TheNivMizzet
2015-06-18, 05:20 PM
I've got a new campaign starting on Saturday. It's 3.5/3.0 which allows any material which is official and I can point to it by name and page number. The GM is a really chill person and has house rules for the campaign which I'll put in a spoiler underneath. A player which is no longer playing brought up the issue that one of the house rules doubled the spell slots for every spell-caster, including bonus spells from high modifier, but not domain or school slots. I believe it was correct to call overpowered, along side a rule which lets you refill your level 1-4 spell slots every 2 hours with 10 minutes of meditation. Now I looked at the rules and assessed that there was no reason to not play a wizard, having the ability to throw around spells all the time and change them on the fly when the situation called for it.
I've already finalized my character with the GM, but I'm just wondering what everyone else would do in the same shoes. Go along with the house rules and just play a wizard because there isn't a reason not to, or to find a way which won't reduce the usefulness of every other class to almost 0.
Character Build Policies:
-Starting Level: One.
- Limited Races Allowed: Human, Catfolk, Orc, Gnoll, Goblinoid (Bugbear, Hobgoblin, Goblin) and Kobold. Dambrath is an imperial multiracial society with territory in the Amtar Forest and the Underdark. But any race that is long lived or has a level adjustment higher than +1 is restricted. Alingment restrictions has been cleared to: Any.
-Skill Points at 1st Level: If Starting Skill Allotment is "(2 + Int modifier) × 4", it is now: (4 + int modifier) x 4.
-Ability Score Point Buy System: 50. (The link provided is a reference for using the point buy system)
-Starting Equipment Allowance: 300gp. Cannot buy Two Handed Martial or Exotic Weapons, Bastard Sword, Heavy Armor or Composite Bow.
-Starting Money is the maximum class gold under "Starting Package"
-Weapon Prociency: You are only proficient with any 5 weapons + your Intelligence Modifier + 1/Level after Level One, which can include Improved Unarmed Strike and Improved Grappling.
-Skill Buying System: All skills are considered "class skills" for the purpose of allocating skill points to a skill. Standard Cross-Class Skill policy is repealed in this campaign.
-Myth Weaver.
-Classes Allowed: Barbarian, Bard, Fighter, Monk, Rogue, Sorcerer, Wizard for character creation. After Level 4 you will be allowed to multi-class out of these classes. Multi-Class Experience Penalty is repealed.
-Feel free to use any Dungeons and Dragons 3.0 or 3.5 book for the purpose of equipment and spells.
-No Templates.
Languages and Literacy:
The Dungeon and Dragons Language System is not available in this Campaign. The language vary by country instead.
Languages:
Dambrathan (Dambrath)
Amtarian (Amtar Forest)
Riften (East Rift, Riftwood)
Esta (Estagund)
Durpari (Durpar)
Thayan (Thay)
Halru (Halruaa)
Fangari (Gnollwatch Mountains)
Undari Dwarven (Southern Underdark Dwarven)
Undari Drow (Southern Underdark Drow)
Undari Goblin (Southern Underdark Goblin)
Undari Orcish (Southern Underdark Orcish)
Undari Koboldi (Southern Underdark Koboldi)
This campaign switches geography often, but interpreters are available. The most common language is Dambrathan. Hint: Sense Motive Skill.
Melee Weapon AC bonuses: Parrying and Blocking. AC bonuses against other melee weapons. Only haft weapons; spiked chains and whips not included. Remember, any situation when AC bonus is not available these miscelleneous bonuses are also unavailable.
The following weapon categories and form of wielding provides bonus AC as follows:
Light Weapons: +1, two handed +2
One Handed Weapons: +2, two handed +3
Two Handed Weapons: +3
Note: Any penalty to attack roles reduces the AC bonus. Minimum 0 AC bonus.
Shield AC Bonuses:
Shield bonuses are now added to saves for the purpose of blocking ranged attack spells that allow reflex saves.
Buckler: +2, but no bonuses to reflex save versus ranged attack spells.
