D&D 3E/3.5 [Kulan] House Rules Thread (Updated: Apr 22/22)

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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Knightfall

World of Kulan DM
Got Your Back [General]
You are a keen opportunist, making opportunity of the opportunism of others.
Prerequisites: Base Attack Bonus +4, Combat Reflexes.
Benefit: Whenever an opponent that you threaten attempts an attack of opportunity against one of your allies, you may immediately make an attack of opportunity against that opponent. If your attack of opportunity would hit your opponent, you have the option of inflicting normal damage against the opponent or causing no damage but instead interrupting their attack of opportunity and preventing them from making their attack of opportunity against your ally.
Special: A fighter may select Got Your Back as one of his fighter bonus feats (see page 38, D&D PHB v.3.5).
DM’s Note: This feat was created online with the input of various members of EN World including “gamecat”, “DarkKestral”, “Michael Silverbane”, “maggot”, “Hawken”, and myself.
 
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Knightfall

World of Kulan DM
Mature Beyond Your Years [General]
You are more mature than others of your age.
Prerequisites: Int 13, Iron Will.
Benefit: You gain a +1 bonus to Intelligence, Wisdom, and Charisma, but also suffer a -1 penalty to Strength, Dexterity, and Charisma. Also, by sacrificing the physical world for the mental world, you gain a +1 insight bonus towards all Intelligence, Wisdom, and Charisma-based skill checks.
Special: Any character that takes this feat doesn’t suffer the effects of Middle Age on Table 6-5: Aging Effects when their age matches their race’s listed age (i.e. 35 years for a human).

Old Before Your Time [General]
You eyes show an inherent insight and acumen, for your age.
Prerequisites: Int 15, Iron Will, Mature Beyond Your Years.
Benefit: You gain a +1 bonus to Intelligence, Wisdom, and Charisma, but also suffer a -2 penalty to Strength, Dexterity, and Charisma. Also, by sacrificing the physical world for the mental world, you gain a +3 insight bonus towards all Intelligence, Wisdom, and Charisma-based skill checks. This bonus doesn’t stack with the insight bonus gained through Mature beyond your Years.
Special: Any character that takes this feat doesn’t suffer the effects of Old Age on Table 6-5: Aging Effects when their age matches their race’s listed age (i.e. 53 years for a human).
 
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Mordane76

First Post
Knightfall1972 said:


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.)

Wasn't trying to sound omniscient... :D

It would have been better for me to say, I think I know what you're aiming for. I'm really thinking about using this class in my homebrew; that's where my suggestions come from, though -- there really isn't going to be too many opportunities for sailing, and there is a very hospitable planar environment.


Knightfall1972 said:


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.

That's what I'm think I might do... :D
 

Knightfall

World of Kulan DM
Sacred Healing (variant)
Created by Brian M. *; Renamed by Robert Blezard

Deities: Apollo, Issek, Jalivier

Granted Power: The cleric receives a +2 Sacred bonus to Healing skill checks and may use the skill upon any living creature; animal, humanoid and monstrous. Spontaneous metamagic heals cast by the cleric take only a standard action instead of a full-round action like other clerics.

Sacred Healing Domain Spells:
1. Cure Light Wounds
2. Cure Moderate Wounds
3. Cure Serious Wounds
4. Cure Critical Wounds
5. Revivify
6. Heal
7. Regenerate
8. Heal, Mass
9. Miracle

* Brian was one of my players for the Order of the Silver Hand campaign. He played a cleric/radiant servant of Jalivier named Argo Flameheart.
 
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Knightfall

World of Kulan DM
Mountain
Created by Brian M.
Granted Power: The cleric that accepts this spiritual calling gains a physical manifestation of mountain hardiness [character actually grows 5% taller and 8% heavier, gains a Natural Armor bonus of +1.]

Mountain Domain Spells:
1. Foundation of Stone SC
2. Bear’s Endurance
3. Unfailing Endurance SC
4. Wall of Stone
5. Boreal Wind FB
6. Wind Walk
7. Earthquake
8. Obedient Avalanche FB
9. Imprisonment
_________________________________________________​
FB A spell from D&D Frostburn
SC A spell from D&D Spell Compendium
 
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Knightfall

World of Kulan DM
New Feats (cont.)

Reduce Level Adjustment [Metagame]
You are exceptional for a creature of your kind.
Prerequisites: Two ability scores of 18, character level 6th, must have a level adjustment of +2 or higher, XP cost (see below).
Benefit: Your character's level adjustment is considered to be 1 less than normal. This reduces the character's total effective character level (ECL) by one for the purpose of all game rule benefits and restrictions.
The character must pay an amount of XP equal to (his current ECL – 1) x 1000, as per the rules given in D&D Unearthed Arcana (pgs. 18-19). This amount is immediately deducted from the character's XP total. The deduction should reduce the character's effective character level (ECL) by 1. (If this deduction would not reduce the character's ECL by 1, the character's XP total is set at the maximum of the level below his current ECL instead.)
This XP cost can't be reversed in any way, and the payment must be voluntary on the part of the character. The payment must be made immediately upon the selection of this feat.
You cannot use this feat with Monster Classes.
Normal: You must apply a character's entire level adjustment to determine its total effective character level (ECL).
Special: You can take this feat more than once. Each time it is selected, your' character's level adjustment is reduced by 1. You can never reduce your character's level adjustment to less than one-half of its original number (rounded down).
For example, if the character is a doppelganger (LA +4), then its level adjustment can only be reduced to a minimum of +2, by selecting the feat twice. A bralani eladrid (LA +5) character could also be reduced to +2 (rounded down from 2.5), but it would have to take the feat 3 times.
 

