Zak's
D&D v3.7 'house rules' of

The
purpose of this page is to formally list all of the changes made to the
D&D v3.5 core rules. These alterations were designed to make the
game better, and as such, have been given much careful thought. This is
a dynamic set of rules, however, and circumstances may require immediate
adjudication against them or permanent alterations. If you have any
suggestions, please feel free to make them -- D&D is far
from being an ideal system, so let's improve it!
D&D
v3.7 'house rules'
table of contents
|
classes |
modifications
to various class |
skills |
modifications
to various skills |
feats |
list of
background feats, new feats, etc. |
bows |
bows &
crossbows |
armor |
AC, DR &
full armor list |
combat |
attacks of
opportunity and the Vitality & Wound Point system |
magic |
changes to the
magic system, familiars & spells |
*look
for the
tag
for recent changes
D&D
v3.7 Class Modifications
the
Hero-Bard
The v3.5 Bard, though interesting and versitile, is not a strong enough
class to be attractive to players. To make a Hero-Bard character, you
may choose to make any one of the following alterations:
-
Assassin-Bard:
+1d6 sneak attack damage every 3rd level (1st, 4th, 7th, 10th, etc).
-
Sorceric-Bard:
add one to your class level to determine your # of spells known and #
of spells per day
-
Druidic-Bard:
gain a Druidic animal companion and use half your Bard level to
determine it's ability advancement
-
Warrior-Bard:
gain full base attack bonus (BAB) as the Fighter classes do
-
Rogue-Bard:
Trapfinding ability & gain 8 + Int modifier skill points per level instead of the normal 6 +
Int modifier
-
Healer-Bard:
learn 1 healing spell per spell level for free and gain one healing
spell slot per day per spell level
Ranger
The v3.7 Ranger gains ONE of the following modifications:
Divine
Monk
The v3.7 Divine Monk (click here for full class details)
gains the following modification:
Paladin
The v3.7 Paladin gains ONE of the following modifications:
-
Select
ONE of the following domains:
Full
access to both the Paladin & Cleric spell lists (can prepare
spells from either list)
Earlier
special mount (talk to the DM for details)
D&D
v3.7 Skill Modifications
Skill
Modifications
I
previously ignored the v3.5 rules regarding class and cross-class skills
because I wanted to make the game more flexible. However, since everyone
seems to always want to have high Spot and Listen, many characters have
little else in the means of skills. So please pay attention to which
skills are cross-classed for your character (PHB p. 63) and note the
following:
-
as
an exception to the above rule regarding class and cross-class
skills, any player who writes a background which would support their
character having access to a cross-class skill may be eligible to
have the skill as a class skill
-
your
class level + 3 determines the maximum ranks you may have for a
class skill
(e.g. a 1st Rogue / 1st Wizard can have up to 5 ranks in any class
skill of both the Rogue and Wizard)
-
Knowledge
(Dungeoneering) is a class skill for all classes and has the
following effect:
you may make a Knowledge (Dungeoneering) skill check to determine
the approximate threat of any enemy
(this may save your lives at times, when a decent roll tells you that
you think you're "outmatched")
-
Intimidate
can be based on Strength if you perform a feat of Strength to
