Oasys House Rules

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These House Rules apply to any and all Dungeons & Dragons 3.5 Edition games that I might run, on or off Myth-Weavers. Specific deviations from these House Rules will be notified in the relevant game (for example, whether Spell Points are being used in place of Spell Slots or if certain books are allowed).
Use the Contents below to navigate the House Rules.

Contents

The Basics

System: Dungeons & Dragons 3.5 (Greyhawk Campaign Setting)
Player Count: Four to Six Player Characters
Style of Play: (Type of Game, e.g. Hack & Slash, Roleplay, Sandbox)4
Backstory: Like a skirt; short enough so I don't get bored but long enough that I it covers the important bits. Some basics (assuming the Greyhawk Campaign setting):

If We're Playing in the Greyhawk Setting

  • Assuming the Greyhawk Campaign setting, where on the Flanaess is your character from?
  • If your character is Human, what ethnicity are they? Flan, Suel, Oeridian or Baklunish?
  • What was your character doing before the Greyhawk Wars began?
  • What did your character do during the Greyhawk Wars?
  • What did your character do after the Greyhawk Wars?
  • What adventures has your character accomplished or failed in the past? Referencing and citing actual published adventures is fine.
  • What 'Contacts' does your character have? Consult the Unearthed Arcana Rules.
  • Has your character ever killed a non-monstrous character before?
If you can answer these eight questions about your character, your character background is more than enough to work with.

Allowed and Banned Content

Allowed Content: (List of Allowed Content)
  • Dungeon Magazine
  • Dragon Magazine (especially for Flaws and Traits)
  • Web Enhancements & Errata
  • Dungeons & Dragons 3.0 material that does not contradict Dungeons & Dragons 3.5 material
Banned Content: (List of Banned Content)
  • Bards
  • Psionics Material; Complete Psionic, Psionics Handbook & Expanded Psionics Handbook (psionics will still 'exist' in the campaign, but won't be featured much and could potentially appear as an enemy's strange ability)
  • Magic of Incarnum
  • Tome of Battle
  • Tome of Magic
  • The Mindsight Feat from Lords of Madness is banned.

Character Creation

Action Points: Action Points are awarded, like Experience Points, to be used by characters to effect the game. No Action Points are awarded at character creation, they're only awarded.
Wealth: Wealth-by-Level is 150%
  • Spellcasters and Expensive Spell Components: You can designate a certain portion of your wealth as a sort of vague, abstract and undefined pool of expensive materials that your character draws from. If your character needs 100gp of diamond dust for a spell, they subtract it from their 5,000gp pool.
  • Relics, Weapons of Legacy and Other Unique Items: Should really be requested.
Ability Scores: See the 'Rolling Ability Scores' Section for how to roll your character's ability scores, at the start of the game.
  • Ability Score Increases: Every two levels, increase one Ability Score by +1. Cohorts only increase one Ability Score by +1 every four levels.
Hitpoints/Health: Maximum Hit Points and Retroactive
Feats:
  • Feats are earned every other level (1st, 3rd, 5th, etc.)
  • Every 4th level a character takes in a Base Class (these are Bonus Feats, that can be used any way they which).
Lots of Feats have been changed.
Traits: Up to two Traits, taken at 1st Level. Traits from Dragon Magazine are preferred over those in Unearthed Arcana.
Flaws: Up to tow Flaws, taken at 1st Level. Flaws from Dragon Magazine are preferred over those in Unearthed Arcana.
Iterative Attacks: Iterative attacks from Base Attack Bonus have a penalty of -5, non stacking. Yes, monsters and NPCs do this too. Thus, a 20th-level Fighter takes his Iterative Attacks like so:
+20/+15/+15/+15
Alignment: All are allowed, from Vile through Chaotic Neutral and Evil right up to Lawful Good and Exalted. Stupid, however, is not an Alignment.
Fractional Saves & Bonuses:
Class Level Base Save Bonus (Good) Base Save Bonus (Poor) Base Attack Bonus (d10 or d12) — 'Good' Base Attack Bonus (d8) — 'Average' Base Attack Bonus (d6 or d4) — 'Poor'
1st +1/2 +1/3 +1 +3/4 +1/2
2nd +1 +2/3 +2 +1-1/2 +1
3rd +1-1/2 +1 +3 +2-1/4 +1-1/2
4th +2 +1-1/3 +4 +3 +2
5th +2-1/2 +1-2/3 +5 +3-3/4 +2-1/2
6th +3 +2 +6 +4-1/2 +3
7th +3-1/2 +2-1/3 +7 +5-1/4 +3-1/2
8th +4 +2-2/3 +8 +6 +4
9th +841/2 +3 +9 +6-3/4 +4-1/2
10th +5 +3-1/3 +10 +7-1/2 +5
11th +5-1/2 +3-2/3 +11 +8-1/4 +5-1/2
12th +6 +4 +12 +9 +6
13th +6-1/2 +4-1/3 +13 +9-3/4 +6-1/2
14th +7 +4-2/3 +14 +10-1/2 +7
15th +7-1/2 +5 +15 +11-1/4 +7-1/2
16th +8 +5-1/3 +16 +12 +8
17th +8-1/2 +5-2/3 +17 +12-3/4 +8-1/2
18th +9 +6 +18 +13-1/2 +9
19th +9-1/2 +6-1/3 +19 +14-1/4 +9-1/2
20th +10 +6-2/3 +20 +15 +10
  • If at least one of the character’s classes has a good saving throw progression for the save in question, add 2 to the total save bonus.

Character Sheets

  • Use a Myth-Weavers character sheet.
  • Add the character sheet to the relevant game in the 'Settings' tab on the sheet.
  • Calculate the weight of your character's items in their 'other possessions'. Not their cost. =P
  • You can download a Myth-Weavers Sheet that's already been formatted with the correct and updated skills, here

Rolling Ability Scores

Roll 7 4d6, dropping a d6 and one set of 4d6 until you get something you like. It will look like this, dropping the lowest result;

Ability Score Rolls (7,18,16,8,12,10,15)

The Player will have already dropped one d6 from each of those rolls (the lowest) and will probably drop the 7, leaving them with:

(18,16,8,12,10,15)

On Myth-Weavers:

You can copy and paste this to make the rolls:
[ROLL="Ability Score Rolls"]7m4d6^3z[/ROLL]'

Skills! Streamlined

  • BALANCE + TUMBLE + ESCAPE ARTIST = ACROBATICS (DEX; Armor Check Penalty)
  • CLIMB + JUMP + SWIM = ATHLETICS (STR; Armor Check Penalty)
  • BLUFF + DIPLOMACY + INTIMIDATE + GATHER INFORMATION = PERSUASION (CHA)
  • DECIPHER SCRIPT + FORGERY = LINGUISTICS (INT; Trained Only)
  • DISABLE DEVICE + OPEN LOCK = FINESSE (DEX; Trained Only; Armor Check Penalty)
  • HIDE + MOVE SILENTLY = STEALTH (Dex; Armor Check Penalty)
  • LISTEN + SPOT + SEARCH = PERCEPTION (WIS)
APPRAISE, CONCENTRATION, CRAFT, DISGUISE, HANDLE ANIMAL, HEAL, KNOWLEDGE, PERFORMANCE, PROFESSION, RIDE, SENSE MOTIVE, SLEIGHT OF HAND, SPELLCRAFT, SURVIVAL, USE MAGIC DEVICE, USE ROPE
SPEAK LANGUAGE is no longer a Skill. See below, 'Learning a New Language'.
You can download a Myth-Weavers Sheet that's already been formatted with the correct and updated skills, here

Learning a New Language

After Character Creation, your character can no longer purchase Speak Language just like any other skill, to choose a new language your character can speak.
Instead, your character can spend time to learn an additional language. It takes 20 days of training to gain a bonus language, and these days need not be consecutive. Each language requires a trainer who shares a language with your character and knows the language your character wants to learn, or a book written in a language your character knows that explains the basics of the language your character want to learn.
Learning a new language costs gp equal to 10 × your level × the number of days required to retrain. This is normally paid in full at the start of the retraining period, but the GM might allow your character to divide these payments over multiple days. At the GM’s discretion, this training cost could be up to 50% higher or lower, depending on situational factors within the settlement—availability of trainers, local economy, cost of materials, and so on.
The new language does not count toward your maximum number of languages (racial languages + bonus languages from Intelligence + Linguistics ranks). You can train this way only a number of times equal to 1 + your Intelligence bonus.

Skill Tricks

  • Skill Tricks do not have to be learned and one does not need to spend Skill Points on Skill Tricks. Instead, if a character meets the Prerequisites for a Skill Trick, they can perform it.
  • Skill Tricks can be used without limit (unless they say otherwise).

