Dungeon N Dragon Lite

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T able of Contents

Introduction and Disclaimer _______________________3 Overview________________________________________3

Section 1The Basics


Character Creation________________________________ 4 Starting Equipment _______________________________ 4 Speed ___________________________________________5 Animal Companion _______________________________ 5

Trip or throw ___________________________________ 24 Moving trough threatened squares ________________ 24 Spring attack ___________________________________ 24 Grapple________________________________________ 24 Threatened squares______________________________ 25 Within a threatened square _______________________ 25 Turn Unholy ___________________________________ 25

Section 8Magic
Magical heroic actions
Cast silently ____________________________________ 26 Cast to an extended range ________________________ 26 Cast to a larger area _____________________________ 26 Cast to increase Impact___________________________ 26 Cast as higher level ______________________________ 26 Cast faster______________________________________ 26 Cast without material component _________________ 26 Cast without correct material component ___________ 26 Cast without proper focus component______________ 27 Prepare spells without spellbook __________________ 27 Cast any spell___________________________________ 27 Counterspell____________________________________ 27 Wizard duals ___________________________________ 27 Protection from unholy __________________________ 28 Detect unholy___________________________________ 28

Section 2Races
Human__________________________________________5 Dwarves_________________________________________5 Elves____________________________________________5 Gnomes _________________________________________5 Half-elves _______________________________________6 Half-orcs ________________________________________6 Halflings ________________________________________6

Section 3Classes
Class Descriptions ________________________________ 6 Barbarian ________________________________________6 Bard ____________________________________________7 Cleric ___________________________________________9 Druid __________________________________________10 Fighter _________________________________________12 Monk __________________________________________13 Paladin_________________________________________14 Ranger _________________________________________15 Rogue__________________________________________17 Sorcerer ________________________________________18 Wizard _________________________________________19

Section 9Deities / holy and unholy


Definition of Unholy___________________________ 29 Deities _________________________________________ 29 Recommended Deity ____________________________ 29

Section 4 Skills
Skill check rolls__________________________________20 Special knowledge rules __________________________21

Filling out the 3.5 Lite Character Sheet Box by Box


Character ______________________________________ 30 Armor _________________________________________ 30 Abilities________________________________________ 30 Saving Throws__________________________________ 30 Armor Class ____________________________________ 31 Skills __________________________________________ 31 Weapons _______________________________________ 31 Melee weapon __________________________________ 32 Ranged weapon_________________________________ 32 Protective Items _________________________________ 32 Other Possessions _______________________________ 32 Weight Carried _________________________________ 33 Physical characteristics___________________________ 33 Character sketch ________________________________ 33 Languages _____________________________________ 33 Special Abilities _________________________________ 33

Section 5Languages and Proficiencies


Language table __________________________________21 Acquiring languages beyond first level _____________22 Armor and Weapon Proficiency ___________________22

Section 6Feats
Notes regarding feats ____________________________22

Section 7Combat
Initiative _______________________________________22 Massive Damage ________________________________ 22 Reach Weapons _________________________________22 Dying __________________________________________23 Natural Healing _________________________________23

Heroic Actions
The reason for this change ________________________23 In a nutshell ____________________________________23 How they work__________________________________23 Disarm _________________________________________23 Pushback _______________________________________23

A Character Sheet for Dungeons and Dragons 3.5 Lite is on the last two pages.

Dungeon & Dragons 3.5Lite Disclaimer


The following is a document of House Rules. In this document are alternatives to the normal Dungeons & Dragons v3.5 d20 rules. You will still need the v3.5 "Players Handbook", "Monster Manual", and "Dungeon Masters Guide" to make full sense of this document.

Overview
This is a set of House Rules designed to meet the following criteria: 1. Character creation and promotion should be simple, fast and easy. 2. The rule set should be fully compatible with other v3.5 stuff (adventures, sourcebooks, etc). 3. Complicated rules should be simplified to the point where you can play 90% of the time without having to look up a rule. The intention is to simplify and speed up play, bringing back a lot the feel of the original D&D game while preserving most of the enhancements that the d20 game provides. To accomplish this we will use the v3.5 Players Handbook (abbreviated here as PHB), with some modifications. The major changes are:

Copyrights
This document is intended to be used as alternative house rules to an already standing game system. No information herein is to be copied and sold for profit.

Introduction:
All rules are merely generalizations, and cannot provide the adaptable guidance that a visionary concept must have. Very soon these rules are applied in ways which are contradictory to the intent of the vision. The rule-based people who have been charged with their enforcement lack the vision to know when the rules are inappropriate. The result is that the enforcement of the rule quite often has an effect that is exactly the opposite of what was envisioned. Gordon Glasgow I have been playing Dungeons and Dragons since it came out in the late 1970s. I eagerly awaited each new release of the game and embraced all of the new rules. With each new release it got better. When v3.0 was released I saw it as a re-visioning of the original game with more logical and consistent rules. It was soon followed by v3.5 which corrected some of 3.0s failings. I had great expectations for the 4.0 release, but I was greatly disappointed. Instead of streamlining and simplifying the rules, it was a whole new game. Im not saying that it is a bad game, it simply isnt one that I choose to play. Others felt the way that I do and other companies have tried to fix D&D v3.5. The Pathfinder RPG is an attempt to improve on 3.5. While Pathfinder is an improvement over 3.5 they didnt go far enough, in my opinion, to simplify the 3.5 rules. There are also some rules-light game systems based on the d20 SRD v3.5 such as Basic Fantasy and others but after reviewing them I found most of them to be too light on the rules for my taste. So, instead of throwing it all out and starting over, I decided to simply make the changes that I felt v3.5 needed to make it easier and faster to play. This document is not intended to replace the Players Handbook, but to supplement it. Many of the rules from the Players Handbook have been repeated here for convince. Wherever something is mentioned for which I havent provided adequate information (Darkvision for instance) refer to the v3.5 Players Handbook.

No Multiclass characters.
You will be playing iconic D&D characters. These are the 11 core classes, without regard to race or sex, with each class being the typical stereotype character for that class.

No Feats.
Each character class has its own set of special abilities; additional abilities are added as the character advances in level.

No selection and distribution of Skill Points.


You get a set of core skills by class. These increase as you increase in level.

No Proficiencies.
You can use the weapons and armor you start with and can quickly learn to use others in-campaign.

No Alignment.
Or, more accurately, there are no alignment related game rules and effects. Character alignment is optional. We will substitute Unholy for Evil in most Clerical spells and effects.

No separate rules for Bull rush, Disarm, Overrun, Sunder, Grapple or Trip.
These are replaced with one simple heroic actions mechanic.

No Attacks of Opportunity.
Characters are required to make an ability check (a heroic action) to attempt to pass through a threatened square, or perform non-attack actions within a threatened square. This eliminates the need for Attacks of Opportunity.

Rules for Turn Undead, nonlethal damage and Counterspells have all been simplified.

Dungeon & Dragon 3.5 Lite

SECTION 1 The Basics

Languages

Languages are the same as in the PHB, but we omit the speak language skill. Everyone knows the Common This is an overview of the differences between these rules language. If your Int modifier is greater than +1, select and those in the Players Handbook (PHB). your additional languages. Refer to SECTION 5 - Languages Use the Character Sheet at the end of this document. You will be playing iconic D&D characters so your choices are limited. Refer to Filling in the 3.5 Lite Character Sheet Box by Box found just before the Character Sheet for all the specific information and schedules you will need for creating a first level character.

Character Creation Character Names


Your character must have a name! It doesn't have to be a serious name, but if you don't pick one the DM will assign one.

Alignment
Alignment is the same as in the PHB, but only Clerics and Paladins are required to select an alignment. Your character can be of any non-evil alignment or he can have no alignment at all. You can use your characters alignment as a guide to how he might react in certain situations, but there are no in-game advantages or penalties to any alignment. The Clerics spell detect evil is replaced by detect unholy.

Abilities
Everything in the PHB abilities chapter applies without modification except for any mention of skill points and feats. To generate your ability scores, roll 4d6 and discard the lowest number, 6 times and assign to abilities as you prefer.

Race
You can select any race from the PHB: Human, Dwarf, Elf, Gnome, Half-elf, Half-orc, or Halfling. Then make any racial adjustments to your Ability Scores. Refer to SECTION 2 - Races

Proficiencies
These are as described in the PHB, but there are no proficiency feats. You start out proficient with the weapons you posses and all similar weapons. You become proficient with new weapons by using them in combat.

Class
You can select any class from the PHB: Barbarian, Bard, Starting Equipment Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, For first level characters, use the starting package listed Sorcerer, or Wizard. You may not have a multi-class below character. Refer to SECTION 3 Classes Clothing: Your character has one outfit of normal clothes. This will Hit Points typically include sturdy boots, leather breeches or a First level characters receive the maximum hit die for their skirt, a belt, a shirt (perhaps with a vest or jacket), class + Con mod. For each layer after the first roll your hit gloves, and a cloak. The clothes have plenty of pockets die and add your Con mod. If you roll less than half your (especially the cloak). The outfit can also include any extra hit die, increase the number to half your hit die. items you might need, such as a scarf or a wide-brimmed hat. Skills With few exceptions, skills are used as described in the PHB. However, the assignment of skill points is completely different than the way it is presented in the PHB. The result of these changes should create player characters with skill levels very close to those your character would have using the rules in the PHB. Specifically, skills are set at character creation. The skills that are common to all adventurers, we will call these Quest Skills, receive a bonus equal to your character level. Skills specific to your characters class receive a bonus equal to your character level and a +3 bonus. You will then select one additional skill, we will call this a Background Skill, that functions like another class skill. Note that these class skills are not the same as the Class Skills as defined in the PHB. Refer to SECTION 4 Skills 4

Equipment:
Your character has this equipment: backpack, waterskin, one days trail rations, bedroll, sack, flint and steel, and three torches. Add to this the equipment and money listed below for your character's class. Barbarian: Studded leather armor, greataxe, shortbow, quiver with 20 arrows and 8 gp. Bard: Studded leather armor, longsword, light crossbow, case with 10 crossbow bolts, lute (common), spell component pouch and 8 gp. Cleric: Scale mail armor, heavy wooden shield, heavy mace, light crossbow, case with 10 crossbow bolts, wooden holy symbol and 4 gp. Druid: Hide armor, heavy wooden shield, scimitar, club, sling, pouch with 10 sling bullets, holly and mistletoe and 6 gp.

