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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
What are your current 3.5 House Rules?
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<blockquote data-quote="orbitalfreak" data-source="post: 1070003" data-attributes="member: 1669"><p>Looking through my myriad of Post-It-Notes in my PH and DMG:</p><p></p><p><strong><span style="font-size: 12px">PH</span></strong></p><p><strong>Ability Score Generation</strong></p><p>Roll 4d6, drop lowest, keeping best six out of seven scores.</p><p></p><p><strong>Races</strong></p><p>Dwarves: Dwarves count as Small creatures for purposes of Vertical Reach. See "Jump" skill.</p><p></p><p><strong>Classes</strong></p><p>Druid: *yoinked* the splitting of Druid Levels for Animal Companions.</p><p></p><p>Monk: When selecting a monk bonus feat, you can choose a lower-level feat in a higher-level slot. Frex: At level 6, a monk gains a bonus feat chosen from the following list: Imp.Disarm, Imp. Trip, Combat Ref's, Defl. Arrows, Imp. Grapp, or Stunning Fist.</p><p></p><p>Ranger: Gains a final combat style at level 16. For Archery, you get Improved Rapid Shot, which grants another arrow on top of Rapid Shot, but at BAB - 5. The -2 penalty to all attacks still applies. For Two-Weapon-Combat, you get Superior TWF, which grants a fourth off-hand attack, at -15. All penalties still apply as usual.</p><p></p><p>Rogue: At level 16 or higher, the Rogue can take Hide in Plain Sight as one of her Special Abilities.</p><p></p><p>Sorcerer: Eschew Materials at first level. Bonus Item Creation or Metamagic feat every 7 levels (7, 14, 21, ...). </p><p></p><p><strong>Skills</strong></p><p>Craft(any): Instead of being limited to increasing the DC by 10 to aid in quicker crafting, you can increase the DC by any number.</p><p></p><p>Jump: Dwarves are counted as Small for purposes of Vertical Reach.</p><p></p><p>Use Magic Device: To allow characters to better use the improved Staffs now (that work off of minimum caster level OR PC's caster level, etc.), you can make a UMD check (UMD_Skill - 20) to emulate a caster level. If you have a high enough CL, you gain the benefits from that. For spellcasters who take UMD, you add your actual caster level to the check.</p><p></p><p><strong>Feats</strong></p><p>Metamagic: Metamagic feats of the same type do not stack, as per v.3.5 rules. However, you can take a feat multiple times in order for it to stack. Frex: take Empower Spell twice, and you can have a 2xEmpowered Spell, for a +4 slot adjustment.</p><p></p><p>+2/+2 skill Feats: If you can justify a feat providing a bonus to skills, you can have it. Knowledge(XXX) and Craft (Something XXX), but not Use Rope and Hide, for instance.</p><p></p><p>Greater Rapid Shot:</p><p>You can fire another arrow when using Rapid Shot, but at a -5 penalty to the attack roll. All other penalties apply as normal.</p><p>Prereqs: Dex 19, PBS, Rap. Shot, Manyshot, BAB +16. </p><p>See Ranger for details. Rangers get this for free as a final Combat Style feat if focusing on Archery.</p><p></p><p>Superior Two Weapon Fighting</p><p>You gain a 4th off-hand attack, at -15. All other penalties apply as normal.</p><p>Prereqs: Dex 21, TWF, ITWF, GTWF, BAB+16.</p><p>See Ranger for details. Rangers get this for free as a final Combat Style feat if focusing on Two Weapon Combat.</p><p></p><p><strong>Item Creation Feats</strong></p><p>Scribe Scroll improves to include Brew Potion at Caster Level 3.</p><p>Craft Wand improves to include Craft Rod at CL 9, Craft Staff at CL 12.</p><p>Craft Arms/Armor improfes to include Forge Ring at caster level 12.</p><p></p><p><strong>Equipment</strong></p><p>Armor: *yoinked* Medium Armor reduces Run speed, but not Tatcial speed.