Ragavin Coridon's D&D Virtual Tome

 















  

 

 

 

 

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Martial Proficiency Grouping:
The Martial Weapon Proficiency is split up into several groups of weapons. Details can be seen in the 'New Feats' section

Wet Bowstring Rule:
If your bow or crossbow string is exposed to moisture (i.e.; it's raining, snowing, drizzling, your underwater, etc.) like all bowstrings it will stretch out, this greatly impairs the amount of force behind the arrow for bows, and makes a crossbow completely inoperative. Any regular bows exposed to moisture will suffer a -4 to attack and damage. Any crossbows become completely inoperative with the exception of the multi-nock crossbow found in the new items section

Tobacco Rules
Handling tobacco is rather simple and quickly explained. Tobacco is divided up into 'hits'. One hit is enough to fill a pipe or roll a cigarette. 2 hits are required for a cigar. The price of tobacco is influenced by its quality. There are three types of tobacco. Poor, Good, Excellent. Certain regional tobaccos may cost more, depending on where they are from. As an example tobacco from the two rivers would count as excellent, and have a little price above that for being exceptionally excellent.
When you have taken ten 'hits' of tobacco (or portion therof) in one day you get a -1 penalty to all checks involving endurance; ie running, holding your breath, etc. The penalty become -2 at 15 hits, -3 at 20 and increases every 5 hits after that. 4 hours of not taking any tobacco hits will remove 1 from your penalty.

Alternate Volume Rules
Space is divided into sections known as units. A single unit takes up 3 cu. inches, 3x3x3. Carrying containers have a maximum unit limit, and items take up a certain amount of units. A carrying container may not hold more units than its maximum. Below are some sample carrying containers.

Containers:

Hauling Vehicles:
L:
W:
H:
Total:
Cart
24
16
12
4608*
Sled
28
16
12
5376*
Wagon
48
20
16
15360*
*Can be overloaded above H level

Dry Goods :
L:
W:
H:
Total:
Backpack
-
-
-
64
Barrel
-
-
-
640
Basket
8
4
4
128
Bucket
4
4
4
64
Chest
8
4
4
128
Pouch, Belt
1
1
1
1
Sack
x
x
x
64
Spell Comp.
.5
.5
.5
.5
Potion Belt
x
x
x
1x10
*Can be overloaded above H level

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Challenge Rules

Challenge Sequence:
1.
One PC issues a challenge to another. The challenged may refuse with no penalty.
2. If the challenged accepts he gets first choice of terrain. If the challenger does not agree to the terrain the DM may decide, incorporating design elements that favor both parties.
3. Each PC chooses a starting location that may be kept between themselves and the DM if they opt to do so.
4. PCs roll initiative and combat proceeds normally.

5. Combat ends when one PC is dropped to 0 or lower HP, or one of the PCs admits defeat. If a PC is dropped below -9 HP and outright killed then the battle ends in a draw.
6. The winner of the battle gets EXP equal to the opponents character level x (1d10 x [1d6+1])

Challenges must be issued before or after the days adventure.

You may only challenge one person per session.

The GMs word is law.

 

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Ability scores during character creation

Ability scores are determined using an 85 point base. Each player can construct a character using this base i.e. if you want your character to have an 18 Strength, that would cost 18 of your 85 base points leaving you with 85 - 18 = 67.

No ability scores may be raised past 18 before racial modifiers, meaning you can’t give your human fighter a 26 in Strength at the cost of other ability scores, but you can give your half-orc fighter a 20 in Strength (18 max + 2 racial modifier = 20)

The standard ability spread is all scores at 14 with one point left over.

 

 

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Races

Elf

Lifespan: Elves are hereon immortal. They die only from unnatural causes. Normal elven death is replaced by a return to Corellon’s side in Faerie.

Also, the following chart takes precedence over the previous Elven Aging Effects chart;

Middle Age
Old Age
Venerable
Maximum Age
300
450
600
+6d%

 

Drow
Preferred Class: Any Drow formerly of House Obllidorra of Menzoberranzan, or from a psionically powerful house, has the preferred classes of psion or psionic warrior instead of wizard.
Spell-Like Abilities: All Drow nobility also have the power to levitate as per the spell 1/day.
Feats: All Drow fighters receive for free the feats ambidexterity and two-weapon fighting

 

