Pika...
2009-08-31, 11:43 PM
The following are my homebrewed cosmology's house rules.
This thread is where I will be storing, organizing, and gradually over the years updating my multiverse's rules.
Note to my players:
Do not post in this thread.
By the time you read this this thread will probably too old, and bumping it would be considered thread necromancy according to the forum rules of this site.
Updating this opening post (aka the OP) will not cause this thread to bump to the front page, so I will still be able to update it as needed.
Disclaimer from the DM:
As you might or might not be aware, I run a multiverse which is both low-magic and low-wealth.
For some players this style of gaming is clearly not for them, but for others like myself it is quite enjoyable.
Please be aware of this if you decide to play.
What you need to read before playing:
You DO NOT need to read every word of my house rules to get started (It would be appreciated, though. :smallbiggrin:).
To start making your character you really only need to read the following:
All of the Basic Information Everyone Needs to Read section.
The parts of the Race Changes section which relates to the race you want to play. First skim over the Races specific changes subsection to see if any changes have been made to the race you want to play. Secondly skim over the Favored Class changes subsection to see if a change has been made to the race you want to play.
The parts of the Class & Prestige Class Changes section which relates to the class you want to play. First see if there are any changes to the class you want under the Class Specific Changes subsection. Only read Classes, Prestige Classes & Multiclassing if you are interested in multiclassing or a prestige class, only read Prestige Class Prerequisites if you are interested in a prestige class, and only read Gaining a familiar, animal companion, mount, etc. if your class relates to one of those creatures or if you want to take the Handle Animal skill for your character.
In the Other Changes section the only subsection you need to read in it's entirety is the Combat Mechanics (Don't worry, it is not necessary to memorize it word for word. You'll get used to it during play). Then simply skim over Feat Changes and Skill Changes to see if any feats or skills you want to take for your characters are mentioned there.
Everything else is for the most part optional, and/or for you to read at your leisure. Even the Magic Changes section is not necessary to read unless you are really determined to play a caster. However, be warned that eventually all of this will come up in-game.
__________________________________________________ ____________
Updated November, 20th 2009
Differences In My World
(As of November 20th, 2009)
__________________________________________________ ____________
Basic Information Everyone Needs to Read
Alignment:
• No playing evil characters! Anything else is fine.
• Chaotic Neutral does not mean "Chaotic Evil Lite", nor does it mean "Chaotic Stupid".
If I determine that you are in fact playing a "Chaotic Evil Lite" character, the character will become an NPC under my control in my multiverse. You may then roll up a replacement character.
Chaotic Neutral characters are not "Chaotic Stupid". Much like a LG character is not "Lawful Stupid", but is often interpreted as such.
• Depending on the campaign I might decide players do not need to choose an alignment for their characters. In these cases role-play your character as you feel he/she would act, and I will keep notes of their behavior and decide for myself what I feel their alignment is for game mechanics relating to alignment. If your character is doing something (such as a class) which requires a specific alignment you must still fulfill those requirements. Again, no evil characters!
• There are no set alignments for creatures/races in my setting. Certain races might be slightly likelier of being of a certain alignment due to their racial deities, but only slightly. Therefore, you are almost as likely to see a good red dragon as you are to see a good gold dragon, and you are almost as likely to see an evil gold dragon as you are to see an evil red dragon.
There are exceptions to this rule, such as demons, devils, and celestials. However, even this is more lenient in this setting.
• If your character's alignment shifts to an evil alignment, it becomes an NPC in my multiverse under my control. You may then roll up a replacement character.
Dice Conventions:
a) If you feel a dice is cocked do not touch it, and inform me immediately so I may make a ruling.
b) If it lands on the floor reroll it.
c) I might not want to observe and verify every die roll. I am expecting all my players to use the honor system. However, if I catch, or feel someone is purposefully trying to cheat I might ask you to leave.
Nonattending Players:
a) If you are not able to make it to a game please try to inform me ahead of time.
b) Unless you have given an in-character reason for why your character is going to be missing in our previous gaming session, I will personally decide what has transpired to your character during the period of time he is absent.
*Insert cliche BBEG laugh*
Rolling up characters:
1. Roll 4d6.
2. Drop the lowest die from the 4d6.
3. Add the remaining 3d6. Write this number down.
4. Repeat steps 1-3 six times.
5. Once you have all six scores consult page.8 of the 3.5 Player's Handbook to see if you qualify to reroll your stats (Under Rerolling right below Table 1-1 ). This is known as "Crib Death".
6. Assign your six scores as desired to your stats table (Str, Dex, Con, Int, etc.)
7. Now under your six stats add a seventh stat named Comeliness.
8. Roll 3d6. Add the appropriate modifier from the sample table below to this roll and place it in your Comeliness stat. Not all creatures and other factors (such as templates) are included in this table, so ask the DM to look for your specific modifier in chapter two of his book.
Comeliness Table
{table=head]Example Creature Creature|Average Appearance|Modifier
Gubbering mouther, Zombie|1|-5
Ankhag|2-3| -4
Belker, Giant fire beetle|4-5|-3
Bugbear|6-7|-2
Orc, Half-Orc|8-9|-1
Dwarf, Gnome, Human, Tiefling|10-11|+0
Aasimar, Giant Owl, Halfling, Half-Elf|12-13|+1
Elf, Pixie, Red dragon|14-15|+2
Dryad|16-17|+3
Copper Dragon|18-19|+4
Will-O'-Whisp, Matthias|20-21|+5
Succubus|22-23|+6
Nymph|24-25|+7
[/table]
• If you have a low score in a stat role-play it appropriately! If your character has a low Int he is probably stupid. If your character has a low Wis then he is probably not very wise when it comes to making appropriate decisions. If your character has a low Cha then he is probably very awkward in social situations.
