Becoming an Adventurer

So, you have decided to brave the world, and become an adventurer, good for you! Nothing makes you feel alive like the feeling of almost dying on a daily basis. There is nothing quite like the feeling of rescuing the damsel, slaying the dragon and stopping an evil wizard before he roasts you alive then laughing about it over a pint of ale. So take heart in these fundamental rules to live by and you will a most glorious adventure!

—Razvan the Bard

These rules are in addition to or instead of the rules presented the following books.

Books Allowed

For better or worse, D&D 3.5 consists of a vast multitude of races, classes, and prestige classes. Rather than list all the classes/races that you can play, I will list all the books that you can source for your character. These are strictly for the purposes of the mechanics of the game. We will work together to fold in an appropriate story for your character thus making them unique to Erramus.

Books Allowed (all books are assumed to be the 3.5 version when available):

Player’s Handbook Player’s Handbook II Dungeon Master’s Guide
Dungeon Master’s Guide II Monster Manual I-V Complete Adventurer
Complete Arcane Complete Champion Complete Divine
Complete Mage Complete Psionic Complete Scoundrel
Complete Warriorr Book of Exalted Deeds (DM APPROVAL) Dragon Magic
Draconomicon Dragon Compendium Expanded Psionics Handbook
Magic Item Compendium Races of Destiny Races of Stone
Races of the Dragon Spell Compendium Tome of Battle
Tome of Magic 2 Eberron Campaing Setting (Races Only)

From Unearthed Arcana, we will be using the optional Traits.

Anything from beyond these books will require DM approval before being allowed in the game.

Playable Races

Players are allowed to play any race from the aforementioned books up to the stated starting Effective Character Level (“ECL”). ECL is defined as class levels plus, racial hit dice, plus level adjustment. For example, a Minotaur (page 188 of Monster Manual) with 1 level of barbarian would have an ECL of 9 (1 Barbarian + 6 Racial Hit dice + 2 Level Adjustment). Playable characters must have at least one class level. Of course, playing non-standard races will result in difficulties throughout the game.

Generating Ability Scores

Ability scores will be generated based on the point buy system. Depending on the number of players will determine the number of points your character will have available. Ability scores cost the following number of points:

Ability Ability
Score Cost Score Cost
≤ 8 0 13 5
9 1 14 6
10 2 15 8
11 3 16 10
12 4 17 13
13 5 18 16

Changes to Races

The following represents changes to specific races:

  • Half-Elves get an extra skill point per level and 4 skill points at level 1 (similar to human)
  • Half-Orcs no longer have a CHA penalty and gain a +4 racial bonus to Intimidate.
  • Dwarves take a penalty to DEX instead of CHA

Changes to Classes

The following represents overall changes to all classes unless otherwise indicated:

  • Remove Favored Class. Multiclass is free
  • All spell casters have twice as many 0 level spells
  • All classes increase the base skill points by two

Changes to Feats

  • Each character will start with one additional feat at first level. As normal, all prerequisites must be met.
  • Remove the +1 BAB requirement for the Weapon Finesse feat
  • Natural Spell does not exist
  • Toughness grants you additional HP equal to your current HD.

Changes to Skills

The following skills have been combined:

  • Balance/Tumble = Acrobatics
  • Spot/Listen = Perception
  • Hide/Move Silently = Stealth

Changes to Spells

  • Banned spells: Shapechange, Polymorph Any Object, Wind Wall, Contingency
  • Divine Power is no longer a standard Cleric spell. It is still on the War domain list.
  • Excluding Acid, All Orb of X spells are Evocation and are affected by spell resistance

Starting Wealth

Characters starting above level one will have a starting wealth based upon the following table

Level Amount Level Amount
2 900 12 88,000
3 2,700 13 110,000
4 5,400 14 150,000
5 9,000 15 200,000
6 13,000 16 260,000
7 19,000 17 340,000
8 27,000 18 440,000
9 36,000 19 580,000
10 49,000 20 760,000
11 66,000

At the Table

Below are the general rules around the table:

  • Have fun.
  • Don’t prevent others from having fun.
  • Players are expected to work together including character creation. Intertwined back stories are highly encouraged (and possibly rewarded).
  • Silence all cell phones. If you need to have it on, let the DM know ahead of time.
  • Rules questions will be adjudicated by the DM at the time of question. Rules will be then re-addressed between sessions. Any changes will be implemented on a “going forward basis”
  • If you roll a die and want it to count for something, announce why you are rolling the die before you roll it. DMs are excluded from this rule to avoid spoilers.
  • Avoid distracting conversations / talking over another player – especially during an epic scene.
  • Make liberal use of passing notes – both between players and DM, especially if another player is talking.
  • If you want good notes, take them. DM will be available to check accuracy.
  • If you want to summon something – have its stats ready
  • If you want to turn into something – have its stats ready
  • If it is not on your character sheet, you don’t have it. This includes special abilities. If you cannot read what you wrote, then it is not available. Recording the page and book the ability is from is highly encouraged.
  • Generally, experience will be awarded at the end of a session. Players are expected to update characters between sessions.

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Becoming an Adventurer

Erramus AaronHill AaronHill