Persuasion (Diplomacy)

The 'ultimate' fix for the Diplomacy Skill:
  • You can only use Persuasion (Diplomacy) to change the attitudes of NPCs.
Convincing characters to take certain actions, will simply have to be the result of compelling or reasonable actions or rhetoric, based on the context. For example, the guard probably will not let you into the king's bedroom while His Majesty is asleep and your character is a known assassin, even if you manage to adjust his behavior from Hostile to Friendly. However, if your character is disguised as the queen and has reminded the guard how short-tempered the king is, he just might decided to let your character in.
The NPC's Hit Dice are added to the DC to Influence Attitude.

Perception(Search)

When using Perception to (Spot) or (Listen), those are passive or active observations. Your character is not touching or interfacing with anything. Usually, observation is safe from consequences, unless there are magic symbols about...
When using Perception to (Search), that's strictly active; ransacking a chest, searching for a secret door or looking for footprints. Actively interacting with objects can trigger traps.

Class Changes

Most of the base classes have had some changes.

Assassin

Poison Use: Assassins add their class level to the save DCs of poisons they use.

Cleric

Time of Day
A divine spellcaster chooses and prepares spells ahead of time, just as a wizard does. However, a divine spellcaster does not require a period of rest to prepare spells. Instead, the character chooses a particular part of the day to pray and receive spells. The time is usually associated with some daily event. If some event prevents a character from praying at the proper time, he must do so as soon as possible. If the character does not stop to pray for spells at the first opportunity, he must wait until the next day to prepare spells.
Undead Intuition (Ex): Starting at 2nd level, a cleric can identify undead creatures during an encounter from any distance. The cleric gains a +2 bonus on Knowledge (religion) checks to identify undead creatures, but gains no insight about their special powers or vulnerabilities. See Knowledge checks on page 78 of the Player's Handbook. Moreover, the cleric can make these Knowledge (undead) checks untrained. This bonus increases by +1 for each cleric level the character takes after 2nd level.

Barbarian

Damage Reduction (Ex): While raging, a barbarian gains Damage Reduction, subtracting damage from the barbarian takes each time he is dealt damage from a weapon or natural attack. The damage reduction is equal to their Con modifier or their Barbarian class level, whichever is higher. This is in addition to the Damage Reduction gained at level 7, 10, 13, 16, and 19 and any DR x/- the Barbarian has from items.
Mettle (Ex): Barbarians, and Barbarians only, have Mettle while in a Rage. A character with Mettle can resist magical and unusual attacks with great willpower or fortitude. If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect.

Druid

Druid Domains: Each druid may choose a single domain from the following list: Air, Animal, Earth, Fire, Plant, Sun, and Water. The druid gains a bonus spell of each spell level, which may be used only to prepare a domain spell of that level (or of a lower level, if affected by a metamagic feat). The druid also gains the domain's granted power, except as noted below.
  • Druids who select the Animal Domain or the Plant Domain gain Skill Focus (Knowledge [nature]), since Knowledge (nature) is already a class skill for druids.
  • A druid who chooses the Sun Domain gains the ability to turn undead 1/day as a cleric of her level, and cannot perform a greater turning.
Woodland Sprint (Ex): At 17th level, a druid may move at her normal speed through thorns, briars, and overgrown areas that have been magically manipulated. She does not take damage or suffer any other impairment, since she becomes immune to such magical effects.
Repel Nature's Lure (Ex): At 19th level, a druid gains spell resistance against the spell-like abilities of fey (such as dryads, pixies, and sprites) equal to her current druid level + 10. To affect the druid with a spell-like ability, a fey spellcaster must get a result on a caster level check (1d20 + caster level; see Spell Resistance on page 177 of the Player's Handbook) that equals or exceeds the druid's spell resistance.

Fighter

Bonus Feats: Fighters choose a Fighter Bonus Feat at every level.
Physical Prowess (Ex): Starting at 3rd level, a fighter gets a bonus to some aspect of his ability checks that makes him a better warrior. The fighter gains an additional bonus at 5th level and every two fighter levels thereafter (7th, 9th, 11th, 13th, 15th, 17th, and 19th). The bonus must be drawn from the following list:
  • Applied Force (Ex): A fighter can administer force to the weakest points of inanimate objects effectively, giving the character a +1 bonus on Strength checks to break or burst items (see page 165 of the Player's Handbook).
  • Combat Bearing (Ex): A fighter can steady himself to fight in precarious situations, giving the character a +1 bonus on Dexterity checks to avoid falling when damaged while balancing or moving quickly across difficult surfaces (see Balance on page 67 of the Player's Handbook).
  • Stamina Reserve (Ex): A fighter can push his body more than normal, giving the character a +1 bonus on Constitution checks to continue running (see page 144 of the Player's Handbook) and to avoid nonlethal damage from a forced march (see page 164 of the Player's Handbook).

Monk

The Monk has seen extensive changes.
  • Hit Dice: d10
  • Bonus Feats: Starting at third level, Monks gains fighter bonus feats every other level.
  • Base Attack Bonus: Good
  • Versatile Attack (Ex): A monk learns advanced martial arts that make her a more flexible attacker. While she is unarmored, she adds the better of her Strength, Dexterity or Wisdom bonuses to attack with unarmed strikes and special monk weapons, and to all contested combat maneuvers (such as bull rush, disarm, grapple, overrun, sunder, or trip checks).
  • AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +2 bonus to AC at 1st level. This bonus increases by 2 for every four monk levels thereafter (+4 at 4th, +6 at 8th, and +8 at 12th and so on).
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
  • Fast Movement (Ex): At 1st level, a monk gains an enhancement bonus to her speed, and it increased by 10 every three levels. A monk in armor or carrying a medium or heavy load loses this extra speed.
  • Unarmed Strike: The monk's unarmed strike damage (is advanced by one step). A first-level monk deals 1d8 damage with an unarmed strike.
  • Wholeness of Body (Su): At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to her monk level × her Wisdom bonus, and she can spread this healing out among several uses.
  • Tongue of the Sun and Moon (Ex): This is not tongues. A monk of 7th level or higher can understand and be understood by any living creature with a language. The monk does not know every language, and those observing him hear him speaking the language he is indeed speaking, and whatever creature he is speaking with, reply. The creature must be capable of vocal communication.

Paladin

Righteous Cause (Ex): Starting at 7th level, a paladin is either rewarded with a bonus to form a lawful community or route out duplicitous intent. The paladin gains an additional bonus at 8th, 11th, 13th, 14th, 16th, 17th, and 19th level. The bonus must be drawn from one of the following two abilities.
  • Inspiring Presence (Ex): A paladin can become the rallying standard for decency and fairness. If a paladin takes the Leadership feat (see page 106 of the Dungeon Master's Guide), the character gains +1 to her leadership score, but only for the purpose of attracting 1st-level followers.
  • Discerning Insight (Ex): A paladin can recognize when a person is trustworthy or not, giving the character a +1 bonus on Sense Motive checks when trying to get a "hunch" about the subject's personality after a 1-minute conversation (see Sense Motive on page 81 of the Player's Handbook).

Ranger

  • Hit Dice: d10
  • Favored Enemy (Ex):At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 competence bonus on Persuasion, Perception, Sense Motive, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 competence bonus on weapon attack and damage rolls against such creatures.
At 4th level and every 4 levels of ranger thereafter (8th, 12th, 16th, and 20th-level), a character with this class feature may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2. If the character choose the same enemy, he simply adds another +2 bonus, and it still naturally increases. Choosing the same favored enemy results in a +20 bonus at 20th-level.
For Rangers, and Rangers only, they can apply half this bonus to their armor class as a Dodge bonus and as a Morale bonus against saves, opposed checks against attacks, effects and checks made by their identified favored enemies.
When a ranger is equipped with a bane weapon of their favored enemy, they increase the damage dice, from 2d6 to 3d6.
Woodland Hunter (Ex): At 12th level, a ranger can make "get along in the wild" checks while moving at his full overland speed. See Survival on page 83 of the Player's Handbook.
Perceptive Tracker (Ex): At 14th level, a ranger never takes longer than a full-round action to find tracks with a Survival check. A second roll is still required to follow any discovered tracks.
Seasoned Explorer (Ex): At 16th level, a ranger can make Survival checks to gain a bonus on Fortitude saves against severe weather while moving at his full overland speed. See Survival on page 83 of the Player's Handbook.
Instinctive Tracker (Ex): At 18th level, a ranger takes a standard action to find tracks with a Survival check, allowing the character to simultaneously move at his speed.
Survivalist (Ex): At 19th level, the ranger becomes so certain in the use of Survival that the character can use it reliably even under adverse conditions. When making a skill check with Survival, the ranger may take 10 even if stress and distractions would normally prevent the character from doing so.

