House
Rules for D&D 3rd Edition
Version 1.06 ©2003-2004
Dave Warren
Introduction
This
document is an attempt to standardize my official rulings for interpretable
rules and technical details of Wizards Of the Coast's D&D 3rd
Edition. Hopefully, this will clarify
certain issues that may become important either during the adventure, or in the
act of character creation, since I encourage all my players to come up with
unique and interesting characters.
Undoubtedly, there will be rules that I have not covered here, that I
have forgotten, or that I don't consider pertinent and so have not put any
effort into including them here. If I
missed something important, it will likely be revised in a later edition of
this document. For now, I ask for your
patience and your input in how this might become a better document, and/or have
any mistakes I've made corrected.
I know this
may be a lot to learn and get used to, but game balance is extremely important
as it becomes logarithmically more difficult at high levels. These rules serve to assist not only in
avoiding confusion, but also to avoid having ½ the party being hopelessly
unstoppable, while the other half drop like flies at every challenge.
I may be
contacted at the e-mail address gribbles@mail.com
if you have any further questions or comments.
-- Dave Warren
Rules specific to this adventure:
· Official Description:
412 The Universal Nullifier
System: D&D 3.0
Saturday 8 PM in room 154 for 10 hours
GM: Dave Warren
Power Level: 24th lvl
Variations: no psionics, no gods, otherwise outlined at http://thegribbles.tripod.com
Type: RPG
Characters can be provided by GM
The Steak Council has discovered that a forbidden artifact, "The
Universal Nullifier" has been found and will end the multiverse
unless you heroes can prevent it.
- List
of suitable Sources:
- 3.0
basic books
- Dragon
Magazine articles
- The
Wizard’s of the Coast Website http://www.wizards.com/
- Epic
Level Handbook
- Forgotten
Realms Campaign Book
- Book
of Exalted Deeds
- Fiend
Folio
- Savage
Species—Note: the ECLs for most creatures in this book are WRONG! I have a different rule of thumb
system for this. If you want, you
can use these rules, but see the creature section for more information.
- Miniatures
Handbook
- Monster
Manual 2
- Manual
of the Planes
- Book
of Vile Darkness—Note:
- Defenders
Of The Faith
- Faiths
and Pantheons
- Lords
of Darkness
- Magic
of Faerun
- Masters
of the Wild
- Monsters
of Faerun
- Oriental
Adventures
- Unapproachable
East
- Song
and Silence
- Sword
and Fist
- Tome
and Blood
- Complete
Warrior – note: only things that do not countermand Sword and Fist, and
most things that can only be modeled in 3.5 (such as DR /evil will be
modeled differently.
- If
you have a 3rd party item that you wish to include, or
something that has 3.5 issues from any of the 3.5 books above, mail me at
gribbles@mail.com and we can work
something out.
- Starting
money for the adventure will be 1.9 million gold. Prices for epic items are as listed in
the Epic Level Handbook, but are usually overpriced, so feel free to just
buy a boatload of lower class items.
See the semi-epic section for more rules about magic items.
- Starting
experience for the adventure will be 276,000. Creation of magic items will result in de-leveling. There are enough encounters in the
adventure (some of which are especially tough) that people might level
during the adventure -- especially those who have de-leveled because of
magic item creation. If people
wish to keep track of this, I would be happy to allow people to level
immediately. You might wish to
keep this in mind, and have your next level planned ahead of time. This will keep things flowing since it
is often quite tricky at high levels to level your character quickly.
- You
may not have any Cohorts, but you may have followers of 7th lvl
or below.
- no
sacred fist
- no
cursed
- no
unicorns as your base character.
- no
mamono
- Your
character must be of Huge size or less, and be capable of speech.
- no
spellfire wielders (this is mostly because it can be broken if abused, and
I just don't like it)
- no
Incantatrix (I know this one hurts.
It is however, a bit too broken.
If you want Improved Metamagic take it as an Epic feat -- see the
semi-epic section for more details)
- no
half clay golem, demilich, or paragon template
- no
epic pseudonatural template creature with more than 6 hit dice.
- no mind
rape
- no hide life
- no earth reaver
- no artifacts. You may have powerful magic items that do the same
(calculated with normal magic item creation rules), but you cannot have
anything that counts as an actual artifact. You might get some as treasure though J.