terrify your opponent
-
ANY
skill may be used untrained, but the difficulty class for skills
which cannot usually be used untrained will be significantly higher
(e.g. a Fighter who wants to use high Dexterity to open a simple
lock can do so but the DC goes from 20 to 30)
-
a
natural '20' on a skill check acts as a '25' and a natural '1' acts
as a '-5'
(this system is also used for ability score checks -- like a
Strength check to bash open a door)
-
you
can avoid provoking AoO while standing from prone with a successful
DC 15 Tumble check
D&D
v3.7 Feats
Background
Feats
At
1st level, every player-character receives one 'background' feat which
must be selected from the following list:
skill-oriented
|
|
combat-oriented |
|
saving
throw-oriented |
Acrobatic |
Magical
Aptitude |
|
Dodge* |
|
Great Fortitude |
Agile |
Negotiator |
|
Mounted Combat* |
|
Iron Will |
Animal Affinity |
Nimble Fingers |
|
Point Blank
Shot* |
|
Lightning
Reflexes |
Athletic |
Persuasive |
|
Quick Draw |
|
|
Deceitful |
Self-Sufficient |
|
Rapid Reload |
|
other |
Deft Hands |
Skill Focus
(any) |
|
Run* |
|
Channel Casting |
Diligent |
Stealthy |
|
Toughness |
|
Endurance* |
Investigator |
|
|
|
|
Less Sleep |
|
|
|
|
|
Rapid
Metabolism |
* this
feat cannot be taken as a background feat if another 1st-level feat taken lists
it as a requirement
Modified
Feats (changes to existing feats)
-
Diehard
-- you
cannot be staggered or stunned from taking Wound Point damage and you
get a +4 bonus on your Fortitude saving throw to stabilize
(unconscious @ zero Wound Points) once per day
-
Forge
Ring
-- create
magical rings
-
Improved
Trip
-- +4 on trip attempts & no Attack of Opportunity
(but NO free attack upon a successful trip)
-
Spell
Focus
-- renamed to School
Focus
-
Toughness
-- gain 2 Vitality
points and 1 Wound Point (instead of 3 Hit Points)
Additional
Feats (these do not appear in the Player's Handbook)
General
Feats (5)
-
Accelerated
Healing
-- you
gain twice the normal number of Vitality and Wound Points
(usually 1 VP per HD per hour of rest and 1 WP per HD from 8 hours of
sleep)
-
High
Pain Threshhold
-- +1 Damage Reduction which stacks with any other type of DR
-
Less
Sleep
-- your Constitution bonus counts against the 8 hours of rest you need
per day (to a minimum of 4 hours)
(note that Wound Points recovered from sleep are affected by this feat
if you choose to sleep less)
-
Quickness
-- your
base speed increases by 10' per round (5' if you are wearing medium or
heavy armor)
- Rapid
Metabolism
-- add
your Consitution bonus to the number of Vitality and Wound Points you
recover from rest
Power
Attack-based
Feats (8)
-
Greater
Bull Rush
-- gain a free melee attack
upon a successful push
-
Greater
Overrun
-- gain a
free melee attack upon a successful overrun
-
Greater
Sunder
-- gain a
free melee attack upon a successful sunder
-
Improved
Charge
-- gain a
+2 damage bonus in addition to the normal +2 to hit
-
Improved
Smash
-- you now don't provoke Attacks of Opportunity when you perform a
'smashing attack'
-
Power
Lunge
-- you deal double your Strength bonus to damage on a successful
charge but suffer -4 AC
-
Smash
-- declare
up to one blugeoning attack per round as a 'smash' which does an
additional 1d6 subdual damage
(this kind of attack provokes Attacks of Opportunity)
-
Staggering
Blow
-- subtract
from your BAB to force a DC 10 + (BAB points removed x 2) Fortitude
