The Altera Chronicles
House Rules - Class Information
Class Information: General
Many of the class features, especially with Prestige Classes, are confusing or unclear. The 3.5 revision added further confusion to much of the system.
More information may be added when I find things that need clarification or modification.
1. Paladin Special Mount: The Paladin’s Special Mount (obtained at 5th level) uses a combination and modification of both versions of the rule, as follows: it can be summoned a maximum of once per day per paladin level, and remains for a maximum combined duration of 2 hours per paladin level per day; regardless of actual time used, every summoning counts as at least 1 minute, and duration spent summoned is measured in minutes (for sake of simplicity).
2. Ranger: The 3.5 ranger is better. Suffer with the “average” 1 HP less per level.
3. Scout: Remove Trapfinding; reduce Skill Points to 6 (+ Int modifier) per level. All other class features remain unchanged. (The class was actually too good before the skill changes made here.) In non-Gestalt games, this change does NOT apply.
4. Monk and Ki Strike: The Monk’s Ki Strike receives an Enhancement bonus alongside its listed advancement (as per the 3.5 rules) – it is considered a +1 weapon when it is treated as a Magic weapon, +2 when it is treated as Lawful, and +3 when it is treated as Adamantine. This is an Enhancement bonus and applies to attack and damage rolls, and conforms to the normal enhancement bonus rules (does not stack with magical weapons or spells that grant an enhancement bonus to the same rolls).
5. Monks and Weapon Proficiency: Use Oriental Adventures optional weapon proficiencies; additionally, lose Crossbows, gain Shortbow and Longbow. Certain “Orders” of Monks (cultural) may have variations on the weapon proficiencies.
6. Monks and Armor: A Monk can wear Light armor and retain all monk abilities normally restricted by armor under the following conditions:
a. The Armor Check Penalty is 0
b. The Maximum Dexterity Bonus is at least +10, or listed as – (no maximum dexterity bonus)
c. The Arcane Spell Failure is 0%
7. Weapon Proficiency and Druidic Oaths: Regardless of proficiency, the Druid still suffers penalties for weapons not listed in the Druid class description (as if wearing metal armor), subject to certain alterations (subsection e). Certain exceptions apply:
a. Certain prestige classes allow the Druid more options. For the most part, these are racial-based (such as the Eye of Gruumsh) and generally also incorporate the race’s favored class.
b. A few specific feats (also generally racial-based, such as Natural Archer) expand the list slightly.
c. Cultural variant weapons are allowed, but only since the difference (in 3rd edition D&D) is only in name.
d. Racially favored weapons, such as the dwarf with the Warhammer and the Elf with the Rapier, are allowed if the player takes the proper feat. Only one racially favored weapon is allowed per druid. (The player chooses the weapon, and the DM must approve the choice.)
e. For sake of reference, the Druid begins with proficiency in: Club, Greatclub, Quarterstaff, Dagger (including Punching Dagger and Kukri), Scythe, Sickle, Shortspear, Spear, and Sling. (They lose proficiency in Scimitar and Dart and gain proficiency with the Scythe and Greatclub.)
8. Barbarians and “Per Encounter” rage limitation: A barbarian can expend a second daily use of their rage to extend the duration of their rage by its normal amount; the benefits are not adjusted, only the duration. A barbarian may also expend another use of rage after their period of fatigue ends in order to enter rage again. Effectively, the limit of 1 use of rage per encounter is removed, but a barbarian may not rage while fatigued or exhausted.
a. The Fatigue after a rage is reduced to 1 minute (10 combat rounds), from “The rest of the encounter,” to allow the Barbarian to perform at optimal efficiency for extremely long encounters.
9. Some specific classes and class features are simply better in one version or the other. These specific notations apply:
a. The Druid and Ranger’s Animal Companions are better in 3.5; if the player wishes to use the Animal Friendship spell to acquire more than one companion, only one (chosen by the player) receives the class feature benefits, and that cannot be changed unless the one currently receiving the benefits is either killed or dismissed permanently.
b. Spells of all sorts are generally better in regular 3rd ed., and should be used by those standards (when those standards are available). Game balance was considered when the writers translated them from 2nd ed. AD&D, and the spells have simply been weakened (all around, not necessarily every single one) in 3.5.
c. The Monk’s Ki Strike uses the regular 3rd edition value and the associated numerical bonus; I will work out the Damage Reduction values for 3.5 creatures when presented with it (and notations will be made for permanent use). Not like I need to state it, but the DM has the final say on this particular subject.
d. The minimum Bard level requirements on Bardic Music presented in 3.5 are in place. If in doubt, I have a copy of those limits available.
10. Skills are not as powerful as class features; when in doubt, the class feature takes precedence.
1. The Healer (Miniature’s Handbook): Non-good variants will be translated, time permitting (primarily concerning the Unicorn Companion and alignment-based variants of equivalent power); there is no good reason this class should be restricted to Good alignment. (This is actually a class, not a Prestige Class.)
2. Warmaster (Sword and Fist): Alignment restriction changed to “Any non-chaotic” since Evil is just as likely to sponsor and employ such people as good, but chaotic will rarely follow orders long enough to make it anywhere in the class.
3. Dragon Samurai (Miniature’s Handbook): A few class features are being changed slightly.
a. Resistance to Energy: This stacks with any existing energy resistance you may have of the same type.
b. Dragon Friend: You gain a +2 bonus on charisma-based checks when dealing with a dragon that shares the same moral alignment as your clan. The +4 bonus applies to all dragons that have an identical alignment to your clan.
c. Elemental Weapon: The bonus damage stacks with any energy damage your weapon may already have.
1. Hunter (World of Warcraft RPG): Sting can be used once per day per Hunter level, plus 1 per day per point of Wisdom modifier
2. Paladin (World of Warcraft RPG): Auras can be used at will, no daily limit; only one aura active at a time (excluding Aura of Good); auras still learned at levels listed