Rogue

Makeshift Tools (Ex): At 14th level, a rogue becomes so familiar with mechanisms and traps that the character can make Disable Device checks without a set of thieves' tools at no penalty. See Disable Device on page 72 of the Player's Handbook.
Skilled Saboteur (Ex): At 20th level, a rogue makes quick work out of mechanisms and traps, disabling devices in one-half the normal time. See Disable Device on page 72 of the Player's Handbook. A device that normally takes 1 round to disable now takes 1 standard action, allowing the character to make a move action afterward.

Sorcerer

Magical Affinity (Ex): Starting at 2nd level, a sorcerer can identify a certain creature type during an encounter by virtue of inheriting his magical ability from a member of that creature type. The type must include at least one creature with an arcane spell-like ability (such as dragon, magical beast, or outsider). Once this choice is made, it cannot be reversed. The sorcerer gains a +2 bonus on Knowledge (arcana) checks to identify such creature types, but he gains no insight about their special powers or vulnerabilities. See Knowledge on page 78 of the Player's Handbook. Moreover, the sorcerer can make these Knowledge (arcana) checks untrained. This bonus increases by +1 for each sorcerer level the character takes after 2nd level.

Shadowdancer

Darkvision (Ex): The Shadow Dancer's Darkvision Supernatural Ability is now an Extraordinary Ability.

Wizard

Animated Script (Su): Starting at 2nd level, a wizard can magically animate the writing in their spellbook, causing the inked symbols and words to migrate across the page. Doing so increases the Spellcraft DC for another wizard attempting to decipher or prepare spells from their spellbook by the inscribing wizard's Intelligence modifier + 1 at the cost of 5 gp per inscribed page. See Spells Copied from Another's Spellbook or Scroll on page 179 of the Player's Handbook. For each level in which the character does not gain a bonus feat after 2nd level, the wizard can increase the Spellcraft DC by +1 at the cost of an additional 5 gp per inscribed page (for example, +2 for 10 gp per page at 3rd level, +3 for 15 gp per page at 4th level, +4 for 20 gp per page at 6th level, and so on). The inscribing wizard can will their animated writing to stop, at which point the Spellcraft DC to copy a spell from another's spellbook returns to normal (DC 15 + spell level).

Feats

Some feats got delet'd and other modified.

Freed from the Bonds of Combat Expertise

The Combat Expertise Feat is no longer a prerequisite for the Improved Disarm Feat, Improved Feint Feat, Improved Overrun Feat and Improved Trip Feat.

Regional Feats

Regional feats (whether geographic or racial) supplement the feats available in the PLAYER'S HANDBOOK, and count against a character's regular feat allotment. At 1st level, characters can select regional feats appropriate to the geographic areas in which they were raised. Characters also may select regional feats associated with their races, but characters can select racial feats associated with one race only.
A human with Suel and Olman blood must choose which racial strain is dominant, and cannot thereafter select feats from the non-dominant racial strain.
You may learn feats from a new geographic region altogether. After 1st level, each 2 ranks in Knowledge (local) allow you to select a regional feat from another geographic region.
Some Regional Feats can be taken as a Fighter Bonus feat. However, the character must still qualify for that region in order to take the feat.
Some Regional feats are listed as [GENERAL] and others as [REGIONAL] although all are classified as Regional feats.
  • At first level (or character creation) you can take one (1) Regional Feat as a Bonus Feat.
  • Regional Feats for the Greyhawk Campaign Setting (Oerth) can be found in Dragon Magazine #315.
  • Regional Feats for the Forgotten Realms Campaign Setting (Faerûn) can be found in Forgotten Realms Campaign Setting 3rd edition.

Non-Existent Feats

These Feats no longer exist.

Weapon Finesse

The Weapon Finesse Feat no longer exists; any and all light weapons (and rapiers, whips or spiked chains) allow the wielder to use their Dexterity Bonus to hit in place of their Strength Modifier.
Any Feat that requires the "Weapon Finesse Feat" can be freely entered.

Power Attack

The Power Attack Feat no longer exists and is now a Special Attack; any character with 1) at least +1 BAB, 2) a Strength Score of 13 or higher and 3) not making the attack with a light weapon except an unarmed strike or a natural weapon can perform a Power Attack.
On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus or your Strength Score, whichever is lower. The penalty on attacks and bonus on damage apply until your next turn.
If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
Any Feat that requires the "Power Attack Feat" can be freely entered.

Modified Feats

Combat Expertise

Combat Expertise [Fighter Bonus Feat, General]
Prerequisite
Int 13.
Benefit
You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Special
A fighter may select Combat Expertise as one of his fighter bonus feats.
Normal
A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.

Dodge + Mobility

Dodge and Mobility have been merged into a single Feat, called 'Dodge + Mobility':

Dodge [General]
Prerequisite
Dex 13.
Benefit
During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.
You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Special
A fighter may select Dodge as one of his fighter bonus feats.

Two-Weapon Defense

Two-weapon Defense [General, Fighter]
With an unprecedented display of skill, Alex's rapier and shortsword's ring the blue skull's surface with sonic damage, leaving hairlike cracks across the enforced bone.
Prerequisite
Dex 15, Two-weapon Fighting
Benefit
When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes or shields), you gain a shield bonus to your AC equal to the number of main-hand attacks you can make derived from your Base Attack Bonus.
When you are fighting defensively or using the total defense action, this shield bonus increases to include the number of off-hand attacks that can be made from Two-Weapon Fighting.
Special
A fighter may select Two-Weapon Defense as one of his fighter bonus feats.

Weapon Groups Feats

The 'Weapon Group' Rules from Unearthed Arcana are essentially, in effect.
  • Weapon Group Feats replace Class Weapon Proficiencies
  • Weapon Groups With Racial Favored Weapons are in effect
  • Weapon Group Feats apply to Weapon-Specific Feats
  • Do not make up your own Weapon Group Feats without consulting the DM (I don't want to see a 'Touch Weapon Group' or an 'Insert Character Name Here' Weapon Group Feat

Special Attacks and Combat Maneuvers

Power Attack, Feinting, Parrying and Dirty Tricks and fighting up close'n'personal with Reach Weapons.

Power Attack

The Power Attack Feat no longer exists and is now a Special Attack; any character with 1) at least +1 BAB, 2) a Strength Score of 13 or higher and 3) not making the attack with a light weapon except an unarmed strike or a natural weapon can perform a Power Attack.
On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus or your Strength Score, whichever is lower. The penalty on attacks and bonus on damage apply until your next turn.
If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)

Improved Power Attack

Prerequisite: Str 18, BAB +4
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add twice the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add thrice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
Normal: Power Attack is a Combat Maneuver
Special: A fighter may select Power Attack as one of his fighter bonus feats.

Oasys' Feint 'Fix'

Feinting is a Move Action. To feint, make a Persuasion (Bluff) check opposed by a Sense Motive check by a target you threaten. The target may use his base attack bonus instead of his ranks in Sense Motive on this check. If your Persuasion (Bluff) check result exceeds your target’s Sense Motive check result, the target is denied his Dexterity bonus to AC (if any) against a single attack by you until your next turn.
When feinting in this way against a non-humanoid you take a -4 penalty. Against a creature of animal Intelligence (1 or 2), you take a -8 penalty. Against a non-intelligent creature, it’s impossible.
If you fail the feint attempt (losing the opposed check), you provoke an Attack of Opportunity from the target.

Improved Feint [General, Fighter]

Prerequisite: Int 13
Benefit: With the Improved Feint feat, you can attempt a Feint as a Swift Action instead of as a move action. The Improved Feint offers a +4 bonus to the Bluff Check and upon a failed check, one does not provoke Attacks of Opportunity. Furthermore, you can deny your target their Dexterity bonus to AC (if any) to further attacks your character can make that turn for a -4 penalty, each, on the initial Bluff Check.
For example, a character without the Improved Feint Feat would only be able to make a single attack. A character who can make three attacks in one round, with the Improved Feint Feat, could take a -8 Penalty on their Persuasion (Bluff) Check, to deny their target's Dexterity Bonus to their AC for three attacks.
Normal: You can make a Bluff check to Feint in combat as a Move Action and can only deny your target their Dexterity modifier to AC on a single attack.
Special: A fighter may select Improved Feint as one of his Fighter bonus feats.