check or your opponent is staggered on a successful hit
Expertise-based
Feats (6)
-
Chink
in the Armor
-- take a standard action to observe someone's armor -- on your next
round, your attacks ignore half of their armor bonus (to both AC and
DR)
-
Greater
Disarm -- gain a
free melee attack upon a successful disarming
-
Greater
Trip -- gain a
free melee attack upon a successful trip
-
Improved
Combat Expertise
-- use of the Combat Experise defensive fighting is no longer limited to +5 AC
-
Riposte
-- when
fighting defensively & using the Combat Expertise feat with a
light weapon, you get AoO against opponents who miss you with melee
attacks -- only one such attack per target up to your maximum # of AoO
-
Single
Weapon Fighting
-- gain a
+1 bonus either to hit OR to AC when fighting with a weapon in only
one hand
Combat
Reflexes-oriented Feats (4)
-
Expert
Tactician
-- when
your opponent is denied his/her Dex bonus to AC, you may make an
additional attack at your full BAB as part of a full-round action
-
Hold
the Line
-- you
may make an Attack of Opportunity upon an opponent who charges into
your threatened squares
-
Off-hand
Opportunist
-- get an extra off-hand attack when opponents provoke Attacks of
Opportunity at BAB - 5
-
Tag-team
Attack
-- when
you and an ally are flanking an opponent, you get +4 against that
opponent instead of +2
Other
Combat-oriented Feats (11)
-
Armor
Mobility
-- the
Max Dex bonus for armor you wear is increased by one
-
Improved
Rapid Shot
-- your
missile attacks no longer suffer the -2 to hit penalty
-
Improved
Single Weapon Fighting
-- gain a
+1 bonus to hit AND AC when fighting with only a weapon in one
hand
-
Limited
Blindsight
-- you
ignore blindness, darkness & concealment when attacking an
opponent within 5'
-
Off-hand
Power
-- deal full Strength bonus
to damage with off-hand weapons (instead of half your Strength bonus)
-
Prone
Attack
-- suffer
no penalties when attacking while prone and if your attack hits, you
can stand as a move action WITHOUT provoking an Attack of Opportunity
-
Reach
Around Ally
-- allies
only give +2 AC cover when you make a melee attack through their
square
-
Quickened
Coup de Grace
-- you
can perform a Coup de Grace as a standard action instead of a
full-round action
-
Sharp
Shooting
-- you
may ignore up to 2 points of cover when firing upon an opponent
-
Shield
Deflection
-- once
a round when you are hit by an attack, make a DC 20 Reflex saving
throw (plus magical bonuses on the attack) -- if the save is
successful, the attack deals half damage (rounded up)
-
Shield
Focus
-- you gain -1 to the armor check penalty & +1 to AC for one type
of shield (buckler, light or heavy)
Divine
Channeling Feats (6)
-
Divine
Cleansing
-- use a turn/rebuke attempt to give all allies in 60' radius
(including yourself) a +2 Fortitude saving throw bonus for a number of
rounds equal to your Charisma bonus
-
Divine
Might
-- use a turn/rebuke attempt to add your Charisma bonus to your attack
damage for a number of rounds equal to your Charisma bonus
-
Divine
Resistance
-- use a turn/rebuke attempt to give all allies in 60' radius
(including yourself) resistance 5 to fire, cold, electricity and acid
for a number of rounds equal to your Charisma bonus
-
Divine
Shield
-- use a turn/rebuke attempt to give your shield a magical bonus equal