By Ronny HartMay 7, 2012 Fighter: Scale mail armor, greatsword, shortbow, quiver with twenty arrows and 8 gp. Monk: Quarterstaff, sling, pouch with 10 sling stones and 8 gp. (no armor) Paladin: Scale mail armor, heavy wooden shield, longsword, shortbow, hooded lantern, three pints of oil, quiver with 20 arrows, wooden holy symbol and 24 gp. Ranger: Studded leather armor, longsword, short sword, longbow, quiver with 20 arrows and 8 gp. Rogue: Leather armor, short sword, light crossbow, dagger, thieves tools, hooded lantern and three pints of oil, case with 10 crossbow bolts and 16 gp. Sorcerer: Shortspear, light crossbow, hooded lantern, 5 pints of oil, spell component pouch, case with 10 crossbow bolts and 12 gp. (no armor) Wizard: Quarterstaff, light crossbow, ten candles, map case, three pages of parchment, ink, inkpen, spell component pouch, spellbook, case with 10 crossbow bolts and 18 gp. (no armor)

SECTION 2 Races
Human
Size: Medium (M) Speed: 30 feet Vision: Normal Human Bonuses: +2 racial bonus to Diplomacy checks +1 racial bonus to Listen, Search and Spot checks Weapon Focus: Select a weapon, +1 bonus on all attack rolls you make using that specific type of weapon. [These rules dont use skill points, so humans loose their 4 extra skill pints at 1st level and 1 extra skill point at each additional level. The +2 to Diplomacy and +1 to Listen, Search and Spot checks were added to compensate.]

Dwarves
Size: Medium (M) Speed: 20 feet with no speed penalty for armor or heavy loads Vision: Darkvision Bonuses: +2 racial bonus on Search checks to find stonework traps Coming within 10 feet of unusual stonework entitles him to a Search check. Can sense approximate depth underground +4 racial bonus to resist being pushed over or tripped +2 racial bonus on saving throws against poison +2 racial bonus on saving throws against spells +1 racial bonus to attack rolls against orcs and goblinoids +4 dodge bonus to Armor Class against monsters of the giant type +2 racial bonus to Appraise checks on stone or metal items +2 racial bonus to Craft checks on stone or metal items

Speed
Adjust your speed by armor only. As long as you are carrying less than a maximum load you can ignore equipment weight when calculating your speed. Carrying a heavy load for any length of time may result in character fatigue.

Animal companions
This applies to all animal companions, whether they be a Druids animal companion, a Paladins special mount (at 5th-level), a Rangers animal companion (at 4th-level), a Sorcerers familiar, or a Wizards familiar. These are all as described in the PHB. Animal companions provide your character with very useful capabilities that he wouldnt have without them. I strongly recommend that your character select an animal companion of the appropriate type as soon as his character level allows it. However this is always optional. If your character chooses to forgo ever having an animal companion when he is allowed one, ask the DM if you can have something to compensate. Perhaps it could be an additional ability, or a magic item appropriate to his class and level.

Elves
Size: Medium (M) Speed: 30 feet Vision: Low-light Vision Bonuses: +2 racial bonus on Listen, Search, and Spot checks Coming within 5 feet of a secret or concealed door entitles him to a Search check.

Gnomes
Racial Ability Adjustments
Race Ability Adjustments Human None Dwarf +2 Constitution, 2 Charisma Elf +2 Dexterity, 2 Constitution Gnome +2 Constitution, 2 Strength Half-elf None Half-orc +2 Strength, 2 Intelligence * , 2 Charisma Halfling +2 Dexterity, 2 Strength * A half-orcs starting Intelligence score is always at least 3. If this adjustment would lower the characters score to 1 or 2, his score is nevertheless 3.

Size: Small (S) Speed: 30 feet Vision: Low-light Vision Bonuses: +1 size bonus to Armor Class +1 size bonus on attack rolls +4 size bonus on Hide checks +2 racial bonus on saving throws against illusions +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes +1 racial bonus on attack rolls against kobolds and goblinoids 5

Dungeon & Dragon 3.5 Lite +4 dodge bonus to Armor Class against monsters of the giant type +2 racial bonus on Listen checks +2 racial bonus on Craft (alchemy) checks Spell-Like Abilities: 1/day - speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day - dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnomes Cha modifier + spell level.

SECTION 3 Classes
Class Descriptions

Weapon and Armor Proficiency: These are not assigned per class. You start out only proficient with the armor and weapons you own. You can quickly become proficient with other armor and weapons by using them in combat. Quest skills: All characters have some experience with these skills: Diplomacy, Hide, Listen, Move Silently, Half-elves Search, and Spot. Skill check modifiers for these skills will Size: Medium (M) include a bonus equal to their class level. Speed: 30 feet Class Skills: [These are different from the class skills listed Vision: Low-light Vision in the PHB.] Each class has a set of skills they are especially Bonuses: good at. This may reflect special training in that skill. Immunity to sleep spells Members of the class receive a +3 class bonus to these skill +2 racial bonus on saving throw against enchantment checks as well as a bonus equal to their class level. spells Alignment: Other than Clerics whose alignment must +1 racial bonus on Listen, Search, and Spot checks match that of their deity, Paladins whose alignment is +2 racial bonus on Diplomacy and Gather Information always Lawful Good and Druids who are always Neutral, checks your character can be of any non-evil alignment or no Elven Blood: For all effects related to race, a half-elf is alignment at all. considered an elf. Feats: We arent using feats. Each class receives specific abilities (many are identical to feats) presented for each Half-orcs class at each level. Size: Medium (M) Speed: 30 feet Vision: Darkvision Barbarian Bonuses: Hit Die: d12 Orc Blood: For all effects related to race, a half-orc is Class Skills: Climb, Intimidate, Jump, Swim considered an orc. Class Knowledge: Geography Illiteracy: Barbarians are not illiterate unless the player Halflings wants to play them that way. Size: Small (S) Alignment: Barbarians are not required to be of a nonSpeed: 20 feet lawful alignment. Any non-evil alignment, or no Vision: Normal Human alignment, is okay. Bonuses: +1 size bonus to Armor Class +1 size bonus on attack rolls +4 size bonus on Hide checks +2 racial bonus on Climb, Jump, and Move Silently checks +1 racial bonus on all saving throws +2 morale bonus on saving throws against fear, this stacks with their +1 racial bonus on saving throws in general +1 racial bonus on attack rolls with a thrown weapon and slings +2 racial bonus on Listen checks

Special abilities:
The following are the special abilities available to barbarians. The abilities are listed under the level that they are acquired.

1st Level
Run: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC. Fast Movement: Add +10 to speed (except when wearing heavy armor or caring a heavy load). Rage 1/day: once a day, temporarily gain a +4 STR bonus, a +4 CON bonus, and a +2 morale bonus on Will saves, but take a 2 penalty to Armor Class. A fit of rage lasts for a number of rounds equal to 3 + the characters (newly 6

By Ronny HartMay 7, 2012 improved) Con modifier. At the end of the rage, he loses the rage modifiers and becomes fatigued (2 penalty to Strength, 2 penalty to Dexterity, cant charge or run) for the duration of the current encounter.

11th Level
Greater rage: As Rage above but Str and Con bonus becomes +6, and Will saves bonus becomes +3. The penalty to AC remains at -2.

2nd Level

12th Level

Uncanny Dodge: Retain Dexterity bonus to AC (if any) Ability Score Adjustment: Add 1 to any ability score. when flat-footed. Great Fortitude: You get a +2 bonus on all Fortitude saving 3rd Level throws. Athletic: You get a +2 bonus on all Climb checks and Swim Rage 4/day: Greater rage as above, but you can now rage checks. up to 4 times per day. Trap sense: +1 bonus on Reflex saves made to avoid traps Trap sense +4: As above but +4 to Reflex saves and AC vs. and a +1 dodge bonus to AC against attacks made by traps. traps.

4th Level

13th Level

Ability Score Adjustment: Add 1 to any ability score. Damage reduction -3: As above but -3 to damage. Rage 2/day: Rage as above, but you can now rage up to 2 14th Level times per day. Indomitable will: While in a rage, +4 bonus on Will saves 5th Level to resist enchantment spells. Improved uncanny dodge: Can not be flanked. 15th Level

6th Level
Endurance: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued. Trap sense +2: As above but +2 to Reflex saves and AC vs. traps.

Persuasive: You get a +2 bonus on all Bluff checks and Intimidate checks. Trap sense +5: As above but +5 to Reflex saves and AC vs. traps.

16th Level
Ability Score Adjustment: Add 1 to any ability score. Damage reduction -4: As above but -4 to damage. Rage 5/day: Greater rage as above, but you can now rage up to 5 times per day.

17th Level
Tireless rage: No longer become fatigued at the end of a rage.

18th Level

Toughness: You gain +3 hit points. Trap sense +6: As above but +5 to Reflex saves and AC vs. Damage reduction -1: Subtract 1 from damage received traps. from a weapon or a natural attack.