Light Wooden Shield: +2
Light Steel Shield: +2, -1 damage resistance to fire, cold, electric, acid and force attacks
Heavy Wooden Shield: +3
Heavy Steel Shield: +3, -2 damage resistance to fire, cold, electric, acid and force attacks
Tower Shield: +4, provides cover against spells and -3 damage resistance to fire, cold, electric, acid and force attacks
Bows and Crossbows Range and Damage Modification:
Composite Bows critical threat range is affected by the Strength bonus besides adding Strength bonus to damage, every 2 bonus. Example, Composite Shortbow (+2 Str) has a critical threat range of 19-20/x3. Composite Shortbow (+4 Str) has critical threat range of 18-20/x3 and so forth. For the purpose of confirming critical hit.
Type (Bow) Range Damage
Longbow
Range: 120ft (-1 to attack every 30 ft beyond 120 ft, instead of 10 ft. 300 ft max. range increase)
Damage: 1d8 (x3)
Composite Longbow:
Range: 120ft + 30ft/Str bonus (-1 to attack every 90 ft beyond 120 + 30ft/Str bonus, instead of 10 ft. 600 ft max. range increase)
Damage: 1d8 (Strength bonuses reduces critical threat range for every 2 bonus)
Shortbow
Range: 90ft (-1 to attack every 20 ft beyond 90 ft, instead of 10 ft. 200 ft max. range increase)
Damage: 1d6 (×3)
Composite Shortbow:
Range: 90ft + 20ft/Str bonus (-1 to attack every 60 ft beyond 120 + 20ft/Str bonus, instead of 10 ft. 400 ft max. range increase)
Damage: 1d6 (Strength bonuses add +1 to critical threat range every 2 bonus)
Type (Crossbow)
Crossbow (Light)
Range: 80ft (-1 to attack every 20 ft, beyond 80 ft. 180 ft max. range increase)
Damage: 1d10 (19-20/x2)
Crossbow (Heavy)
Range: 120ft (-1 to attack every 25 ft beyond 120 ft. 210 ft max. range increase)
Damage: 1d10 (18-20/x2)
Attacking while Hiding with Ranged Weapons:
After successfully hiding at least 10 feet from the target, a player can make one invisible ranged attack, then immediately hide again as a standard action. Hide check suffers –5 penalty to hide again. When reloading after attacking, roll another Hide plus Move Silently check at -5. If a crossbow is used (since using a stirrup requires allot of movement) it incurs -7 to Hide while reloading.
Rapid Shot Feat Nerf: Rapid Shot is only usable within the range of 30ft.
Dodge/Mobility Feat Merger:
Dodge has been merged with Mobility. So if Dodge is chosen as a feat, Mobility is a free addition.
Improved Feint Feat Modification:
You can use your highest base attack bonus instead of a Bluff check. In this case, both make opposing attack rolls to determine if the Feint is successful. (Inspired by Dark Souls)
Special Monk Class Modification:
- Alignment restriction to monk has been changed to: Any.
- Monks have Tier 1 Base Attack bonus (similar to Fighter)
- Monks receive +1 to AC every three levels. This policy replaces the original AC Bonus increase rate. So you can now dodge like Neo from the Matrix! (Not really)
Spells per Day Increase:
- Default Spells per Day for all classes is multiplied by two. For the Wizard class, this does count towards "Preparing Wizard Spells" as found on page 177, Players Handbook. But it does not count toward School Specialization bonus spells per day.
Example: a Level 5 Sorcerer's default Spells per Day is:
Level 0: 6/day, Level 1: 6/day, Level 2: 4/day
With this change it is now:
Level 0: 12/day, Level 1: 12/day, Level 2: 8/day
- Level 0 to Level 4 Spells are replenish-able every two hours by following the classes standard way of replenishing spells (meditating, praying, rehearsing, arcane focus, etc) for at least 10 minutes.
Removal of EXP Cost For Crafting Magical Items and Casting Spells
When crafting a weapon, it is now free of EXP cost. Availability of materials and which type of materials needed to craft weapons and use spells may vary.
Armor Weaknesses and Buffs
-Blunt Weapons: +2 to attack vs plate armor
-Slashing Weapons: +2 attack versus unarmored targets. (Spells like Mage Armor or Shield prevents this)
-Piercing Weapons: +2 attack versus chain armor.
