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What are your current 3.5 House Rules?
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<blockquote data-quote="comrade raoul" data-source="post: 1069083" data-attributes="member: 554"><p>I've got many of them. Here they are:</p><p></p><p><u>Races</u> <ul> <li data-xf-list-type="ul"><strong>Dwarves</strong> have the following ability modifications: +2 Constitution, -2 Dexterity. They do not gain increased mobility in heavy armor or when carrying a medium or heavy load. They also do not gain weapon familiarity, but do begin with proficiency in the battleaxe and warhammer.</li> <li data-xf-list-type="ul"><strong>Half-elves</strong> do not gain a racial bonus to Diplomacy and Gather Information checks, but they do gain four additional skill points at first level, and one additional skill point at each level thereafter (as humans). Half-orcs lack some of the ability to specialize that their human parents have, but they nonetheless learn skills more quickly than elves do. A half-elf's broad range of skills makes them excellent bards or rangers. </li> <li data-xf-list-type="ul"><strong>Half-orcs</strong> gain a +2 racial bonus to Intimidate checks and begin play with the Endurance feat.</li> </ul><p><u>Classes</u> <ul> <li data-xf-list-type="ul">The <strong>monk's</strong> greater flurry ability at 11th level is revised. When first gained, it enables the monk to take two additional unarmed attacks at her highest base attack bonus, but those attacks and all other attacks the monk makes in that round suffer a –2 penalty to their attack rolls. The monk may opt to use her normal flurry (for one additional attack at no penalty) instead of her greater flurry. At 13th level, the attack penalty for using greater flurry is reduced to –1; at 17th, it is eliminated entirely.</li> <li data-xf-list-type="ul">The <strong>ranger</strong> do not gain "combat styles" but instead may choose one feat from the following list at 2nd, 6th, and 11th levels: Agile, Alertness, Dodge, Double Shot, Endurance, Far Shot, Greater Two-Weapon Fighting, Improved Initiative, Improved Precise Shot, Improved Two-Weapon Fighting, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Rapid Reload, Run, Shot on the Run, Self-Sufficient, Spring Attack, Stealthy, Toughness, Two-Weapon Defense, Two-Weapon Fighting. The ranger must meet all normal prerequisites to select a feat. The ranger does not gain the benefit of the chosen feat when wearing medium or heavy armor.</li> </ul><p><u>Combat In General</u> <ul> <li data-xf-list-type="ul">The original 3e rules are used to determine whether effects that increase critical threat range stack. This means that Improved Critical stacks with the benefit from a keen weapon, but the benefit from a keen weapon does not stack with a keen edge spell.</li> <li data-xf-list-type="ul">Creatures have facing according to the original rules, and do not necessarily have square facing. A horse has a facing of 5 ft by 10 ft, for example.</li> <li data-xf-list-type="ul">Ignore the revised weapon size rules. There is, for example, no such thing as a greatsword sized for Small characters; when they want to wield a big sword with two hands, they simply use a longsword. Very large or small races still use unusually sized weapons, such as Huge greatswords or Diminutive daggers; these are treated as special cases.</li> </ul><p><u>Feats</u> <ul> <li data-xf-list-type="ul"> Manyshot is eliminated and replaced by "Double Shot." No other feat scales with base attack bonus, and Double Shot remains useful throughout a character's life.</li> <li data-xf-list-type="ul">The Spell Focus feat functions as it did in 3.0, providing a +2 bonus to save DC. However, the Greater Spell Focus feat only provides a +1. Specialization in magic carries diminishing returns.</li> <li data-xf-list-type="ul">The penalty for using the Rapid Shot feat is increased to –4. The feat "Improved Rapid Shot," below, reduces that penalty. </li> <li data-xf-list-type="ul">Change the Dexterity requirement of the Two-Weapon Fighting feat to "11 or 15", and add the following "Special" line: "Characters with a Dexterity score of at least 11 but less than 15 may take this feat, but may only use it with a double weapon that they are proficient with."</li> <li data-xf-list-type="ul">Change the Dexterity requirement of the Improved Two-Weapon Fighting feat to "13 or 17", and add the following "Special" line: "Characters with a Dexterity score at least 13 but less than 17 may take this feat, but may only use it with a double weapon that they are proficient with."