7th Level 8th Level

19th Level

Damage reduction -5: As above but -5 to damage. Ability Score Adjustment: Add 1 to any ability score. Rage 3/day: Rage as above, but you can now rage up to 3 20th Level Ability Score Adjustment: Add 1 to any ability score. times per day. Mighty Rage: As Rage above but Str and Con bonus 9th Level becomes +8, and Will saves bonus becomes +5. The penalty Diehard: When reduced to between -1 and -9 hit points, to AC remains at -2. you automatically become stable. You dont have to roll Rage 6/day: Mighty rage as above, but can now rage up to d% to see if you lose 1 hit point each round. When reduced 6 times per day. to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it Bard isnt your turn). If you do not choose to act as if you were Hit Die: d6 Class Skills: Bluff, Diplomacy, Disguise, Perform, Tumble, disabled, you immediately fall unconscious. Trap sense +3: As above but +2 to Reflex saves and AC vs. Use Magic Device traps. Class Knowledge: History Spells: A bard casts spells which are drawn from the bard 10th Level spell list. He can cast any spell he knows without Damage reduction -2: As above but -2 to damage. preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). A high Cha sore will grant you additional spells per day. 7

Dungeon & Dragon 3.5 Lite Bardic music: Once per day per bard level, a bard can use his song to produce magical effects on those around him (usually including himself, if desired). The creatures affected must be able to see and hear him, and he must be able to see them. The target of the effect will normally be required to hear the music for at least one full found for the effect to take place. He must maintain his concentration to maintain the effect. The specific effects he can achieve depend on his level and are explained below.

10th Level
Bardic music Fascinate 4: Like Fascinate, above, but you can now fascinate up to 4 creatures.

11th Level
Replace Spell: Can loose a single 0, 1st or 2nd level spell in exchange for a different spell of the same level.

12th Level

Ability Score Adjustment: Add 1 to any ability score. Agile: You get a +2 bonus on all Balance checks and Escape Special abilities: Artist checks The following are the special abilities available to bards. Bardic music Song of Freedom: (ref PHB) The abilities are listed under the level that they are 13th Level acquired. Bardic music Fascinate 5: Like Fascinate, above, but you

1st Level

can now fascinate up to 5 creatures.

Quick Draw: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon as a move action. Bardic knowledge: Add +2 class bonus to Knowledge (history) checks Bardic music - Countersong: (ref PHB) Bardic music Fascinate: (ref PHB) Bardic music Inspire courage: (ref PHB)

14th Level
Bardic music Inspire Courage 3: Like inspire courage above, but your allys now get +3 bonuses. Replace Spell: Upon reaching 14th level, you can loose a single 0, 1st, 2nd or 3rd level spell in exchange for a different spell of the same level.

15th Level
Improved Initiative: You get a +4 bonus on initiative checks. Bardic music - Inspire Heroics: (ref PHB)

2nd Level
No new abilities are added this level.

3rd Level

Skill Focus (Spellcraft): You get a +3 bonus on all Ability Score Adjustment: Add 1 to any ability score. Spellcraft checks Bardic music -Fascinate 6: Like Fascinate, above, but you Bardic music - Inspire competence: (ref PHB) can now fascinate up to 5 creatures.

16th Level

4th Level

Ability Score Adjustment: Add 1 to any ability score. Replace Spell: Can loose a single 0, 1st, 2nd, 3rd or 4th Bardic music Fascinate 2: Like Fascinate, above, but you level spell in exchange for a different spell of the same can now fascinate up to 2 creatures. level.

17th Level

5th Level

Replace Spell: Can loose a single 0-level spell in exchange for a different 0-level spell. 6th Level Alertness: You get a +2 bonus on all Listen checks and Spot checks. Bardic music Suggestion: (ref PHB)

18th Level

Spell Penetration: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creatures spell resistance. Bardic music -Inspire Heroics 2: Like Inspire Heroics, above, but you can now affect 2 allies. Bardic music -Mass Suggestion: Like Suggestion, above, 7th Level but you can affect any number of creatures that you have Bardic music Fascinate 3: Like Fascinate, above, but you already fascinated (see above). can now fascinate up to 3 creatures. 19th Level

8th Level

Ability Score Adjustment: Add 1 to any ability score. Bardic music Inspire courage 2: Like inspire courage above, but your allys now get +2 bonuses. Replace Spell: Upon reaching 8th level, you can loose a single 0-level spell or 1st-level spell in exchange for a different spell of the same level.

Bardic music -Fascinate 7: Like Fascinate, above, but you can now fascinate up to 7 creatures.

20th Level

Ability Score Adjustment: Add 1 to any ability score. Bardic music -Inspire Courage 4: Like inspire courage above, but your allys now get +4 bonuses. Replace Spell: Can loose a single 0, 1st, 2nd, 3rd ,4th or 9th Level 5th level spell in exchange for a different spell of the same Skill Focus (Use Magic Device): You get a +3 bonus on all level. Use Magic Device checks Bardic music Inspire Greatness: (ref PHB)

By Ronny HartMay 7, 2012 1 Cure Light Wounds: Cures 1d8 damage +1/level (max +5). Hit Die: d8 2 Cure Moderate Wounds: Cures 2d8 damage +1/level Class Skills: Diplomacy (Cha) Heal (Wis) and Knowledge (max +10). (Religion) 3 Cure Serious Wounds: Cures 3d8 damage +1/level (max Deity: A cleric devotes his life to serving one particular +15). deity. The deity for your cleric depends on his race as 4 Cure Critical Wounds: Cures 4d8 damage +1/level (max indicated on the following table. +20). 5 Cure Light Wounds, Mass: Cures 1d8 damage +1/level Race Deity (max +25) for many creatures. Dwarf Moradin(LG) 6 Heal: Cures 10 points/level of damage, all diseases and Elf Corellon Larethian (CG) mental conditions. Gnome Garl Glittergold (NG) Half-elf Corellon Larethian (NG) 7 Regenerate: Subjects severed limbs grow back, cures 4d8 damage +1/level (max +35). Halfling Yondalla(LG) Human Pelor(NG) 8 Cure Critical Wounds, Mass: Cures 4d8 damage +1/ Half-orc Pelor(NG) level (max +40) for many creatures. 9 Heal, Mass: As heal, but with several subjects.

Cleric

Alignment: Your clerics alignment should be the same as his Deitys alignment. Spells: A cleric casts spells drawn from the cleric spell list. However, he cant cast spells that contain the Evil descriptor. Domain Spells: When you select a Deity, you also select two of that Deitys Domains. For each of the two domains you are granted one special power. Also, for each of the two domains, you get one domain spell for each spell level.

Cleric Spells Explained


As a Cleric, to cast a spell you have to prepare it. The Cleric must choose 1 hour of the day, in which he will have to pray, in order to have his God grant him the spells. For Clerics of Pelor, this will normally be at sunrise. Unlike wizards, it doesn't matter if he has slept or not. This is when he chooses which spells he can cast that day.

To cast a spell, the cleric needs a Wisdom of 10+the spells level. (Not the casters level, the spells level) which means If you chose choose Strength and Healing as your domains, that, for example, if he had a Wisdom of 16 he could cast your domain powers and spells are listed here: no higher than 6th level spells.

Strength Domain
Granted Power: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day. Strength Domain Spells 1 Enlarge Person: Humanoid creature doubles in size. 2 Bulls Strength: Subject gains +4 to Str for 1 min./level. 3 Magic Vestment: Armor or shield gains +1 enhancement per four levels. 4 Spell Immunity: Subject is immune to one spell per four levels. 5 Righteous Might: Your size increases, and you gain combat bonuses. 6 Stoneskin: Ignore 10 points of damage per attack. 7 Bigbys Grasping Hand: Large hand provides cover, pushes, or grapples. 8 Bigbys Clenched Fist: Large hand provides cover, pushes, or attacks your foes. 9 Bigbys Crushing Hand: Large hand provides cover, pushes, or crushes your foes.

The saving throw difficulty class (DC) of his spells is 10 + the level of the spell + the Clerics Wis modifier. For example, if a 5th level Cleric with a Wisdom score of 16 throws a Hold Person spell. That is a 2nd level spell and his Wis modifier is (based on his Wisdom score of 16) is +3. So the DC for that spell will be 10+2+3 for a total of 15. The creature that he cast that spell on will have to make a will save of 15 or higher to resist the spell. Clerics, know every spell on the Cleric spell list, of the maximum level of spells they can cast. A Cleric has 2 kinds of spells. The spells he gets from his class, and his Domain spells. For example, a level 5 Cleric gets 5 spells of 0 level, 3+1 spells of first level, 2+1 of second ,1+1 of third (1 is the normal spells, and +1 the domain). He also may get more spells according to his Wisdom, refer to the PHB Table 11: Ability Modifiers And Bonus Spells. For example, if he had 16 Wisdom he would get 1 additional 1st, 2nd and 3rd level spell.

Healing Domain
Granted Power: You cast healing spells at +1 caster level. Healing Domain Spells

To prepare your spells:


1) Choose your 0 level spells. 2) Choose your 1st, 2nd, 3rd etc. level spells depending on your clerics level. If you have a high Wis. Score select any additional spells you are allowed. For example, if your Wis 9

Dungeon & Dragon 3.5 Lite is 16, you can select 1 additional 1st, 2nd and 3rd level spell. 3) Choose your domain spells (1 for each spell level). You have 2 domain spells to choose from for each level, but you can only choose one. Note: there is no need to choose any non-domain healing spells. Thats because you can transform any non-domain spell into a healing spell of the same level. This is called Spontaneous Casting.

13th Level
No new abilities are added this level.

14th Level
No new abilities are added this level.