to your Charisma bonus for a number of rounds equal to your Charisma
bonus
-
Divine
Vengeance
-- use a turn/rebuke attempt to gain
a +2d6 sacred damage bonus against undead on your next turn
-
Divine
Vigor
-- use a turn/rebuke attempt to gain
a +10' movement rate and +2 enhancement bonus to Constitution for
a number of minutes equal to your Charisma bonus
Monk-oriented
Feats (9)
-
Choke
Hold
-- if
you maintain a pin for a full round, your opponent must make a
Fortitude saving throw DC 10 + 1/2 your level + your Wisdom modifier
or fall unconscious for 1d3 rounds
-
Defensive
Trip
-- when
fighting defensively and unarmed or using weapons designed to trip
opponents (like a spiked chain, flail, etc.), you can oppose the
attack with a trip attempt -- if you beat your opponent's attack role,
(s)he falls prone and loses the attack (but can still stand from prone
if (s)he hasn't taken a move action)
-
Disarming
Block
-- when
fighting defensively and unarmed or using weapons designed to catch
opponents' weapons (like a sai, jitte, etc.), you can oppose the
attack with a disarm attempt -- if you beat your opponent's attack
role, (s)he is disarmed and loses the attack
-
Earth's
Embrace
-- if
you maintain a pin for a full round, you automatically deal double
unarmed attack damage to your opponent, but you have -4 AC against
non-grappling opponents
-
Freezing
the Lifeblood
-- this
attack deals no damage, but if it hits, the defender must make a Will
save DC 10 + 1/2 your level + your Wisdom modifier or be paralyzed for
1d4+1 rounds
-
Grappling
Throw
-- with
a successful grapple check, hurl your opponent as if it were an object
of half its weight
(usually 5-10')
-
Greater
Grapple
-- you
may make unarmed attacks which get free grapple checks if they deal
damage
- Pain
Touch
-- your
stunning attack causes one round of nausea after the stun effect
(opponent can only take a single move action)
- Unarmed
Deflection
-- once
a round when you are hit by an attack, make a DC 20 Reflex saving
throw (plus magical bonuses on the attack) -- if the save is
successful, the attack deals half damage
Rogue-oriented
Feats (5)
-
Acrobatic
Tumbling
-- you
may move up to a single move as part of a tumble (normally half your
single move) and treat a fall as 20 feet less with a successful DC 15
Tumble check (instead of 10 feet less)
-
Arterial
Strike
-- you
can forego 1d6 sneak attack damage to inflict a wound which bleeds 1
VP or WP per round
-
Critical
Sneak Attack
-- do
an additional +1d6 sneak attack damage upon a critical hit
-
Retributive
Strike
-- get
an Attack of Opportunity on an opponent who just hit you, but suffer
-4 AC for one round
(Combat Reflexes does not increase the number of times you can use
this feat per round)
-
Tumbling
Flank
-- you
can single-handedly 'flank' an opponent by moving from one side to the
other with a successful DC 25 Tumble check -- failure means you
provoke Attacks of Oppotunity and lose the ability to flank
Spellcaster-oriented
Feats (9)
-
Arcane
Preparation
-- you
may prepare spells with metamagic feats ahead of time to avoid casting
as a full round
-
Blood
Burn
-- burn
Constitution points for additional spell slots (1 to 1 ratio) as a
standard action
-
Cast
on the Run
-- you
may move before AND after casting a spell
-
Craft
Talisman
-- can create a talisman to store a single 3rd-level or lower spell
(costs the same as a potion)
-
Extra
Spell -- gain 1
