News:

Game for the gaming god; co-op for the entertainment couch!

Main Menu

Houserules and Resources

Started by VySaika, September 30, 2011, 07:13:52 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

VySaika

Think I may end up ganking Dune's format in Balmuria for a houserules thread. But for now, a placeholder.

But to go with this placeholder...we have links!

d20 SRD - Basic resource for any 3.5 game.
http://www.d20srd.org/

The gestalt rules specifically
http://www.d20srd.org/srd/variant/classes/gestaltCharacters.htm
Note that on the subject of gestalt, I will be doublechecking math on BAB and Saves. If we have a discrepency, my math will be the one used. There are way too many ways to interperet how BAB and Saves will go, so I'll try to explain it a bit better then the SRD does, but at the end of the day it may just be easiest for me to go "your saves are x, y and z." and roll with it.

Weapon Group Proficiencies
http://www.d20srd.org/srd/variant/buildingCharacters/weaponGroupFeats.htm
I use these instead of "simple/martial/exotic". Yes, by these rules, a fighter can take Heavy Blades, Light Blades, Exotic Weapons and Exotic Double Weapons as his groups and be able to use basically any sword ever without having to spend any feats on it(though pretty much nothing else). I *like* that potential.

Feats. ALL THE FEATS.
http://dnd.savannahsoft.eu/list_feats.html
Good resource for feat selection. It's got nearly everything.
http://chet.kindredcircle.org/
Drac recomends this site for the same thing.
All About Monks
<Marisa> They're OP as fuck
<Marisa> They definitely don't blow in 3.5
<Marisa> after a certain level they basically just attack repeatedly until it dies
<Marisa> they're immune to a bunch of high level effects
<Marisa> just by being monks

VySaika

#1
Custom Stuff

This post will be for all of my custom creaton stuff.

Soulshifter: Errata already. Removing Animal Companion from the class. Not sure what I want to give it instead, but just decided I'd rather them not have a companion class feature.
All About Monks
<Marisa> They're OP as fuck
<Marisa> They definitely don't blow in 3.5
<Marisa> after a certain level they basically just attack repeatedly until it dies
<Marisa> they're immune to a bunch of high level effects
<Marisa> just by being monks

VySaika

#2
General Houserules
(not much in here just yet)

Races
Spoiler: ShowHide

All core races have been replaced.  Classes are limited by your race, in absence of taking Half-Blooded as your racial feat.

Cultures of Sollemar

Telanthar, the land which spans the Waste:

[spoiler]Races/Classes
Tellanthi Racial Stats
Stats: No changes.
Skills: Bonus skill every level as PHB human.
Feats: Bonus feat at 1st level as PHB human.

Seanci Racial Stats
Stats: +2 Con, -2 Dex. Seanci are fairly tough, thier bodies used to life in both the rough waters of the eastern sea and the Waste. However, despite being adapted for life above or below water, they aren't too horribly graceful on either.
Skills: Seanci are an inherently artistic people, gaining a +2 racial bonus on a single craft or perform skill of thier choice. The chosen skill is always a class skill. Further, they gain a +4 racial bonus on swim checks.
Feats: Seanci gain no bonus feats.
Special: Seanci are amphibious and have no issues surviving above or below water, and have a Swim Speed of 20ft. Seanci have the Low Light Vision ability.

Allowed Classes(both races)
Warrior: Fighter, Samurai(Hom), Brawler(Hom), Ranger, Swordsage(ToB)
Skilled: Rogue, Scout, Songmage(Bard varient), Noble(Hom)
Spellcaster: Wizard, Sorcerer, Cleric, Beguiler(PHB2)


The Veinsweald, and the clans of the north:

Races/Classes
Spoiler: ShowHide
Veinswei Racial Stats
Stats: Str+4, Int-2. The Veinswei are big. Really big. And very strong. But they tend towards being simple people, not horribly complex and by the standards of other lands, not very intelligent.
Skills: Veinswei gain a +2 racial bonus on Intimidate and Survival checks. It's easy to be scary when you loom over everyone else, and the harshness of the sweald means everyone needs to know how to do thier part to survive. Veinswei also take a -4 racial penalty on Bluff checks. Deception is not a part of their culture, it's something softlanders and cowards do. They can learn to lie, but thier entire upbringing makes it difficult.
Feats: Veinswei may choose between Great Fortitude, Endurance or Run as a bonus feat at 1st level.

