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 Yakkub's Tweaks for v3.5

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Yakkub
The Spooky Pope of 3.5e
The Spooky Pope of 3.5e
Yakkub


Posts : 37
Join date : 2011-06-27
Age : 32
Location : Turner/Gorham, Maine

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PostSubject: Yakkub's Tweaks for v3.5   Yakkub's Tweaks for v3.5 EmptyThu Aug 11, 2011 6:07 pm

Greetings comrades!

In this thread, you'll find a regularly updated compilation of my finest modifications to the beloved v3.5 Dungeons & Dragons. Feel free to use anything I post here in your game sessions; I hope it serves you well.

Please, I implore you to rip into anything you find odd, don't understand, or disagree with. Healthy criticism breeds perfection.

Let's get to it, shall we?
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Yakkub
The Spooky Pope of 3.5e
The Spooky Pope of 3.5e
Yakkub


Posts : 37
Join date : 2011-06-27
Age : 32
Location : Turner/Gorham, Maine

Yakkub's Tweaks for v3.5 Empty
PostSubject: Player Races   Yakkub's Tweaks for v3.5 EmptyThu Aug 11, 2011 6:13 pm

Player Races
Note: All languages (other than secret languages, e.g. Druidic) are available as bonus languages to all characters.

Elf, High
+2 Dex
–2 Con
• Medium Size • 40’ movement
• Low-light Vision
• 4 hours meditation equivalent to 8 hours sleep (for a human)
• Immunity to magic sleep
• +2 Racial bonus to saves vs. Enchantments
• Automatic proficiency with all straight Bows, and either Elven Thinblade, Elven Lightblade, or Elven Courtblade
• Automatic Search check if an Elf passes within 5’ of a secret or concealed door
• +2 Racial bonus on Listen, Search, & Spot checks.
Automatic Languages: Common and Elven
Favoured Class: Duskblade


Half-Elf
(child of an Elf & a Human)
• Medium Size • 35’ movement
• Low-Light Vision
• Dual Heritage: A Half-Elf is considered both an Elf and a Human for the purposes of all things related to race.
• 6 hours sleep equivalent to 8 hours (for a human)
• Immunity to magic sleep
• +2 Racial bonus on saves vs. Enchantments
• +2 Racial bonus on Diplomacy & Gather Information checks.
• +1 Racial bonus on Listen, Search, & Spot checks.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level
Automatic Languages: Common and Elven
Favoured Class: Any

Half-Orc
(child of an Orc & a Human)
+2 Str
–1 Int
-1 Wis
–1 Cha
• Medium Size • 30’ movement
• Darkvision 60’
• Dual Heritage: A Half-Orc is considered both an Orc and a Human for the purposes of all things related to race
• Weapon Familiarity – Orcish Double Axes are considered Martial Weapons, rather than exotic weapons.
• 1 extra feat at 1st level
Automatic Languages: Common and Orc
Favoured Class: Any


Human
+2 One ability of player's choice
-2 One ability of players choice
-or-
No ability adjustment
• Medium size • 30’ movement
• Standard Vision
• 1 extra feat at 1st level
• 4 extra skill points at 1st level and 1 extra skill point at each additional level
Automatic Languages: Common
Favoured Class: Any


Last edited by Yakkub on Thu Aug 11, 2011 7:16 pm; edited 1 time in total
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Yakkub
The Spooky Pope of 3.5e
The Spooky Pope of 3.5e
Yakkub


Posts : 37
Join date : 2011-06-27
Age : 32
Location : Turner/Gorham, Maine

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PostSubject: Base Classes   Yakkub's Tweaks for v3.5 EmptyThu Aug 11, 2011 6:14 pm

Filling in "Dead Levels", as detailed here:
Part 1, http://www.wizards.com/default.asp?x=dnd/cwc/20061013a
Part 2, http://www.wizards.com/default.asp?x=dnd/cwc/20070227x

Rangers receive their favoured enemies at level 2 and their combat style at level 1. This allows players the ability to roll up a fresh level 1 Archer or Two-Weapon Fighter, then choose their quarry after getting their feet wet in the world.