additional known spell
-
Magical
Artisan
-- magical
item creation only costs 75% normal
-
Reaching
Spell
-- you
can transfer a spell with 'touch' as the range to 30'
(this metamagic feat requires a spell slot two levels higher than the
spell to be transferred)
-
Spell
Power
-- three
times a day, you can increase a spell's saving throw DC by 1
-
Transfer
Personal Spell
-- you
can transfer a spell with 'caster' as the target to another target by
touch
(this metamagic feat requires a spell slot one level higher than the
spell to be transferred)
D&D
v3.7 Equipment Modifications
Bows
& Crossbows
crossbow
type |
|
cost |
|
Str
req. |
|
damage |
|
critical |
|
range
inc. |
|
weight |
|
normal
reload time |
|
size
required |
hand
crossbow |
|
100
gp |
|
6 |
|
1d4 |
|
19-20
/ x2 |
|
20
ft. |
|
2
lb. |
|
move
equiv. action |
|
small |
light
crossbow |
|
35
gp |
|
10 |
|
2d4 |
|
19-20
/ x2 |
|
40
ft. |
|
4
lb. |
|
move
equiv. action |
|
medium |
repeating
lt xbow |
|
250
gp |
|
14 |
|
2d4 |
|
19-20
/ x2 |
|
40
ft. |
|
6
lb. |
|
full-round
action |
|
medium |
heavy
crossbow |
|
50
gp |
|
14 |
|
3d4 |
|
19-20
/ x2 |
|
60
ft. |
|
8
lb. |
|
full-round
action |
|
medium |
repeating
hvy xbow |
|
400
gp |
|
18 |
|
3d4 |
|
19-20
/ x2 |
|
60
ft. |
|
12
lb. |
|
full-round
+ move equiv. |
|
medium |
light
ballista |
|
250
gp |
|
18 |
|
4d4 |
|
19-20
/ x2 |
|
80
ft. |
|
40
lb. |
|
full-round
action |
|
large |
Notes
on the above table:
Str
req. = the minimum Strength required to normally load and fire the weapon
(less
than this and there are penalties to the load time)
(+1) mighty
requires 2 points of Strength above than the weapon's Str req. and does +1
damage
(+2) mighty
requires 4 points of Strength above than the weapon's Str req. and does +2
damage
mighty repeating
crossbows require +4 points of Strength above the weapon's Str req. and do
+1 damage per shot
mighty
non-repeating crossbows cost an addition 100gp per plus
mighty repeating crossbows cost an additional 250gp per mighty plus
normal
reload time = the time required to load the crossbow (this can be reduced
with the Rapid Reload feat)
if Strength is
insufficient to reload the crossbow normally, someone with 4 or less
points of Strength below the
crossbow's
Str
req. can load it by increasing the reload time (add a full-round action to
the normal reload time)
ALL
crossbow users are treated as having the Point-Blank Shot feat (+1 to hit
& damage to 30 ft.) and this stacks with the feat
some
extra info on crossbows can be found at the following address:
http://www.thebeckoning.com/medieval/crossbow/xbow-def.html
Armor
Class & Damage Reduction
Full
Armor List
light
armor |
|
cost |
|
AC |
|
DR |
|
max
Dex |
|
ACP |
|
ASF |
|
30
ft. |
|
20
ft. |
|
run |
|
weight |
padded
/ 'aketon' |
|
5
gp |
|
+1 |
|
-- |
|
+8 |
|
0 |
|
5% |
|
30
ft. |
|
20
ft. |
|
x4 |
|
10
lb. |
hard
leather / 'cuirbolli' |
|
10
gp |
|
+1 |
|
1
/ - |
|
+6 |
|
0 |
|
10% |
|
30
ft. |
|
20
ft. |
|
x4 |
|
15
lb. |
studded
leather |
|
25
gp |
|
+2 |
|
1
/ - |
|
+5 |
|
-1 |
|
15% |
|
30
ft. |
|
20
ft. |
|
x4 |
|
20
lb. |
mithril
chain hauberk |
|
2,000
gp |
|
+2 |
|
2
/ - |
|
+6 |
|
0 |
|
10% |
|
30
ft. |
|
20
ft. |
|
x4 |
|
10
lb. |
mithril
scale mail |
|
4,000
gp |
|
+3 |
|
2
/ - |
|
+5 |
|
-1 |
|
15% |
|
30
ft. |
|
20
ft. |
|
x4 |
|
15
lb. |
ploecanth
scale mail |
|
8,000
gp |
|
+3 |
|
2
/ - |
|
+7 |
|
0 |
|
5% |