15th Level
Skill Focus (Use Magic Device): You get a +3 bonus on all Use Magic Device checks

16th Level
Ability Score Adjustment: Add 1 to any ability score.

Special abilities:
The following are the special abilities available to clerics. The abilities are listed under the level that they are acquired.

17th Level
No new abilities are added this level.

18th Level
Agile: You get a +2 bonus on all Balance checks and Escape Artist checks.

1st Level
Combat Casting: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned. Aura: A cleric has a particularly powerful aura that identifies him as a devotee of his particular deity. Certain magical spells can detect this aura. Turn Unholy: [was Turn or Rebuke Undead] By boldly presenting his holy symbol and uttering holy words, a cleric can turn away or destroy the enemies of his faith. A cleric can attempt to turn away un-dead, demons, and devils. They can do this a number of times a day equal to 3 + their Cha modifier.

19th Level
No new abilities are added this level.

20th Level
Ability Score Adjustment: Add 1 to any ability score.

Druid
Hit Die: d8 Class Skills: Handle Animal (Cha), Heal (Wis), Listen (Wis), Spot (Wis) Class Knowledge: Nature Spells: A druid casts spells drawn from the druid spell list. However, he cant cast spells that contain the Evil descriptor.

2nd Level
No new abilities are added this level.

3rd Level
Skill Focus (Heal): You get a +3 bonus on all Heal checks

Druid Spells Explained


As a Druid, to cast a spell you have to prepare it. The druid must choose 1 hour of the day, in which he will have to meditate, in order to have his God grant him the spells. Unlike wizards, it doesn't matter if he has slept or not. This is when he chooses which spells he can cast that day. To cast a spell, the druid needs a Wisdom of 10+the spells level. (Not the casters level, the spells level) which means that, for example, if he had a Wisdom of 16 he could cast no higher than 6th level spells. The saving throw difficulty class (DC) of his spells is 10 + the level of the spell + the druids Wis modifier. For example, if a 5th level druid with a Wisdom score of 16 throws a Hold Person spell. That is a 2nd level spell and his Wis modifier is (based on his Wisdom score of 16) is +3. So the DC for that spell will be 10+2+3 for a total of 15. The creature that he cast that spell on will have to make a will save of 15 or higher to resist the spell. Druids, know every spell on the druid spell list, of the maximum level of spells they can cast.

4th Level
Ability Score Adjustment: Add 1 to any ability score.

5th Level
No new abilities are added this level.

6th Level
Magical Aptitude: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks.

7th Level
No new abilities are added this level.

8th Level
Ability Score Adjustment: Add 1 to any ability score.

9th Level
Alertness: You get a +2 bonus on all Listen checks and Spot checks.

10th Level
No new abilities are added this level.

11th Level
No new abilities are added this level.

12th Level

Ability Score Adjustment: Add 1 to any ability score. A druid also may get more spells according to his Wisdom, Investigator: You get a +2 bonus on all Gather Information refer to Table 11: Ability Modifiers And Bonus Spells. For checks and Search checks. 10

By Ronny HartMay 7, 2012 example, if he had 16 Wisdom he would get 1 additional 1st, 2nd and 3rd level spell.

7th Level
Wild Shape (3/day): Like Wild Shape above, but now you can do this 3 times per day.

To prepare your spells:


1) Choose your 0, 1st, 2nd, 3rd etc. level spells depending on your druids level. If you have a high Wis. Score select any additional spells you are allowed. For example, if your Wis is 16, you can select 1 additional 1st, 2nd and 3rd level spell. Note: there is no need to choose any summon natures ally spells. Thats because you can transform any prepared spell into a summon natures ally spell of the same level. This is called Spontaneous Casting. For example, a druid who has prepared repel vermin (a 4th-level spell) may lose repel vermin in order to cast summon natures ally IV (also a 4th-level spell).

8th Level
Ability Score Adjustment: Add 1 to any ability score. Wild Shape (Large): Like Wild Shape above, but now you can also change into a Large animal.

9th Level
Venom Immunity: Immune to all poisons. Stealthy: You get a +2 bonus on all Hide checks and Move Silently checks.

10th Level
Wild Shape (4/day): Like Wild Shape above, but now you can do this 4 times per day.

11th Level
Wild Shape (Tiny): Like Wild Shape above, but now you can also change into a Tiny animal.

Special abilities:
The following are the special abilities available to druids. The abilities are listed under the level that they are acquired.

12th Level
Ability Score Adjustment: Add 1 to any ability score. Acrobatic: You get a +2 bonus on all Jump checks and Tumble checks. Wild Shape (Plant): Like Wild Shape above, but now you can also change into a plant creature with the same size restrictions as for animal forms. (A druid cant use this ability to take the form of a plant that isnt a creature.)

1st Level
Skill Focus (Handle Animal): You get a +3 bonus on all Handle Animal checks Animal Companion: (refer PHB) Nature Sense: +2 bonus on Knowledge (nature) and Survival checks. Wild Empathy: Can improve the attitude of an animal. (refer PHB)

13th Level
A Thousand Faces: (ref PHB).

2nd Level
Woodland Stride: (ref PHB)

14th Level
Wild Shape (5/day): Like Wild Shape above, but now you can do this 5 times per day.

3rd Level
Skill Focus (Survival): You get a +3 bonus on all Survival checks Trackless Step: Leave no trail in natural surroundings and cannot be tracked. You may choose to leave a trail if so desired.

15th Level
Timeless Body: No ability score penalties for aging and cannot be magically aged. Agile: You get a +2 bonus on all Balance checks and Escape Artist checks. Wild Shape (Huge): Like Wild Shape above, but now you can also change into a Huge animal.

4th Level
Ability Score Adjustment: Add 1 to any ability score. Resist Natures Lure: +4 bonus on saving throws against the spell-like abilities of fey.

16th Level
Ability Score Adjustment: Add 1 to any ability score. Wild Shape (Elemental 1/day): (ref PHB).

5th Level
Wild Shape (1/day): Can turn yourself into any Small or Medium animal and back again once per day. (ref PHB)

17th Level
No new abilities are added this level.

6th Level
Wild Shape (2/day): Like Wild Shape above, but now you can do this 2 times per day. Natural Spell: You can complete the verbal and somatic components of spells while in a wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. This does not permit you the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.

18th Level
Wild Shape (6/day elemental 2/day): Like Wild Shape above, but now you can do a normal change 6 times per day and change to an elemental 2 times per day. Athletic: You get a +2 bonus on all Climb checks and Swim checks.

19th Level
No new abilities are added this level.

20th Level
Ability Score Adjustment: Add 1 to any ability score.

11

Dungeon & Dragon 3.5 Lite Wild Shape (Elemental 3/day, Huge elemental): Like Wild provided that your total distance moved is not greater than Shape above, but now you can change into an elemental 3 your speed. No heroic action is required to do this. times a day and it can be a huge elemental. 10th Level

Fighter
Hit Die: d10 Class Skills: Climb, Jump Class Knowledge: Dungeoneering

Special abilities:
The following are the special abilities available to fighters. The abilities are listed under the level that they are acquired.

Whirlwind Attack: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach. When you use the Whirlwind Attack, you also forfeit any bonus or extra attacks granted by other spells, or abilities.

11th Level
No new abilities are added this level.

12th Level

Ability Score Adjustment: Add 1 to any ability score. Power Attack: On your action, before making attack rolls Dodge: During your action, you designate an opponent for a round, you may choose to subtract a number from all and receive a +1 dodge bonus to Armor Class against melee attack rolls and add the same number to all melee attacks from that opponent. You can select a new opponent damage rolls. This number may not exceed your base on any action. A condition that makes you lose your attack bonus. If you attack with a two-handed weapon, or Dexterity bonus to Armor Class (if any) also makes you with a one-handed weapon wielded in two hands, instead lose dodge bonuses. add twice the number subtracted from your attack rolls. Weapon Finesse: With a light weapon, rapier, whip, or The penalty on attacks and bonus on damage apply until spiked chain made for a creature of your size category, you your next turn. may use your Dexterity modifier instead of your Strength Greater Weapon Specialization: You gain an additional +2 modifier on attack rolls. bonus on all damage rolls you make using the selected 2nd Level weapon. Combat Expertise: When you use the attack action or the 13th Level full attack action in melee, you can take a penalty of as No new abilities are added this level. much as -5 on your attack roll and add the same number 14th Level (+5 or less) as a dodge bonus to your Armor Class. This Cleave: If you deal a creature enough damage to make it number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against action. another creature within reach. You cannot take a 5-foot 3rd Level step before making this extra attack. The extra attack is Improved Feint: You can make a Bluff check to feint in with the same weapon and at the same bonus as the attack combat as a move action rather than a standard action. that dropped the previous creature. You can use this ability 4th Level once per round. Ability Score Adjustment: Add 1 to any ability score. 15th Level Weapon Specialization: You gain a +2 bonus on all damage Great Cleave: This ability works like Cleave, except that rolls you make using the selected weapon. there is no limit to the number of times you can use it per

1st Level

5th Level 6th Level

round.

No new abilities are added this level. Mobility: You get a +4 dodge bonus to heroic actions attempting to pass through a threatened square. Improved Critical: When using the weapon you selected, your threat range is doubled.

16th Level
Ability Score Adjustment: Add 1 to any ability score. Blind-Fight: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you dont lose your Dexterity bonus to Armor Class, and the attacker doesnt get the usual +2 bonus for being invisible. The invisible attackers bonuses do still apply for ranged attacks, however. You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to threequarters normal, instead of one-half.

7th Level
No new abilities are added this level.

8th Level
Ability Score Adjustment: Add 1 to any ability score. Greater Weapon Focus: You gain an additional +1 bonus on all attack rolls you make using the selected weapon.