</p><p></p><p><strong>Combat</strong></p><p>Charge: You can charge through Friendly territory.</p><p></p><p>Grappling: If you have Weapon Finesse, you can use your Dex bonus instead of Str bonus in grapple checks.</p><p></p><p></p><p></p><p><strong><span style="font-size: 12px">DMG</span></strong></p><p><strong>Prestige Classes</strong></p><p>Horizon Walker: Copy/Paste the current HzW, but change as follows. Good Fort/Will, +1 Divine Spellcasting, BAB as Cleric (+3/4 level). Additional Requirements: Ability to cast 3rd level divine spells. Essentially, it's tweaked for a Druid.</p><p></p><p><strong>Magic Items</strong></p><p>Use the following table for generation of Magic Item Sizes:</p><p><span style="color: silver">[code]</span></p><p><span style="color: silver">01-30 Small</span></p><p><span style="color: silver">31-90 Medium</span></p><p><span style="color: silver">91-00 Special: See below</span></p><p><span style="color: silver"></span></p><p><span style="color: silver">Special Size:</span></p><p><span style="color: silver">01-05 Colossal</span></p><p><span style="color: silver">06-15 Gargantuan</span></p><p><span style="color: silver">16-30 Huge</span></p><p><span style="color: silver">31-70 Large</span></p><p><span style="color: silver">71-85 Tiny</span></p><p><span style="color: silver">86-95 Diminutive</span></p><p><span style="color: silver">96-00 Fine</span></p><p><span style="color: silver">[/code]</span></p><p></p><p>Magic Armor/Shields: Special Materials.</p><p><span style="color: silver">[code]</span></p><p><span style="color: silver">01-95 Normal</span></p><p><span style="color: silver">96-00 Special material. See below</span></p><p><span style="color: silver"></span></p><p><span style="color: silver">Special Materials</span></p><p><span style="color: silver">01-30 Darkwood</span></p><p><span style="color: silver">31-60 Dragonhide</span></p><p><span style="color: silver">61-85 Mithril</span></p><p><span style="color: silver">86-00 Adamantine</span></p><p><span style="color: silver"></span></p><p><span style="color: silver">[/code]</span></p><p></p><p>Magic Weapons: Special Materials.</p><p><span style="color: silver">[code]</span></p><p><span style="color: silver">01-95 Normal</span></p><p><span style="color: silver">96-00 Special material. See below</span></p><p><span style="color: silver"></span></p><p><span style="color: silver">Special Materials</span></p><p><span style="color: silver">01-30 Alchemical Silver</span></p><p><span style="color: silver">31-60 Cold Iron</span></p><p><span style="color: silver">61-85 Mithril</span></p><p><span style="color: silver">86-00 Adamantine</span></p><p><span style="color: silver">[/code]</span></p><p></p><p>For any magic weapon or armor, you are not required to have a +1 Enhancement bonus in order to have special abilities. For example, you can have a <em>Flaming Longsword</em>, instead of being required to have a <em>+1 Flaming Longsword</em>.</p></blockquote><p></p>
[QUOTE="orbitalfreak, post: 1070003, member: 1669"] Looking through my myriad of Post-It-Notes in my PH and DMG: [b][Size=3]PH[/size][/b] [b]Ability Score Generation[/b] Roll 4d6, drop lowest, keeping best six out of seven scores. [b]Races[/b] Dwarves: Dwarves count as Small creatures for purposes of Vertical Reach. See "Jump" skill. [b]Classes[/b] Druid: *yoinked* the splitting of Druid Levels for Animal Companions. Monk: When selecting a monk bonus feat, you can choose a lower-level feat in a higher-level slot. Frex: At level 6, a monk gains a bonus feat chosen from the following list: Imp.Disarm, Imp. Trip, Combat Ref's, Defl. Arrows, Imp. Grapp, or Stunning Fist. Ranger: Gains a final combat style at level 16. For Archery, you get Improved Rapid Shot, which grants another