-Half the Armor AC counts towards Reflex saving throws against touch or ranged attack spells (except force spells like Magic Missiles). Uneven number bonuses rounds out to the lower even number. Example: A breastplate is +5, so the user receives +2 to Reflex saves versus a spell like Burning Hands.
Weapon Finesse Modification
Anyone can use Weapon Finesse as long as their Dexterity is higher than their Strength.
I've already finalized my character with the GM, but I'm just wondering what everyone else would do in the same shoes. Go along with the house rules and just play a wizard because there isn't a reason not to, or to find a way which won't reduce the usefulness of every other class to almost 0.
Character Build Policies:
-Starting Level: One.
- Limited Races Allowed: Human, Catfolk, Orc, Gnoll, Goblinoid (Bugbear, Hobgoblin, Goblin) and Kobold. Dambrath is an imperial multiracial society with territory in the Amtar Forest and the Underdark. But any race that is long lived or has a level adjustment higher than +1 is restricted. Alingment restrictions has been cleared to: Any.
-Skill Points at 1st Level: If Starting Skill Allotment is "(2 + Int modifier) × 4", it is now: (4 + int modifier) x 4.
-Ability Score Point Buy System: 50. (The link provided is a reference for using the point buy system)
-Starting Equipment Allowance: 300gp. Cannot buy Two Handed Martial or Exotic Weapons, Bastard Sword, Heavy Armor or Composite Bow.
-Starting Money is the maximum class gold under "Starting Package"
-Weapon Prociency: You are only proficient with any 5 weapons + your Intelligence Modifier + 1/Level after Level One, which can include Improved Unarmed Strike and Improved Grappling.
-Skill Buying System: All skills are considered "class skills" for the purpose of allocating skill points to a skill. Standard Cross-Class Skill policy is repealed in this campaign.
-Myth Weaver.
-Classes Allowed: Barbarian, Bard, Fighter, Monk, Rogue, Sorcerer, Wizard for character creation. After Level 4 you will be allowed to multi-class out of these classes. Multi-Class Experience Penalty is repealed.
-Feel free to use any Dungeons and Dragons 3.0 or 3.5 book for the purpose of equipment and spells.
-No Templates.
Languages and Literacy:
The Dungeon and Dragons Language System is not available in this Campaign. The language vary by country instead.
Languages:
Dambrathan (Dambrath)
Amtarian (Amtar Forest)
Riften (East Rift, Riftwood)
Esta (Estagund)
Durpari (Durpar)
Thayan (Thay)
Halru (Halruaa)
Fangari (Gnollwatch Mountains)
Undari Dwarven (Southern Underdark Dwarven)
Undari Drow (Southern Underdark Drow)
Undari Goblin (Southern Underdark Goblin)
Undari Orcish (Southern Underdark Orcish)
Undari Koboldi (Southern Underdark Koboldi)
This campaign switches geography often, but interpreters are available. The most common language is Dambrathan. Hint: Sense Motive Skill.
Melee Weapon AC bonuses: Parrying and Blocking. AC bonuses against other melee weapons. Only haft weapons; spiked chains and whips not included. Remember, any situation when AC bonus is not available these miscelleneous bonuses are also unavailable.
The following weapon categories and form of wielding provides bonus AC as follows:
Light Weapons: +1, two handed +2
One Handed Weapons: +2, two handed +3
Two Handed Weapons: +3
Note: Any penalty to attack roles reduces the AC bonus. Minimum 0 AC bonus.
Shield AC Bonuses:
Shield bonuses are now added to saves for the purpose of blocking ranged attack spells that allow reflex saves.
Buckler: +2, but no bonuses to reflex save versus ranged attack spells.
Light Wooden Shield: +2
Light Steel Shield: +2, -1 damage resistance to fire, cold, electric, acid and force attacks
Heavy Wooden Shield: +3
Heavy Steel Shield: +3, -2 damage resistance to fire, cold, electric, acid and force attacks
Tower Shield: +4, provides cover against spells and -3 damage resistance to fire, cold, electric, acid and force attacks
Bows and Crossbows Range and Damage Modification:
Composite Bows critical threat range is affected by the Strength bonus besides adding Strength bonus to damage, every 2 bonus. Example, Composite Shortbow (+2 Str) has a critical threat range of 19-20/x3. Composite Shortbow (+4 Str) has critical threat range of 18-20/x3 and so forth. For the purpose of confirming critical hit.
