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Archade's 3.75 Rules

Here's my first attempt at the revised poison rules to work on a round-by-round basis ...

Thoughts?

Poison Type Initial Damage Secondary Damage Per Round Effect Price
Nitharit Contact DC 13 0 3d6 Con DC 11 – 1d3 Con 650 gp
Sassone leaf residue Contact DC 16 2d12 hp 1d6 Con DC 16 – 1d3 hp, 1 Con 300 gp
Malyss root paste Cnntact DC 16 1 Dex 2d4 Dex DC 14 – 1d2 Dex 500 gp
Terinav root Contact DC 16 1d6 Dex 2d6 Dex DC 16 – 1d3 Dex 750 gp
Black lotus extract Contact DC 20 3d6 Con 3d6 Con DC 20 – 1d3 Con 4,500 gp
Dragon bile Contact DC 26 3d6 Str 0 DC 26 – 1d3 Con 1,500 gp
Striped toadstool Ingested DC 11 1 Wis 2d6 Wis + 1d4 Int DC 11 – 1 Wis, 1 Int 180 gp
Arsenic Ingested DC 13 1 Con 1d8 Con DC 11 – 1d2 Con 120 gp
Id moss Ingested DC 14 1d4 Int 2d6 Int DC 14 – 1d3 Int 125 gp
Oil of Taggit Ingested DC 15 0 Unconsciousness 90 gp
Lich dust Ingested DC 17 2d6 Str 1d6 Str DC 17 – 1d3 Str 250 gp
Dark reaver powder Ingested DC 18 2d6 Con 1d6 Con + 1d6 Str DC 18 – 1d3 Con, 1 Str 300 gp
Ungol dust Inhaled DC 15 1 Cha 1d6 Cha + 1 Cha (1) DC 13 – 1d2 Cha (if save fails by 5, 1 Cha loss is permanent) 1,000 gp
Inanity mist Inhaled DC 15 1d4 Wis 2d6 Wis DC 15 – 1d3 Wis 1,500 gp
Burnt other fumes Inhaled DC 18 1 Con (1) 3d6 Con DC 16 – 1d3 Con (if save fails by 5, 1 Con loss is permanent) 2,100 gp
Black adder venom Injury DC 11 1d6 Con 1d6 Con DC 11 – 1d2 Con 120 gp
Small centipede poison Injury DC 11 1d2 Dex 1d2 Dex 90 gp
Bloodroot Injury DC 12 0 1d4 Con + 1d3 Wis 100 gp
Drow poison Injury DC 13 Unconsciousness Unconsciousness for 2d4 hours 75 gp
Greenblood oil Injury DC 13 1 Con 1d2 Con 100 gp
Blue whinnies Injury DC 14 1 Con Unconsciousness 120 gp
Medium spider venom Injury DC 14 1d4 Str 1d4 Str `150 gp
Shadow essence Injury DC 17 1 Str (1) 2d6 Str 250 gp
Wyvern poison Injury DC 17 2d6 Con 2d6 Con 3,000 gp
Large scorpion venom Injury DC 18 1d6 Str 1d6 Str 200 gp
Deathblade Injury DC 20 1d6 Con 2d6 Con 1,800 gp
Purple worm poison Injury DC 24 1d6 Str 2d6 Str 700 gp
 

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Another idea -- half-orcs are less optimal than other races. Would adding a simple +2 racial bonus to Intimidate and Handle Animal make them more viable?

Of course, those bonuses should be given to full orcs to be consistent ...
 

Okay,

I've been working on a OCR version of the PHB and editing in my house rules, and I've made a few.

1) Stabilization is now a DC 20 Fortitude save, and if you fail by 5 or more, you lose 2 hit points.

2) Action points - you can use an action point to regain consciousness, or use 2 action points to get an extra move action.

3) NPC classes - to justify why anyone (including NPCs) would take a level of commoner, upon taking a level of Commoner, they get a 50% experience point award to get them to the next level. The same for Expert, Adept, Warrior and Aristocrat, but they only receive 25%. Thus, if someone *really* wants to start in a suboptimal class, at least they get some compensation for it.
 

Here's what I finalized for retraining characters, a la PHB2, only in a more subdued manner ...

TRAINING YOUR CHARACTER
Characters who study, research, train, or meditate may gain 1d6 x (Int/Wis/Cha) Modifier (whichever is highest) experience points per week. This is good for advancing sedentary characters or NPCS.

RETRAINING YOUR CHARACTER
If at any point, you decide you have not made appropriate choices, you may choose to retrain certain aspects of your character. These changes require dedicated time of contemplation, study, or pursuit of the character’s new interests, as well as a cost of experience points to reflect your character’s loss of focus and abilities that he previously had. If this experience point cost reduces the character to a lower level, they may not retrain at this point. House Rule
Retraining requires the character not spend any time engaged in strenuous or demanding activities, such as adventuring, magic item creation, spell research, traveling, or the like.
All changes to a character must be ‘backwards-compatable’. If a 12th level character retrains 4 levels of wizard for 4 levels of fighter, not only must they give back skill points, they must ensure their total skill points used are a valid build option for their current configuration, as if the character had never had those 4 levels of wizard. Likewise, if a character retrains a feat, they must have been able to take all their feats and meet their various prerequisites in some sort of legal and valid order.
If a character comes back from the dead, via raise dead, or some similar magic, they may change one thing about their character (a feat, a class level, or the like) should they choose.
Ability Scores: A character may choose to reallocate 2 points of any ability scores in exchane for a cost of 300 XP per current level and a month of retraining.
If a character changes their ability scores to no longer qualify for a class feature or feat prerequisite, they lose acess to those abilities requiring that ability score immediately.
Class: A class level may be changed if a character wishes to substitute a class level for another, they may do so at a cost of 300 XP per current level, and must spend a month in study. The character must ‘give back’ their class skill points, class abilities, and bonus feats.
If a character wishes to retrain their specialized wizard class, they must ‘give back’ all levels of the class and replace them.
Class Features: A character may retrain a class feature, such as a ranger’s choice of favored enemy, an advanced rogue special ability, or a cleric’s domain choice by sacrificing 200 XP per current level and a week of retraining. If the class feature bestows a bonus feat on the character, it must be retrained as a feat below.
Skills: A character may retrain up to 4 skill points by sacrificing 100 XP per current level and a day of retraining.
If a character is reallocating skill points to learn a new language, they must have a tutor or other source of the new language.
Feats: A character may retrain a feat by sacrificing 200 XP per current level and a week or retraining.
 

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