Language Changes:
Common
• Common is no longer an automatic language for races or creatures who are not Human, or Half-Human such as Half-Humans/Half-Elves, Half-Human/Half-Orcs, and the O-Stili. However, Common is now available as a Bonus Language option for all PCs and NPCs.
Exceptions: Members of immortal or long-lived races who have existed since before the Last Great Human War still retain Common as an Automatic Language.
Note: Remember that the Skill: (Speak Language) is available as normal for all you who wish to learn Common. However, instead of costing 1 Rank it costs 2 (or 3 if Cross-Class), since it is now considered a dead language in most parts.
Note #2: In my games I keep track of the time and year in-game for each gaming session, so as the years and ages pass through my various campaigns I will eventually remove Common as a bonus language to all races when I feel that the human dominance of the multiverse has finally faded into history.
Other Languages
What languages a character knows in-game, and what language he can possibly learn is not as easy as simply picking from the languages list in the Speak Language section of the skill section in the Player's Handbook. Although many of my games are light-hearted and fun oriented, I still like to have a certain level of realism in my homebrewed campaign setting.
It just does not make sense to me that a dwarf fighter on the material plane who has never plane traveled (which is not very common in my setting, or really in any officially published setting) to know Abyssal, Celestial, or Infernal, or possibly all of them. These are the languages of hell, heaven, and the much crazier hell after all.
Since most games/adventures/campaigns tend to start in the "normal" environment for D&D (usually on the surface, in a civilized culture, city, or town which is often multicultural/multiracial to some extent) the following lists made to show what languages an individual would know are based on the assumption that the PCs are starting off from such a place, or that they originate from such locations. However, if an adventure/campaign significantly differs from this norm (such as a campaign originating in the Underdark with drow and such) they will all need to be much different. In addition, if you can come up with a backstory relating to your character as to why he/she would know a specific language language we might be able to work it out in-game.
However, characters who purposely seek to learn and research rare or even otherworldly languages can if they choose, but it will usually take a bit more effort than just stopping by a local library. Even secret racial languages (such as Githyanki) can be learned by characters, but to do so one must find (or force) someone to teach them.
Note: Some languages may appear on multiple lists.
Note #2: This list replaces the standard racial Bonus Languages. You still get a Bonus Language per point of intelligent score modifier, but your character must be able to qualify for any of the languages not listed under Common, or Somewhat Common.
Common languages on Origin:
These are the most widespread languages, and the most likely to be known by members of any race.
-Armandish: (Language of the Armands)
-Dwarven (Along with Dwarven now slowing becoming the dominant trade language once again)
-Elven (Along with Dwarven now slowing becoming the dominant trade language once again)
-Gnome
-Gol-Kaa (Language of the Goliaths)
-Halfling
-Ibixian (Language of the “Goatfolk”)
Notes:
*This language is treated as Common only for those who have had contact with the residents of the Centaur Hunting Grounds, which is where most of the Goatfolk on Origin still reside.
-Kenku (Language of the Kenkus)
-Tuilvilanuue (Language of the Raptorans)
Somewhat Common languages on Origin:
Although used in large numbers throughout this world and many other, these languages are usually as widely known as the Common ones (see above) due to belonging to races and/or cultures known for not being as friendly or outreaching to strangers. However, these races still trade enough, or even travel among the other races for access to their languages to be easy enough for most to learn. Adventurers are especially likely to pick up these languages.
-Gnoll
-Goblin
-Kobold
Note on Kobold:
*Although in essence a different dialect of Draconic, this version of it has changed and evolved enough over the years to be significantly different enough for the average speaker to not be able to not be able to transfer between the two. Although natural born kobolds, and natural born dragons and draconic descended races can communicate between the two, other creatures who take either language as a second language can not. Kobold Draconic is by far the most widespread version of Draconic among the mortal races.
*The Urd subrace of kobolds still speaks this language.
*Spriggans often “take the trouble” to learn kobold (why, even I am not sure).
-Orc
-Giant
Racial Languages
These languages tend to be much less common among other races because either they are closely guarded secrets by those who use them, there has not been enough communication with outside races for the language to have spread (except to a handful of individuals. see below), or at the very least the odds of a creature teaching it to another (often considered "lesser") race is extremely unlikely.
Note: Occasionally merchants who regularly trade with tribes/settlements of these races will pick up these rare and obscure languages. These individuals are quite rare, often hard to find, and will usually charge decent coin for their services.
Note #2: Characters from the below races obviously know their native language.
Format is
Language: common speakers - Setting
Setting Key
OA = Oriental Adventures
DM = Dragon Magazine
-Aboleth: Aboleth's
-Asherati: Asherati
Notes:
*Asherati is treated as a Common for those who come from deserts wastes, since this is where Asherati likely reside.
-Avolakia: Avolakias
-Beholder: Beholders
-Bhuka: Bhukas
Notes:
*Bhuka is treated as a Common for those who come from deserts wastes, since this is where Bhuka likely reside.