Allowed Classes
Warrior: Barbarian, Fighter, Ranger, Brawler(Hom)
Skilled: Scout, Skald(Bard varient), Wanderer(Hom)
Spellcaster: Cleric, Sorcerer, Totemist(MoI), Mystic(Hom)


Linsara, country of the beastfolk:

Races/Classes
Spoiler: ShowHide
Linsetti Racial stats
Stats: Karm(+2 Dex, -2 Str), Kala(+2 Cha, +2 App, -2 Str), Karta(+2 Str, -2 Wis). Karm'Linsetti are generally very agile, but a bit on the small and physically weak side. Kala'Linsetti are usually quite social, and found to be highly attractive by not only thier own race but most humans as well, but aren't any bigger then the Karms. Karta'Linsetti, on the other claw, are fairly large and powerful, but prone to having very short tempers and a general lack of self control.
Skills: All Linsetti gain a +2 racial bonus on Spot, Listen, Balance and Climb checks.
Feats: Linsetti recieve no bonus feats.
Special: Linsetti have the Low Light Vision and Scent special abilities.

Allowed Classes
Warrior: Fighter, Ranger, Swashbuckler(CW), Brawler(Hom), Soulshifter(Hom)
Skilled: Rogue, Scout(CAd), Wanderer(Hom)
Spellcasting: Sorcerer, Spirit Shaman(CD)


The Holy Republic of Toran, the land where god sleeps:

Races/Classes
Spoiler: ShowHide
Torani Racial Stats
Stats: +2 racial bonus to a single stat of your choice. Torani recieve many opportunities to improve themselves and excel at thier chosen specialties growing up.
Skills: Torani gain a +2 racial bonus on Knowledge(Religion) and Concentration, and both skills are always considered class skills. Government mandated worship of a god that encourages meditation and focus will do that.
Feats: Torani recieve a free bonus feat at 1st level.

Allowed Classes:
Warriors: Fighter, Paladin, Ranger, Swashbuckler(CW), Knight(PHB2)
Skilled: Rogue, Scout(CAd), Bard, Marshall(MH)
Spellcaster: Cleric, Mystic(Hom), Wizard, Sorcerer, Dragon Shaman(PHB2, Gold only)


Confederated States of Alleran, land of freedom and technology:

Races/Classes
Spoiler: ShowHide
Allerani Racial Stats
Stats: +2 Intelligence or Charisma, -2 Wisdom. Allerani have a tendancy to be either intelligent or magnetic...and sometimes both together. But rarely if ever really stable. The chaotic jumble of society they've grown up in does take it's toll.
Skills: Allerani gain a +2 bonus on Knowledge(Local:Alleran) checks, and may make such checks untrained. The only people who can keep thier country's politics straight are the locals.
Feats: Allerani gain Skill Focus as a bonus feat at 1st level. This must be for a skill that you could reasonably use to make a living. So Survival would be fine(hunter, tracker, guide, etc), but Concentration would not(can't make a living off that skill alone, really).

Allowed Classes
Warriors: Fighter, Knight(PHB2), Swashbuckler(CAd), Ranger, Hexblade(CW but heavily revised), Brawler(Hom)
Skilled: Rogue, Scout, Bard
Spellcasting: Wizard, Sorcerer, Artificer(Ebberon), Warmage(CAr), Healer(MH but heavily revised)

[/spoiler]

Alignment:

Classes: Anything for custom classes goes in the above post.
Spoiler: ShowHide

All: All classes gain an additional 2 skill points per level.
Adept: At 1st level, adepts choose intelligence, wisdom or charisma. Thereafter, this functions as their primary casting stat in all matters.
Adept: Adepts gain an extra ability: Advanced Learning (Ex): At 2nd, 4th and every even level thereafter, an adept can add a new spell to his list, representing the result of personal study and experimentation. The spell may come from any list, but it must fit in with the themes of spells already on the adept's list, and of a level no higher than that of the highest-level spell the adept already knows. Once a new spell is selected, it is forever added to that adept's spell list and can be cast just like any other spell on the adept's list. The DM has final say on if a spell fits into the adept's spell list.
Cleric: Turn Undead now works as the following:
You create a burst of positive energy centered on yourself with a thirty foot radius.  All undead creatures in the area take 1d6 points of damage per two cleric levels. A successful Will save (DC 10 + 1/2 cleric level + Cha mod) halves the damage.  All living creatures in the area are healed the same amount (Will save for half, harmless).  You are not affected by your own turn attempts. Uses of turn undead per day are not changed. Evil clerics channel negative energy to harm the living and heal undead.
Paladin: Smites of an alignment or ethics(good, chaos, law, evil) bypass the related damage reduction. This applies to other smites that qualify as well.
Paladin: Paladins use charisma for spellcasting instead of wisdom.
Paladin: Paladins may multiclass freely and return to paladin any time after multiclassing.
Rogue: Rogues can the penetrating strike ACF automatically(Dungeonscape) instead of trapsense. Trapsense is the ACF if you really want it. You probably don't.
Sorcerers: Sorcerers gain eschew materials as a bonus feat at 1st level.
Sorcerers&Wizards: When a familiar dies, it's owner must make a fortitude save (DC 10 + 1/2 hit dice + primary casting stat) or be nauseated for 1 round and sickened for 24 hours. A successful save negates the nausea and halves the duration of being sickened.
Knight: Knights gain a good fortitude save in addition to their good will save.
Knight: The bonuses from shield block is a flat bonus to your shield bonus to AC. It's always in effect.