</li> <li data-xf-list-type="ul">Change the Dexterity requirement of the Greater Two-Weapon Fighting feat to "15 or 19", and add the following "Special" line: "Characters with a Dexterity score of at least 15 but less than 19 may take this feat, but may only use it with a double weapon that they are proficient with." Characters with that feat gain the additional following benefit: "When taking an standard attack action or making another type of attack that does not normally allow attacks with two weapons, (such as an attack at the end of a charge or an attack of opportunity), you may take an additional attack with your off-hand weapon at a –5 penalty to your attack roll, in addition to the standard penalties for fighting with two weapons."</li> <li data-xf-list-type="ul">When using the Power Attack feat with a two-handed weapon, the damage bonus is equal to the penalty accepted, rather than twice the penalty. It is still the case that a character may not use the Power Attack feat with light weapons, however (although the feat can be used with unarmed attacks and other natural weapons).</li> <li data-xf-list-type="ul">The Toughness feat grants an additional number of hit points equal either to 3 or to your base Fortitude save, whichever is greater.</li> <li data-xf-list-type="ul">Add the following new feats, described below: Ambidexterity, Double Shot, Improved Rapid Shot.</li> </ul><p><strong>Ambidexterity</strong></p><p>You have equal ability with both of your hands, which helps when fighting with two weapons. </p><p><strong>Prerequisites:</strong> Dex 17, Two-Weapon Fighting, base attack bonus +1.</p><p><strong>Benefit:</strong> When fighting with two weapons, you apply your full Strength bonus to damage rolls with both your primary hand and your off-hand. Your penalties for fighting with two weapons are reduced by 2 each if your off-hand weapon is not light (thus, you suffer the same penalties regardless as to whether your off-hand weapon is light or not).</p><p><strong>Special:</strong> A fighter may select Ambidexterity as one of his fighter bonus feats.</p><p></p><p><strong>Double Shot</strong></p><p>You can fire two arrows as a single attack against a nearby target.</p><p><strong>Prerequisites:</strong> Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6.</p><p><strong>Benefit:</strong> As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally. Damage reduction and other resistances apply separately against each arrow fired.</p><p><strong>Special:</strong> Regardless of the number of arrows you fire, you apply precision-based damage (such as sneak attack damage) only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.</p><p>A fighter may select Double Shot as one of his fighter bonus feats.</p><p></p><p><strong>Improved Rapid Shot</strong></p><p>You can fire quickly while retaining some accuracy.</p><p><strong>Prerequisites:</strong> Dex 15, Rapid Shot, base attack bonus +6.</p><p><strong>Benefit:</strong> Your attack penalty when using the Rapid Shot feat is reduced to -2.</p><p><strong>Special:</strong> A fighter may select Improved Rapid Shot as one of his fighter bonus feats.</p></blockquote><p></p>
[QUOTE="comrade raoul, post: 1069083, member: 554"] I've got many of them. Here they are: [U]Races[/U][list][*][b]Dwarves[/b] have the following ability modifications: +2 Constitution, -2 Dexterity. They do not gain increased mobility in heavy armor or when carrying a medium or heavy load. They also do not gain weapon familiarity, but do begin with proficiency in the battleaxe and warhammer. [*][B]Half-elves[/B] do not gain a racial bonus to Diplomacy and Gather Information checks, but they do gain four additional skill points at first level, and one additional skill point at each level thereafter (as humans). Half-orcs lack some of the ability to specialize that their human parents have, but they nonetheless learn skills more quickly than elves do. A half-elf's broad range of skills makes them excellent bards or rangers. [*][B]Half-orcs[/B] gain a +2 racial bonus to Intimidate checks and begin play with the Endurance feat.[/list][u]Classes[/u][list][*]The [b]monk's[/b] greater flurry ability at 11th level is revised. When first gained, it enables the monk to take two additional unarmed attacks at her highest base attack bonus, but those attacks and all other attacks the monk makes in that round suffer a –2 penalty to their attack rolls. The monk may opt to use her normal flurry (for one additional attack at no penalty) instead of her greater flurry. At 13th level, the attack penalty for using greater flurry is reduced to –1; at 17th, it is eliminated entirely. [*]The [b]ranger[/b] do not gain "combat styles" but instead may choose one feat from the following list at 2nd, 6th, and 11th levels: Agile, Alertness, Dodge, Double Shot, Endurance, Far Shot, Greater Two-Weapon Fighting, Improved Initiative, Improved Precise Shot, Improved Two-Weapon Fighting, Mobility, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Rapid Reload, Run, Shot on the Run, Self-Sufficient, Spring Attack, Stealthy, Toughness, Two-Weapon Defense, Two-Weapon Fighting. The ranger must meet all normal prerequisites to select a feat. The ranger does not gain the benefit of the chosen feat when wearing medium or heavy armor.