-Blink dog: Blink dogs
-Boggle: Boggles
-Buommi: Buommans
-Busos: Busos - OA
-Darfellan: Darfellans
-Dark One: Dark ones
-Desmodu: Desmodus
-Draconic: dragons
Notes:
*Although dragons are rarely seen by anyone, and for most exist mostly in stories and legends races descended (or supposedly descended) from dragons such Draconians and Kobolds retain the language, or at least a form or different dialect of it.
*Sages and the well educated, usually from the older lived races, often learn this archaic language much like sages today IRL might learn Latin. Such individuals have passed down and preserved this language since ages past when dragons were much more common.
-Drow sign language: Drow
-Diopsid: Diopsids
Notes:
*The Diopsid speak using light glands on their bodies, so it is impossible for other creatures to learn it.
-Dvati: Dvati -DM
Notes:
*The Dvati language requires two creatures speaking simultaneously to properly use it.
-Feline: Catfolk/Tibbits -DM
Notes:
*According to the Tibbits' entry in the Dragon Magazine Compendium this language can not be learned by other non-cat creatures/races.
-Grimlock: grimlocks
-Hadozee: Hadozee's
-Kappa: Kappas – OA
-Ibixian: goatfolk
-Jermlaine: Jermalines
-Kuo-Toan: Kuo-Toa
-Loxo: Loxos
-Lupin: Lupins -DM
-Nezumi: Nezumi -OA
-Nycter: Nycters
-Roper: Ropers (Homebrewed back from older editions!)
-Sahuagin: Sahuagins
-Shadowlands: Bog hags, dokufu, Shadowlands oni- OA
-Sphinx: Sphinxs
-Spirit Tongue: Spirit folk, celestials, dragons
-Sporebat: sporebats
Notes:
*”Sporebats speak their own language which is unintelligible to all other listeners" FF
-Stonesinger: stonesinger
-Susurrus: susurrus
Notes:
*A Susurrus speaks hollow-sounding language, which most other creatures do not have the
vocal capacity to reproduce.
-Tako: Tako's -OA
Notes:
*Takos have their own language based on tentacle movements and coloration changes.
*Although understanding this language might be possible, unless you are a mindflayer speaking it might be a whole other matter.
*Tasloi: Tasloi's -OA
-Tengu- OA
-Treant: Treants
-Tusk Terror: tusk terrors
-Vanara: Vanara -OA
-Worg: worgs
-Yuan-ti: Yuan-Ti
-Zern: Zerns
Otherworldly Languages
These languages are languages usually only spoken on the Inner and Outer Planes. Your average person on the Material would not know how to speak the language spoken by the chaotic devils of the Abyss, nor would he understand the songs sang by the angels and celestials of the heavenly Celestia. Most individuals would not even be aware that such languages even exist.
Note: There are exceptions to this, which are listed under each language when appropriate.
Format is
Language: common speakers - Setting
Setting Key
OA = Oriental Adventures
DM = Dragon Magazine
-Abyssal: Demons
Exceptions:
*Tieflings descended from demons, and other creatures who descend from demonic blood learn this language innately, as by instinct.
-Auran: air creatures
Exceptions:
*Creatures who take to the skies are also likely to know this language, often due to millennia of contact and trade with with the Plane of Air and/or creatures from there.
*This includes Avariels, Reptorans, and Giant Eagles.
-Aquan: water creatures
Exceptions:
*Aquatic Variants of standard races.
-Buommi: Buommans
-Celestial: celestial creatures
Exceptions:
*Aasimars, and other creatures who descend from celestial blood learn this language innately, as by instinct.
-Diabolan: Diaboli -DM
-Formian: Formians
-Ghost Elven: Ghost Elves -DM
-Githyanki: Githyanki¹
-Githzerai: githzerai¹
Howler: Howlers
Notes:
*"If there is a language within the howls as some have suggested even spells cannot decipher it." MM3.5
-Glucose: candy creatures
-Ignan: fire creatures
Exceptions:
*Fire Elemental Racial variant of the standard races (see Unearthed Arcana)
*Infernal: Devils
Notes:
*Tieflings descended from Devils, and other creatures descended from infernal blood learn this language innately, as by instinct.
-Kaorti: Kaortis
-Khen-Zai: Ethergaunts
Notes:
*Ethergaunts communicate with each other using their own language, Khen-Zai, which cannot be learned by those who lack their unique anatomy.” -FF p.65
-Lumi:lumi
-Neraph: Neraphim
-Nerra: Nerras
-Odopis: Odopis
-Phiuhl: Phiuhl
Notes:
*"Phiuhls speak no audible languge but they appear to communicate with one another" FF
-Rhek: Rheks
-Slaad: Slaadi
-Shadowswyft: shadowswyfts
-Spirit Tongue: Spirit folk, celestials, dragons
-Sylvan: fey
Note:
*Although no longer truly fey, elves still pass this language down in their various cultures. Many elves still have close contact with fey races, and most respect and admire them in some way. Even the drow have some innate longing for what once was.
-Terran: earth creatures
-Windsong: windblades
Secret Languages
-Druidic
-Githyanki: Githyanki¹
Special Cases
-Undercommon
Although this language is usually found only in the Underdark, it has become widely used by criminal organizations and those who deal in the underworld of civilizations on the surface. Rogue may take this language freely, and characters who deal with such individuals on a regular bases may eventually pick up this language.