9th Level
Spring Attack: When using the attack action with a melee weapon, you can move both before and after the attack,

17th Level
No new abilities are added this level. 12

By Ronny HartMay 7, 2012

18th Level
Improved Overrun or Bull Rush: When you attempt to use a heroic action to overrun or bull rush an opponent, you gain a +4 bonus on your Strength check to knock down or push back your opponent.

Still Mind: +2 bonus on saving throws against spells and effects from the school of enchantment.

4th Level
Ability Score Adjustment: Add 1 to any ability score. Ki Strike: Unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Slow Fall: When within arms reach of a wall you can use it to slow your descent. Take damage as if the fall were 20 feet shorter than it actually is.

19th Level
No new abilities are added this level.

20th Level
Ability Score Adjustment: Add 1 to any ability score. Improved Sunder: You gain a +4 bonus on any attack roll made to attack an object held or carried by another character.

5th Level
AC Bonus: you gain +1 bonus to your AC Purity of Body: You gain immunity to all diseases except for supernatural and magical.

Monk
Hit Die: d8 Class Skills: Balance, Climb, Jump, Tumble Class Knowledge: Religion

6th Level
Improved Trip: You gain a +4 bonus on your Strength check when attempting a heroic action to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadnt used your attack for the trip attempt. Lightning Reflexes: You get a +2 bonus on all Reflex saving throws. Slow Fall: Like slow fall above, but you now take damage as if the fall were 30 feet shorter.

Special abilities:
The following are the special abilities available to clerics. The abilities are listed under the level that they are acquired.

1st Level
Blind-Fight: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you dont lose your Dexterity bonus to Armor Class, and the attacker doesnt get the usual +2 bonus for being invisible. The invisible attackers bonuses do still apply for ranged attacks, however. You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to threequarters normal, instead of one-half. Improved Grapple: You also gain a +4 bonus on all grapple checks. Improved Unarmed Strike: You are considered to be armed even when unarmed that is, you are not required to attempt a heroic action to attach an armed opponent when you attack them while unarmed. AC Bonus: When unarmored and unencumbered, add your Wisdom bonus (if any) to your AC Flurry of Blows: When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. (ref PHB)

7th Level
Wholeness of Body: Can heal a number of hit points of damage equal to twice your current level each day, and can spread this healing out among several uses.

8th Level
Ability Score Adjustment: Add 1 to any ability score. Slow Fall: Like slow fall above, but you now take damage as if the fall were 40 feet shorter.

9th Level
Deflect Arrows: You must have at least one hand free (holding nothing) to use this ability. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesnt count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects cant be deflected. Improved Evasion: Like evasion above, but now you take only half damage on a failed save.

2nd Level
Combat Reflexes: Add +2 to your dexterity bonus when attempting heroic actions. Evasion: Take no damage on a successful Ref saving throw against an attack that normally deals half damage on a save.

10th Level
AC Bonus: Your AC bonus is increased by 1 (becoming +2 now). Ki Strike: Unarmed attacks are treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. Slow Fall: Like slow fall above, but you now take damage as if the fall were 50 feet shorter

3rd Level
Acrobatic: You get a +2 bonus on all Balance checks and Escape Artist checks. Fast Movement: When not wearing armor, your speed is increased (refer to table for speed).

11th Level
Diamond Body: Gain immunity to poisons of all kinds. Flurry of Blows: Like Flurry of Blows above, but now you get a second extra attack at your full base attack bonus. 13

Dungeon & Dragon 3.5 Lite

12th Level
Ability Score Adjustment: Add 1 to any ability score. Snatch Arrows: When using the Deflect Arrows ability you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isnt your turn) or kept for later use. You must have at least one hand free (holding nothing) to use this ability. Slow Fall: Like slow fall above, but you now take damage as if the fall were 60 feet shorter Abundant Step: Can slip magically between spaces, as if using the spell dimension door, once per day. Your caster level for this effect is one-half your monk level (rounded down).

Slow Fall: Like slow fall above, but you now take damage as if the fall were 90 feet shorter

19th Level
Empty Body: Can assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness.

20th Level
Ability Score Adjustment: Add 1 to any ability score. AC Bonus: AC bonus is increased by 1 (+4 now) Slow Fall: Like slow fall above, but you now can fall any distance without harm as long as you are within arms reach of a wall. Perfect Self: Treated as an outsider rather than as a humanoid for the purpose of spells and magical effects. (ref PHB)

13th Level
Diamond Soul: Spell resistance equal to your current monk level + 10.

14th Level

Paladin

Hit Die: d10 Class Skills: Ride, Heal Class Knowledge: Nobility and royalty 15th Level Deity: Heironeous (recommended) Alignment: must be Lawful Good Stunning Fist: You must declare that you are using this ability before you make your attack roll (thus, a failed Code of Conduct: A paladin loses all class abilities if she ever willingly commits an evil act. Additionally, a attack roll ruins the attempt). Stunning Fist forces a foe paladins code requires that she respect legitimate damaged by your unarmed attack to make a Fortitude authority, act with honor (not lying, not cheating, not using saving throw (DC 10 + your character level + your Wis poison, and so forth), help those in need (provided they do modifier), in addition to dealing damage normally. A not use the help for evil or chaotic ends), and punish those defender who fails this saving throw is stunned for 1 who harm or threaten innocents. round (until just before your next action). A stunned creature drops everything held, cant take actions, takes a - Associates: A paladin will never knowingly associate with 2 penalty to AC, and loses his Dexterity bonus to AC. You evil characters, nor will he continue an association with may attempt a stunning attack once per day for every four someone who consistently offends his moral code. levels you have attained (but see Special), and no more [Paladins detect evil becomes detect unholy. (Specifics of than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits the spell are detailed in SECTION 8 - Magic.) This means that they can detect un-dead, demons, and devils. Some Paladins may cannot be stunned. be able to detect other kinds of creatures as well if they are AC Bonus: your AC bonus is increased by 1 (+3 now) Quivering Palm: Can set up vibrations within the body of defined in their faiths holy scriptures as unholy. This means that another creature that can thereafter be fatal if you so desire, a Paladin can not detect someone who has an evil alignment, evil thoughts, of is simply an all-around evil dude unless he is defined once a week. (ref PHB) as unholy to his faith in his faiths holy writings.] Slow Fall: Like slow fall above, but you now take damage as if the fall were 70 feet shorter

16th Level

Ability Score Adjustment: Add 1 to any ability score. Ki Strike: Unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness. Slow Fall: Like slow fall above, but you now take damage as if the fall were 80 feet shorter

Special abilities:
The following are the special abilities available to Paladins. The abilities are listed under the level that they are acquired.

17th Level
Timeless Body: No penalties to ability scores for aging and cannot be magically aged. Tongue of the Sun and Moon: Can speak with any living creature.

1st Level
Toughness: You gain +3 hit points. Aura: same as for a Cleric Detect Unholy: Can use detect unholy, as the spell, once per day. Smite Unholy: Can attempt to smite unholy with one normal melee attack, once per day. Add your Charisma bonus (if any) to your attack roll and deal 1 extra point of damage per paladin level.

18th Level
Iron Will: You get a +2 bonus on all Will saving throws.

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By Ronny HartMay 7, 2012

2nd Level
Divine Grace: Bonus equal to your Charisma bonus (if any) on all saving throws. Lay on Hands: Can heal wounds, or deal damage to unholy, by touch. (ref. PHB)

3rd Level
Weapon Specialization: You gain a +2 bonus on all damage rolls you make using the selected weapon. Aura of Courage: Immune to fear (magical or otherwise). Each ally within 10 feet of you gains a +4 morale bonus on saving throws against fear effects. Divine Health : You gain immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).

Leadership: Having this ability enables the character to attract loyal companions and devoted followers, subordinates who assist him. See the table in the PHB for what sort of cohort and how many followers the character can recruit. Remove Disease 3: Like remove disease above, but now you can do it 3 times per week.

13th Level
No new abilities are added this level.

14th Level
No new abilities are added this level.

15th Level
Greater Weapon Focus: You gain an additional +1 bonus on all attack rolls you make using the selected weapon. Smite Unholy 4: Like smite unholy above, but now you can do it 4 times per day. Remove Disease 4: Like remove disease above, but now you can do it 4 times per week.

4th Level
Ability Score Adjustment: Add 1 to any ability score. Turn Unholy: Can turn unholy. You may use this ability a number of times per day equal to 3 + your Charisma modifier. You turn unholy as a cleric of three levels lower would. Spells: You can cast spells. You cast spells on the Paladin spell list. Refer to the Cleric for information on preparing and casting spells. You cast spells as a Cleric, but you dont get domain spells and you dont get to lose a prepared spell to spontaneously cast a cure spell in its place. Your caster level is one-half of your Paladin level.

16th Level
Ability Score Adjustment: Add 1 to any ability score.

17th Level
No new abilities are added this level.

18th Level
Greater Weapon Specialization: You gain an additional +2 bonus on all damage rolls you make using the selected weapon. Remove Disease 5: Like remove disease above, but now you can do it 5 times per week.

5th Level
Smite Unholy 2: Like smite unholy above, but now you can do it 2 times per day. Special Mount: You gain the service of an unusually intelligent, strong, and loyal steed to serve you in your crusade against the unholy. This mount is usually a heavy warhorse. (ref. PHB)

19th Level
No new abilities are added this level.

20th Level
Ability Score Adjustment: Add 1 to any ability score. Smite Unholy 5: Like smite unholy above, but now you can do it 5 times per day.

6th Level
Negotiator: You get a +2 bonus on all Diplomacy checks and Sense Motive checks. Remove Disease: Can produce a remove disease effect, as the spell, once per week.

