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D&D 3.

5 / Trailblazer House Rules


Races_____________________________________________
If you have a racial modifier to a skill, that skill is always considered a class skill. Shield Dwarves Proficient with all hammers (warhammer, light hammer, maul, etc). Half-orcs and orcs +2 Intimidate (and now it's always a class skill).

Classes_____________________________________________
Barbarian Starting gold: 4d4 x 10 (80 gp) Weapon Proficiency: All simple and martial except crossbows, kukri, light pick, sap, flail, heavy pick, rapier, glaive, heavy flail, guisarme, halberd, lance, and ranseur. Special Weapons: Proficient with bastard swords and spiked chains. A barbarian's damage resistance is denied if he is helpless. Bard Starting gold: 6d4 x 10 (120 gp) Use 'Bard Spells Known' table from 3.5 PHB.

Cleric Starting gold: 5d4 x 10 (100 gp) Armor Proficiency: Clerics are not proficient with heavy armor. Weapon Proficiency: All simple except punching dagger, sickle, longspear, javelin, and sling. Special Weapons: Every cleric is always considered proficient with his/her deity's favored weapon. Druid Starting gold: 2d4 x 10 (40 gp) Weapon Proficiency: As RAW states, except scimitar.

Fighter

Starting gold: 5d4 x 10 (100 gp) Weapon Proficiency: All simple and martial. Special Weapons: pick one exotic weapon per point of INT modifier you have (minimum 1). Paladin Starting gold: 6d4 x 10 (120 gp) Weapon Proficiency: All simple and martial except punching dagger, sickle, dart, sling, kukri, light pick, sap, heavy pick, rapier, scimitar, glaive, guisarme, halberd, ranseur, scythe, and bows.

Ranger Starting gold: 4d4 x 10 (80 gp) Weapon Proficiency: All simple and martial except punching dagger, kukri, light pick, spiked armor, flail, heavy pick, glaive, heavy flail, guisarme, halberd, and ranseur. Special Weapons: Proficient with the whip, bolas, net, and hand crossbow. Add 'Mounted Combat' tree to Combat Style feat list. Rangers may select a Favored Organization in place of a Favored Enemy (such as the Harpers, the Zhentarim, the Red Wizards, a specific guild, etc.). You gain all the normal benefits of having a favored enemy vs. all creatures within this organization. Rogue Starting gold: 5d4 x 10 (100 gp) Weapon Proficiency: As RAW states, plus the net. Shield Proficiency: Rogues are proficient with bucklers. Sorcerer Starting gold: 3d4 x 10 (60 gp) Use 'Sorcerer Spells Known' table from 3.5 PHB.

Wizard

Starting gold: 3d4 x 10 (60 gp)

Use 'Spellbooks' from 3.5 PHB. Wizards begin play with all 0-level spells,
plus three 1st-level spells (plus an extra 1st-level spell for each point of INT modifier he has). Wizards then gain two spells of their choice per level. As long as they are able to cast spells of a certain level, they may add them to their spellbooks upon leveling. Wizards gain the 'Scribe Scroll' feat at 1st level.

Magic_____________________________________________
This section is for clarification. The only house rule here is 'spells known' makes a return for the arcane classes. This is only to mantain that scrolls and other written forms of magic remain valuable to these classes (especially the wizard). Spells Known Arcane spellcasters (bards, sorcerers, and wizards) have a limited number of spells that they know. Divine spellcasters (clerics and paladins) receive spells from their deity and can ready and cast any spell on their spell list given that they remain in accordance with their higher power. Primal spellcasters (druids and rangers) receive spells from the Feywild, a plane that mirrors the material plane with magic derived from the primordials. As long as druids revere their oaths and protect nature, they may ready and cast any spell on their spell list. As long as rangers live in accordance with their patron deity, they are able to tap into the Feywild and may ready and cast any spell on the druid's spell list. Spell Slots/Spells Readied. The only two classes that use spell SLOTS are bards and sorcerers, who upon casting a spell may choose one from any on their list of spells known (i.e.: they are true spontaneous casters). Clerics, druids, paladins, rangers, and wizards must READY their spells. They prepare their spells based on however many ready spells they have based on their base magic bonus. They can cast these prepared spells in any order, but must stick to these prepared spells.

Equipment______________________________________
All shields grant +1 additional AC than indicated, except bucklers.

Skills_____________________________________________
Secret skills: Skills that are always rolled by the DM are bolded. Unbolded skills are rolled secretly when a PC wouldn't immediately know the actual

result. Appraise Disable Device Disguise Knowledge (all) Linguistics Perception Persuasion Search Sense Motive Sleight of Hand Spellcraft Stealth Survival Alternative Craft Rules 1.Calculate raw material costs normally (and masterwork cost, if necessary). 2.Roll your relative Craft skill vs. the item's DC. Keep in mind whatever quality of tools, special materials, and other creative variables you are using (as the item's DC may be adjusted). You must roll for masterwork quality as a separate component before you begin working on the actual piece. 3.You must pass the item's DC to make significant progress in a day (standard 8 hours). Normal failure increments apply. 4.Take whatever surplus your check grants you from exceeding the craft DC and add it to a "completion pool". 5.Repeat step 4 each 8-hour workday until the completion pool result equals or exceeds the item's craft DC. 6.When this completion pool is equal to or greater than the item's craft DC, the item was successfully created. Example: Ronald Greentide is a 3rd level Expert, trained in Craft (Armorsmithing), who has been asked by a local lord to craft a masterwork suit of banded mail. Ronald is very competent in his work: his Int score is 13, he has maximum ranks in Craft (Armorsmithing), Skill Focus for the relevant ability and masterwork tools, which means he has a total score in Craft (Armorsmithing) of: 1 (Int) + 3 (Ranks) + 3 (Class skill) + 3 (Feat) + 2 (Tools) = +12 He begins to work on the suit of armor, beginning with the masterwork component: the DC is 20, meaning that he needs at least a roll of 9 to make progress. Day 1: He makes his roll and gets a 15, which means he got a check result of 27: subtracting the DC from the roll gives a result of 7, so in his completion pool value is 7.

Day 2: He rolls a 10, for a check result of 22: this means that the completion pool value is 9. Day 3: He gets a 5, for a result of 17, not enough to make progress Day 4: He gets a natural 20, for a result of 32. This means that he adds 12 points to the completion pool, for a total of 21. His completion pool exceeds the DC for the masterwork component, so, in 4 days, he finished it! He can now move on to the suit itself. This check assumes that the creator is using a full day (8 hours) to work almost entirely on the particular item. You may figure that other tasks may take priority during this time, and the creator can only spend a certain amount of time on the craft object:

6 hours: add 3/4 of the result surplus to the completion pool (minimum
1). 4 hours: add 1/2 of the result surplus to the completion pool (minimum 1). 2 hours: add 1/4 of the result surplus to the completion pool (minimum 1). A creature may spend more than 8 consecutive hours on a single object. Each additional 2 hours incurs a -2 penalty to the related craft skill. This penalty stacks for each additional 2 hours (example: an additional 8 hours of crafting would incur a -8 penalty). Each additional 2 hours spent crafting after the initial 8 provoke a fortitude save (DC=10+2 for each additional 2 hours). Failure means the creature becomes fatigued.

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