Common languages for Underdark dwellers
-Dark Ones: dark Ones
-Diopsid: Diopsids
Notes:
*The Diopsid speak using light glands on their bodies, so it is impossible for other creatures to learn it.
-Dwarven: dwarves
-Elven: drow
-Gnome: deep gnomes
-Gol-Kaa: goliaths
-Grimlock: grimlocks
-Kobold: Kobolds
-Kuo-Toan: Kuo-Toa
-Nycter: Nycters
-Undercommon: drow, mindflayers
Common languages for Aquatic Races
-Aquan: water creatures
-Darfellan: Darfellans
-Dwarf
-Elven
-Gnome
-Hadozee: Hadozee's
-Halfling
-Kappa: Kappas – OA
-Kobold: Aquatic Kobolds
-Kuo-Toan: Kuo-Toa
-Sahuagin: Sahuagins
-Tako: Tako's -OA
Notes:
*Takos have their own language based on tentacle movements and coloration changes.
*Although understanding this language might be possible, unless you are a mindflayer speaking it might be a whole other matter.
Common languages for Desert Races
-Armandish: Armands
-Asherati: Asherati
-Bhuka: Bhukas
-Dwarven
-Elven
-Gnome
-Halfling
-Kobold
-Loxo: Loxos
Languages of Fey
-Elven
-Ibixian: goatfolk
-Jermlaine: Jermalines
-Sylvan: Centaur,Pixies, etc
-Spirit Tongue: Spirit folk, celestials, dragons
Dead Languages
-Illumian: Illumians
Notes:
*The Illumians are believed to have all died out across the multiverse during the Last Great Human War.
-Rokugani- OA
Notes:
*This was the native language of a distant human empire. This empire fell along with the city states of Flanes during the Last Great Human War.
¹"similar enough to the tongue of the the githyanki that either could understand the other if they chose to speak" MM3.5
Speaking Out of Character:
http://i47.photobucket.com/albums/f173/celestialkin/MrSnuggleBunsCropped.png
Mr. Snuggle Buns
This is Mr. Snuggle Buns. He is our official Out-of-Character Teddy Bear. While a game is in progress, you must gain possession of Mr. Snuggle Buns, and hold him up high in the air in order to speak out-of-character. Otherwise, everything you say is considered in-character.
Non-Core Rules:
• Any non-core rules (classes, powers, spells, feats, etc.) you wish to use must be run past me for approval. If they are in a book, magazine, or other source I do not own please try to make a copy of the specific rules you wish to use for me (not the whole thing!). Either a physical or digital copy will do.
• Notes on specific books:
-Third Party books: I am a fan of third party books. If you have one you would like to use feel free to pass it by me.
-Complete Psionics: Forget about it. As far as I am concerned it doesn't exist. If you wish to use something from it pass it by me, but no errata or rules from it are mandatory.
• I consider Dragon Magazine material (from before the licenses were taken away by WotC) to be as official as WotC printed material.
• WotC has a large amount of 3.x material available on their site.
• The official setting sites for the older edition settings such as Dark Sun, Planescape, Spelljammer, etc hold material I am will to look over. I am quite fond and supportive of said sites and groups.
• I am willing to look over homebrewed material from either the WotC or Giants in the Playground forums.
Player Styles:
• Powergaming is not encouraged.
• If you are a rules lawyer you might find my game somewhat unenjoyable.
• Having a solid well thought-out background story for your character would be appreciated!
Experience and Leveling Up:
I do not use the XP method of character level progression suggested in the 3.5 Player's Handbook and the 3.5 Dungeon Master's Guide.
I do not grant experience after every session, but instead I personally keep note of each character's personal progress, my assessment of each character's personal level of mechanical/statistical power, my assessment of each player's competence with his character, and an overall assessment of the entire adventuring group's level of power, abilities, and competence. I then inform the player(s) when their character(s) have gained a level.
Some of (but not necessarily all) the factors I consider when assessing character advancement are:
Personal character goals achieved, and accomplishments. Other characters may or may not benefit from helping another achieve their personal goals.
Group/Party joint goals achieved, and joint group/party accomplishments.
My assessment of individual character, and overall party power. Logically, if I see that the group, or an individual, is plowing through encounters effortless I will adjust things as needed. At the same time, if I feel that the group, or individuals, are not ready to advance I will adjust things as needed.
Some (but not all) of the reasons I considered before making this decision were:
The fact that I use low-magic and low-wealth require that I make logical adjustments to certain creatures and their suggested CRs, since their CRs are based on the suggested XP, wealth, and magic systems in the PHB1 and DMG1.
The changes to my game world also affect the relative "power" of player characters, so I need to take a more direct role in assessing a character's and the entire party's true level of power and competence.
I wish to take a more active role as the DM in judging the level and abilities of both the group of adventurers as a whole, and each character individually. I mean this in terms of game mechanics, as well as each player's ability to run his character. The feel that the "standard" XP/leveling system does not account for this, and allows (or in my opinion forces) players to advance to a higher level of gaming before they are ready for it. I have seen this multiple times in my gaming experiences, and I have gone through it myself.
I desire to run a more in-depth and personal style of game for my players and their characters. The "standard" fast-pace XP system simply does not allow for such games, since it was clearly intended for quicker dungeon crawl and module style games. I try to run a campaign which revolves around the life story of heroic characters, instead of the story of a few quick dungeon adventures.
