PotatoNinja
2014-05-10, 10:13 PM
I've been playing a mix of role playing games for the last 16 years and i am currently looking for some feedback on my 3.5 home rules and quick fixes. Any feedback is welcome, i am mainly looking to see if these rules are fun/fair/make sense. sorry if this is a little unclear, i need to take time to make this all more coherent one day.
Protection from X spells. This line of spells no longer offer immunity to mind influencing, compulsion, or enchantment affects. Instead they offer a +2 bonus to resist such affects. Justification: a level one spell should never make an entire school of magic useless.
Negative hit points and dying. A character does not have a hit points pool of -10 when they reach 0. Instead, a character receives a hit points pool in the negatives equal to one quarter of their normal hit points. A Fighter with 100 hit points must go down to -25 to die completely. Stabilization checks are allowed each round. The feat diehard doubles your negative hit point pool to half your maximum HP.
Offhand weapons receive the full benefit of STR scores instead of half STR when used in melee combat.
Weapon finesse is free, like wise, you may add DEX to damage on any melee or ranged attack roles.
Power Attack can be used with Bows.
HP is Maximized at first level. At levels beyond the first, Players have the option of using the ½ and ½ +1 rule when determining HP, or rolling for it.
Weapon focus and specialization are treated like a warblades and can be swapped out in the same way.
Irrative attacks suffer no penalty. You simply gain additional attacks
Whirlwind attack now has the following requirements. Dex 13, BAB +4
Two Weapon Fighting is one feat that scales with BAB in concordance with the old/other TWF Feats. Additionally, there is no penalty for using medium sized weapons in your off hand.
Rogues Can sneak attack anything regardless of anatomy of physiology. Somehow they just managed to hurt things, hard.
Precise shot and Point blank shot are one feat.
Rapid Shot scales like TWF, offering additional shots at the same rate as two weapon fighting. Each shot only incurs a -2 penalty.
Rangers:
Rangers gain wild shape as an ability at first level and advance as a druid. This ability functions exactly like a druids.
Rangers gains access to both fighting styles, they need not choose one
Rangers treat animal companions like a druids, and are not considered to be 4 levels behind
Druids:Druids have three capstones, wildshape, spellcasting, and animal companions. WHen creating a druid, pick two of these and discard the third.
Natural spell casting is not a thing.
Paladins:
Spellcasting advances at half that of a clerics. They gain all cleric spells and one domain from their god or ideology.
SKill points for paladins are based off their wisdom score.
Paladins may use their CON or WIS score in place of str or dex for to hit and damage rolls if they wish. This does not apply to character who simply dip paladin.
Fighters and Rogues get to pick one save to upgrade to "good"
Fighters get 4 skill points + INT per level. Recommended to only take 2-3 levels as a dip, there is no saving this class.
Monks - Play an unarmed swordsage, there is no saving this class. I let Players pick up unarmed damage progression for free if they want to play a hand to hand fighter. I also allow players to take other monk class features for free if they wish, i often allow wisdom to armour to be either wisdom or intelligence or con to Armour for those characters.
Hide and Move Silently are one skill, Sneak. Likewise, spot, search, and listen are all under perception as a single skill.
There are no metamagic reducers, you will pay the full price.
Magic weapons and armour need not be +1 first to enchant with abilities. If you just want a speeded, but not +1 sword, go for it.
SR Items are heavily modified for price, most are around half off and scale, cant find my document for them :(.
Rogues get a D8 hit die
Players interested in playing barbarians are allowed to play a TOB class with barbarian features added on top of it, for a reduction in the number of maneuvers and stances known.
The spells mage armour and shield work on team mates, they also stack with any other sources. (this helps low level characters a lot)
Celerity is banned
Polymorph line of schools are changed to be in line with pathfinder rules.
All classes receive perception as a class skill.
Color Spray now only affects 1-3 hit die and only confers a stacking bonus to the daze status.
