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<blockquote data-quote="KirayaTiDrekan" data-source="post: 6549188" data-attributes="member: 6755061"><p><strong>House Rules</strong></p><p></p><p>Something I should have noted in the first post - I do have a couple of house rules for 3.5.</p><p></p><p>Wild Empathy and Animal Companion are feats (Druids and Rangers get them as bonus feats; Wild Empathy is a prereq for Animal Companion). Animal Companion advancement is based on overall character level.</p><p></p><p>Detect alignment spells do not work on normal creatures (omit that line from the table). They do work on outsiders with alignment subtypes, undead, and members of classes with an alignment aura class feature, as well as spells and items with alignment subtypes. They also work on areas that have been consecrated or desecrated.</p><p></p><p>Members of the Commoner and Warrior NPC classes generally do not speak the Common language unless they spend skill points on it. Non-human commoners speak their racial languages only. Human commoners speak the language of their nationality or ethnicity. Human player characters get a national or ethnic language at 1st level in addition to Common. Unless the character is a foreigner, that means human PCs begin with Valsharran, national language of the Kingdom of Valshar.</p><p></p><p>A Spell Component pouch is generally used up and needs to be replenished after a week of adventuring. Usually, this doesn't cost any money or time as the character can gather things like sand, rose petals, and other mundane components relatively easily during downtime. However, if the spellcaster is stuck in an environment where such supplies are limited or non-existent, the character may start running out of material spell components.</p><p></p><p>Hobgoblins have additional racial traits to put them more on par with other LA +1 races. Specifically, +4 racial bonus to Ride checks, +1 natural armor bonus, and a +1 racial attack bonus against elves. Hobgoblin leaders often tame dire wolves to use as mounts.</p></blockquote><p></p>
[QUOTE="KirayaTiDrekan, post: 6549188, member: 6755061"] [B]House Rules[/B] Something I should have noted in the first post - I do have a couple of house rules for 3.5. Wild Empathy and Animal Companion are feats (Druids and Rangers get them as bonus feats; Wild Empathy is a prereq for Animal Companion). Animal Companion advancement is based on overall character level. Detect alignment spells do not work on normal creatures (omit that line from the table). They do work on outsiders with alignment subtypes, undead, and members of classes with an alignment aura class feature, as well as spells and items with alignment subtypes. They also work on areas that have been consecrated or desecrated. Members of the Commoner and Warrior NPC classes generally do not speak the Common language unless they spend skill points on it. Non-human commoners speak their racial languages only. Human commoners speak the language of their nationality or ethnicity. Human player characters get a national or ethnic language at 1st level in addition to Common. Unless the character is a foreigner, that means human PCs begin with Valsharran, national language of the Kingdom of Valshar. A Spell Component pouch is generally used up and needs to be replenished after a week of adventuring. Usually, this doesn't cost any money or time as the character can gather things like sand, rose petals, and other mundane components relatively easily during downtime. However, if the spellcaster is stuck in an environment where such supplies are limited or non-existent, the character may start running out of material spell components. Hobgoblins have additional racial traits to put them more on par with other LA +1 races. Specifically, +4 racial bonus to Ride checks, +1 natural armor bonus, and a +1 racial attack bonus against elves. Hobgoblin leaders often tame dire wolves to use as mounts. [/QUOTE]
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