This thread is where I will be storing, organizing, and gradually over the years updating my multiverse's rules.
Note to my players:
Do not post in this thread.
By the time you read this this thread will probably too old, and bumping it would be considered thread necromancy according to the forum rules of this site.
Updating this opening post (aka the OP) will not cause this thread to bump to the front page, so I will still be able to update it as needed.
Disclaimer from the DM:
As you might or might not be aware, I run a multiverse which is both low-magic and low-wealth.
For some players this style of gaming is clearly not for them, but for others like myself it is quite enjoyable.
Please be aware of this if you decide to play.
What you need to read before playing:
You DO NOT need to read every word of my house rules to get started (It would be appreciated, though. :smallbiggrin:).
To start making your character you really only need to read the following:
All of the Basic Information Everyone Needs to Read section.
The parts of the Race Changes section which relates to the race you want to play. First skim over the Races specific changes subsection to see if any changes have been made to the race you want to play. Secondly skim over the Favored Class changes subsection to see if a change has been made to the race you want to play.
The parts of the Class & Prestige Class Changes section which relates to the class you want to play. First see if there are any changes to the class you want under the Class Specific Changes subsection. Only read Classes, Prestige Classes & Multiclassing if you are interested in multiclassing or a prestige class, only read Prestige Class Prerequisites if you are interested in a prestige class, and only read Gaining a familiar, animal companion, mount, etc. if your class relates to one of those creatures or if you want to take the Handle Animal skill for your character.
In the Other Changes section the only subsection you need to read in it's entirety is the Combat Mechanics (Don't worry, it is not necessary to memorize it word for word. You'll get used to it during play). Then simply skim over Feat Changes and Skill Changes to see if any feats or skills you want to take for your characters are mentioned there.
Everything else is for the most part optional, and/or for you to read at your leisure. Even the Magic Changes section is not necessary to read unless you are really determined to play a caster. However, be warned that eventually all of this will come up in-game.
__________________________________________________ ____________
Updated November, 20th 2009
Differences In My World
(As of November 20th, 2009)
__________________________________________________ ____________
Basic Information Everyone Needs to Read
Alignment:
• No playing evil characters! Anything else is fine.
• Chaotic Neutral does not mean "Chaotic Evil Lite", nor does it mean "Chaotic Stupid".
If I determine that you are in fact playing a "Chaotic Evil Lite" character, the character will become an NPC under my control in my multiverse. You may then roll up a replacement character.
Chaotic Neutral characters are not "Chaotic Stupid". Much like a LG character is not "Lawful Stupid", but is often interpreted as such.
• Depending on the campaign I might decide players do not need to choose an alignment for their characters. In these cases role-play your character as you feel he/she would act, and I will keep notes of their behavior and decide for myself what I feel their alignment is for game mechanics relating to alignment. If your character is doing something (such as a class) which requires a specific alignment you must still fulfill those requirements. Again, no evil characters!
• There are no set alignments for creatures/races in my setting. Certain races might be slightly likelier of being of a certain alignment due to their racial deities, but only slightly. Therefore, you are almost as likely to see a good red dragon as you are to see a good gold dragon, and you are almost as likely to see an evil gold dragon as you are to see an evil red dragon.
There are exceptions to this rule, such as demons, devils, and celestials. However, even this is more lenient in this setting.
• If your character's alignment shifts to an evil alignment, it becomes an NPC in my multiverse under my control. You may then roll up a replacement character.
Dice Conventions:
a) If you feel a dice is cocked do not touch it, and inform me immediately so I may make a ruling.
b) If it lands on the floor reroll it.
c) I might not want to observe and verify every die roll. I am expecting all my players to use the honor system. However, if I catch, or feel someone is purposefully trying to cheat I might ask you to leave.
Nonattending Players:
a) If you are not able to make it to a game please try to inform me ahead of time.
b) Unless you have given an in-character reason for why your character is going to be missing in our previous gaming session, I will personally decide what has transpired to your character during the period of time he is absent.
*Insert cliche BBEG laugh*
Rolling up characters:
1. Roll 4d6.
2. Drop the lowest die from the 4d6.
3. Add the remaining 3d6. Write this number down.
4. Repeat steps 1-3 six times.
5. Once you have all six scores consult page.8 of the 3.5 Player's Handbook to see if you qualify to reroll your stats (Under Rerolling right below Table 1-1 ). This is known as "Crib Death".
6. Assign your six scores as desired to your stats table (Str, Dex, Con, Int, etc.)
7. Now under your six stats add a seventh stat named Comeliness.
8. Roll 3d6. Add the appropriate modifier from the sample table below to this roll and place it in your Comeliness stat. Not all creatures and other factors (such as templates) are included in this table, so ask the DM to look for your specific modifier in chapter two of his book.
Comeliness Table
{table=head]Example Creature Creature|Average Appearance|Modifier
Gubbering mouther, Zombie|1|-5
Ankhag|2-3| -4
Belker, Giant fire beetle|4-5|-3
Bugbear|6-7|-2
Orc, Half-Orc|8-9|-1
Dwarf, Gnome, Human, Tiefling|10-11|+0
Aasimar, Giant Owl, Halfling, Half-Elf|12-13|+1
Elf, Pixie, Red dragon|14-15|+2
Dryad|16-17|+3
Copper Dragon|18-19|+4
Will-O'-Whisp, Matthias|20-21|+5
Succubus|22-23|+6
Nymph|24-25|+7
[/table]
• If you have a low score in a stat role-play it appropriately! If your character has a low Int he is probably stupid. If your character has a low Wis then he is probably not very wise when it comes to making appropriate decisions. If your character has a low Cha then he is probably very awkward in social situations.