Type (Bow) Range Damage
Longbow
Range: 120ft (-1 to attack every 30 ft beyond 120 ft, instead of 10 ft. 300 ft max. range increase)
Damage: 1d8 (x3)
Composite Longbow:
Range: 120ft + 30ft/Str bonus (-1 to attack every 90 ft beyond 120 + 30ft/Str bonus, instead of 10 ft. 600 ft max. range increase)
Damage: 1d8 (Strength bonuses reduces critical threat range for every 2 bonus)
Shortbow
Range: 90ft (-1 to attack every 20 ft beyond 90 ft, instead of 10 ft. 200 ft max. range increase)
Damage: 1d6 (×3)
Composite Shortbow:
Range: 90ft + 20ft/Str bonus (-1 to attack every 60 ft beyond 120 + 20ft/Str bonus, instead of 10 ft. 400 ft max. range increase)
Damage: 1d6 (Strength bonuses add +1 to critical threat range every 2 bonus)
Type (Crossbow)
Crossbow (Light)
Range: 80ft (-1 to attack every 20 ft, beyond 80 ft. 180 ft max. range increase)
Damage: 1d10 (19-20/x2)
Crossbow (Heavy)
Range: 120ft (-1 to attack every 25 ft beyond 120 ft. 210 ft max. range increase)
Damage: 1d10 (18-20/x2)
Attacking while Hiding with Ranged Weapons:
After successfully hiding at least 10 feet from the target, a player can make one invisible ranged attack, then immediately hide again as a standard action. Hide check suffers –5 penalty to hide again. When reloading after attacking, roll another Hide plus Move Silently check at -5. If a crossbow is used (since using a stirrup requires allot of movement) it incurs -7 to Hide while reloading.
Rapid Shot Feat Nerf: Rapid Shot is only usable within the range of 30ft.
Dodge/Mobility Feat Merger:
Dodge has been merged with Mobility. So if Dodge is chosen as a feat, Mobility is a free addition.
Improved Feint Feat Modification:
You can use your highest base attack bonus instead of a Bluff check. In this case, both make opposing attack rolls to determine if the Feint is successful. (Inspired by Dark Souls)
Special Monk Class Modification:
- Alignment restriction to monk has been changed to: Any.
- Monks have Tier 1 Base Attack bonus (similar to Fighter)
- Monks receive +1 to AC every three levels. This policy replaces the original AC Bonus increase rate. So you can now dodge like Neo from the Matrix! (Not really)
Spells per Day Increase:
- Default Spells per Day for all classes is multiplied by two. For the Wizard class, this does count towards "Preparing Wizard Spells" as found on page 177, Players Handbook. But it does not count toward School Specialization bonus spells per day.
Example: a Level 5 Sorcerer's default Spells per Day is:
Level 0: 6/day, Level 1: 6/day, Level 2: 4/day
With this change it is now:
Level 0: 12/day, Level 1: 12/day, Level 2: 8/day
- Level 0 to Level 4 Spells are replenish-able every two hours by following the classes standard way of replenishing spells (meditating, praying, rehearsing, arcane focus, etc) for at least 10 minutes.
Removal of EXP Cost For Crafting Magical Items and Casting Spells
When crafting a weapon, it is now free of EXP cost. Availability of materials and which type of materials needed to craft weapons and use spells may vary.
Armor Weaknesses and Buffs
-Blunt Weapons: +2 to attack vs plate armor
-Slashing Weapons: +2 attack versus unarmored targets. (Spells like Mage Armor or Shield prevents this)
-Piercing Weapons: +2 attack versus chain armor.
-Half the Armor AC counts towards Reflex saving throws against touch or ranged attack spells (except force spells like Magic Missiles). Uneven number bonuses rounds out to the lower even number. Example: A breastplate is +5, so the user receives +2 to Reflex saves versus a spell like Burning Hands.
Weapon Finesse Modification
Anyone can use Weapon Finesse as long as their Dexterity is higher than their Strength.