Monk does not exist.  It has been replaced by brawler.
Favored Soul does not exist. It has been replaced by Mystic.

All classes are race limited.  See the race section for details on what classes are available.


Skills:
Spoiler: ShowHide

Diplomacy: All diplomacy checks are given a DC by the DM's discretion. The attitudes table in the SRD is generally not used.
Tumble: When you try to tumble around someone to avoid AoOs, they may make an opposed tumble check to get that AoO anyway so long as they have at least 1 rank in Tumble.



Feats:
Spoiler: ShowHide


Core
Dodge: Grants a flat +1 Dodge bonus to AC. No declaring nonsense.
Toughness: +1 hp per hit die. There is no Improved Toughness feat, and this can only be taken once.
Weapon Focus etc: These all apply to a Weapon Group and work with any weapon in that Weapon Group. Same for any feat which requires declaring a weapon except the final Weapon Supremacy feat. THAT is only for a specific one.
Acrobatics/other skill boosters: Give +2 to the two skills. Bonus increases to +4 when you have 10 or more ranks in the skills.
Skill Focus: Gives a +3 bonus to a single skill, and that skill is always a class skill for you. Requires no ranks to take, so if you really want to play a singing paladin or a rogue who knows alot about religion, this is the feat for you. Bonus increases to +5 once you have 10 or more ranks in the skill.
Item Creation Feats: You can have someone assist you in creation(usually the person the item is for) and spend THIER exp instead of yours when making the item. Exp cost is x1.5 when coming from anyone but the person with the feat, but hey, if they want that magic sword they should be willing to pay the cost. Also takes much less time, but usually requires rare magical reagents(fetchquest ahoy).
Diehard: Works as normal, but take into account the increased death threshold.

Whirlwind Attack [General]
Prerequisite: Dex 13, Int 13, Base Attack Bonus+6
Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.
Special: A fighter may select Whirlwind Attack as one of his fighter bonus feats

Non-Core
(PHB2)
Ki Blast: Takes only a single standard action to create/throw the blast, none of this Move Action to make, standard to throw nonsense. Does not give +1 stunning use per day, however.

(Complete Series)
Devotion Feats: See me about any given one of these before you take them.

(Other)
Subduing Strike [General]
Prerequisite: Base Attack Bonus+3
Benefit: You can use any weapon to deal nonlethal damage with no penalty on your attack roll, including ranged weapons. If you deal precision damage, such as sneak attack or skirmish, you can deal nonlethal damage even if you are using a normal weapon.
Special: Even with this feat, when dealing non-lethal damage with a weapon that was not designed for it, your critical threat range and multiplier becomes 20/x2. The properties of a weapon that make it easy to score devistating blows with(or make the blows particularly harsh) simply do not work correctly when deliberately striking to deal nonlethal damage.
Special: A fighter may select subduing strike as a fighter bonus feat

Homebrew Feats
Gene Driver(Special)[spoiler]
You are a Gene Driver, one of the few with the power to connect to ARMs.
Benefit: This feat allows you to form a connection with a single ARM. Each ARM is unique and takes its shape upon first being formed, but takes a form that suits the weilder(there's an entire document I have for making an ARM that I'll attach). Gene Drivers are also bizzarely proficient in languages, and always have Speak Language as a class skill.
Special: Gene Driver can only be taken at 1st level. Gene Driver and Seru Symbiosis cannot be both be taken.
Note: Until activating a dormant ARM for the first time, you have no idea that you have the feat.

Yes, it's a plot-thing of sorts, and obviously if you take this feat you will get the opportunity to get an ARM in the game. But to start with, if you take this feat, you will not have an ARM already and thus will not know that you're a Gene Driver.


Seru Symbosis
Spoiler: ShowHide


Seru Symbiosis(Special)
You took the risk, voluntarily or otherwise, as a child to create the Seru bond and managed to survive the process.
Benefit: You are capable of bonding yourself to a Seru to gain thier abilities. The Seru you can bond with is limited by your hit dice, but if you are capable of bonding with one it will usually let you. Different Seru occupy different body slots(shoulders being the most common), but you may still only bond with one Seru at a time. Removing a Seru or bonding to one is a full round action that provokes attacks of opportunity(and causes damage to you based on the Seru)
Special: To bond with a Seru, you must have as many or more hit dice as the Seru itself. You cannot possess both Seru Symbiosis and Gene Driver.
Note: Unllike Gene Driver, you very well know you have this feat as the process to gain it is allowing a Seru to bond with you while you are still a child(before the age of 10). As the act of bonding causes damage, this does kill some who try it. Those who try their first bonding later in life find it doesn't work. The Seru just bites them, no bonding occurs.