- no
half-celestial celestials, no half-fiend fiends, no half-troll trolls,
etc. (you can however have a half-fiend tiefling, since you would be like
33/64 fiend or something). This
does not mean you can’t take such templates normally, only that creatures
of the same race can’t gain a template for breeding with their own
creature type.
- Frenzied
Berserker and War Hulk use 3.5 rules for 2H power attack.
- Improved
Metamagic requires 26 ranks of Spellcraft and Knowledge:Arcana, and 4
other Metamagic feats.
- Legendary Tracker requires 24 ranks in
both skills, but is otherwise the same.
- All
other epic feats that require 30 ranks in a skill require only 27.
Rules that apply to all games I DM:
General Stuff:
- If I
say something isn’t allowed, then (with a few special exceptions) I won’t
use it against you. This is fair, and
means you don’t have to plan for things that you can’t possibly possess
(like psionics).
- Insane
ability scores (beyond the bounds of reasonable possibility) will not be
accepted. If you need a guaranteed
set use these: 18, 16, 16, 14, 13, 11.
The preferred method for stat generation is 4d6 drop lowest, reroll
ones.
- Grabbing
something out of a handy haversack is a partial action, so long as the
opening to it is reachable.
- All
DR/- stacks with itself and applies to all damage regardless of type or
source. The exception to this is the damage caused by starvation, thirst
or suffocation. Damages of different types from the same source stack for
the purpose of damage reduction.
- Heroic
successes and failures apply. This
means that a natural 20 becomes a roll of 30, and natural 1 becomes a
-10. This applies to attack rolls,
saving throws, skill checks and stat checks, but not to initiative.
- Things
that multiply damage on a critical hit will stack (multiply that lot by
two again, etc.), but only if they are from different sources.
Example: PowerMan 5000 has power critical on his
mercurial greatsword, is a weapon master for it, is wearing rhino hide armor,
and riding a horse using deadly charge.
He gets 5(weapon master + power critical for mercurial greatsword) X
3(deadly charge) X 2(rhino hide armor) = 30X damage! Not an easy thing to manage, but very impressive.
· I
don’t deal with taint, but if you are something that normally possessed taint,
then you will give off an evil aura that cannot be suppressed or hidden (and
will probably be noticed in a second by a paladin). This will usually give off an indication of your alignment even
without conscious effort by the detector.
· A
standard action is a partial action + a move action. A full round action is when you convert your base standard action
(both parts at once) in for a bigger chunk called a full round action. A partial action can ONLY be used for an
attack, a partial charge, or a spell (or spell like ability, supernatural or
extraordinary abilities) that only takes “one action” to do. Anything that can be performed as a partial
action can also be performed as a part of a standard action.
What will be expected to present upon entering the game:
- A
character sheet specifying all your carried equipment, how it is being
carried, all your relevant computed numerical figures, and an explanation
of how you generated those numbers including bonus types for stackability
purposes.
- A
itemized list of purchased equipment including cost, experience used in
its creation, etc.
- A
complete planning page explaining what levels were taken in what order,
what feats were taken at what levels, and what discretionary stat points
went where, etc.
Feats
- A
feat is a special ability that lets you use your actions for things other
than the basic uses of attack, cast a spell, etc. or adjusts any of those
to do different things. All feats
work in any context you would normally get actions.
- Power
Lunge with a 2H weapon gives you 3 times your strength modifier in damage,
but is otherwise the same.
- We
use the version of expert tactician from the 1st printing of
Sword and Fist. If you make someone flat footed as a result of a partial
action, a free action or a no action on your part, this feat will not
activate.
- Improved
Trip can trigger a Knockdown attempt.
- Monkey
Grip can be used to hold a single weapon two size categories larger than
you in both hands.
- Any
feat that grants the character a flat bonus (to a skill, a class ability,
etc.) can be taken multiple times.
Exceptions to this are improved initiative, spellcasting prodigy,
feats that deal with random bonuses, feats that grant additional attacks,
- Expertise
and Power Attack can always be used up to the character’s base attack
bonus, but if used together, the base attack must be divided.