arrow on top of Rapid Shot, but at BAB - 5. The -2 penalty to all attacks still applies. For Two-Weapon-Combat, you get Superior TWF, which grants a fourth off-hand attack, at -15. All penalties still apply as usual. Rogue: At level 16 or higher, the Rogue can take Hide in Plain Sight as one of her Special Abilities. Sorcerer: Eschew Materials at first level. Bonus Item Creation or Metamagic feat every 7 levels (7, 14, 21, ...). [b]Skills[/b] Craft(any): Instead of being limited to increasing the DC by 10 to aid in quicker crafting, you can increase the DC by any number. Jump: Dwarves are counted as Small for purposes of Vertical Reach. Use Magic Device: To allow characters to better use the improved Staffs now (that work off of minimum caster level OR PC's caster level, etc.), you can make a UMD check (UMD_Skill - 20) to emulate a caster level. If you have a high enough CL, you gain the benefits from that. For spellcasters who take UMD, you add your actual caster level to the check. [b]Feats[/b] Metamagic: Metamagic feats of the same type do not stack, as per v.3.5 rules. However, you can take a feat multiple times in order for it to stack. Frex: take Empower Spell twice, and you can have a 2xEmpowered Spell, for a +4 slot adjustment. +2/+2 skill Feats: If you can justify a feat providing a bonus to skills, you can have it. Knowledge(XXX) and Craft (Something XXX), but not Use Rope and Hide, for instance. Greater Rapid Shot: You can fire another arrow when using Rapid Shot, but at a -5 penalty to the attack roll. All other penalties apply as normal. Prereqs: Dex 19, PBS, Rap. Shot, Manyshot, BAB +16. See Ranger for details. Rangers get this for free as a final Combat Style feat if focusing on Archery. Superior Two Weapon Fighting You gain a 4th off-hand attack, at -15. All other penalties apply as normal. Prereqs: Dex 21, TWF, ITWF, GTWF, BAB+16. See Ranger for details. Rangers get this for free as a final Combat Style feat if focusing on Two Weapon Combat. [b]Item Creation Feats[/b] Scribe Scroll improves to include Brew Potion at Caster Level 3. Craft Wand improves to include Craft Rod at CL 9, Craft Staff at CL 12. Craft Arms/Armor improfes to include Forge Ring at caster level 12. [b]Equipment[/b] Armor: *yoinked* Medium Armor reduces Run speed, but not Tatcial speed. [b]Combat[/b] Charge: You can charge through Friendly territory. Grappling: If you have Weapon Finesse, you can use your Dex bonus instead of Str bonus in grapple checks. [b][SIZE=3]DMG[/SIZE][/b] [b]Prestige Classes[/b] Horizon Walker: Copy/Paste the current HzW, but change as follows. Good Fort/Will, +1 Divine Spellcasting, BAB as Cleric (+3/4 level). Additional Requirements: Ability to cast 3rd level divine spells. Essentially, it's tweaked for a Druid. [b]Magic Items[/b] Use the following table for generation of Magic Item Sizes: [color=silver][code] 01-30 Small 31-90 Medium 91-00 Special: See below Special Size: 01-05 Colossal 06-15 Gargantuan 16-30 Huge 31-70 Large 71-85 Tiny 86-95 Diminutive 96-00 Fine [/code][/color] Magic Armor/Shields: Special Materials. [color=silver][code] 01-95 Normal 96-00 Special material. See below Special Materials 01-30 Darkwood 31-60 Dragonhide 61-85 Mithril 86-00 Adamantine [/code][/color] Magic Weapons: Special Materials. [color=silver][code] 01-95 Normal 96-00 Special material. See below Special Materials 01-30 Alchemical Silver 31-60 Cold Iron 61-85 Mithril 86-00 Adamantine [/code][/color] For any magic weapon or armor, you are not required to have a +1 Enhancement bonus in order to have special abilities. For example, you can have a [i]Flaming Longsword[/i], instead of being required to have a [i]+1 Flaming Longsword[/i]. [/QUOTE]
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