Parry

After a melee attack roll to hit your character has been made, but before damage is assigned, you may attempt to parry the blow. You may only attempt to parry any attack against a weapon up to two size categories than the one you wield. Natural attacks are considered to be weapons two size categories smaller than the creature's size. You cannot parry an attack when unarmed, when wearing medium or heavy armor, or when you are denied your Dexterity bonus to AC.
Attempting a parry is an Immediate Action.
To parry, you must make a melee attack roll in an attempt to surpass the attack roll that you are trying to parry. When wielding a light weapon, you gain a +4 bonus to your parry roll. If you succeed, the attack fails/misses/is negated and deals no damage. If you fail, the attack deals damage normally. In either case, making a parry attempt gives your opponent to make a disarm attempt against the weapon you are parrying with. Attempting to disarm you is a free action that does not provoke an attack of opportunity, and failure does not allow you to make a disarm attempt in return.

Improved Parry [General, Fighter]

Prerequisite: Dex 13, Int 13, Combat Reflexes.
Benefit: Attempting an improved parry uses an attack of opportunity for the round and you may make a number of additional parry attempts in a round equal to the number of attacks of opportunity you can legally make.
Your parry attempts can be divided among multiple creatures' attacks or a single creature's attacks as you see fit. Each parry attempt uses up an attack of opportunity granted by the Combat Reflexes feat.
You gain a +4 bonus to your parry attempt and when you make a parry attempt, it does not provoke an automatic disarm attempt.
Normal: Attempting a parry is an Immediate Action.
Special: A fighter may select Improved Parry as one of his Fighter bonus feats.

Armored Fencer [General, Fighter]

Prerequisite: Dex 13, Int 13, Combat Reflexes, Improved Parry, Armor Proficiency (Medium or Heavy)
Benefit: You make parry attempts while wearing Medium or Heavy Armor.
Normal: You must be wearing light or no armor to parry a blow.
Special: A fighter may select Armored Fencer as one of his Fighter bonus feats.

Crushing Defense [General, Fighter]

Prerequisite: Str 13, Dex 13, Int 13, Combat Reflexes, Improved Parry, Improved Sunder, base attack +4.
Benefit: When you succeed at a parry attempt, you may attempt to sunder your opponent's weapon. Your weapon must be no more than one size category than your opponent's weapon to sunder. if you succeed in parrying the blow, you deal damage to your opponent's weapon. If you succeed in destroying your opponent's weapon, he does not get a free opportunity to disarm you. You cannot sunder (and therefore damage) a natural attack or an unarmed strike when you parry.
Special A fighter may select Crushing Defense as one of his Fighter bonus feats.

Incredible Parry [General, Fighter]

Prerequisite: Dex 13, Int 13, Combat Reflexes, Improved Parry, base attack +6..
Benefit: You may parry an attack from a weapon of any size.
Special: A fighter may select Incredible Parry as one of his Fighter bonus feats.

Protective Parry [General, Fighter]

Prerequisite: Dex 13, Int 13, Combat Reflexes, Improved Parry
Benefit: When a creature or ally that you threaten is attacked, you may use a parry attempt for the round to parry a blow that would hit that creature.
Normal: You may only attempt to parry attacks direct at you.
Special: A fighter may select Protective Parry as one of his Fighter bonus feats.

Steel Skin [General, Fighter]

Prerequisite: Dex 13, Int 13, Combat Reflexes, Improved Unarmed Strike, Improved Parry, base attack +4.
Benefit: You may make a parry attempt with an unarmed strike and/or natural weapon. Your hand counts as a weapon two size categories smaller than you.
Normal: You can only parry with a weapon.
Special: A fighter may select Steel Skin as one of his Fighter bonus feats.

Using Reach Weapons 'Up Close'

Normally, when you wield a reach weapon, the area you threaten forms a hollow ring. You threaten a band of squares away from you, but not the band of squares right next to you. This is the game's way of representing the weapon's physical limits. If the business end of the weapon is at the end of a pole more than 5 feet from you, it's pretty hard to bring that end to bear against a foe right next to you.
Most reach weapons have fairly sturdy shafts, however, and there's no reason why you couldn't use the shaft to clobber someone. Likewise, there's no reason why you couldn't shorten your grip on the weapon so that the business end doesn't stick out so far.
To represent these possibilities, at the start of a character's turn, they can choose to take a -4 penalty to attack and damage rolls in exchange for the ability to use a reach weapon to attack foes within his natural reach, these penalties apply until, at the start of the character's turn, they choose to return to superior reach. The penalties simulate all the difficulties the character has when employing the weapon in this fashion, such as striking with the shaft or messing up the weapon's usual leverage and balance.

Dirty Trick

You can attempt to hinder a foe in melee as a standard action. This maneuver covers any sort of situational attack that imposes a penalty on a foe for a short period of time. Examples include kicking sand into an opponent’s face to blind him for 1 round, pulling down an enemy’s pants to halve his speed, or hitting a foe in a sensitive spot to make him sickened for a round. The GM is the arbiter of what can be accomplished with this maneuver, but it cannot be used to impose a permanent penalty, and the results can be undone if the target spends a move action. If you do not have the Improved Dirty Trick feat or a similar ability, attempting a dirty trick provokes an attack of opportunity from the target of your maneuver.
If your attack is successful, the target takes a penalty. The penalty is limited to one of the following conditions:
blinded, dazzled, deafened, entangled, shaken, or sickened
To employ a dirty trick, you need to make opposed checks against an opponent. The check is:
Base attack bonus + Strength modifier or Dexterity modifier + special size modifier
This condition lasts for 1 round.
For every 5 by which your attack exceeds your opponent’s check result, the penalty lasts 1 additional round. This penalty can usually be removed if the target spends a move action. If you possess the Greater Dirty Trick feat, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds your opponent’s check. :In addition, removing the condition requires the target to spend a standard action.

Improved Dirty Trick [Fighter]

You are skilled at pulling dirty tricks on your foes.
Prerequisite: Int 13
Benefit: You do not provoke an attack of opportunity when performing a dirty trick combat maneuver. In addition, you receive a +4 bonus on checks made to attempt or resist a dirty trick. You can attempt to hinder a foe in melee as a move action.
Normal: You provoke an attack of opportunity when performing a dirty trick combat maneuver. You can attempt to hinder a foe in melee as a standard action.

Greater Dirty Trick [Fighter]

When you pull a dirty trick, your foe is truly hindered.
Prerequisite: Int 13, Improved Dirty Trick, base attack bonus +6
Benefit: You can attempt to hinder a foe in melee as a swift action. Whenever you successfully perform a dirty trick, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your check exceeds the target’s. In addition, removing the condition requires the target to spend a standard action
Normal: The condition imposed by a dirty trick lasts for 1 round plus 1 round for every 5 by which your attack exceeds the target’s check. Removing the condition requires the target to spend a move action.

Action Points

The rules for Action Points state, "You can declare the use of 1 action point to alter a d20 roll after the roll is made, but only before the GM reveals the result of that roll."
At the table, this makes perfect sense. A player rolls an attack roll or a saving throw, sees a low result and declares they wish to use an action point in order to salvage their attack or make the save. Savvy players might be able to tell the exact result in which they need to make use of the Action Point or not, while still staying within the letter and spirit of the rules.
This does not work in play-by-post, where short cuts are taken as much as possible in order to speed up the game; the Dungeon Master might end up rolling saving throws and players might roll damage rolls along side attack rolls. If a Dungeon Master rolls a Saving Throw, they would instantly declare that the character has failed and thus, RAW, the player would be unable to use an Action Point. Furthermore, the player would have no opportunity to potentially waste an Action Point when they don't need one.
The entire meta-game is entirely different, in the name of efficiency. Action Points, when used with the needs of play-by-post, are technically, more powerful.
So, what does this mean?
  • Action Points can be rolled after learning the results of a roll.
  • Villains or other significant characters and monsters, will have a number of action points to use against the player characters, according to the same rules.
  • Action Points will be calculated as a factor in determining a party's level; hoarding Action Points could, potentially make facing a boss much easier (or harder, if the boss' level is tied to the party's level) while also reducing experience gained.