- Dirty
Fighting adds a bonus +1d4 damage to each attack of a full attack action.
The damage type matches the weapon’s.
- Jack
of All Trades does not apply to knowledge skills.
Class abilities
- Supreme
cleave is not limited to one 5-foot step per round. You can make as many 5-foot steps (or
fractions thereof) that would equal a distance you could cover in a double
move.
Base Classes
Barbarian:
- Barbarians
have good reflex save and gain evasion at 3rd level, and
improved evasion at the 14th level.
- They
also get damage reduction 1/- every 5 levels
Bard:
- All
bardic lore (such as Loremaster) stacks with any other lore as well as any
knowledge skill taken by the character concerning material relevant to the
check. Example: Rayne Portence,
the girl who knows everything, is a 15th level bard who has maxed out
ranks of many knowledge skills.
Her total bonus for those knowledge skills will be 15 (her bardic
lore) +18 (her maxed out skill ranks) +8 (her int mod) = +41.
- Bards
have a base 6 skill points per level
Monk:
- The
monk base attack bonus superior number of attacks per round is not limited
arbitrarily at five per round.
- Monk
superior base move speed is never considered supernatural, even above 60
feet. This means that expeditious
retreat will double it at any level.
- All
monk Ki abilities continue to function in an anti-magic field.
- No
more than one monk Ki power that requires a save can be made in a single
strike.
- Characters
with monk base attack and normal base attack may choose to stack their
base attacks together for the purposes of determining to hit at the normal
fall off, but must use only the monk base attack for the superior fall
off.
Paladin:
- The
paladin’s detect evil vision is always active with the benefits of first
round of use, until you concentrate, and can get more precise results.
Sorcerer:
- A
sorcerer with the Quicken Spell feat may cast one quickened spell per
round as a free action. This does
not incur a sorcerer's full round casting of metamagic enhanced spells,
but the spell still takes up a slot 4 levels higher.
Prestige classes
- For
the purposes of qualifying for a prestige class, the feat gained at the
first, third, sixth, etc. levels happens before the class is taken, and
may be used as a prerequisite feat for that level's class. This policy is true for discretionary
stat points, but not for skills, spell slots, saves, or base attack bonus
-- all of whom are granted by the character’s classes.
- If a
class would cause you to loose something, (a class ability, access to
certain spells, or part of your spell progression, etc.) then you can
choose to loose it before or after the class’ other features, but it still
must be lost before the character has actually leveled.
Example:
Scaroth the drow fighter wishes to become a Forsaker. In order to manage this, she needs to have
the Lightning Reflexes feat. Her intelligent sword would normally grant this
feat to her, but she will need to part with it to become a Forsaker, so she
decides to loose it after the training/leveling. Once she is apart from her sword, she no longer has the feat, but
is still a Forsaker. (Note that this is
kind of a bad example, but it’s the best I could think of on short notice.)
Skills:
General:
- Anytime
a feat grants you a bonus to a skill, that skill is now a class skill for
you.
- If a
skill ever appears on your class skill list for any class you take, that
skill is a class skill for you from then on.
Example: Nathan takes a rogue level at first and
gains massive skills, and then takes a level of bard at second. Starting at second level, he now has all
skills except Heal, Animal Empathy, Handle Animal, and Ride as class skills,
even if he goes back to rogue or becomes a wizard.
Jump:
- A
jump check is never limited by the jumper’s height. Jumps can always be
shortened to any desired height or distance as a no action.
Balance
- Balance
can be used to counter trip attacks.
DC is 10+total trip attack check.
Intimidate:
- Use
of the skill intimidate can never be used to require a will save DC on the
part of those affected, instead it is treated as if it were diplomacy and
upgrade or downgrade the subject's reaction status. A favorable result will produce an
intimidated or frightened subject.
This will usually end up providing useful benefits, but has no
specific game effect.
Iaijutsu Focus:
- As a
standard action (not a partial action) you can use Iaijutsu Focus on a
flat-footed opponent within your reach.
This need not be the first round of a combat, but you must be able
to draw your sword from a sheath on your person, and may not have a
weapon, or a shield other than a buckler, in your off hand. You cannot perform Iaijutsu while
wielding a weapon two-handed.
