In this first post in this thread I will write all the changes to official 3.5 D&D rules that we use in the Giant Trilogy and add any further rule changes we might agree on.
The rest of the thread will be used to add spells to the trilogy. There are numerous books about forgotten realms that contain extra spells intended to be used in the forgotten realms settings. Some of those spells are quite good and interesting, so it would be a pity not to use them in the trilogy. However, because not all of us have access to all of those books, such spells will need to be added here with full description and reference to what book they are from, before they can be used in the trilogy .
Remember, only spells that are not in the general
Climb, Swim and Jump is modified by strength
Concentration is modified by Wisdom instead of Constitution.
Dragons get a +4 racial bonus to search, spot and listen
Heal: When casting a healing spell (including spells from scrolls and wands) you make a heal skill check. For every 10 points you get on the check you can heal 1 additional point of damage.
You need at least one rank in heal to make this check at all.
When not in combat you can take 10 on the check
In case of the cure minor wounds spell you can only heal one additional point and you need 20 or more on the check to do so.
When casting a mass healing spell you can only use this ability on one of the characters you are healing and only if his wounds are clearly visible to you.
The dodge feat simply adds +1 to AC against all enemies (unless you are flatfooted)
A shield carried on the back (or in case of a buckler in the belt) will have its armor check penalty lowered by one (so no armor check penalty for light shields and bucklers, and -1 armor check penalty for heavy shields)
If two creatures flank an enemy, anyone that attacks that enemy in melee gets a flanking bonus to attack as well (yes, this allows rogues to make sneak attacks)
You can run as a full-round action. (If you do, you do not also get a 5-foot step.) When you run, you can move up to four times your speed in a straight line (or three times your speed if you’re in heavy armor). You lose any Dexterity bonus to AC unless you have the Run feat.
You can run for a number of rounds equal to your Constitution score
You can’t run across difficult terrain or if you can’t see where you’re going.
1) Backshot: When someone is using a ranged attack at someone that clearly has his/her back towards the attacker at the time of the attack, the attacker gets a +2 bonus to his attack. A rogue can also apply his/her sneak attack damage.
2) Aimed shot: By using a whole round to make a ranged attack that normally only requires a standard action, the attacker gain a +2 “aiming bonus” to his/her attack.
3)Enhancement bonuses of ammunition stacks with enhancement bonuses of ranged weapons
Allies adjacent to a character never provides cover to enemies of that character (so no penalty for shooting over the shoulder of an ally).
A small trees in your square will give you a +2 cover bonus, but only from enemies coming from one general direction (the possible directions being south, southwest, west, northwest… and so on) so if you claim cover from west you will have cover from southwest and northwest as well, but not from any other direction. The cover bonus prevent AoO’s against you just as any other type of cover. Creatures of size large or lager won’t get any cover from small trees.
If you are in a tree you get the following bonuses:
Small tree: a small tree will provide concealment (20%) and a +2 cover bonus (this bonus works in all directions) If your enemy is in the tree as well you lose the concealment bonus but keep the cover bonus.
Large tree: A large tree will provide concealment (20%) and a +4 cover bonus. A large tree can also provide total cover against a specific enemy if the character stays at the other side of the main trunk. Climbing very high up into a large tree can also provide improved concealment (30%, +5 to hide) against enemies on the ground, but the enemies also get concealment (20%) then. If an enemy is in the tree as well, you lose the concealment bonus and the cover bonus drops to +2.
If someone are actively attacking you (is in melee with you and attacked last turn) you can’t take a 5-foot-step in order to get safely away and use an action that would otherwise provoke an attack of opportunity (like casting a spell), if you try to do so your opponent will automatically take a 5-foot-step (as a free action) himself and get his attack of opportunity (assuming that he is actually able to move at all).
Intelligent undead are not immune to all mind-affecting effects, they can be affected by anything that is not charms or moral effects
They do get a +2 bonus against all enchantments though
The DC of the check is 30 + level of the spell “stored” in the potion.
If the potion maker has tried to disguise the effect of the potion the DC is increased by 10
Healing potions are so common that their DC is 5 lower than normal.
The check is d20 + character level + intelligence modifier + wisdom modifier
Tasting the potion adds +10 to the check
Brew potion adds +5 to the check (+10 if it is a potion that the brewer can brew himself)
Every 5 ranks in spellcraft, craft (alchemy), knowledge (nature) and knowledge (arcana) adds +1 to the check.
Creatures with a very acute sense of smell (sent or blindsense) gets +2 on the check
You can "take 10" on the check, but you can't "take 20"
A potion can only be tasted a limited number of time before too little is left of it to have any effect.
Whenever you want to buy or sell something you make a trade check.
Your trade check modifier is your apprise skill + diplomacy skill + ½ bluff skill + ½ intimidate skill + ½ Sense motive skill + profession (trader) skill (skills with no ranks don’t count in this calculation)
If you can craft the type of Item you are trading with a craft skill, you may also add ½ your craft skill to the check, and if it is a magic item you can make with a magic item creation feat you get +5 on the check.
The check is a 1d20 + your trade check modifier (for that type of item)
Selling: you start at 80% of market prices.
Buying: you start at 120% of market prices.
If your trade check is 20 or better you improve prices by 5%
If your trade check is 30 or better you improve prices by 10%
If your trade check is 40 or better you improve prices by 15%
If your trade check is 50 or better you improve prices by 20%
(The DM can add circumstance bonuses or penalties to the above checks)
If you are not satisfied by a trade check, you can chose to not make the trade at all (and try to find another shopkeeper) or you can make a second check at a -2 penalty, but then you have to make the trade no matter how bad the roll is (you can use your first roll if it is better though)
The
When creatures are using the escape artist skill to free themselves or move in a web they may add their strength modifier to the check. Creatures smaller than medium may also add the AC bonus they get for being small to the check.
Anchoring:
Only a very well anchored web (such as a web cast in a hallway, a small room, or a dense forest) will use the standard rules. A less well anchored web will have DCs for getting lose and move lowered (to a max of -10) at the DMs decision.
A web only anchored to the ground (or a floor) will be considered a “ground web” and will only be one foot high and such not obstruct vision or provide cover (except for very small creatures) Creatures in such a web are not entangled and the DCs for getting lose and move are always decreased by -10 (the max amount)
Some kinds of ground, such as loose sand or deep snow, will also be impossible to anchor a web to.
Even a single good anchoring point well above ground (such as a tree) will cause the web to be a normal web but still with the DCs much decreased (typically by -8)
2 well-spaced out above-ground good anchoring points will typically mean that the DCs decreased by -6
3 well-spaced out above-ground good anchoring points will typically mean that the DCs decreased by -4
4 well-spaced out above-ground good anchoring points will typically mean that the DCs decreased by -2
But this is always the DMs decision.
Above-ground anchoring points can be any solid object that is within the spells area or touches the spell’s area. In addition to this, trees can provide above-ground anchoring points, even if their trunks are outside the spell's area. This is because they will have branches that reach out from their trunk. A small tree can provide an anchoring point as long as it is within 5 feet from the spell's area while a large tree only needs to be within 10 feet.
Celestial alphabet:
Common alphabet:
Draconic alphabet:
Druidic alphabet:
Dwarven alphabet:
Elven alphabet:
Infernal alphabet:
[This message has been edited by Kris Lighthawk (edited 08-27-2014 @ 10:38 AM).]