Immediate Actions

From the Rules Compendium, page 7:
IMMEDIATE ACTION
An immediate action consumes a tiny amount of time. However, unlike a swift action, an immediate action can be performed at any time during a round, even when it isn’t your turn. Using an immediate action on your turn counts as your swift action for that turn. If you use an immediate action when it isn’t your turn, you can’t use another immediate action or a swift action until after your next turn. You can’t use an immediate action when you’re flat-footed.
That's...
...actually, not a lot of information.
We know that an Immediate Action can be taken when its not one's turn...
...but the nature of how an Immediate Action is resolved when it's someone else's turn is less clear and the different possibilities are only worsened by the nature of play-by-post.
Consider Abrupt Jaunt, the Wizard Alternate Class Feature from the Player's Handbook II; as an Immediate Action, a Wizard can Teleport up to 10 ft.. The wizard cannot respond to attacks they're unaware of or when caught off guard.
Say another character, a Fighter, Full Attacks the Wizard, three Attacks in one Turn. For convenience, the Player could roll out their entire turn's rolls, allowing the Dungeon Master to instantly resolve that Turn and determine which Attacks Hit or Miss, all in the spirit of making play-by-post as efficient as possible.
The Wizard, seeing the results, decided to activate their Abrupt Jaunt. But how is this resolved? Does the Teleport take place between the Fighter's Swift Action and the Full Action in which they make their Full Attack? Does it take place between each individual attack? Or is the Immediate Action granular enough to allow the Wizard to make use of the Abrupt Jaunt while the sword is swinging through the air, leaving the Fighter comitted to their actions and thus, flailing at empty space.
Does the Wizard's Immediate Action allow them to retroactively consider the Actions of their foes, with an emphasis on the resolution after the fact, and respond before or during the action taking place? This, effectively means that the Abrupt Jaunt is not just a mere instant teleportation effect but actually a combination of conjuration (teleportation) and divination. The wizard sees into the possible future, picking the best time to act. Which is not the power listed in Abrupt Jaunt but one that the Wizard gains thanks to the nature of play-by-post.
The Fighter, could, instead, post every single attack, one by one, for the duration of combat. Every attack, hit or miss, is set in stone and the wizard cannot enjoy the luxury of precognition in order to determine the best time to strike.
The problem(s) here, is how to not completely nerf Immediate Actions without affecting the efficiency of play-by-post. I think, the best way to do this is to make sure that Immediate Actions are not being resolved as if they were precognition.
  • Immediate Actions are resolved, primarily, in the terms of the meta-game, and not within the fluff describing the game. For example, Bishop takes Knight, how we might imagine the Bishop's forces descending on the Baron's army does not matter.
  • Immediate Actions are resolved either Before, During or After Actions or Attacks.
Returning to the Abrupt Jaunt, if the Fighter is making a Standard Attack, the Wizard could a) Teleport before the Standard Attack, which would allow the Fighter to choose another Action instead, b) during the Action, which would mean the Wizard would take damage, and also Teleport (if they survive) or c) after the Standard Action, taking the hit or letting it miss and getting clear.
In a Full Attack, the Wizard could pick any attack in which to Teleport. Using the Immediate Action before or after the Full Attack has similar results, either allow the Fighter to choose different Actions or leaving after the Fighter's Action's are resolved. If the Wizard chooses during the Full-Attack, they could choose to make use of their Immediate Action Before, During or After any individual attack, potentially leaving the Fighter locked in their Full Attack.

TL;DR: Immediate Actions

Immediate Actions are strictly resolved in the meta-game, either before, during or after an Action or Attack. They are not necessarily the ability to bend time or see the future.

Assorted House Rules

  • Disbelief Illusion:
For game purposes, we can define "studying" an illusion as taking an action (which DMs can choose to make a move action since this is an extrapolation of the rules and not an actual rule) to observe an illusion effect and note its details. Some DMs I know require a Spot or Search check to disbelieve an illusion. That's going too far. Merely pausing and using an action to make the check is enough to allow a saving throw.
Also for game purposes, we can define "interacting" with an illusion as doing something that could affect the illusion or allowing the illusion to have an affect on you. You have a valid claim to an interaction with an illusion when you attack it, touch it, talk to it, poke it with a stick, target it with a spell, or do something else that one might do with a real creature or object.
All About Illusions (Part Three) By Skip Williams
TL;DR: Disbelief is a Move Action.
  • Insubstantial Condition: The creature effectively does not have a solid form. All combat maneuver checks made to grapple the creature automatically fail. The subject automatically succeeds on any combat maneuver or Escape Artist checks to escape a grapple or a pin. Further, the creature can move through very small openings and cracks but can not move through solid objects.
  • Planar Touchstones: You may not begin play with the higher-order ability of a planar touchstone. You must forge the link, in game. Treat it like a Test-based Prerequisite understanding there is no guarantee of your character's survival.
  • Otyugh Hole: You may not begin play with the benefits of an Otyugh Hole or any other legendary location. You must perform the act, in game, in an Oasys Otyugh hole. Treat it like a Test-based Prerequisite understanding there is no guarantee of your character's survival.
  • Miss Chances: If the attacker hits, the defender must make a miss chance percentile roll to avoid being struck.
If you roll a miss chance to save time, roll it from the point of view of the defender; the defender always takes the low number, the attacker always takes high.
On a 50% Miss Chance, a result of 1 to 50, or 1 on a d2, is for the defender.
  • Masterwork Tools: The well-made items that are the perfect tool for a job and grants a +2 circumstance bonus on a related skill check? Banned.
  • Weapon Cords: Weapon cords are 2-foot-long leather straps that attach your weapon to your wrist or waist. If you drop your weapon or are disarmed, you can recover it as a move action, and it never moves any further away from you than an adjacent square.
However, you cannot switch to a different weapon without first untying the cord (a full-round action) or cutting it (a move action or an attack, hardness 0, 1 hp). Unlike a locked gauntlet, you can still use a hand with a weapon cord, though a dangling weapon may interfere with finer actions.
Furthermore, you cannot use the Run Action while having unrecovered weapons.
They can be purchased for 1gp.

Igneels Arrow Collection

  • Alchemist's Fire Arrow (75gp/1): Each of these projectiles carries a deadly load of alchemist's fire in its hollow shaft. When it strikes a target, the arrow's shaft shatters, releasing the alchemist's fire directly onto the target. One round after impact, the alchemist's fire ignites, dealing 1d4 points of fire damage. The target can use a full-round action to attempt to extinguish the flames before taking this damage. It takes a successful DC 15 Ref save to extinguish the flames. Rolling on the ground earns the target a +2 bonus on the save. Fully submerging in water automatically extinguishes the flames.
  • Alchemist's Frost Arrow (75gp/1): Similar in design to the alchemist's fire arrow, this arrow instead carries an alchemical compound that creates a spray of intense cold. If the arrow strikes a target, the arrow immediately shatters and deals 1d4 points of cold damage.
  • Barbed Arrow (4sp/1): Commonly used for fishing, these arrowheads feature 2-6 backwards-facing barbs, ensuring they lodge in the target when they hit. They cause an extra 1d6 damage if removed carelessly, and take a Move Action to Remove. Each barbed arrow deals 1 bleed damage for each turn in which it remains embedded and in which the character moves or takes actions; see Tremorsense.
  • Blunt Arrow (1gp/20): These projectiles have blunt tips wrapped in leather instead of pointed arrowheads. They have a shorter range increment than normal arrows and deal nonlethal damage.
  • Dragonsbreath Arrow (50gp/20): A dragonsbreath arrow has a shaft soaked in resin or pitch and a slightly enlarged head filled with a dab of alchemist's fire. Slots in the head force air into the chamber when the arrow is fired, igniting the alchemist's fire and the shaft as well. The slots in the head emit a low screech as the arrow flies through the air. A dragonsbreath arrow deals an extra 1 point of fire damage when it hits a target, and that target must make a DC 15 Ref save or catch on fire. A dragonsbreath arrow can't be reused on a miss.
  • Hardwood Arrows (10gp/20): Hardwood shafts are simultaneously stronger and more flexible than a regular arrow's. A hardwood arrow that misses its target has only a 25% chance of being destroyed instead of 50%.
  • Flight Arrow (8gp/1): The light shaft and special design of this masterwork arrow increases a bow's range increment by 25 ft..
  • Pungent Arrows (5gp/20): Similar to powder arrows, these arrowheads deal no damage and contain a sticky, foul-smelling substance. Roberd used pungent arrows to delineate targets he wanted his fox companion to attack or to help track fleeing targets. Anyone tracking a person marked by a pungent arrow gains a +1 circumstance bonus on Survival checks made to track (+4 if the tracker has the scent ability) for one hour. The substance washes off in 5 minutes with ample water.
  • Serpentstongue Arrow (3gp/20): Arrows aren't very useful for attacking objects, so the elves developed the serpentstongue arrows. These arrows have sharp edges on the tips and inside the prongs. A skilled archer can neatly sever a rope or leather strap with a serpentstongue arrow. A serpentstongue arrow deals damge both piercing and slashing damage, and it deals full damage (rather than the usual half) to objects with a hardness of 5 or less.
  • Signal Arrow (5gp/20): This arrow is specially designed to emulate a bird's call when fired. A successful DC 20 K.Nature check determins whether the sound comes from a bird or another source. The intricate carvings on the arrow's shaft make it clumsy in flight, imposing a -2 penalty on attack rolls.
  • Singing Arrows (20gp/20): Roberd borrowed this technique from the elves. The elves carved a series of notches along their arrows so taht , when fired, they emitted a distinctive series of notes. Elven troops firing in sequence could create chords or even whole songs this way. Roberd was content to design a single distinctive whistle for his own arrows.
  • Smoking Arrow (30gp/1): The front portion of this arrow is made of the same substance used to make smokesticks. It is commonly used as a signaling device. When lit and fired within the same round, it leaves behind a trail of thick, black smoke (too thin to obscure sight). When the arrow hits, it deals no damage, but fills a 10ft cube with smoke as a smokestick.
  • Star Arrows (10gp/20): Through much experimentation, Roberd developed an alchemical compound that phosphoresced under particular conditions. A star arrow glows with a dim colored light when fired. The arrows shed bright light in a 5-foot radius and shadowy light in a 15-foot radius.
  • Swiftwing Arrow (20gp/20): These arrows are made slightly longer than normal, with a small, aerodynamic head and enlarged fletching for extra stability and accuracy on long shots. A swiftwing arrow incurs only half the usual penalty for attacking at range (-1 per range increment rather than the usual -2)
  • Thundering Arrow (2gp/1): Thundering arrows are tipped with thunderstones. A hit from a thundering arrow deals no damage but triggers the thunderstone's sonic attack. Thundering arrows that miss should be treated as an attack with a thrown splash weapon.

