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West Hills - Rise of the Runelords

D&D (3.5)

Main Page

So where to start?

 How about some house rules?  Not to be too formal about this, but what the heck, some things are better written down.
 
Source Material:
 
Dungeon Master’s Guide – 3.5
Player’s Guide – 3.5
Monster Manual – 3.5
Pathfinder Player’s Guide
Pathfinder RGP Alpha
Other sources can be discussed

About Pathfinder:
 
It’s a new setting for all of us.   It’s got all the standard elements of D&D with some updates and advances.   Paizo’s done a lot of work, and it really comes through in the depth of the material.  Use the Player’s Guide; it’s a rich source of information.  Also, with RPG Alpha, Paizo’s tweaked some of the issues with 3.5 (care to grapple anyone?), and I think it would interesting to try the revisions. 
 
The first part of the path should get us through several sessions and well into 3rd level.  If we take the campaign the full run, it’ll get you all through 15th level.
 
Character Building:
 

  • To generate ability scores use the RPGA point system with a 25-point buy.  (Page 169 of the Dungeon Master’s Guide v.3.5) 
  • All the standard Races/Classes from the PHB, and Pathfinder modules will be allowed.  Any others we can talk about.  Multi-class after first level.
  • Any NON Evil Alignment
  • Full Hit Points for 1st Level, plus racial additions +4 (Elves, gnomes, halflings), +6 (Human, Half-Elves),+8 (Dwarves, Half-Orcs)Full Gold.
  • Equipment is up to you.   I’ll give you clothes, other than that, you’re on your own.
  • All other character stuff straight from the books, but feel free to ask for something unique.
  • Background, area of origin, and reason for being in Sandpoint (the starting location) are up to you, but we can work together to figure it out if you want.  Here again, I can email you info on the setting to help out in this regard.  A good back-story is important and could be used later for more of the campaign and to give some hooks to develop and expand as you get used to your character.  But what you write in the beginning is not set in stone, we can tweak as we go along.
  • Once you’ve created your character, you can email me the details (if not a full sheet).  You are responsible for the details of your character and character sheet, and please keep them (and me) updated on changes/additions. 


Identifying Items:

I think the identify spell is a bit too restrictive.  I don’t like to work that hard so neither should you.
 
So, Identify gives 1 hour per caster level.  Each hour allows you to figure out 1 caster level of object.  I.e. if there are 5, CL1 objects, you could identify each one, or if there is one CL1, and one CL3, it would take you 1 hour to identify the CL1, and 3 hours to figure out the CL3, with an hour left on the spell.   And each casting allows you to continue your research.  So if there’s an object, that after the spell is used up you still need more time to figure it out, cast Identify again and you can continue.   Does this make sense?    For others classes, the spell would work the same way on objects you would normally use, but for others outside the normal experience in your class, it would work per the book rule.
 
Potions: 
All Potions of a given type look and taste the same.  So if you’ve seen one potion of invisibility it’ll be easier to spot another one down the line.   And just as in the DMG, potions are stored in small vials with stoppers.  The vials may change, the stoppers may change but the size and amount won’t vary greatly unless mentioned specifically.  
To identify a potion you’ve never seen before:
1.    Use Identify (see below)
2.    Taste it and see what happens.  (Please do this sometime, for me, please?)
3.    If you can have the ‘craft potion’ feat, you have a good chance of figuring out the potion without either of the above methods.   A DC based on the CL of potion against your spellcraft. 
 
For Scrolls:
All scrolls are written on special paper.  They’re about 8×11 inches, with sticks on each end to support and strengthen the page.   They are rolled up and put in sealed tubes for extra protections.
To identify a scroll you’ve got to be able to read it.  So if you don’t have read magic or decipher script, you can’t use them.
 
Wands:
It’s a stick, imbued with magic.   It may be made of different materials, but that’s the basic idea.
To identify a wand:

  1. Use Identify (see below)
  2. Wave it around, try some words and see what happens.  (Please do this sometime, for me, please?)  Use your UMD and take a stab at it…. You might get lucky.
  3. If you can have the ‘craft wand’ feat, you have a good chance of figuring out the wands properties without either of the above methods.   A DC based on the CL of wand against your spellcraft.   

Rods and Rings:
Same as for Wands.   And rings will resize to the wearer.
 
For Wondrous items:
They all vary in size and description, so I won’t cover that.  I will say that for the most part, wondrous items will resize to match the wearer.

Weapons and Armor:
If you have a PC who has a ranks in armor smithing, its no problem figuring it an item is masterwork and a simple detect magic will tell you if it has an aura.


To Identify:

  1. Try the stuff on, use the weapon… see what happens.
  2. Use Identify
  3. If you have weapon and or armor smith, or craft arms or armor, you’ll have a good change of figuring out the items.  Same as wands.  Against the level of the enchantment of the item.

 

Absences:
 
If for any reason a player is unable to play for a session (business trip, vacation, etc.), a short note explaining this to me, and estimated return date, would be appreciated. Of course, sudden emergencies are exempt.
If for any reason a player must permanently leave the game, a short note explaining this to me would also be appreciated. If this happens, I reserve the right to play the character as an NPC as I see fit.
 
Profanity/Troublesome Players
 
Mild profanity is acceptable (damn, hell, etc.), just as long as it's not overused. If things get out of hand with some of the more 'colorful' words, I will send a private message to the offending person asking them to take it easy. Warnings won't be held against you until they're ignored.
 
Final note
 
This is a game, and I want it to be fun, and I don’t want ‘rules lawyers’ to interfere with that.   Any house rules and WOTC rules are flexible.   Any ‘on the fly’ judgments, are just that.   Usually they are made to help keep the game running along.  They may be changed later under different circumstances.  In other words, I’m the DM, my words are the law, and I’m allowed to change them later.

 
PS, I’m sure I’ve left something out.  So if there’s a question or a change, I’ll update the wiki.

 

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