Language Changes:
Common
• Common is no longer an automatic language for races or creatures who are not Human, or Half-Human such as Half-Humans/Half-Elves, Half-Human/Half-Orcs, and the O-Stili. However, Common is now available as a Bonus Language option for all PCs and NPCs.
Exceptions: Members of immortal or long-lived races who have existed since before the Last Great Human War still retain Common as an Automatic Language.
Note: Remember that the Skill: (Speak Language) is available as normal for all you who wish to learn Common. However, instead of costing 1 Rank it costs 2 (or 3 if Cross-Class), since it is now considered a dead language in most parts.
Note #2: In my games I keep track of the time and year in-game for each gaming session, so as the years and ages pass through my various campaigns I will eventually remove Common as a bonus language to all races when I feel that the human dominance of the multiverse has finally faded into history.
Other Languages
What languages a character knows in-game, and what language he can possibly learn is not as easy as simply picking from the languages list in the Speak Language section of the skill section in the Player's Handbook. Although many of my games are light-hearted and fun oriented, I still like to have a certain level of realism in my homebrewed campaign setting.
It just does not make sense to me that a dwarf fighter on the material plane who has never plane traveled (which is not very common in my setting, or really in any officially published setting) to know Abyssal, Celestial, or Infernal, or possibly all of them. These are the languages of hell, heaven, and the much crazier hell after all.
Since most games/adventures/campaigns tend to start in the "normal" environment for D&D (usually on the surface, in a civilized culture, city, or town which is often multicultural/multiracial to some extent) the following lists made to show what languages an individual would know are based on the assumption that the PCs are starting off from such a place, or that they originate from such locations. However, if an adventure/campaign significantly differs from this norm (such as a campaign originating in the Underdark with drow and such) they will all need to be much different. In addition, if you can come up with a backstory relating to your character as to why he/she would know a specific language language we might be able to work it out in-game.
However, characters who purposely seek to learn and research rare or even otherworldly languages can if they choose, but it will usually take a bit more effort than just stopping by a local library. Even secret racial languages (such as Githyanki) can be learned by characters, but to do so one must find (or force) someone to teach them.
Note: Some languages may appear on multiple lists.
Note #2: This list replaces the standard racial Bonus Languages. You still get a Bonus Language per point of intelligent score modifier, but your character must be able to qualify for any of the languages not listed under Common, or Somewhat Common.
Common languages on Origin:
These are the most widespread languages, and the most likely to be known by members of any race.
-Armandish: (Language of the Armands)
-Dwarven (Along with Dwarven now slowing becoming the dominant trade language once again)
-Elven (Along with Dwarven now slowing becoming the dominant trade language once again)
-Gnome
-Gol-Kaa (Language of the Goliaths)
-Halfling
-Ibixian (Language of the “Goatfolk”)
Notes:
*This language is treated as Common only for those who have had contact with the residents of the Centaur Hunting Grounds, which is where most of the Goatfolk on Origin still reside.
-Kenku (Language of the Kenkus)
-Tuilvilanuue (Language of the Raptorans)
Somewhat Common languages on Origin:
Although used in large numbers throughout this world and many other, these languages are usually as widely known as the Common ones (see above) due to belonging to races and/or cultures known for not being as friendly or outreaching to strangers. However, these races still trade enough, or even travel among the other races for access to their languages to be easy enough for most to learn. Adventurers are especially likely to pick up these languages.
-Gnoll
-Goblin
-Kobold
Note on Kobold:
*Although in essence a different dialect of Draconic, this version of it has changed and evolved enough over the years to be significantly different enough for the average speaker to not be able to not be able to transfer between the two. Although natural born kobolds, and natural born dragons and draconic descended races can communicate between the two, other creatures who take either language as a second language can not. Kobold Draconic is by far the most widespread version of Draconic among the mortal races.
*The Urd subrace of kobolds still speaks this language.
*Spriggans often “take the trouble” to learn kobold (why, even I am not sure).
-Orc
-Giant
Racial Languages
These languages tend to be much less common among other races because either they are closely guarded secrets by those who use them, there has not been enough communication with outside races for the language to have spread (except to a handful of individuals. see below), or at the very least the odds of a creature teaching it to another (often considered "lesser") race is extremely unlikely.
Note: Occasionally merchants who regularly trade with tribes/settlements of these races will pick up these rare and obscure languages. These individuals are quite rare, often hard to find, and will usually charge decent coin for their services.
Note #2: Characters from the below races obviously know their native language.
Format is
Language: common speakers - Setting
Setting Key
OA = Oriental Adventures
DM = Dragon Magazine
-Aboleth: Aboleth's
-Asherati: Asherati
Notes:
*Asherati is treated as a Common for those who come from deserts wastes, since this is where Asherati likely reside.
-Avolakia: Avolakias
-Beholder: Beholders
-Bhuka: Bhukas
Notes:
*Bhuka is treated as a Common for those who come from deserts wastes, since this is where Bhuka likely reside.