Crossbows

Crossbows (including their repeating forms) have their base damage die increased by one step. As this is a modification to the base item, it stacks with any other effects of that type.
Crossbows can be made to utilize the user's Strength bonus by mechanisms that provide more resistance, and recoil when fired that requires a stronger user in order to utilize properly. This otherwise works just like composite bows, including the +75 (light) or +100 (heavy) gold per + of strength bonus on the 'pull'.

Some Reminders

  • In most cases, modifiers to a given check or roll stack (combine for a cumulative effect) if they come from different sources and have different types (or no type at all), but do not stack if they have the same type or come from the same source (such as the same spell cast twice in succession). If the modifiers to a particular roll do not stack, only the best bonus and worst penalty applies. Dodge bonuses and circumstance bonuses however, do stack with one another unless otherwise specified.
The breaking of this rule with the same ability score modifier has to be one of the ones that sends me from 0 to 100 the fastest. Do not attempt to stack Wisdom or Charisma on the same roll more than once on the same mechanic. Do not do it.
  • Detect Magic and similar 'Detect' spells are purely a result based divination without any sensory component. You have to get to Arcane Sight to get the visual, sensory input.
  • Light, that is electromagnetic radiation, especially within the visible range, or the lack thereof, cannot be made invisible. Period.

Magic, Spells & Domains

  • The Firestorm deals damage in d8s not d6s and deals half fire damage, half divine damage like Flame Strike.
  • The Fanfare spell is banned. Bards can and should use Shout, Greater instead. A successful save against Shout, Greater negates the stunning and halves the duration of deafness but not the damage dealt.
  • The Shivering Touch and Shivering Touch, Lesser spells are changed to be 'Saving Throw: Fortitude negates'.
  • The starmantle cloak does not stack with Evasion.
  • Victims of the Dust of Sneezing and Choking are allowed a DC15 Reflex Save to hold their breath.

Domains

Fear Domain

Granted Powers
Once per day, you can produce a greater terror effect. Using this ability adds the [Fear] descriptor to any spell you cast. Creatures targeted by the spell modified by this effect must make a Will Save (same DC as the original spell) or become shaken for 1d4 rounds; this is in addition to any other effects the spell might have. When this effect is applied to a spell that already has the [Fear] descriptor, the effect becomes so potent that it becomes able to affect creatures normally immune to fear effects, such as paladins (although the subject still gets a saving throw to resist the spell's effect), and increases the Save DC by 2.
Add Persuasion(Intimidate) to your list of class skills.
Fear Domain Spells
  • Bane
  • Scare
  • Fear
  • Phantasmal Killer
  • Nightmare
  • Symbol of Fear
  • Repulsion
  • Symbol of Insanity
  • Weird

Anger Domain

Granted Powers
Once per day as a free action, you can designate a single creature or object as the target of your fury. Subtract a number of points from your Wisdom score equal to or less than your Cleric level. You gain an equal profane bonus on attack and damage rolls against the designated creature or object and deal an extra 2 points of damage with each successful strike upon it. These bonuses persist until you select a new target for your attacks. You suffer all the effects of reduced Wisdom, including access to spells and bonus spells, reduction of Will saves, and penalties on Wisdom-based skills.
Anger Domain spells can be cast in the midst of a Rage.
Anger Domain Spells
  • Rhino's Rush
  • Bull's Strength
  • Rage
  • Divine Power
  • Righteous Might
  • Song of Discord
  • Abyssal Frenzy
  • Shout, Greater
  • Storm of Vengeance

Damaging Magical Items

Unless otherwise noted, a magic item can be damaged just like any other object, but ... , a magic item doesn’t even need to attempt a saving throw against a harmful effect unless it meets one of three criteria:
  • It is unattended;
  • It is specifically targeted by an effect (such as a shatter spell);
  • Its wielder rolls a natural 1 on his save against an effect that can harm objects.
A damaged magic item continues to function (and can be repaired) as long as it has at least 1 hit point. If reduced to 0 hit points, it is destroyed and all its magical power lost forever.
  • Based on these rules from the Magic Item Compendium, a single rolled 1 could destroy every character's items, and that seems kinda rough... Instead, when a character rolls a 1 on a Saving Throw, where damage is a factor, including the Massive Damage Saving Throw, Falling Damage, or anywhere else, a save has gotta be made...
  • I will roll 1d4+1.
  • I will choose two to five items items to be affected by the attack, in order of the most likely to be damaged: shields, armor, weapons and held items, worn items, stored items.
  • The player a number of items to be subjected to make their own saving throws according to the number rolled on the 1d4.
  • I will then roll the saving throws of those items, and apply damage to them.
  • It is now impossible for a single 1, to wipe out an entire purchase of items, but a 1 still subjects items to damage.

Combining Magic Items

In most cases, if the item is one that occupies a body slot, the cost of adding any additional ability to that item is 1-1/2 times the value of the added power (or the value of the added power plus 1/2 the value of the existing item, if the added power normally costs more than the existing item).
  • If the magic item is 'at start of play' or being crafted from scratch, the non-parenthesesed part of this sentence is followed-with the most expensive item forming the 'base'.
  • The parenthesized part is only relevant if a power is being added to an item, in game.

Death and Healing

Destroying Bodies

Reducing a body to -150% plus -10 HPs of its normal HPs renders it destroyed and beyond the help of a Raise Undead spell. Creatures that are rendered destroyed or undead at 0 HPs only need to be reduced to -150%.
So, a living creature with 200HPs, is destroyed at -360HPs and a zombie with 20HPs is destroyed at -20HPs.

Healing Spells

Spells of the Cure and Inflict line have a range of Close (25 ft. + 5ft./2 levels) rather than Touch and use d12s when either is used to restore hit points the spells.
When used to deal damage, they still have a range of Touch and use d6s.
Cure Minor Wounds restores 1d4+1 hit points rather than just 1.
Close Wounds restores 1d8 hit points +1 per caster level.

Consecrate & Desecrate

Consecrate and Desecrate respectively deal 1d6 positive or negative energy damage to undead in a spread area at the start of each round. The area of each spell is 30ft per caster level.

Identifying Magic Items

"Identification of magic items in a D&D game sometimes threatens to upset the delicate balance between realism and convenience. Allowing PCs to know what they have immediately makes the game more playable on many levels, but it doesn't feel realistic. The identify and analyze dweomer spells provide an in-game solution, but the limitations of casting time, expense, and spell level make them less than convenient. One possible solution is a house rule allowing characters to use Spellcraft (or even Appraise or bardic knowledge) checks to identify items. Cursed items are no longer seen in play as much as they once were, but you can retain the concept by simply increasing the required check DC to detect a curse." —Jason Nelson-Brown
Using Spellcraft, a character can identify a scroll in 1 round and any other item takes 1 minute.
The Spellcraft DCs, are based on the prerequisite level for the relevant item creation feat.
  • Potions are DC 25.
  • Scrolls begin at DC 20.
  • Weapons and Armor and Wands are DC 30.
  • Rods are DC 35.
  • Rings and staffs are DC 40.
  • Wondrous Items:
Minor are DC25.
Medium are DC30.
Major are DC40.
  • +10 modifier to the DC to discern that an item is in fact cursed, since most cursed items appear as beneficial ones to normal identification.
The identify and analyze dweomer spells now provide bonuses to the caster's Spellcraft checks for identifying magic; Identify gives a +20 bonus on one check, and analyze dweomer gives a +20 bonus on every check made for the duration of the spell.
A character with the relevant item creation feat gets a +2 circumstance bonus on checks to identify magic.
Rogues and Bards can use the Appraise Skill to identify magic items in the same way as a spellcaster would use Spellcraft as a class ability.
A bard, or other characters with lore-based abilities, such as the loremaster, can add their character's bard level to any Spellcraft or Appraise Check made to identify magic items.

