Rules

Have a question about a rule or something related to a game mechanic? Check here.
If it’s not detailed here or answered in one of the references below, ask Chris and Brian.

Rule hierarchy

As this game uses D&D 3.5 rules, there are a large number of books and rules which can interact and supercede each other. Here is a list of the hierarchy for rules in the campaign, if you have questions.

  • Chris and Brian
  • This wiki
  • Rules Compendium
  • Dungeon Master’s Guide
  • Player’s Handbook (1 and 2)
  • Spell Compendium
  • Magic Item Compendium

If not listed above, whichever is most recently printed will win. I.e. Complete Scoundrel is more recent than Complete Adventurer, so if they have the same magic item, but it is not included in the Magic Item Compendium, then Complete Scoundrel’s version of the item is correct.

Advantage & Disadvantage

A common mechanic in 3.5 is a circumstance bonus (generally +/- 1 or 2). We will not use this mechanic. Instead, the concept of Advantage or Disadvantage will be used. Unless specifically called out elsewhere, when provided a circumstance bonus in a standard 3.5 source, the creature is instead granted Advantage. Similarly, when provided a circumstance penalty, the creature is granted Disadvantage. Multiple instances of Advantage/Disadvantage do not stack. If a creature is ever granted Advantage and Disadvantage, the two are canceled out. This effect happens even if a creature is granted multiple instances of one or the other. Thus, one Disadvantage will cancel multiple instances of Advantage and vice-versa.

Advantage: When rolling a check (skill, attack or otherwise), roll two d20 instead of one and choose the higher result.
Disadvantage: When rolling a check (skill, attack or otherwise), roll two d20 instead of one and choose the lower result.

Skills

Any class without spellcasting (Spells/invocations/spell-like abilities/etc.) which has, by default, 2+Int skills per level is, instead, granted 4+Int skills per level.

Craft: Craft is a skill used to create an item for one’s personal use. Creatures wishing to use craft to build items for sale must follow the rules for operating a business. Three additional feats have been created relating to this skill.
Perception: This skill combines Listen/Spot checks into one skill. All creatures have a ‘passive’ perception stat equal to 10 + Skill modifier for perception. This is the DC for a creature’s stealth check to pass by undetected (assuming concealment and line of sight are avoided).
Stealth: This skill combines Hide/Move Silently checks into one skill.
Athletics: This skill combines Jump, Swim & Climb checks into one skill.
Acrobatics: This skill combines Balance & Tumble checks into one skill.
Diplomacy: Characters cannot perform “rushed” diplomacy checks, unless a class or racial ability grants this function.
Intimidate: Choose Cha or Str at character creation. Intimidate is based on this stat for the character.

Alignments

We will not be using alignments. There is no Law/Chaos or Good/Evil axis. Instead, if you have a spell, item, or class ability dependent on alignment, it will be altered by the GMs to work differently and be of an appropriately useful power level. For example, the Paladin’s detect evil class ability will instead be Detect Emotion. Thus, a Paladin will be able to, possibly, detect ill-will or other issues from people in his or her view.

Additionally, we will be using a system of Instincts in lieu of alignments.

Instincts

Characters can have up to two instincts which define how a character reacts to certain situations. These instincts are generally in the form of one simple sentence and allow a character to break a small rule in their favor. They also go in the form of an “I” statement and are either a “when” or “if/then” statement.

For example: “I draw my sword when surprised.” Or “If approached from behind, I fall forward and roll away”

These statements allow the player to have an always active aspect of their character. Something small that defines them. For the first example, it would mean that you do not need to spend a move action to draw a weapon when surprised in combat. The second would allow you to perform an Acrobatics check when approached from behind to roll forward.

The most important thing about Instincts is that they can be used to earn Action Points. When a player uses an instinct to advance the story/place themselves in a worse position, they earn an action point.

For example, if you are surprised by a guard captain and draw your weapon, the situation may turn south for you, and you would earn an action point.

Action Points

You earn one action point at each level up for each level you have. Thus, at level 1, you are given one action point. At level 2, you get two. You can hold them over between levels, if you do not use them. Instincts are another way to earn action points, as detailed above.

Action Points can be used for any of the following:

  • If used before a roll, you can grant yourself advantage for a roll
  • If used after a roll (but before success or failure is determined), you can roll 1d6 and add that to the result of the roll
  • To auto-stabilize when dying

Death & Dying

Creatures die at either -10 HP or -(Con Score) HP, whichever is more beneficial. Thus, a low con creature will die at -10 (standard 3.5 rules), while hardier adventurers will die at a higher negative value.

Additionally, to stabilize when dying (below 0 HP), rather than a DC 15 Fort Save, a creature makes a DC 15 Constitution check once per round, on its initiative count, to stabilize.

Feats

Certain feats have been added or updated for this campaign and are detailed on a separate page, above.

Domains

Certain Domains have had their granted powers updated/changed for this campaign are are detailed on a separate page, above.

Rules

Changing Tides ixelan