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Still playing 3e? Share your 3.0 and/or 3.5 house rules
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<blockquote data-quote="haakon1" data-source="post: 9560825" data-attributes="member: 25619"><p>My house rules:</p><ul> <li data-xf-list-type="ul">Default rules are 3.5e Core Rules (PHB, DMG, MM) plus Living Greyhawk Gazetteer, Deities & Demigods (selected pantheons), MM2-MM5 & FF.</li> <li data-xf-list-type="ul">From UA, splatbooks, and NetBook of Feats, selected rules only - requested by a player for their PC and approved by DM plus the group. From UA, it's only Caster Levels combine all Arcane or Divine class levels. From splatbooks, we use the Furyondian Warmaster class (the PC had to go to Warmaster college). From NBoF, we used several feats.</li> <li data-xf-list-type="ul">Homemade rule 1: A feat called Healing Burst, inspired by PF1.</li> <li data-xf-list-type="ul">Homemade rule 2: Military Scout Ranger class.<ul> <li data-xf-list-type="ul">Access to a new Skill: <u>Knowledge (Military Intelligence)</u>: This skill involves turning observations into tactical military intelligence. From observing a military unit, can estimate Order of Battle (size, role, quality, and allegiance). Can attempt to estimate the likely effects of terrain or weather on tactics and movement of military units. Can attempt estimate the sentiment (“hearts & minds”) and morale of military units and civilian villages.</li> <li data-xf-list-type="ul"><u>Favored Terrain (replaces Favored Enemy, based on Pathfinder Core Rules, p. 65, but starting at 1st level)</u>: At 1st level, a Ranger may select a type of terrain from the Favored Terrains table. The ranger gains +2 to Initiative checks and Knowledge (Geography), Perception (Listen & Spot), Stealth (Hide & Move Silently), and Survival skill checks in this terrain. A ranger in Favored Terrain is very good at not leaving tracks: +30 DC for moving at single move/walk speed, +20 DC for double move/hustle, and +10 DC for full run. He can leave a normal trail if he chooses. At 5th level and every 5 levels thereafter, the Ranger gains an additional terrain and chooses a terrain already known to gain an additional +2 bonus for it. Favored Terrains choices: Cold (ice, snow, glaciers, tundra), Desert (sand and arid wastelands), Forest, Jungle, Mountains (includes Hills), Plains, Swamp, Underground, Urban, or Extraplanar (choose a Plane other than Material Plane).</li> <li data-xf-list-type="ul"><u>Terrain Bond (replaces Animal Companion at 4th level, from Pathfinder Advanced Player's Guide, p. 66): </u>Within Favored Terrain, Ranger grant all allies in line of sight and that can hear him +2 to Initiative checks and Perception (Listen & Spot), Stealth (Hide & Move Silently), and Survival in this terrain. As long as they travel with the Ranger, they are as hard to track as the Ranger himself. The ranger can choose for the group, or specific members of the group, to leave an easier trail.</li> <li data-xf-list-type="ul"><u>Champion of the Wild (replaces spellcasting ability at 4th level, from Complete Champion, p. 50):</u> Instead of spellcasting ability, you gain a bonus feat at 4th, 8th, 11th, and 14th levels. You can choose from the following list for which you must meet the prerequisites: Blind-Fight, Combat Expertise, Eyes in the Back of Your Head, Improved Disarm, Improved Favored Enemy, Improved Feint, Improved Trip, or a specific list based on your Combat Style.</li> </ul></li> </ul><p></p><table style='width: 100%'><tr><td>Healing Burst</td><td>Homebrew Feat: As a Full Round action, use a Turning slot to create a burst of Positive Energy. Heals all living creatures with 30 ft. centered on you - they gain one hit point per each of your Divine caster levels. This Positive Energy damages Undead within area of effect as well.<br /> Prerequisites: Turn Undead ability, Divine caster level 5.<br /> Source: Homebrew, working from a Pathfinder 1 cleric ability.</td></tr></table></blockquote><p></p>
[QUOTE="haakon1, post: 9560825, member: 25619"] My house rules: [LIST] [*]Default rules are 3.5e Core Rules (PHB, DMG, MM) plus Living Greyhawk Gazetteer, Deities & Demigods (selected pantheons), MM2-MM5 & FF. [*]From UA, splatbooks, and NetBook of Feats, selected rules only - requested by a player for their PC and approved by DM plus the group. From UA, it's only Caster Levels combine all Arcane or Divine class levels. From splatbooks, we use the Furyondian Warmaster class (the PC had to go to Warmaster college). From NBoF, we used several feats. [*]Homemade rule 1: A feat called Healing Burst, inspired by PF1. [*]Homemade rule 2: Military Scout Ranger class. [LIST] [*]Access to a new Skill: [U]Knowledge (Military Intelligence)[/U]: This skill involves turning observations into tactical military intelligence. From observing a military unit, can estimate Order of Battle (size, role, quality, and allegiance). Can attempt to estimate the likely effects of terrain or weather on tactics and movement of military units. Can attempt estimate the sentiment (“hearts & minds”) and morale of military units and civilian villages. [*][U]Favored Terrain (replaces Favored Enemy, based on Pathfinder Core Rules, p. 65, but starting at 1st level)[/U]: At 1st level, a Ranger may select a type of terrain from the Favored Terrains table. The ranger gains +2 to Initiative checks and Knowledge (Geography), Perception (Listen & Spot), Stealth (Hide & Move Silently), and Survival skill checks in this terrain. A ranger in Favored Terrain is very good at not leaving tracks: +30 DC for moving at single move/walk speed, +20 DC for double move/hustle, and +10 DC for full run. He can leave a normal trail if he chooses. At 5th level and every 5 levels thereafter, the Ranger gains an additional terrain and chooses a terrain already known to gain an additional +2 bonus for it. Favored Terrains choices: Cold (ice, snow, glaciers, tundra), Desert (sand and arid wastelands), Forest, Jungle, Mountains (includes Hills), Plains, Swamp, Underground, Urban, or Extraplanar (choose a Plane other than Material Plane). [*][U]Terrain Bond (replaces Animal Companion at 4th level, from Pathfinder Advanced Player's Guide, p. 66): [/U]Within Favored Terrain, Ranger grant all allies in line of sight and that can hear him +2 to Initiative checks and Perception (Listen & Spot), Stealth (Hide & Move Silently), and Survival in this terrain. As long as they travel with the Ranger, they are as hard to track as the Ranger himself. The ranger can choose for the group, or specific members of the group, to leave an easier trail. [*][U]Champion of the Wild (replaces spellcasting ability at 4th level, from Complete Champion, p. 50):[/U] Instead of spellcasting ability, you gain a bonus feat at 4th, 8th, 11th, and 14th levels. You can choose from the following list for which you must meet the prerequisites: Blind-Fight, Combat Expertise, Eyes in the Back of Your Head, Improved Disarm, Improved Favored Enemy, Improved Feint, Improved Trip, or a specific list based on your Combat Style. [/LIST] [/LIST] [TABLE] [TR] [TD]Healing Burst[/TD] [TD]Homebrew Feat: As a Full Round action, use a Turning slot to create a burst of Positive Energy. Heals all living creatures with 30 ft. centered on you - they gain one hit point per each of your Divine caster levels. This Positive Energy damages Undead within area of effect as well. Prerequisites: Turn Undead ability, Divine caster level 5. Source: Homebrew, working from a Pathfinder 1 cleric ability.[/TD] [/TR] [/TABLE] [/QUOTE]
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