Cost of Living

An adventurer's primary source of income is treasure, and his primary purchases are tools and items he needs to continue adventuring—spell components, weapons, magic items, potions, and the like. Yet what about things like food? Rent? Taxes? Bribes? Idle purchases?
You can certainly handle these minor expenditures in detail during play, but tracking every time a PC pays for a room, buys water, or pays a gate tax can swiftly become obnoxious and tiresome. If you're not really into tracking these minor costs of living, you can choose to simply ignore these small payments. A more realistic and easier-to-use method is to have PCs pay a recurring cost of living tax. At the start of every game month, a PC must pay an amount of gold equal to the lifestyle bracket he wishes to live in—if he can't afford his desired bracket, he drops down to the first one he can afford.
Destitute (1 gp/month or less): The PC is homeless and lives in the wilderness or on the streets. A destitute character must track every purchase, and may need to resort to Survival checks or theft to feed himself.
Food: Vegetables or a cereal. Little or no meat. Drink is buttermilk or water.
Housing: Perhaps none; maybe a tiny room or hut for a family; no furniture. Often housed on the workplace floor.
Clothing: Sackcloth, homespun, rude leathers, nudity.
Serf (Laborer, Apprentice and Footsoldier) (3 gp/month):
Food: Vegetables, cereals, cheese, and eggs. Occasionally meat or fish. Beer.
Housing: One good room shared by a family or a decent pallet in the workplace. A chest or two, bench and tables, lamps.
Clothing: Shoes, 1 new suit of clothes a year; winter clothes will be warm and protective.
Servants: Dependents in the family may act as servants.
Poor (Yeoman, Journeyman and Sergeant) (10 gp/month): The PC lives in common rooms of taverns, with his parents, or in some other communal situation—this is the lifestyle of most untrained laborers and commoners. He need not track purchases of meals or taxes that cost 1 sp or less.
Food: Meat or fish with most meals. Beer and table wines.
Housing: Small house or apartment. Good bed, fine furniture, decorations or display items.
Clothing: High-quality linens and cottons, occasional luxury such as fur trim or jewelry.
Servants: This is the first tier to have servants, a simple maid or other household help is not uncommon.
Privileged (Knights, Courtiers and Guild Masters) (50 gp/month): The PC lives in his own apartment, small house, or similar location—this is the lifestyle of most trained or skilled experts or warriors. He can secure any nonmagical item worth 1 gp or less from his home in 1d10 minutes, and need not track purchases of common meals or taxes that cost 1 gp or less.
Food: Plentiful meat, fowl, shellfish, etc. Pastries and breads. Good wines.
Housing: Multi-roomed villa or grand apartment. Artworks and fine rugs.
Clothing: Silks and satins, decorative trims including gold and silver threads. Gold jewelry with gemstones.
Servants: A valet/butler, cook, and maid is typical. Someone at this level is an employer and employees living in the household often function as servants.
Wealthy (Minor Noble) (100 gp/month): The PC has a sizable home or a nice suite of rooms in a fine inn. He can secure any nonmagical item worth 5 gp or less from his belongings in his home in 1d10 minutes, and need only track purchases of meals or taxes in excess of 10 gp.
Food: Luxury items such as bird nest soup, candied fruits, and rare beasts. The finest wines. Large banquets and parties.
Housing: Several large dwellings including a country mansion and a townhouse or small palace.
Clothing: Trend-setting, exquisite garments of the rarest materials, fine jewelry and accouterments.
Servants: A secretary, valet, cook, driver, steward, and a staff of servants, grooms, and and maids. Possibly a bodyguard or expensive courtesan, house mystic, or an artist on patronage.
Extravagant (Baron) (1,000 gp/month): The PC lives in a mansion, castle, or other extravagant home—he might even own the building in question. This is the lifestyle of most aristocrats. He can secure any nonmagical item worth 25 gp or less from his belongings in his home in 1d10 minutes. He need only track purchases of meals or taxes in excess of 100 gp.
Food: Rare or outré luxury items such as hummingbird tongues, enormous and complex meat pastries, elaborately prepared platters, strange fruits, and rare beasts.
Housing: Palaces.
Clothing: Beyond style, one-of-a-kind items, accenting large and beautiful precious gems.
Servants: A court waited on by a small army of cooks and grooms. A small personal guard. Several court specialists and advisers, such as priests or wizards.[/FONT]

Rough Vision and Hearing Limits

These are rough guidelines only.

Rough Vision Limits

  • Mountains can be seen from great distances, 60 to 100 miles or more, yet virtually no detail can be seen.
  • On level ground, the horizon is about 5 to 12 miles away, but a character usually cannot see a specific object that far away. The limit of vision for seeing and identifying man-sized objects is much less than this.
  • Under optimum conditions, the maximum range at which a man-sized object can be seen is about 1,500 yards, or 4500 feet if it is moving. If the object doesn't move, it usually cannot be seen at this distance. Even if it is moving, all that can be seen is a moving object. The character cannot tell what it is or what it is doing.
  • At 1,000 yards, or 3000 ft., both moving and stationary man-sized objects can be spotted. General size and shape can be determined, but exact identifications are impossible. It is not likely that creature type can be identified at this range, unless the creature has a very unique shape.
  • At 500 yards, or 1500 ft., general identifications can be made. Size, shape, color, and creature type are all distinguishable. Individuals still cannot be identified, unless they are distinctively dressed or separated from the rest of the group. Livery and heraldic symbols or banners can be seen if large and bold. Most coats of arms cannot be distinguished at this distance. General actions can be ascertained with confidence.
  • At 100 yards, or 300 ft. individuals can be identified (unless, of course, their features are concealed). Coats of arms are clear. Most actions are easily seen, although small events are unclear.
  • At 10 yards, or 30 ft., all details but the smallest are clear. Emotions and actions are easily seen, including such small actions as pick-pocketing (if it is detectable).

Rough Hearing Limits

  • Under normal conditions, hearing range is a 120 foot spread (i.e., it can turn corners and so forth). This is the range at which a single bard can be heard sufficiently well to affect a target with one of their bardic music uses or effects unless other ranges are indicated.
Audible Ranges:
In order to even hear that someone is yelling requires for the listener to be within these ranges. To actually understand, requires them to be in the next best range (within conversation range to understand yelling and within whispering range to have a conversation and to eavesdrop on whispering, requires one to be within ten feet or a Perception Check).
Trying to be Quiet (Whispering): 2d6 x 5 ft.
Normal Noise (Conversation): 2d6 x 10 ft.
Very Loud (Yelling): 2d6 x 50 ft.
  • The spread can make its way through solid items (such as doors and walls) at a cost of 10 "feet" per point of Hardness possessed by the item.
  • Areas of silence as though they were impenetrable walls of force for determining the reach of the spread.
  • Each additional musician beyond the first, or playing or shouting loudly, increases the range of the spread by 40 feet (while not strictly correct physically, it is the "closest fit" for groups of fewer than 8 musicians).
  • A musician, singer or speaker may always choose to play more softly and decrease the hearing range. Thus a whisper can only be heard in adjacent squares.
  • It is possible to hear the music that a musician is playing outside of this range; it is simply too indistinct to allow the effects of the mystic music to be effective. Anyone attempting to perceive that the musician is playing who is outside of the "hearing range" must succeed at a Listen check (DC 15 + 1 for every 10 feet between the subject and the hearing range). For example, in normal conditions, a character 200 feet away from a musician who attempts to Listen to see if the musician is playing must succeed at a Listen check against DC 23 (he is 80 feet outside of the hearing range of 120 feet, so the DC is 15+8).
  • Some effects are only effective within a certain range (usually this range is shorter than hearing range). If conditions would reduce hearing range to less than the designated range, use the hearing range value instead. This gives the range at which the effect can work and is not adjusted for conditions except as already noted (i.e., when hearing range is so drastically reduced by conditions that it is shorter than the listed value).

So, You Wanna Do A Ranged Build, Huh?