|
30
ft. |
|
20
ft. |
|
x4 |
|
10
lb. |
mithril
breastplate |
|
6,000
gp |
|
+3 |
|
3
/ - |
|
+5 |
|
-1 |
|
20% |
|
30
ft. |
|
20
ft. |
|
x4 |
|
15
lb. |
medium armor |
|
cost |
|
AC |
|
AC |
|
max
Dex |
|
ACP |
|
ASF |
|
30
ft. |
|
20ft. |
|
run |
|
weight |
hide |
|
15
gp |
|
+2 |
|
2
/ - |
|
+4 |
|
-3 |
|
20% |
|
20
ft. |
|
15
ft. |
|
x4 |
|
25
lb. |
brigandine |
|
50
gp |
|
+3 |
|
2
/ - |
|
+2 |
|
-4 |
|
25% |
|
20
ft. |
|
15
ft. |
|
x4 |
|
35
lb. |
mithril
brigandine |
|
1,500
gp |
|
+3 |
|
2
/ - |
|
+4 |
|
-1 |
|
15% |
|
20
ft. |
|
15
ft. |
|
x4 |
|
25
lb. |
scale
mail |
|
100
gp |
|
+3 |
|
2
/ - |
|
+3 |
|
-4 |
|
25% |
|
20
ft. |
|
15
ft. |
|
x4 |
|
25
lb. |
chain
mail |
|
150
gp |
|
+3 |
|
3
/ - |
|
+2 |
|
-5 |
|
30% |
|
20
ft. |
|
15
ft. |
|
x4 |
|
40
lb. |
jazeraint |
|
200
gp |
|
+3 |
|
3
/ - |
|
+2 |
|
-5 |
|
30% |
|
20
ft. |
|
15
ft. |
|
x4 |
|
40
lb. |
mithril
chain mail or jazeraint |
|
2,500
gp |
|
+3 |
|
3
/ - |
|
+4 |
|
-2 |
|
20% |
|
20
ft. |
|
15
ft. |
|
x4 |
|
25
lb. |
breastplate
/ 'cuirass' |
|
200
gp |
|
+3 |
|
3
/ - |
|
+3 |
|
-4 |
|
30% |
|
20
ft. |
|
15
ft. |
|
x4 |
|
30
lb. |
mithril
double- or bar chain mail |
|
5,000
gp |
|
+4 |
|
3
/ - |
|
+3 |
|
-3 |
|
25% |
|
20
ft. |
|
15
ft. |
|
x4 |
|
25
lb. |
mithril
half-/field plate |
|
10,000
gp |
|
+4 |
|
4
/ - |
|
+2 |
|
-4 |
|
30% |
|
20
ft. |
|
15
ft. |
|
x4 |
|
30
lb. |
mithril
full plate |
|
15,000
gp |
|
+4 |
|
4
/ - |
|
+3 |
|
-3 |
|
25% |
|
20
ft. |
|
15
ft. |
|
x4 |
|
30
lb. |
heavy armor |
|
cost |
|
AC |
|
AC |
|
max
Dex |
|
ACP |
|
ASF |
|
30
ft. |
|
20ft. |
|
run |
|
weight |
splint
mail / laminated |
|
200
gp |
|
+3 |
|
3
/ - |
|
+1 |
|
-6 |
|
35% |
|
20
ft. |
|
15
ft. |
|
x3 |
|
45
lb. |
double-
or bar chain mail |
|
200
gp |
|
+4 |
|
3
/ - |
|
+0 |
|
-7 |
|
40% |
|
20
ft. |
|
15
ft. |
|
x3 |
|
50
lb. |
banded
mail / 'lamellar' |
|
250
gp |
|
+4 |
|
3
/ - |
|
+1 |
|
-6 |
|
35% |
|
20
ft. |
|
15
ft. |
|
x3 |
|
35
lb. |
half-plate
/ field plate |
|
600
gp |
|
+4 |
|
4
/ - |
|
+0 |
|
-7 |
|
40% |
|
20
ft. |
|
15
ft. |
|
x3 |
|
50
lb. |
full
plate |
|
1,500
gp |
|
+4 |
|
4
/ - |
|
+1 |
|
-6 |
|
35% |
|
20
ft. |
|
15
ft. |
|
x3 |
|
50
lb. |
(ACP
= armor check
penalty ASF = % chance
of arcane spell failure)
definitions:
ploecanth
scale mail -- ploecanth fish scales (MEGA flexible but unpenetrable)
magically affixed to soft leather
brigandine
-- small metal plates rivetted inside leather front and backing
scale mail -- metallic scales rivetted to padded armor or soft leather
aketon
jazeraint -- scale mail rivetted through a chain hauberk
double chain mail -- chain mail with an additional interlocked layer of
links
bar chain mail -- chain mail with larger links and boiled leather (cuirbolli)
woven through the openings
masterwork
armor:
costs an additional 150 gp and reduces the ACP by 1 point
runecasting
(armor inscribed with Gloridian magical runes to reduce ASF):
-5% costs 500 gp / -10% costs 1,000 gp
/ -15% costs 2,000 gp / -20% costs
4,000 gp / -25% costs 8,000 gp
(chain armors cannot be runecasted)
a good
online medieval weaponry and armor glossary:
http://www.chronique.com/Library/Glossaries/glossary-AA/armsindx.htm
thanks
to:
Ed -- for his valuable suggestions on these modifications
D&D
v3.7 Combat Modifications
Attacks
of Opportunity (AoO) and Special Attacks
Vitality
and Wound Point system
-
instead