[/list][u]Combat In General[/u][list][*]The original 3e rules are used to determine whether effects that increase critical threat range stack. This means that Improved Critical stacks with the benefit from a keen weapon, but the benefit from a keen weapon does not stack with a keen edge spell. [*]Creatures have facing according to the original rules, and do not necessarily have square facing. A horse has a facing of 5 ft by 10 ft, for example. [*]Ignore the revised weapon size rules. There is, for example, no such thing as a greatsword sized for Small characters; when they want to wield a big sword with two hands, they simply use a longsword. Very large or small races still use unusually sized weapons, such as Huge greatswords or Diminutive daggers; these are treated as special cases.[/list][u]Feats[/u][list][*] Manyshot is eliminated and replaced by "Double Shot." No other feat scales with base attack bonus, and Double Shot remains useful throughout a character's life. [*]The Spell Focus feat functions as it did in 3.0, providing a +2 bonus to save DC. However, the Greater Spell Focus feat only provides a +1. Specialization in magic carries diminishing returns. [*]The penalty for using the Rapid Shot feat is increased to –4. The feat "Improved Rapid Shot," below, reduces that penalty. [*]Change the Dexterity requirement of the Two-Weapon Fighting feat to "11 or 15", and add the following "Special" line: "Characters with a Dexterity score of at least 11 but less than 15 may take this feat, but may only use it with a double weapon that they are proficient with." [*]Change the Dexterity requirement of the Improved Two-Weapon Fighting feat to "13 or 17", and add the following "Special" line: "Characters with a Dexterity score at least 13 but less than 17 may take this feat, but may only use it with a double weapon that they are proficient with." [*]Change the Dexterity requirement of the Greater Two-Weapon Fighting feat to "15 or 19", and add the following "Special" line: "Characters with a Dexterity score of at least 15 but less than 19 may take this feat, but may only use it with a double weapon that they are proficient with." Characters with that feat gain the additional following benefit: "When taking an standard attack action or making another type of attack that does not normally allow attacks with two weapons, (such as an attack at the end of a charge or an attack of opportunity), you may take an additional attack with your off-hand weapon at a –5 penalty to your attack roll, in addition to the standard penalties for fighting with two weapons." [*]When using the Power Attack feat with a two-handed weapon, the damage bonus is equal to the penalty accepted, rather than twice the penalty. It is still the case that a character may not use the Power Attack feat with light weapons, however (although the feat can be used with unarmed attacks and other natural weapons). [*]The Toughness feat grants an additional number of hit points equal either to 3 or to your base Fortitude save, whichever is greater. [*]Add the following new feats, described below: Ambidexterity, Double Shot, Improved Rapid Shot.[/list] [b]Ambidexterity[/b] You have equal ability with both of your hands, which helps when fighting with two weapons. [b]Prerequisites:[/b] Dex 17, Two-Weapon Fighting, base attack bonus +1. [b]Benefit:[/b] When fighting with two weapons, you apply your full Strength bonus to damage rolls with both your primary hand and your off-hand. Your penalties for fighting with two weapons are reduced by 2 each if your off-hand weapon is not light (thus, you suffer the same penalties regardless as to whether your off-hand weapon is light or not). [b]Special:[/b] A fighter may select Ambidexterity as one of his fighter bonus feats. [b]Double Shot[/b] You can fire two arrows as a single attack against a nearby target. [b]Prerequisites:[/b] Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6. [b]Benefit:[/b] As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally. Damage reduction and other resistances apply separately against each arrow fired. [b]Special:[/b] Regardless of the number of arrows you fire, you apply precision-based damage (such as sneak attack damage) only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage. A fighter may select Double Shot as one of his fighter bonus feats. [b]Improved Rapid Shot[/b] You can fire quickly while retaining some accuracy. [b]Prerequisites:[/b] Dex 15, Rapid Shot, base attack bonus +6. [b]Benefit:[/b] Your attack penalty when using the Rapid Shot feat is reduced to -2. [b]Special:[/b] A fighter may select Improved Rapid Shot as one of his fighter bonus feats. [/QUOTE]
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