This is completely optional and there's a Bonus Feat in it for you.
  • First, no quivers or bolt cases that provide infinite ammunition.
  • Second, the character can have, at most, three (3) quivers on their person at once (this includes in magical storage).

Getting into the 'Old School' Mindset

View the entire area you’ve mapped out as the battleground; don’t plan on taking on monsters in a single room. They may try to outflank you by running down corridors. Establish rendezvous points where the party can fall back to a secure defensive position.
Scout ahead, and try to avoid wandering monsters which don’t carry much treasure. You’re in the dungeon to find the treasure-rich lairs. Trying to kill every monster you meet will weaken the party before you find the rich monsters.
Don’t assume you can defeat any monster you encounter.
Keep some sort of map, even if it’s just a flow chart. If you get lost, you can end up in real trouble–especially in a dungeon where wandering monster rolls are made frequently.
Ask lots of questions about what you see. Look up. Ask about unusual stonework.
Test floors before stepping.
Protect the magic-user. He’s your nuke.
Hire some cannon fodder. Don’t let the cannon fodder start to view you as a weak source of treasure.
Spears can usually reach past your first rank of fighters, so a phalanx of hirelings works well.
Check in with the grizzled one-armed guy in the tavern before each foray; he may have suddenly remembered more details about the area.

The Pit Trap

The Pit Trap (Modern Style)
GM: “A ten-foot wide corridor leads north into the darkness.”
John the Rogue: “I check for traps.”
GM: “What’s your target number for checking?”
John the Rogue: “15.”
GM: Decides that the pit trap in front of the party is “standard,” so all John has to do is roll a 15 or better.
“Roll a d20.”
John the Rogue: “16.”
GM: “Probing ahead of you, you find a thin crack in the floor–it looks like there’s a pit trap.”
John the Rogue: “Can I disarm it?”
GM: “What’s your target number for that?”
John the Rogue: “12. I rolled a 14.”
GM: “Okay, moving carefully, you’re able to jam the mechanism so the trap won’t open.”
John the Rogue: “We walk across. I go first.”
The Pit Trap (Old School)
GM: “A ten-foot wide corridor leads north into the darkness.”
John the Roguish: “We move forward, poking the floor ahead with our ten foot pole.”
GM: Is about to say that the pole pushes open a pit trap, when he remembers something.
“Wait, you don’t have the ten foot pole any more. You fed it to the stone idol.”
[if the party still had the pole, John would have detected the trap automatically]
John the Roguish: “I didn’t feed it to the idol, the idol ate it when I poked its head.”
GM: “That doesn’t mean you have the pole back. Do you go into the corridor?”
John the Roguish: “No. I’m suspicious. Can I see any cracks in the floor, maybe shaped in a square?”
GM: Mulls this over, because there’s a pit trap right where John is looking. But it’s dark, so “No, there are about a million cracks in the floor. You wouldn’t see a pit trap that easily, anyway.”
[A different referee might absolutely decide that John sees the trap, since he’s looking in the right place for the right thing].
John the Roguish: “Okay. I take out my waterskin from my backpack. And I’m going to pour some water onto the floor. Does it trickle through the floor anywhere, or reveal some kind of pattern?”
GM: “Yeah, the water seems to be puddling a little bit around a square shape in the floor where the square is a little higher than the rest of the floor.”
John the Roguish: “Like there’s a covered pit trap?”
GM: “Could be.”
John the Roguish: “Can I disarm it?”
GM: “How?”
John the Roguish: “I don’t know, maybe make a die roll to jam the mechanism?”
GM: “You can’t see a mechanism. You step on it, there’s a hinge, you fall. What are you going to jam?”
John the Roguish: “I don’t know. Okay, let’s just walk around it.”
GM: “You walk around it, then. There’s about a two-foot clearance on each side.”

The Ninja Jump

The Ninja Jump (Modern)
We enter this example in the middle of combat.
GM: “You’re up on the ten-foot high ledge, and down below, the goblin is about to attack Frank the Cleric.”
John the Roguish: “I grasp my sword, blade downward, and leap off the ledge, driving the sword blade deep into the goblin’s back using the weight of my body and the fall to cause tons of extra damage.”
GM: “Seriously?”
John the Roguish: “Yeah.”
Frank the Cleric: “Oh, hell, here we go again.”
GM: “What feat are you using?”
John the Roguish: “I don’t have a feat for it. I want to try it anyway. Untrained.”
GM: “You don’t have a leap attack or spring attack or anything like that?”
John the Roguish: “Nope.”
GM: “It’s just a regular attack, then. You might be able to get extra damage if you had a trained skill that applied.”
John the Roguish: “Okay, I rolled a 2.”
GM: “That’s a miss. And you fall to a prone position.”
John the Roguish: “Hey, that’s not fair. If it’s just a normal attack, there shouldn’t be a chance for me to fall prone. If I had some chance to get a benefit I can see it, but I started from a good tactical position and I didn’t get anything but a regular attack with an automatic chance to end up prone. That’s not fair.
GM: “Okay, but even if you had a +2 from being up above, you still missed.”
John the Roguish: “I’m just saying there’s nothing in the rules that says I should end up prone after making that attack.”
Frank the Cleric: “I attack the goblin.”
GM: “Okay, I’ll tell you what. Roll against your jump skill with a target number of 10, and if you succeed then you stay standing.”
Frank the Cleric: “I attack the goblin.”
John the Roguish: “I rolled a 9, but I have a dex modifier of +2, so it’s an 11.”
GM: “Okay, you’re still standing.”
Frank the Cleric: “I attack the goblin."
The Ninja Jump (Old Style)
We enter this example in the middle of combat.
GM: “You’re up on the ten-foot high ledge, and down below, the goblin is about to attack Frank the Cleric.”
John the Roguish: “I grasp my sword, blade downward, and leap off the ledge, driving the sword blade deep into the goblin’s back using the weight of my body and the fall to cause tons of extra damage.”
GM: “Seriously?”
John the Roguish: “Yeah.”
Frank the Cleric: “Oh, hell, here we go again.”
GM: [decides that he’ll give John a to-hit roll. Success will let him get extra damage, but failure will cause some sort of disaster.] “You leap off the ledge. Roll to hit.”
John: “I rolled a 2.”
GM: “Okay, you trip as you jump off the ledge and you get tangled up with the sword. You knock the goblin down to the ground, but you don’t land on your feet either. You’re both sprawled on the floor. Also, you may have hit yourself when you landed on the goblin. Roll to hit again.”
John: “I rolled a 15.”
GM: “You stab yourself in the leg. Roll damage.”
Frank the Cleric: “Roll high.”
John the Roguish: “Screw you, Frank. I roll a 2.”
GM: “Two points of damage, then. You don’t take any falling damage, because the goblin broke your fall. You’re on the ground and so is he. Frank’s standing there with his mace, completely confused by what just happened.”
Frank the Cleric: “While the goblin’s sprawled on the ground, I slay him with a mighty blow of my mace.”
GM: “Roll to hit.”
John the Roguish: “I don’t see why I should be down on the ground.”
GM: “You rolled a 2, that’s a crappy roll, you got tangled in your sword, and you’re on the ground. You would have done double damage if you hit.”
John the Roguish: “Where’s that in the books?”
GM: “It’s not. I just made it up. Frank, roll to hit.”

The Mysterious Moose Head

The Mysterious Moose Head (Modern Style)
John the Rogue: “We open the door. Anything in the room?”
GM: “No monsters. There’s a table, a chair, and a moose head hanging on the wall.”
John the Rogue: “I search the room. My search skill is +5. I roll a 19, so that’s a 24.”
GM: “Nice roll. You discover that the moose head slides to the side, and there’s a secret panel behind it.”
The Mysterious Moose Head (Old Style)
John the Roguish: “We open the door. Anything in the room?”
GM: “No monsters. There’s a table, a chair, and a moose head hanging on the wall.”
John the Roguish: “We check the ceiling and the floor – we don’t step in yet. If there’s nothing on the ceiling and the floor, we push down on the floor with the ten foot pole, and then I step inside, cautiously.”
GM: “Nothing. You’re in the room.”
John the Roguish: “I search the room.”
GM: “What are you checking?”
John the Roguish: “I eyeball the table and chairs to see if there’s anything unusual, then I run my hands over them to see if there’s anything weird.”
GM: “Nope.”
John the Roguish: “Are the moose’s eyes following me or anything?”
GM: “No.”
John the Roguish: “I check the moose head.”
GM: “How?”
John the Roguish: “I twist the horns, look in the mouth, see if it tips sideways …”
GM: “When you check to see if it tips sideways, it slides a little to the side.”
John the Roguish: “I slide it more.”
GM: “There’s a secret compartment behind it.”