Ranger
Hit Die: d8 Class Skills: Climb, Handle Animal, Move Silently, Track, Search, Spot and Survival Class Knowledge: Geography

7th Level
No new abilities are added this level.

8th Level
Ability Score Adjustment: Add 1 to any ability score.

9th Level
Magical Aptitude: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. Remove Disease 2: Like remove disease above, but now you can do it 2 times per week.

Special abilities:
The following are the special abilities available to clerics. The abilities are listed under the level that they are acquired.

1st Level
Skill Focus (Survival): You get a +3 bonus on all Survival checks. Favored Enemy: Select a type of creature from Table 314: Ranger Favored Enemies in the PHB. You get a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks against creatures of this type, and a +2 bonus on weapon damage Wild Empathy: Can improve the attitude of an animal with a successful Cha check. 15

10th Level
Smite Unholy 3: Like smite unholy above, but now you can do it 3 times per day.

11th Level
No new abilities are added this level.

12th Level
Ability Score Adjustment: Add 1 to any ability score.

Dungeon & Dragon 3.5 Lite Animal Affinity: [If you are pursuing the two-weapon combat style] You get a +2 bonus on all Handle Animal Combat Style: Select one of two combat styles to pursue: checks and Ride checks. archery or two-weapon combat. You lose all benefits of your combat style when wearing medium or heavy armor. Manyshot: [If you are pursuing the archery combat style] Rapid Shot: [If you are pursuing the archery combat style] As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack You can get one extra attack per round with a ranged roll (with a -4 penalty) to determine success and deal weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and damage normally (but see Special). For every five points of base attack bonus you have above +6, you may add one the normal ones) takes a -2 penalty. You must use the full additional arrow to this attack, to a maximum of four attack action to use this ability. arrows at a base attack bonus of +16. However, each arrow -orafter the second adds a cumulative -2 penalty on the attack Two-Weapon Fighting: [If you are pursuing the tworoll (for a total penalty of -6 for three arrows and -8 for weapon combat style] Your penalties on attack rolls for four). Damage reduction and other resistances apply fighting with two weapons are reduced. The penalty for separately against each arrow fired. Special - Regardless of your primary hand lessens by 2 and the one for your off the number of arrows you fire, you apply precision-based hand lessens by 6. See the Two-Weapon Fighting special damage only once. If you score a critical hit, only the first attack. arrow fired deals critical damage; all others deal regular 3rd Level damage. Endurance: You gain a +4 bonus on the following checks -orand saves: Swim checks made to resist damage, Improved TwoWeapon Fighting: [If you are pursuing the Constitution checks made to continue running, two-weapon combat style] In addition to the standard Constitution checks made to avoid damage from a forced single extra attack you get with an off-hand weapon, you march, Constitution checks made to hold your breath, get a second attack with it, albeit at a -5 penalty. See the Constitution checks made to avoid damage from starvation Two-Weapon Fighting special attack. or thirst, Fortitude saves made to avoid damage from hot 7th Level or cold environments, and Fortitude saves made to resist Woodland Stride: Can move through any normal damage from suffocation. Also, you may sleep in light or undergrowth at normal speed and without taking damage. medium armor without becoming fatigued. Point Blank Shot: [If you are pursuing the archery combat 8th Level style] You get a +1 bonus on attack and damage rolls with Ability Score Adjustment: Add 1 to any ability score. ranged weapons at ranges of up to 30 feet. Swift Tracker: Can move at normal speed while following -ortracks without the normal 5 penalty. Take only a 10 Two-Weapon Defense: [If you are pursuing the twopenalty when moving at up to twice normal speed while weapon combat style] When wielding a double weapon or tracking. two weapons (not including natural weapons or unarmed 9th Level strikes), you gain a +1 shield bonus to your AC. See the Precise Shot: [If you are pursuing the archery combat Two-Weapon Fighting special attack. When you are style] You can shoot or throw ranged weapons at an fighting defensively or using the total defense action, this opponent engaged in melee without taking the standard -4 shield bonus increases to +2. penalty on your attack roll.

2nd Level

4th Level

Ability Score Adjustment: Add 1 to any ability score. Animal Companion: (ref PHB) Spells: You gain the ability to cast a small number of divine spells

5th Level
Favored Enemy: Like Favored Enemy above but now you can select a second creature type from the table and the bonus against one of your favored enemies is increased by 2.

-orLightning Reflexes: [If you are pursuing the two-weapon combat style] You get a +2 bonus on all Reflex saving throws. Evasion: Take no damage on a successful Ref saving throw against an attack that normally deals half damage on a save, only if wearing light or no armor.

10th Level
Favored Enemy: Like Favored Enemy above but now you can select a second creature type from the table and the bonus against one of your favored enemies is increased by 2.

6th Level
Far Shot: [If you are pursuing the archery combat style] When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1). When you use a thrown weapon, its range increment is doubled. -or-

11th Level
Improved Precise Shot: [If you are pursuing the archery combat style] Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total

16

By Ronny HartMay 7, 2012 concealment. Total cover and total concealment provide their normal benefits against your ranged attacks. In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen. -orGreater TwoWeapon Fighting: [If you are pursuing the two-weapon combat style] You get a third attack with your off-hand weapon, albeit at a -10 penalty. See the TwoWeapon Fighting special attack.

1st Level
Deceitful: You get a +2 bonus on all Disguise checks and Forgery checks. Sneak Attack: +1d6 damage when flanking target. (ref. PHB) Trapfinding: Can use search to find traps with DC20 or higher and can use Disable Device to disarm magic traps. Beat a traps DC by 10 or more to bypass it without disarming it.

12th Level
Ability Score Adjustment: Add 1 to any ability score. Skill Focus (Hide): You get a +3 bonus on all Hide checks.

2nd Level
Evasion: Take no damage on a successful Ref saving throw against an attack that normally deals half damage on a save.

13th Level
Camouflage: Can use the Hide skill in any sort of natural terrain.

3rd Level
Deft Hands: You get a +2 bonus on all Sleight of Hand checks and Use Rope checks. Sneak Attack: Like Sneak Attack above, but now you get +2d6 damage Trap Sense: +1 on Ref saves made to avoid traps and +1 dodge bonus to AC against attacks made by traps.

14th Level
No new abilities are added this level.

15th Level
Favored Enemy: Like Favored Enemy above but now you can select a second creature type from the table and the bonus against one of your favored enemies is increased by 2. Skill Focus (Listen): You get a +3 bonus on all Listen checks.

4th Level
Ability Score Adjustment: Add 1 to any ability score. Uncanny Dodge: Retain Dexterity bonus to AC (if any) even if flat-footed or struck by an invisible attacker.

5th Level
Sneak Attack: Like Sneak Attack above, but now you get +3d6 damage

16th Level
Ability Score Adjustment: Add 1 to any ability score.

17th Level
Hide in Plain Sight: Can use the Hide skill even while being observed - while in any natural terrain

6th Level
Diligent: You get a +2 bonus on all Appraise checks and Decipher Script checks. Trap Sense: Like Trap Sense above, but your bonuses become +2.

18th Level
Skill Focus (Spot): You get a +3 bonus on all Spot checks.

19th Level
No new abilities are added this level.

7th Level
Sneak Attack: Like Sneak Attack above, but now you get +4d6 damage

20th Level
Ability Score Adjustment: Add 1 to any ability score. Favored Enemy: Like Favored Enemy above but now you can select a second creature type from the table and the bonus against one of your favored enemies is increased by 2.

8th Level
Ability Score Adjustment: Add 1 to any ability score. Improved Uncanny Dodge: Can no longer be flanked, unless by another rogue at least 4 levels higher.

9th Level
Improved Initiative: You get a +4 bonus on initiative checks. Sneak Attack: Like Sneak Attack above, but now you get +5d6 damage Trap Sense: Like Trap Sense above, but your bonuses become +3.

Rogue
Hit Die: d6 Class Skills: Climb, Climb, Decipher Script, Disable Device, Hide, Listen, Move Silently, Open Lock, Search, Sleight of Hand, Use Magic Device Class Knowledge: Local

10th Level
Special Ability (Crippling Strike): Sneak attack deals an additional 2 points Strength damage.

Special abilities:
The following are the special abilities available to Rogues. The abilities are listed under the level that they are acquired.

11th Level
Sneak Attack: Like Sneak Attack above, but now you get +6d6 damage

12th Level
Ability Score Adjustment: Add 1 to any ability score. 17

Dungeon & Dragon 3.5 Lite Nimble Fingers: You get a +2 bonus on all Disable Device checks and Open Lock checks. Trap Sense: Like Trap Sense above, but your bonuses become +4. sorcerer/wizard spell list according to his spell progression table in the PHB.

Special abilities:
The following are the special abilities available to sorcerers. The abilities are listed under the level that they are acquired.

13th Level
Sneak Attack: Like Sneak Attack above, but now you get +7d6 damage Special Ability (Improved Evasion): Like Evasion above, but now you also take only half damage on a failed save.

1st Level
Spell Penetration: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creatures spell resistance. Familiar: A sorcerer can have a familiar. (ref. PHB)

14th Level
No new abilities are added this level.

15th Level
Quick Draw: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. You may throw weapons at your full normal rate of attacks (much like a character with a bow). Sneak Attack: Like Sneak Attack above, but now you get +8d6 damage Trap Sense: Like Trap Sense above, but your bonuses become +5.

2nd Level
No new abilities are added this level.

3rd Level
Magical Aptitude: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks.

4th Level
Ability Score Adjustment: Add 1 to any ability score.

5th Level
No new abilities are added this level.