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Class Changes
Bard
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: (6 + Int modifier)
Bonus Feat: At every fourth class level beginning at level 1 (1st, 4th, 8th, 12th, 16th, 20th) the bard will gain a bonus feat. The feat must be skill focus (any). Meaning at the mentioned levels the bard gains the feat skill focus which may apply to any skill the bard has ranks in. Multiple skill focuses are not stackable.
Cleric
Saving Throws: The Cleric classes saving throws are now the following;
Level
Fort
Refl
Will
1
1
0
2
2
1
0
3
3
2
0
3
4
2
1
4
5
3
1
4
6
3
2
5
7
4
2
5
8
4
2
6
9
4
3
6
10
5
3
7
11
5
3
7
12
6
4
8
13
6
4
8
14
6
4
9
15
7
5
9
16
7
5
10
17
8
5
10
18
8
6
11
19
8
6
12
20
9
6
12
Druid
Saving Throws: The Druid classes saving throws are now the following;
Level
Fort
Refl
Will
1
1
1
2
2
2
2
3
3
2
2
3
4
2
2
4
5
3
3
4
6
3
3
5
7
4
4
5
8
4
4
6
9
4
4
6
10
5
5
6
11
5
5
7
12
6
6
8
13
6
6
8
14
6
6
9
15
7
7
9
16
7
7
10
17
8
8
10
18
8
8
10
19
8
8
11
20
9
9
12
Fighter
Feats: Bonus fighter feats hereon shall include all feats deemed to be solely combat-oriented, as judged by the DM. This includes many of the feats found in the Sword and the Fist, and any new, unofficial feats as well.
Paladin
Saving Throws: The Paladin classes saving throws are now the following;
Level
Fort
Refl
Will
1
2
0
1
2
3
0
2
3
3
1
2
4
4
1
2
5
4
1
2
6
5
2
3
7
5
2
4
8
6
2
4
9
6
3
4
10
7
3
5
11
7
3
5
12
8
4
6
13
8
4
6
14
9
4
6
15
9
5
7
16
10
5
7
17
10
5
8
18
11
6
8
19
11
6
8
20
12
6
9
Ranger
Bonus Abilities: Starting at 6th class level, and at every 3rd level thereafter, the Ranger gains a special ability of his choice from the following list:
Bonus Feat - The feat chosen must come from the following list - improved track, point blank shot, precise shot, rapid shot, far shot, shot-on-the-run, mounted archer, weapon focus (any bladed weapon), weapon focus (any bow). This option may be chosen multiple times.
Familiarity - The ranger gains a +4 bonus to wilderness lore checks or any knowledge (local) checks in an area that the character designates as familiar. In order to so designate an area, the ranger must have spent at least six months in the place, and have explored all portions that he intends to be familiar with. This ability can be chosen multiple times. It’s effects do not stack.
Evasion - This ability works as the ability of the same name that Rogues and Monks have.
Nature Sense - This ability works as the ability of the same name that Druids gain at 1st level.
Trackless Step - (see above)
Hunter - The character may apply a +2 bonus to all roles against one creature when hunting that creature. Only evil rangers may use this ability to target a target known to be goodly, or NPC known to be goodly. This effect lasts until the target is dead, captured, etc. This effect can be used once a day, requires that the ranger have some form of knowledge of that individual creature before (meaning he must have tracked it, encountered it previously, etc. this ability cannot be invoked during combat), and does stack with the Rangers favored enemy bonus if the creature is of such a monster type.
Natural Attunement - When able to commune with nature, the Ranger can ask all life in the characters vicinity questions. These questions can be no more complex than "Did a man with short black hair, in plate armor, with a very large sword come this way?" The lifeforms, be they trees, or animals, or plants, answer as best they can. This ability allows the ranger to understand all plant and animal forms of communication, but only for the duration of the ability. Naturally, plants and animals have different views of the world, and might not be able to adequately satisfy the Rangers need for answers ("Duh...what’s a sword?" "I couldn’t see the direction he went; my petals were blocking the view.") This ability can be used for a total of six minutes each day, meaning the Ranger can only maintain such an intimate connection for six minutes. This minutes cannot be saved. Invoking this ability requires a full-round action.
All of these abilities are extraordinary in nature, save for Natural Attunement, which is a spell-like ability.
Saving Throws: The Ranger classes saving throws are now the following;
Level
Fort
Refl
Will
1
1
1
1
2
2
2
2
3
2
2
2
4
2
2
2
5
3
3
3
6
3
3
3
7
4
4
4
8
4
4
4
9
4
4
4
10
5
5
5
11
5
5
5
12
6
6
6
13
6
6
6
14
6
6
6
15
7
7
7
16
7
7
7
17
8
8
8
18
8
8
8
19
8
8
8
20
9
9
9
Wizard
Skills: The Wizard will also receive, in addition to his normal allotment of skill points, a number of skill points equal to half his original amount. These extra skill points must be used in knowledge skills. In other words the wizard normally receives (2 + Int modifier) skill points (x4 at first level). These points can be spent on any skills, including knowledge skills. The wizard also receives (2 + Int modifier)/2 skill points (x4 at first level) that must be used in knowledge skills. No skills can have more ranks than is normally allowed (character level +3).
Spellbooks; All spell books, by their nature, automatically have a built in trap. Whomever opens the book without some sort of passcode will trigger a locate person spell (not including the owner, of course). This power exhausts itself after one use per day. It allows the owner to locate whomever triggers the trap, so long as no more than one day has passed. The owner is not alerted to the disruption. This power does not interfere in any way with any other spell-traps the magi may have placed upon his spellbook.
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