Faerie Fire now does not blind foes
Shivering Touch does not exist
Blaster Spells have no cap on the amount of dice they can do
Cleric Heals now heal double their amount rolled
Protection from X spells. This line of spells no longer offer immunity to mind influencing, compulsion, or enchantment affects. Instead they offer a +2 bonus to resist such affects. Justification: a level one spell should never make an entire school of magic useless.
Negative hit points and dying. A character does not have a hit points pool of -10 when they reach 0. Instead, a character receives a hit points pool in the negatives equal to one quarter of their normal hit points. A Fighter with 100 hit points must go down to -25 to die completely. Stabilization checks are allowed each round. The feat diehard doubles your negative hit point pool to half your maximum HP.
Offhand weapons receive the full benefit of STR scores instead of half STR when used in melee combat.
Weapon finesse is free, like wise, you may add DEX to damage on any melee or ranged attack roles.
Power Attack can be used with Bows.
HP is Maximized at first level. At levels beyond the first, Players have the option of using the ½ and ½ +1 rule when determining HP, or rolling for it.
Weapon focus and specialization are treated like a warblades and can be swapped out in the same way.
Irrative attacks suffer no penalty. You simply gain additional attacks
Whirlwind attack now has the following requirements. Dex 13, BAB +4
Two Weapon Fighting is one feat that scales with BAB in concordance with the old/other TWF Feats. Additionally, there is no penalty for using medium sized weapons in your off hand.
Rogues Can sneak attack anything regardless of anatomy of physiology. Somehow they just managed to hurt things, hard.
Precise shot and Point blank shot are one feat.
Rapid Shot scales like TWF, offering additional shots at the same rate as two weapon fighting. Each shot only incurs a -2 penalty.
Rangers:
Rangers gain wild shape as an ability at first level and advance as a druid. This ability functions exactly like a druids.
Rangers gains access to both fighting styles, they need not choose one
Rangers treat animal companions like a druids, and are not considered to be 4 levels behind
Druids:Druids have three capstones, wildshape, spellcasting, and animal companions. WHen creating a druid, pick two of these and discard the third.
Natural spell casting is not a thing.
Paladins:
Spellcasting advances at half that of a clerics. They gain all cleric spells and one domain from their god or ideology.
SKill points for paladins are based off their wisdom score.
Paladins may use their CON or WIS score in place of str or dex for to hit and damage rolls if they wish. This does not apply to character who simply dip paladin.
Fighters and Rogues get to pick one save to upgrade to "good"
Fighters get 4 skill points + INT per level. Recommended to only take 2-3 levels as a dip, there is no saving this class.
Monks - Play an unarmed swordsage, there is no saving this class. I let Players pick up unarmed damage progression for free if they want to play a hand to hand fighter. I also allow players to take other monk class features for free if they wish, i often allow wisdom to armour to be either wisdom or intelligence or con to Armour for those characters.
Hide and Move Silently are one skill, Sneak. Likewise, spot, search, and listen are all under perception as a single skill.
There are no metamagic reducers, you will pay the full price.
Magic weapons and armour need not be +1 first to enchant with abilities. If you just want a speeded, but not +1 sword, go for it.
SR Items are heavily modified for price, most are around half off and scale, cant find my document for them :(.
Rogues get a D8 hit die
Players interested in playing barbarians are allowed to play a TOB class with barbarian features added on top of it, for a reduction in the number of maneuvers and stances known.
The spells mage armour and shield work on team mates, they also stack with any other sources. (this helps low level characters a lot)
Celerity is banned
Polymorph line of schools are changed to be in line with pathfinder rules.
All classes receive perception as a class skill.
Color Spray now only affects 1-3 hit die and only confers a stacking bonus to the daze status.
Faerie Fire now does not blind foes
Shivering Touch does not exist
Blaster Spells have no cap on the amount of dice they can do
Cleric Heals now heal double their amount rolled