A Druid's Grove: At any time during a Druid's career, they can choose one area to consecrate as a grove. This consecration can be performed only once. The process takes 1 full year to complete, during which time the Druid must remain within the designated area or forsake all the progress they have made. While within their grove, treat the Druid as being 10 levels more powerful. This lasts only while they are within the borders of their grove, and any ranged attacks or area effects that leave the grove are not affected. At will, the Druid can change the Physical, Alignment, and Magic Traits of the grove, regardless of planar restrictions. While within her grove, the Druid cannot die from old age. In the event of the Druid's death, the grove becomes inactive, but gives off a faint empathic aura reflective of the Druid's nature. A grove is permanent unless completely destroyed beyond recognition. Any experience levels the Druid may have gained while the grove existed are lost forever if it's destroyed.

Anti-magic Barbarian Variant to be detailed when I'm less lazy.


Last edited by Yakkub on Fri Aug 26, 2011 4:59 am; edited 4 times in total
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Yakkub
The Spooky Pope of 3.5e
The Spooky Pope of 3.5e
Yakkub


Posts : 37
Join date : 2011-06-27
Age : 32
Location : Turner/Gorham, Maine

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PostSubject: Prestige Classes   Yakkub's Tweaks for v3.5 EmptyThu Aug 11, 2011 6:15 pm

Your finest PrC's.
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Yakkub
The Spooky Pope of 3.5e
The Spooky Pope of 3.5e
Yakkub


Posts : 37
Join date : 2011-06-27
Age : 32
Location : Turner/Gorham, Maine

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PostSubject: Feats   Yakkub's Tweaks for v3.5 EmptyThu Aug 11, 2011 6:16 pm

Modified Feats
Toughness
[General]
Prerequisite: -
Effect: You gain 1 extra hit point per level. The effects of this feat are retroactive.
Special: A character may gain this feat multiple times. Its effects stack.

New Feats
Skill Adaptation
[General]
Prerequisite: -
Effect: Choose a skill. This skill is always "in-class" for you.
Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new skill.

Professional Background
[General]
Prerequisite: 3 ranks in Profession (Any), 1st level only
Effect: Choose up to 1+Int (minimum 1) skills appropriate to your chosen profession. These skills are always "in-class" for you.
Special: With 5 ranks in your chosen profession, the skills selected with this feat receive a +2 synergistic bonus.


Last edited by Yakkub on Thu Aug 11, 2011 7:27 pm; edited 2 times in total
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Yakkub
The Spooky Pope of 3.5e
The Spooky Pope of 3.5e
Yakkub


Posts : 37
Join date : 2011-06-27
Age : 32
Location : Turner/Gorham, Maine

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PostSubject: Skills   Yakkub's Tweaks for v3.5 EmptyThu Aug 11, 2011 6:18 pm

Anything to do with skills.
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Yakkub
The Spooky Pope of 3.5e
The Spooky Pope of 3.5e
Yakkub


Posts : 37
Join date : 2011-06-27
Age : 32
Location : Turner/Gorham, Maine

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PostSubject: General Gameplay   Yakkub's Tweaks for v3.5 EmptyThu Aug 11, 2011 6:19 pm

Gameplay

Initiative rolls are made with a d10 instead of a d20.

A player's turn may only last a maximum of 60 seconds real-time. If the time elapses before the player has finished, they forfeit the rest of their turn.
Conditional changes to the maximum time limit can be made at the DM's discretion.
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Scildecido
Lord Artista
Lord Artista



Posts : 36
Join date : 2011-06-24
Age : 35

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PostSubject: Re: Yakkub's Tweaks for v3.5   Yakkub's Tweaks for v3.5 EmptySat Feb 18, 2012 4:00 pm

All the WOTC suggestions for filling in dead levels are all so bad.
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WoodyTheWoodstar
DM-san
DM-san



Posts : 80
Join date : 2011-06-23

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PostSubject: Re: Yakkub's Tweaks for v3.5   Yakkub's Tweaks for v3.5 EmptyWed Mar 07, 2012 11:08 am

Well, I wouldn't call them bad. They're just not that good. They aren't a massive boost to anything. They're just, you know, something.
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PostSubject: Re: Yakkub's Tweaks for v3.5   Yakkub's Tweaks for v3.5 Empty

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