Mist Madness: Someone wearing a Seru when the Mist is present risks becoming a Seru-slave. Make a will save DC 10+the Seru's hit dice. Failure means you become a Seru-slave and lose control of your actions. Success means you stave off the madness for 1 minute, at the end of which you must make a new save. The save DC goes up by +1 for every minute you remain within the Mist. Further, even with a successful save, you may not use any Seru granted abilities while within the Mist, nor can you remove the Seru unless you succeed on a grapple check against the Seru(and removing it by force will do damage to you).

If you take this feat and want to be a Seru user, we can talk about starting with one. Seru and thier abilities will be entered into the Bestiary topic as you learn about them(with a couple to start it off soon)


Greater Ki Blast: Works like Ki Blast, only it consumes 3 stunning fist uses, and deals 6d6+Wis+Str for damage.

[/spoiler]

Magic Items:

Equipment and Materials:
Spoiler: ShowHide


Mithril: It counts as Silver for the purposes of bypassing DR. Is also more expensive.


Magic:
Spoiler: ShowHide

Teleportation magic: Teleport has a 10 minute casting time, no chance of taking you off target, but can only take you somewhere you have physically been before. You cannot teleport to somewhere just because you've seen it through a scry. There is no Greater Teleport. Word of Recall works much the same way, 10 minute casting time, can only take you somehwere you've set up to recall to. Generally assume any spell that can take you between kingdoms in the blink of an eye will not be a single action to cast.

Polymorph spells: we use the Beast/Elemental/Plant/Giant/etc Form spells from pathfinder instead of normal 3.5 shapechanging magic. You can find them here: http://www.d20pfsrd.com/magic/all-spells

Death magic: how about no.

Banned Spell List: Just stealing Dune's for now.
[spoiler]Scintillating Scales
Serene Visage
Celerity (+Lesser/Greater variants)
Make Manifest
Battle Hymn
Thunderlance
Wraithstrike
Find the Gap
Hunter's Mercy
Energy Immunity
Alter Fortune


Anything from the Spell Compendium: Ask before taking it. [/spoiler]

Anything from books that are neither the PHB nor the Spell Compendium: Probably no. You can ask, but I may well simply refuse without even looking the spell up. Don't like having to check more then two resources for spells.

Domains:
Spoiler: ShowHide
Healing Domain: New granted power. All Cure spells you cast use d12s instead of d8s.
Sun Domain: If taken by a Mystic, the granted power becomes: Gain Turn Undead, as a cleric.
Death Domain: If taken by a Mystic, the granted power becomes: Gain Rebuke Undead, as a cleric.
More pending me having a brain again.


Combat:
Spoiler: ShowHide

Death Threshold: you die at -con, not -10. If you have a low con...well, sucks to be you.

Maiming Save: when you get knocked to -con, you may make a Fortitude save(DC dependant on just how far under -con you got knocked). If you make this save, you do not die, but take a permanent injury. Roll a d30 to determine where on your body the injury is, which determines what kind of penalty you take. Most are simply -2 to a stat, sometimes -4 if it's in a very vital spot. The Regeneration spell(Cleric 7th) is how you remove the penalties from maiming saves.


Resurrection rules:
Spoiler: ShowHide
 Raise Dead is an 8th level Cleric spell. Ressurection and True Ressurection do not exist. It's very difficiult to get brought back to life. Functions mostly as normal, only you don't lose a level but you do lose some exp.

Reincarnation is a bit easier, being a 6th level Druid spell. Reincarnation will bring you back as a random race with which the caster is familiar(weighted towards the caster's race), and provide you with a new physical body. This means rerolling your Str/Dex/Con/App scores with the 3d6/5d6 method and applying them in order. You don't get to pick your new body. True Reincarnation exists as a 9th level Druid spell, and has two rolls for what body you get(each with it's own new stats), and does not carry the loss of experience that Raise Dead and Reincarnate do.

On the plus side for Reincarnation, since it's a brand new body, it does remove the effects from any Maiming Saves you have taken!


General rulings, clarifications and miscellania:
Spoiler: ShowHide

Leveling
At levels 4,8,12,16,20, you gain +1 stat in two separate attributes.  This replaces the original +1.

All About Monks
<Marisa> They're OP as fuck
<Marisa> They definitely don't blow in 3.5
<Marisa> after a certain level they basically just attack repeatedly until it dies
<Marisa> they're immune to a bunch of high level effects
<Marisa> just by being monks