16th Level
Ability Score Adjustment: Add 1 to any ability score. Special Ability (Defensive Roll): Once a day, when damage from combat would reduce you to 0 or fewer HP, you can attempt to roll with the damage to get half damage. (ref. PHB)

6th Level
Greater Spell Penetration: You get an additional +2 bonus on caster level checks (1d20 + caster level) made to overcome a creatures spell resistance.

7th Level
No new abilities are added this level.

17th Level
Sneak Attack: Like Sneak Attack above, but now you get +9d6 damage

8th Level
Ability Score Adjustment: Add 1 to any ability score.

18th Level
Stealthy: You get a +2 bonus on all Hide checks and Move Silently checks. Trap Sense: Like Trap Sense above, but your bonuses become +6.

9th Level
Lightning Reflexes: You get a +2 bonus on all Reflex saving throws.

10th Level
No new abilities are added this level.

19th Level
Sneak Attack: Like Sneak Attack above, but now you get +10d6 damage Special Ability (Slippery Mind):

11th Level
No new abilities are added this level.

12th Level
Ability Score Adjustment: Add 1 to any ability score. Iron Will: You get a +2 bonus on all Will saving throws.

20th Level
Ability Score Adjustment: Add 1 to any ability score.

13th Level
No new abilities are added this level.

Sorcerer
Hit Die: d4 Class Skills: Bluff, Concentration Class Knowledge: The planes Spells: A Sorcerer is the easiest class for a player to play. The sorcerer can cast any spell at any time. He doesnt have to prepare or select his spells ahead of time, but can simply select which spell he wants to cast when he casts it. This is limited only by the number of spells of each level he is allowed to cast each day and which spells he knows. As he increases his level, he selects more known spells from the

14th Level
No new abilities are added this level.

15th Level
Great Fortitude: You get a +2 bonus on all Fortitude saving throws.

16th Level
Ability Score Adjustment: Add 1 to any ability score.

17th Level
No new abilities are added this level.

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18th Level
Improved Counterspell: When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.

19th Level
No new abilities are added this level.

2) When you want to cast a spell, simply select one that you have prepared and mark it off. You can not cast that spell again until you have prepared it again (you can, however, prepare the same spell more than once if you want to). Spellbooks: You start with a spellbook containing all 0level spells and 3 1st-level spells of your choice +1 more for each Int bonus point you have. At each new level you add 2 new spells of your choice. You can also add spells found in other wizards spellbooks. Familiar: A sorcerer can have a familiar. (ref. PHB) School Specialization: You may choose to specialize in one school of magic if you choose to. (ref PHB) Note that the Iconic wizard character is not a specialized wizard, but you can specialize if you want to.

20th Level
Ability Score Adjustment: Add 1 to any ability score.

Wizard
Hit Die: d4 Class Skills: Concentration, Spellcraft Class Knowledge: Arcana Spells: A wizard casts spells drawn from the sorcerer/ wizard spell list.

Special abilities:
The following are the special abilities available to sorcerers. The abilities are listed under the level that they are acquired.

Wizard Spells Explained


As a Wizard, to cast a spell you have to prepare it. The wizard must get a good nights sleep and spend 1 hour studying his spell book to prepare his spells for the day. To cast a spell, the wizard needs an Intelligence of 10+the spells level. (Not the casters level, the spells level) which means that, for example, if he had an Intelligence of 16 he could cast no higher than 6th level spells. The saving throw difficulty class (DC) of his spells is 10 + the level of the spell + the druids Int modifier. For example, if a 5th level wizard with an Intelligence score of 16 throws a Daze Monster spell. That is a 2nd level spell and his Int modifier is (based on his Intelligence score of 16) is +3. So the DC for that spell will be 10+2+3 for a total of 15. The creature that he cast that spell on will have to make a will save of 15 or higher to resist the spell. To cast a spell, a wizard must have that spell in their spell book. There is no limit to the number of spells that a wizard can have in their spell books. They may find spells or spell books while adventuring, and they get to add spells from the sorcerer/wizard list of spells with each level they achieve according to the tables in the PHB. They are limited to the number of spells of each spell level that they can cast depending on their wizard level. A wizard also may get to cast more spells per day according to his Intelligence, refer to Table 11: Ability Modifiers and Bonus Spells in the PHB.

1st Level
Scribe Scroll: You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level its caster level 25 gp. To scribe a scroll, you must spend this base price in Gold Pieces. It represents the cost of raw materials and research. Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll. Combat Casting: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned. Familiar: A sorcerer can have a familiar. (ref. PHB)

2nd Level
No new abilities are added this level.

3rd Level
Magical Aptitude: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks.

4th Level
Ability Score Adjustment: Add 1 to any ability score.

5th Level
Spell Focus (evocation): Add +1 to the Difficulty Class for all saving throws against spells from the evocation school of magic.

6th Level
Spell Penetration: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creatures spell resistance.

To prepare your spells:

1) Choose your 0, 1st, 2nd, 3rd etc. level spells depending on your wizards level. If you have a high Int. 7th Level score select any additional spells you are allowed. You select these spells from the list of spells you have written in No new abilities are added this level. your spell book. 8th Level Ability Score Adjustment: Add 1 to any ability score. 19

Dungeon & Dragon 3.5 Lite 9th Level Eschew Materials: You can cast any spell that has a material component costing 1 gp or less without needing that component. If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.

SECTION 4 Skills

[ You dont get ranks in skills. This drastically reduces the bookkeeping involved.] Your character can do anything within his ability. If he 10th Level attempts to do something where there is a question Greater Spell Focus (evocaton): Add an aditional +1 to the regarding his success, he must make a skill check. What he Difficulty Class for all saving throws against spells from tries doesnt have to be a skill listed on his character sheet. the evocation school of magic. A skill check is simply an ability check. If it is something 11th Level that he has experience with he adds his level to the check. No new abilities are added this level. If it is something that he has special training in, he gets an 12th Level additional +3 class (or training) bonus. Ability Score Adjustment: Add 1 to any ability score. Greater Spell Penetration: You get an additional +2 bonus A skill check roll is: on caster level checks (1d20 + caster level) made to 1d20 + ability modifier + level modifier + miscellaneous overcome a creatures spell resistance. modifiers 13th Level (If it is a skill he has no experience with, do not include his No new abilities are added this level. level modifier.)

14th Level 15th Level

No new abilities are added this level. Improved Counterspell : When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell. Spell Mastery: Choose a number of spells equal to your Intelligence modifier that you already know. From that point on, you can prepare these spells without referring to a spellbook.

16th Level
Ability Score Adjustment: Add 1 to any ability score.

17th Level
No new abilities are added this level.

18th Level
Spell Focus (conjuration): Add +1 to the Difficulty Class for all saving throws against spells from the conjuration school of magic.

19th Level
No new abilities are added this level.

20th Level
Ability Score Adjustment: Add 1 to any ability score. Augment Summoning: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

This is rolled against a Difficulty Class (DC) provided by the DM. If your total roll including modifiers is equal to or greater than the DC your character has succeeded in his attempt. Level Modifier: You only use your level modifier for common skills and class skills as defined below. This is simply your characters class level. For example a 3rd level clerics level modifier is +3. Miscellaneous modifiers: Miscellaneous modifiers include racial bonuses, armor check penalties, and class skill bonuses, among others. Common skills: All characters have some experience with these skills: Diplomacy, Hide, Listen, Move Silently, Search, and Spot. Skill check modifiers for these skills will include your level modifier. Class skills: [These are NOT the class skills as listed in the Players Handbook.] Characters have training in various skills depending on their class. This specialized training is reflected in these class skills. You add a +3 modifier to class skill checks. Skill check modifiers for class skills will include your class level modifier. The class skills for each class are: Barbarian: Climb, Intimidate, Jump and Swim Bard: Bluff, Diplomacy, Disguise, Perform, Tumble and Use Magic Device Cleric: Diplomacy and Heal Druid: Handle Animal, Heal, Listen and Spot Fighter: Climb and Jump Mink: Balance, Climb, Jump and Tumble Paladin: Ride and Heal Ranger: Climb, Handle Animal, Move Silently, Track, Search, Spot and Survival Rogue: Climb, Decipher Script, Disable Device, Hide, Listen, Move Silently, Open Lock, Search, Sleight of Hand and Use Magic Device 20

By Ronny HartMay 7, 2012 Sorcerer: Bluff and Concentration Wizard: Concentration and Spellcraft Untrained Skills: You can attempt a skill check for a skill that normally doesnt allow untrained use, even if you are untrained in that skill. You must apply a -5 untrained modifier to untrained skill checks. Skill check modifiers for untrained skills do not include your class level modifier. Monk: Knowledge (Religion) - can identify undead Paladin: Knowledge (Nobility and royalty) - knows something about the local royal family, coats of arms, formal courtly etiquette, rules of nobility Ranger: Knowledge (Geography) - can identify animals Rogue: Knowledge (Local) - can identify humanoids Sorcerer: Knowledge (The planes) - can identify outsiders and elementals Wizard: Knowledge (Arcana) - can identify constructs, dragons and magical beasts Skill check modifiers for knowledge in your field include your class level modifier.