-
Movement
- Characters
with a move speed in excess of normal have a longer “5-foot step” than
characters with normal move speed.
This applies only to those who by class feature or template, etc.
have an unrepresentative base move.
For those characters, divide the base move by the normal move
(rounding down), and multiply by 5 feet. A 5-foot step can only be made in
a strait line, but it need not fit a grid direction.
Magic Items
- Metamagic
feat rods are available for all metamagic feats, and have prices analogous
to those in Tome & Blood.
Metamagic feat rods of Heighten Spell or other metamagic past +4
are epic items, and I’m not sure how to price them. Likely they would be too expensive to
buy reasonably, but if you have a desperate need, e-mail me.
- Custom-made
Magic items that are functionally identical to available items will not be
accepted unless they cost the same amount. (This means you, Jim!
No ring of infinite delay poison for you! Bad munchkin! J)
- No
use-activated or command word items that cast 9th level spells.
Spells
- Shapechange:
Your assumed form can be any non-unique creature from fine to
colossal. The assumed form can be
up to twice your caster level in hit dice (to a max of 50 HD) and cannot
have a CR higher than your caster level. Other than this, it is as in the
Player’s Handbook.
- Time
Stop: You cannot cast time stop from within a time stop, but any time
saving measures that can normally be applied (such as quicken spell,
haste, etc.) will remain active in time stop. All time-based recharge items on your person (such as a
circlet of blasting) do not reset inside a time stop, but your natural
ones (such as a breath weapon) will recharge normally for you.
- Detect
good/evil will be able to identify both good and evil, but if you find a
strong aura of something with a similar alignment to you, it will not
cause any ailments to view it.
Creatures
- As a
rule of thumb, a creature’s ECL is 1.5 times it’s CR rounded up.
- Character
class hit dice count as racial hit dice for determining the DCs of
racially granted abilities as well as abilities whose availability is
determined by the base creature’s hit dice.
Semi-Epic Rules
- All
prestige classes that your character has taken can be continued after the
20th level. All benefits gained
from that class that can fit a pattern -- regular or irregular -- even if
they had 5 levels -- can be gained again after the 20th level. If you are
unsure, e-mail me.
For example, the Red Wizard prestige class offers
two benefits that occur mostly regularly through the 10 level progression. That of spell power +1 every other level,
and specialist defense almost every other level. I won't bother about it being exactly a pattern. As long as it can work, you can gain the
benefits.
- Items
that produce an effect that does not list a maximum in the normal magic
item creation section can have a caster level higher than 20 and not be an
epic item for the purpose of monetary multiplier. The only exception to this is the skill
pump items, which require the creator to have the same number of ranks in
the skill as the item grants and therefore must be epic above 23.
- Anytime
a character who’s ECL is (at the time they gain the feat) higher than 20
gains a bonus feat, it can be taken from the list of epic feats. Normal feat class limitations apply
(e.g. fighter must be taken from fighter list, wizard from wizard, etc.)
- Any
character with more than 20 character levels can take the epic version of
any of the base classes as if they had 20 levels of that class. Class abilities grow normally and stack
with the epic levels. The
character gains the listed abilities in the order specified, and saving
throws also continue to increase at the same rate, as if you had taken a
level in the base class.
Base Attack Bonus:
- Characters
with more than +20 base attack bonus still have one attack per round per
+5 bonus, rounded up. Characters
with more than 20 levels of any combination still gain base attack bonus
as they would if they were non-epic characters taking the same class. Epic prestige classes not directly
analogous to non-Epic prestige classes are divided into two categories:
those that require a high base attack bonus and/or numerous fighter feats
gain good base attack bonus, all others gain has wizard. Of course, characters that have lots of
attacks per round and don't want to use all of them (because many of them
have a very small chance of hitting) may forgo those attacks completely.
Saving Throws:
- In
the same way as base attack bonus, epic prestige classes analogous to
non-epic classes continue the progression as if you had taken more than
the maximum level of the class.
For epic classes not analogous to non-epic ones, the results are
this: classes with 6 or more skill points per level get just good reflex,
spellcasting classes get only will, fighting classes (those that meet the
above requirements for good base attack bonus) get only fort, and monk
classes get all three.