of Hit Points, you have Vitality Points (VP) which are equal to what
your Hit Points would normally be
(these represent your ability to shrug off a certain amount of
physical strain before becoming seriously injured)
-
you
also have Wound Points equal to your Constitution score
(these represent the actual amount of damage your body can take before
you die)
-
when
hit, damage first affects your Vitality Points until they are
exhausted
-
critical
hits no longer do extra damage, but bypass Vitality Points and
immediately reduce one's Wound Points
crit
damage
multiplier |
new
threat
range |
x3 |
19-20 |
x4 |
18-20 |
x5 |
17-20 |
-
once
you have taken WP damage, you are fatigued (-2 Str, -2 Dex &
cannot run) until you rest an hour or are healed
-
if
you are at or under 50% of your maximum WP, you are instead
exhausted (-6 Str, -6 Dex & can only take partial actions)
until you are healed above 50%
-
if
the damage you take brings your WP to 0 or less, you must make a
Fortitude saving throw DC 5 + (WP damage past zero x 2) to
stabilize:
-
if
you fail the save, you die
-
if
you make the save, you are stable but unconscious until healed
or a DC 10 Heal check to rouse you
-
if
you make the save by 10 points, you are 'disabled' -- barely
conscious and can only take partial actions (standard actions
which do not heal you will make you fall unconscious)
-
size
modifies creatures' Wound Points as follows:
size |
WP
multiplier |
|
size |
WP
multiplier |
|
size |
WP
multiplier |
fine |
x
1/8 |
|
small |
x
1 |
|
huge |
x
2 |
diminutive |
x
1/4 |
|
medium |
x
1 |
|
gargantuan |
x
4 |
tiny |
x
1/2 |
|
large |
x
1 |
|
colossal |
x
8 |
Coup
de Grace in the VP & WP system
-
when
an opponent is 'helpless' (paralyzed, held, bound, asleep or
unconscious -- but NOT pinned), you can take a full-round action to
deliver a killing blow
Sneak
Attack damage in the VP & WP system
-
non-critical
hits do 1d6 per odd Rogue level to the target's Vitality Points (as
normal)
-
critical
hits, however, do +2 VP damage per die instead of rolling the damage
on d6s
-
if
an non-critical sneak attack brings the target close to 0 VP or the
target is already at 0 VP, extra sneak attack damage dice will instead
be handled as +2 WP damage per remaining die
thanks
to:
Nick -- for suggesting this ruling
Healing
in the VP & WP system
-
Cure
Wounds spells' rolled 8-sided dice heal your Vitality Points and
the +1 point per caster level heal your WP
(points which exceed your maximum Wound Points carry over to your
Vitality Points but not vice versa)
-
one
hour of rest (not doing much of anything) will 'heal' 1 VP per class
level or HD
-
8
hours of sleep will 'heal' 1 WP per class level or HD
D&D
v3.7 Magic & Spell Modifications
Spontaneous
Casting & Turning
-
Clerics
can CHOOSE to either spontaneously cast cure spells OR inflict spells
REGARDLESS of their alignment
-
Clerics
turn or rebuke undead according to their alignment and deity
(sometimes a Cleric may wish to do the other, and it is quite possible
given time to prepare)
Lower
Spell Conversion
Spell
Modifications
-
Protection
from Good/Evil/Chaos/Law has been removed from the Wizard/Sorcerer
spell list
-
errata:
Doom causes the target to become 'shaken' (-2 on to hit rolls, on
ability score checks & saves -- NOT to damage)
Familiar
Modifications
Last Update:
May 15th, 2005
Previous
Update:
April 29th, 2005
Contact the GM:
Zakarius [at] mail
[dot] com
|