Knightfall

World of Kulan DM
See the Music [General]
Prerequisites: Cha 13, Bardic Music ability, must have blindsight but not have normal sight.
Benefit: When the character performs any bardic music abilities, you gain the ability to see as if you had normal vision at the same range as your blindsight ability.

Spirit Walk [General]
Prerequisites: Anaema, spontaneous casting of arcane or divine spells.
Benefit: The character may transfer herself from her current location to any other spot within 60 feet, as per the arcane spell dimension door. This is a spell-like ability, which can normally be used once per day (see below).
Special: A character may gain this feat multiple times. Each time it is taken, the character can choose to either increase the range by 30 feet or use the feat one additional time per day.

Wings of Magic [General]
Your wings act as somatic components.
Prerequisites: Any race with wings, arcane caster level 3rd, Eschew Materials.
Benefit: You gain the benefits of Eschew Materials towards somatic components while in flight.
 

Knightfall

World of Kulan DM
Sea in the Veins [General, Regional]
You were raised to respect and learn from the sea, being descended from an aquatic race.
Prerequisites: 1st level, native of the City of Freeport or the Islands of Merria; or 1st level, Xanth.
Benefit: You receive a +2 bonus on all Profession (sailor) checks, as well as a +2 bonus to Fortitude saves when at sea.

Tanglewalker [General, Regional]
You know the tangle maze of the City-state of Onaway like the back of your hand.
Prerequisites: 1st-level, native of the city of Onaway.
Benefit: You gain a -2 Survival DC modifier when tracking creature through the tangle maze. You also gain a +2 bonus on Knowledge (local), which is always a class skill for you.
 

Knightfall

World of Kulan DM
Theurgic Feats

Theurgic Mastery [Special]
You may select divine spells for use with Spell Mastery; gain extra mastery spells.
Prerequisites: Int 15, Wis 15, Cha 15, Wizard level 5th, Knowledge (arcana) 6 ranks, Knowledge (religion or nature) 6 ranks, ability to cast both arcane and divine spells, Mystic Insight * or Insight into the Green *, Theurgic Adept *, Spell Mastery.
Benefit: You may choose divine spells instead of arcane spells for purposes of the Spell Mastery feat, and may cast them without having any divine foci (i.e. holy symbol) normally required, on hand. You gain 1 extra mastery spell for each time you have taken the Spell Mastery feat (retroactively), and these extra spells may be either arcane or divine. You cannot change any mastery spells already selected before this feat was taken, however.
Normal: Without this feat, you must use a divine spell focus to cast most divine spells (read magic is one exception), and you can only use the Spell Mastery feat for wizard spells.
Special: Note that you still only gain a number of spells equal to your Intelligence modifier (+1 for this feat). Only theurgic spellcasters with at least 5 levels of wizard can take this feat.

Theurgic Savant [General]
You gain a bonus on your theurgic arcane and divine spells' save DCs.
Prerequisites: Int 17, Wis 17, Cha 17, Knowledge (arcana) 8 ranks, Knowledge (religion or nature) 8 ranks, ability to cast both arcane and divine spells, Mystic Insight * or Insight into the Green *, Theurgic Adept *.
Benefit: You gain a +2 insight bonus on all save DCs for your chosen theurgic arcane and divine classes' spells.
_________________________________________________​
* A feat designed by Cheiromancer, which is detailed on another thread on EN World. If Cheiromancer doesn't mind, then I can post them here.
 

Knightfall

World of Kulan DM
Epic Feats

Improved Reduce Level Adjustment [Epic, Metagame]
You are considered supreme for a creature of your kind.
Prerequisites: Reduce Level Adjustment, two ability scores of 25, character level 21st, must have a level adjustment of +1 or higher, XP cost (see below).
Benefit: Your character's level adjustment is considered to be 1 less than normal. This reduces the character's total effective character level (ECL) by one for the purpose of all game rule benefits and restrictions.
The character must pay an amount of XP equal to (his current ECL – 1) x 1000, as per the rules given in D&D Unearthed Arcana (pgs. 18-19). This amount is immediately deducted from the character's XP total. The deduction should reduce the character's effective character level (ECL) by 1. (If this deduction would not reduce the character's ECL by 1, the character's XP total is set at the maximum of the level below his current ECL instead.)
This XP cost can't be reversed in any way, and the payment must be voluntary on the part of the character. The payment must be made immediately upon the selection of this feat.
You cannot use this feat with Monster Classes.
Normal: You must apply a character's entire level adjustment to determine its total effective character level (ECL).
Special: You can take this feat more than once. Each time it is selected, your' character's level adjustment is reduced by 1. You can reduce your character's level adjustment to zero with this feat.

True Theurgist [Epic]
Your arcane and divine caster levels stack when determining number of spells.
Prerequisites: Int 19, Wis 19, Cha 19, Knowledge (arcana) 20 ranks, Knowledge (religion or nature) 20 ranks, ability to cast both 5th-level arcane and 5th-level divine spells, Mystic Insight or Insight into the Green, Theurgic Adept, Theurgic Savant.
Benefit: Your arcane and divine class levels stack (to a maximum of your character level) for the purpose of determining your normal spells known and your normal spells per day, but not for any epic spells.
 

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