-Blink dog: Blink dogs
-Boggle: Boggles
-Buommi: Buommans
-Busos: Busos - OA
-Darfellan: Darfellans
-Dark One: Dark ones
-Desmodu: Desmodus
-Draconic: dragons
Notes:
*Although dragons are rarely seen by anyone, and for most exist mostly in stories and legends races descended (or supposedly descended) from dragons such Draconians and Kobolds retain the language, or at least a form or different dialect of it.
*Sages and the well educated, usually from the older lived races, often learn this archaic language much like sages today IRL might learn Latin. Such individuals have passed down and preserved this language since ages past when dragons were much more common.
-Drow sign language: Drow
-Diopsid: Diopsids
Notes:
*The Diopsid speak using light glands on their bodies, so it is impossible for other creatures to learn it.
-Dvati: Dvati -DM
Notes:
*The Dvati language requires two creatures speaking simultaneously to properly use it.
-Feline: Catfolk/Tibbits -DM
Notes:
*According to the Tibbits' entry in the Dragon Magazine Compendium this language can not be learned by other non-cat creatures/races.
-Grimlock: grimlocks
-Hadozee: Hadozee's
-Kappa: Kappas – OA
-Ibixian: goatfolk
-Jermlaine: Jermalines
-Kuo-Toan: Kuo-Toa
-Loxo: Loxos
-Lupin: Lupins -DM
-Nezumi: Nezumi -OA
-Nycter: Nycters
-Roper: Ropers (Homebrewed back from older editions!)
-Sahuagin: Sahuagins
-Shadowlands: Bog hags, dokufu, Shadowlands oni- OA
-Sphinx: Sphinxs
-Spirit Tongue: Spirit folk, celestials, dragons
-Sporebat: sporebats
Notes:
*”Sporebats speak their own language which is unintelligible to all other listeners" FF
-Stonesinger: stonesinger
-Susurrus: susurrus
Notes:
*A Susurrus speaks hollow-sounding language, which most other creatures do not have the
vocal capacity to reproduce.
-Tako: Tako's -OA
Notes:
*Takos have their own language based on tentacle movements and coloration changes.
*Although understanding this language might be possible, unless you are a mindflayer speaking it might be a whole other matter.
*Tasloi: Tasloi's -OA
-Tengu- OA
-Treant: Treants
-Tusk Terror: tusk terrors
-Vanara: Vanara -OA
-Worg: worgs
-Yuan-ti: Yuan-Ti
-Zern: Zerns
Otherworldly Languages
These languages are languages usually only spoken on the Inner and Outer Planes. Your average person on the Material would not know how to speak the language spoken by the chaotic devils of the Abyss, nor would he understand the songs sang by the angels and celestials of the heavenly Celestia. Most individuals would not even be aware that such languages even exist.
Note: There are exceptions to this, which are listed under each language when appropriate.
Format is
Language: common speakers - Setting
Setting Key
OA = Oriental Adventures
DM = Dragon Magazine
-Abyssal: Demons
Exceptions:
*Tieflings descended from demons, and other creatures who descend from demonic blood learn this language innately, as by instinct.
-Auran: air creatures
Exceptions:
*Creatures who take to the skies are also likely to know this language, often due to millennia of contact and trade with with the Plane of Air and/or creatures from there.
*This includes Avariels, Reptorans, and Giant Eagles.
-Aquan: water creatures
Exceptions:
*Aquatic Variants of standard races.
-Buommi: Buommans
-Celestial: celestial creatures
Exceptions:
*Aasimars, and other creatures who descend from celestial blood learn this language innately, as by instinct.
-Diabolan: Diaboli -DM
-Formian: Formians
-Ghost Elven: Ghost Elves -DM
-Githyanki: Githyanki¹
-Githzerai: githzerai¹
Howler: Howlers
Notes:
*"If there is a language within the howls as some have suggested even spells cannot decipher it." MM3.5
-Glucose: candy creatures
-Ignan: fire creatures
Exceptions:
*Fire Elemental Racial variant of the standard races (see Unearthed Arcana)
*Infernal: Devils
Notes:
*Tieflings descended from Devils, and other creatures descended from infernal blood learn this language innately, as by instinct.
-Kaorti: Kaortis
-Khen-Zai: Ethergaunts
Notes:
*Ethergaunts communicate with each other using their own language, Khen-Zai, which cannot be learned by those who lack their unique anatomy.” -FF p.65
-Lumi:lumi
-Neraph: Neraphim
-Nerra: Nerras
-Odopis: Odopis
-Phiuhl: Phiuhl
Notes:
*"Phiuhls speak no audible languge but they appear to communicate with one another" FF
-Rhek: Rheks
-Slaad: Slaadi
-Shadowswyft: shadowswyfts
-Spirit Tongue: Spirit folk, celestials, dragons
-Sylvan: fey
Note:
*Although no longer truly fey, elves still pass this language down in their various cultures. Many elves still have close contact with fey races, and most respect and admire them in some way. Even the drow have some innate longing for what once was.
-Terran: earth creatures
-Windsong: windblades
Secret Languages
-Druidic
-Githyanki: Githyanki¹
Special Cases
-Undercommon
Although this language is usually found only in the Underdark, it has become widely used by criminal organizations and those who deal in the underworld of civilizations on the surface. Rogue may take this language freely, and characters who deal with such individuals on a regular bases may eventually pick up this language.
