) [Cydra]
  • Survival, Wildspace (Wis) [Beyond the Moons]
  • Tinkering (Int) [Bluffside WE]
  • Use Psionic Device (Cha) [XPH]
 
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Knightfall

World of Kulan DM
Moved here from my Kulan: Lands of Harqual thread...

WORLD OF KULAN DOMAINS

Ethereal
Granted Power: Creatures attacking you from the Ethereal Plane cannot surprise you (i.e. character is never caught flat-footed). Plus, the cleric can turn and destroy or rebuke and command incorporeal undead as if 1 level higher.

Ethereal Domain Spells:
1. See Invisibility
2. Chamber 1
3. Ether Blast 1
4. Blink
5. Leomund's Secret Chest
6. True Seeing
7. Plane Shift
8. Ethereal Jaunt
9. Etherealness

Feline
Granted Power: Balance, Climb, Hide, Jump, Listen, and Move Silently are class skills.

Feline Domain Spells:
1. Speak with Animals (felines only)
2. Animal Messenger (felines only)
3. Magic Fang
4. Cat's Grace
5. Greater Magic Fang
6. Animal Growth (felines only)
7. Summon Nature's Ally VII (felines only)
8. Animal Shapes
9. Shapechange

Forest
Granted Power: The cleric has the Wild Empathy class ability as a druid of half the cleric’s level. Add Knowledge (nature) to your list of cleric class skills.

Forest Domain Spells:
1. Pass without Trace
2. Barkskin
3. Quench
4. Animal Growth
5. Tree Stride
6. Liveoak
7. Changestaff
8. Control Plants
9. Summon Nature’s Ally IX

Insect
Granted Power: Caster has a climb speed equal to his base speed.

Insect Domain Spells:
1. Spider Climb
2. Summon Swarm
3. Control Vermin †
4. Wanda's Crawling Force Missile †
5. Spiderform ®
6. Insect Plague
7. Wanda's Crawling Force Blast †
8. Creeping Doom
9. Spider Plague 2

Mirror
Granted Power: You cast illusion spells at +1 caster level. You gain a +2 divine bonus on all Craft (mirrormaking) skill checks.

Mirror Domain Spells:
1. Hypnotism
2. Mirror Image
3. Mirror Shield EM
4. Mirror Calling, Lesser EM
5. Scrying
6. True Seeing
7. Mirror Truth EM
8. Mirror Calling EM
9. Mirror Walking 1

Nautical
Granted Power: Your Nautical domain spells have their caster level increased by +1.

Nautical Domain Spells:
1. Compass ‡
2. Becalm Sails †
3. Speed Ship †
4. Control Ship †
5. Control Water
6. Nautomancy ‡
7. Control Weather
8. Black Pearl Eye †
9. Storm of Vengeance

Necromancy
Granted Power: The cleric can rebuke or command undead as if 2 levels higher.

Necromancy Domain Spells:
1. Detect Undead
2. Famish †
3. Animate Dead
4. Absorb Strength †
5. Create Undead
6. Brainkill †
7. Create Greater Undead
8. Spell Parasite †
9. Undead Gate §

North
Granted Power: The cleric permanently gains Endure Elements (cold) at 1st level. Cleric gains a +1 bonus to all saving throws versus spells that inflict cold damage. If the spell doesn't normally allow a saving throw then the cleric receives one without a bonus. Add Survival to your list of cleric class skills.

North Domain Spells:
1. Whirlwind of Ice §
2. Resist Nature ‡
3. Protection from Energy (cold)
4. Ice Web †
5. Wall of Ice
6. Blizzard †
7. Ice Storm
8. Shroud of Winter †
9. Frost Aura †

Rage
Granted Power: The cleric can rage as if a barbarian of the same level. Any cleric with levels in barbarian may stack their cleric levels with their barbarian levels.

Rage Domain Spells:
1. Bull's Strength
2. True Strike
3. Rage
4. Far Strike †
5. Ironheart *
6. Heroes' Feast
7. Regenerate
8. Iron Body
9. Foresight

Stellar
Granted Power: The cleric has low-light vision under starlight conditions or while traveling in wildspace. If the cleric is of a race that already has low-light vision then the cleric can increase the range they can see by a factor of one (i.e. twice as far becomes three times as far).

Stellar Domain Spells:
1. Faerie Fire
2. Mantle of Shadows §
3. Moonbeam ®
4. Shadow Mask ®
5. Control Light *
6. Dawnspear §
7. Reverse Gravity
8. Searing Light
9. Dreamstealer §

Twilight
Created by Robert Blezard; inspired by the Jester’s Astral Domain
Granted Power: Once per day you may peer into the Plane of Twilight for two minutes per cleric level. You must concentrate to see into the Plane of Twilight. However, once you activate the power you may switch your perceptions from the Plane of Twilight to the Material Plane and back, for the duration of the power.

Twilight Domain Spells:
1. Avoid Planar Effects 1
2. Zone of Respite 1
3. Dimension Door
4. Dimensional Anchor
5. Teleport
6. Shadow Walk
7. Dimensional Lock
8. Greater Teleport
9. Astral Projection

1 - From D&D Manual of the Planes (3E)
2 - From D&D Savage Species (3E)
® - From Forgotten Realms Campaign Setting (3E)
* - From Relics & Rituals
† - From Spells 3.5 document. A compiled document of spells for World of Kulan.
‡ - From Legends & Lairs Seafarer’s Handbook
§ - From Legends & Lairs Spells and Spellcraft
EM - From The Complete Book of Eldritch Might
 
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Knightfall

World of Kulan DM
New Feats

Chug [General]

By Quip – modified for World of Kulan
You can drink down a stoppered container really fast.
Prerequisites: Dex 15, Dodge.
Benefit: You don’t suffer attacks of opportunity by drinking from potions, flasks, or similar container in combat.

Greater Chug [General]
You can drink down a stoppered container really fast while on the move.
Prerequisites: Dex 17, Chug, Dodge, Lightning Reflexes.
Benefit: You drink from potions, flasks, or similar container in combat, as part of a move action. As with Chug, you do not provoke attacks of opportunity.
 
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