Common languages for Underdark dwellers
-Dark Ones: dark Ones
-Diopsid: Diopsids
Notes:
*The Diopsid speak using light glands on their bodies, so it is impossible for other creatures to learn it.
-Dwarven: dwarves
-Elven: drow
-Gnome: deep gnomes
-Gol-Kaa: goliaths
-Grimlock: grimlocks
-Kobold: Kobolds
-Kuo-Toan: Kuo-Toa
-Nycter: Nycters
-Undercommon: drow, mindflayers
Common languages for Aquatic Races
-Aquan: water creatures
-Darfellan: Darfellans
-Dwarf
-Elven
-Gnome
-Hadozee: Hadozee's
-Halfling
-Kappa: Kappas – OA
-Kobold: Aquatic Kobolds
-Kuo-Toan: Kuo-Toa
-Sahuagin: Sahuagins
-Tako: Tako's -OA
Notes:
*Takos have their own language based on tentacle movements and coloration changes.
*Although understanding this language might be possible, unless you are a mindflayer speaking it might be a whole other matter.
Common languages for Desert Races
-Armandish: Armands
-Asherati: Asherati
-Bhuka: Bhukas
-Dwarven
-Elven
-Gnome
-Halfling
-Kobold
-Loxo: Loxos
Languages of Fey
-Elven
-Ibixian: goatfolk
-Jermlaine: Jermalines
-Sylvan: Centaur,Pixies, etc
-Spirit Tongue: Spirit folk, celestials, dragons
Dead Languages
-Illumian: Illumians
Notes:
*The Illumians are believed to have all died out across the multiverse during the Last Great Human War.
-Rokugani- OA
Notes:
*This was the native language of a distant human empire. This empire fell along with the city states of Flanes during the Last Great Human War.
¹"similar enough to the tongue of the the githyanki that either could understand the other if they chose to speak" MM3.5
Speaking Out of Character:
http://i47.photobucket.com/albums/f173/celestialkin/MrSnuggleBunsCropped.png
Mr. Snuggle Buns
This is Mr. Snuggle Buns. He is our official Out-of-Character Teddy Bear. While a game is in progress, you must gain possession of Mr. Snuggle Buns, and hold him up high in the air in order to speak out-of-character. Otherwise, everything you say is considered in-character.
Non-Core Rules:
• Any non-core rules (classes, powers, spells, feats, etc.) you wish to use must be run past me for approval. If they are in a book, magazine, or other source I do not own please try to make a copy of the specific rules you wish to use for me (not the whole thing!). Either a physical or digital copy will do.
• Notes on specific books:
-Third Party books: I am a fan of third party books. If you have one you would like to use feel free to pass it by me.
-Complete Psionics: Forget about it. As far as I am concerned it doesn't exist. If you wish to use something from it pass it by me, but no errata or rules from it are mandatory.
• I consider Dragon Magazine material (from before the licenses were taken away by WotC) to be as official as WotC printed material.
• WotC has a large amount of 3.x material available on their site.
• The official setting sites for the older edition settings such as Dark Sun, Planescape, Spelljammer, etc hold material I am will to look over. I am quite fond and supportive of said sites and groups.
• I am willing to look over homebrewed material from either the WotC or Giants in the Playground forums.
Player Styles:
• Powergaming is not encouraged.
• If you are a rules lawyer you might find my game somewhat unenjoyable.
• Having a solid well thought-out background story for your character would be appreciated!
Experience and Leveling Up:
I do not use the XP method of character level progression suggested in the 3.5 Player's Handbook and the 3.5 Dungeon Master's Guide.
I do not grant experience after every session, but instead I personally keep note of each character's personal progress, my assessment of each character's personal level of mechanical/statistical power, my assessment of each player's competence with his character, and an overall assessment of the entire adventuring group's level of power, abilities, and competence. I then inform the player(s) when their character(s) have gained a level.
Some of (but not necessarily all) the factors I consider when assessing character advancement are:
Personal character goals achieved, and accomplishments. Other characters may or may not benefit from helping another achieve their personal goals.
Group/Party joint goals achieved, and joint group/party accomplishments.
My assessment of individual character, and overall party power. Logically, if I see that the group, or an individual, is plowing through encounters effortless I will adjust things as needed. At the same time, if I feel that the group, or individuals, are not ready to advance I will adjust things as needed.
Some (but not all) of the reasons I considered before making this decision were:
The fact that I use low-magic and low-wealth require that I make logical adjustments to certain creatures and their suggested CRs, since their CRs are based on the suggested XP, wealth, and magic systems in the PHB1 and DMG1.
The changes to my game world also affect the relative "power" of player characters, so I need to take a more direct role in assessing a character's and the entire party's true level of power and competence.
I wish to take a more active role as the DM in judging the level and abilities of both the group of adventurers as a whole, and each character individually. I mean this in terms of game mechanics, as well as each player's ability to run his character. The feel that the "standard" XP/leveling system does not account for this, and allows (or in my opinion forces) players to advance to a higher level of gaming before they are ready for it. I have seen this multiple times in my gaming experiences, and I have gone through it myself.
I desire to run a more in-depth and personal style of game for my players and their characters. The "standard" fast-pace XP system simply does not allow for such games, since it was clearly intended for quicker dungeon crawl and module style games. I try to run a campaign which revolves around the life story of heroic characters, instead of the story of a few quick dungeon adventures.