Special knowledge rules:


Any character can make a simple intelligence check, using their INT modifier only, to see if they have some basic knowledge on any topic, regardless of any specific exposure to that topic. Each character starts with knowledge in one area depending on his class. This is considered a class skill. Barbarian: Knowledge (Geography) - can identify animals Bard: Knowledge (History) - knows something about local notable people, legendary items, or noteworthy places Cleric: Knowledge (Religion) - can identify undead Druid: Knowledge (Nature) - can identify animals, fey, giants, monstrous humanoids, plants and vermin Fighter: Knowledge (Dungeoneering) - can identify aberrations and oozes

Class
Cleric Druid Wizard

Race
Human Dwarf Elf Gnome Half-orc Half-elf Halfling

Language

Typical Speakers

Abyssal Aquan Auran Celestial Common Draconic Druidic Dwarven Elven Giant Gnome Goblin Gnoll Halfling Ignan Infernal Orc Sylvan Terran Undercommon

Demons, chaotic evil outsiders Water-based creatures Air-based creatures Angels, Devas Humans, halflings, half-elves, half-orcs Kobolds, troglodytes, lizardfolk, dragons Druids (only) Dwarves Elves Ogres, giants Gnomes Goblins, hobgoblins, bugbears Gnolls Halflings Fire-based creatures Devils Orcs Dryads, brownies, leprechauns Xorns and other earth-based creatures Drow

B A B A B B B B B B B B B B B B B B B B B B B A B B B B B B B A A B B A B B A B B B B B B A B B B B B B B A A B A B A B A A B

A=Automatic: Your character knows these languages, regardless of your INT modifier. B=Bonus: You can select from these languages for your known languages at first level. The total number of languages you can know is equal to your INT modifier. If your Intelligence is low, you may only know your automatic languages.

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Dungeon & Dragon 3.5 Lite

SECTION 5 Languages and Proficiencies


Animals, Plants, Vermin, and Oozes typically do not have languages.

Constructs, Deathless, Undead, and Elementals are usually created and understand the language of their creator. D&D 3.5 lite is fully compatible with all 3.5 NPCs and monsters. This means that any feat that an NPC or monster Aberrations are just freaky, and may or may not speak any possesses can be played without modification. known language.

stereotype character for that class. To eliminate feat selection, each class receives special abilities as they increase in level. For each level where the 3.5 rules allow feat selection, a feat was selected that is appropriate for that class at that level, thus creating iconic versions of each of the classes. These special abilities are listed as special class abilities and some were modified to be compatible with these house rules.

Notes regarding feats that are not used:

Proficiency Feats: These have all been replaced by new Literacy: Any character can read and write all the languages he speaks. A barbarian character is only illiterate proficiency rules. Mounted Combat Feats: Our campaign will not be using if you chose to play him that way. mounted combat, so these are not necessary. Metamagic Feats: These are all replaced by magical heroic Acquiring languages beyond first level actions. You can know a number of languages equal to your INT Item Creation Feats: These are not available to PCs in my modifier. If, during your adventures, your characters INT campaign (except Scribe Scroll and Brew Potion). You must modifier increases, due to an increase in his Intelligence find or buy magic items (if you can). NPC may have these score, he can select additional known languages. Unlike feats. those selected at first level, the selected language must be A couple of feats change. one that he has been exposed to it long enough to have Track: Became a skill (a class skill for rangers). learned to speak and understand it. Improved Turning: this feat now applies to Turn Unholy (previously Turn Undead). [There is no longer a Speak Language skill.]

Armor and Weapon Proficiency


We are using weapon or armor proficiencies as they are presented in the PHB, with this change. Your character is proficient with all armor and weapons he starts with at first level, and all weapons and armor that are basically the same as these as well. If he acquires a weapon or armor that is substantially different from any he is already proficient with, he starts out without any proficiency in using it. He becomes proficient in its use by using it. The first combat encounter in which he uses it, he will receive a -4 penalty to use it. That will be -4 to hit for a weapon and 4 to AC for armor. This penalty is reduced by one with each combat encounter in which it is used until it reaches 0. At that time he is now considered proficient in its use. For the fighter class, the penalty starts at -2.

SECTION 7 Combat
Initiative
Group initiative is used for monsters and NPC's, unless there is an in-game reason to use individual initiative for an encounter.

Massive Damage
If your character ever receives damage from a single blow (not a single round, but a single blow) exceeding 50 Hit Points, and if that blow doesn't already outright kill them or send them below zero hit points, they must make a fortitude save (DC 15). If this saving throw fails, they will be reduced to -1 hit points and be dying.

SECTION 6 F eats
D&D 3.5 lite is intended to be played without feats - using iconic D&D characters. Iconic D&D characters are the 11 core classes, without regard to race or sex, with each class being the typical

Reach Weapons
Characters wielding a reach weapon may attack foes within 5', but at a -4 penalty to hit and a -4 penalty to damage.

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Dying
Your character dyes at zero minus 10 HP or zero minus (his Con modifier + his level), whichever is lower. Opponents die when their hit points reach zero. There are a few exceptions; Exception 1 When your opponent is a PC or major NPC (as designated by the DM). In this case your opponent dies when his hit points are reduced as indicated above for player characters. Exception 2 - When a monsters description states that it doesnt die when it runs out of hit points. Exception 3 When your characters intent is to subdue and not to kill. You must declare your intent to subdue before making your attack roll. Subdual attacks do the normal amount of hit point damage until your opponents hit points reach zero. Damage from a single subdual attack cannot reduce your opponents hit points below -9. Your opponent will be disabled at zero hit points, unconscious but stable at negative hit points. This unconscious character does not loose additional hit points while unconscious and can heal normally. He has a 10% chance per hour of regaining consciousness naturally. If his hit point total is reduced to -10 or below for any reason, he dies.

A heroic action check is a level check to which the character will add an ability or skill modifier. The DC is 10 + the creature's Challenge Level + any additional modifiers that may apply.

To perform a heroic action check:


First name what you intend to do and the effect you want to achieve. The DM will determine and tell you the DC. You then roll 1d20 and add your character level. To this you can add certain modifiers. Examples of possible modifiers are given below. The Difficulty Class (DC) for heroic actions is 10 + the challenge level (CL) of your opponent + modifiers (if any). If your total matches or exceeds the DC your heroic action succeeds.

The following rules apply to heroic actions:


1. A heroic action may be a move action, an attack action, or a full round action. 2. You may only attempt one heroic action per round. 3. You must declare the heroic action before you roll. 4. The heroic action must be within the reasonable ability of your character to perform, given the characters level and the enemys size and power. 5. You can not take 10, or take 20 on a heroic action check 6. If you roll a natural 1 your attempt fails regardless of any bonuses. 7. A roll of a natural 20 is always a success.

Natural Healing
A character recovers all lost hit points with one evening of rest (8 hours of sleep).

Heroic actions
Special attacks become heroic actions which are level checks. This one mechanic replaces the rules for: Bull rush, Disarm, Grappling, Overrun, Sunder, Trip and others. It allows for other special attacks and actions as well.

The guide-lines that follow are only a few examples of how heroic actions are to be resolved. Creative players will certainly come up with new heroic actions.

DISARM (an attack action)


Disarming attacks include called shots to the hand, shattering an opponents weapon, severing a spear shaft, entangling a sword arm, and using the flat of a blade to smack a weapon from an enemys hand. MODIFIER: Dex modifier DC MODIFIER: the defenders Dex modifier SUCCESS: Your opponent drops his weapon. The weapon is knocked out of reach (but still within his 5 foot square) so he must move to retrieve it and cannot simultaneously attack on its next round (unless he chooses to fight unarmed or draw a new weapon). OPTIONS: Add +2 to the DC to knock your opponents weapon 5 ft away. To retrieve it, he will have to use his entire next round. Add another +2 for each additional 5 ft. FAILURE: Your opponent maintains a firm hold on his weapon.

The reasons for this change:


1) To reduce the number of complex rules - making the game easier, faster and more fun. We dont want to be looking up the rules all of the time. The last thing anyone wants is for someone to not use a special attack because they think that the rule makes it too difficult to use. 2) Combat is not all about running through a series of trained moves like an automaton. A successful warrior seizes every opportunity to give him an advantage and makes use of the environment to give him an edge. Heroic actions can be anything from throwing sand in an opponents eyes, swinging on a chandelier or pushing opponents back 10 feet and off a cliff. Any class can attempt a heroic action. Heroic actions do not do damage per se but rather do damage as dependent on environment or impact, so pushing someone over a cliff does damage... as does setting fire to them.

PUSHBACK (an attack action)


Pushbacks include shield bashes, tackles, bull rushes, overruns, tables hurled into enemies, doors smashed into opponents on the other side, and so on. Generally 23

Dungeon & Dragon 3.5 Lite speaking, any attempt to use brute strength to force-fully move an opponent is considered a pushback. Any attempt to shove creatures off a nearby cliff, through a railing, out a chapels stained-glass window, and so on will allow the creature a reflex save. MODIFIER: Str Modifier DC MODIFIER: the defenders Str modifier SUCCESS: The opponent is pushed back a few feet enough space to open access to a door or staircase the target was defending. OPTIONS: Add +2 to the DC to push your opponent back 5 ft. Add an additional +2 for each additional 5 ft attempted. FAILURE: Your actions do not result in moving the opponent from his position. FAILURE: Failure results in your move ending inside the first threatened square you enter.

SPRING ATTACK (a full round action)

You move both before and after the attack, provided that your total distance moved is not greater than your speed and you are attacking with a melee weapon. You may want to run past, swinging your sword as you pass. You may want to fly by (if you are able to fly), or swing past on a rope or chandelier, or jump over. If successful, you move at twice your normal move rate and may use a single melee attack against your foe as you pass. MODIFIER: Dex modifier DC MODIFIER: +5 SUCCESS: You run or swing past your opponent and deliver one melee attack. OPTIONS: You can attempt to run past and attack more TRIP OR THROW (an attack action) than one opponent (up to the maximum number of attacks Trips and throws include any attempt to knock an enemy you are allowed in one round) for a +2 to the DC for each off its feet. Whether its hooking an enemys leg, stabbing a additional opponent. kneecap, knocking an opponent off-balance, sweeping an FAILURE: Your move ends in the first square adjacent to enemys legs, or some other maneuver, these heroic actions your foe. You may still attack but you receive a -4 allow the warrior to knock an enemy prone, limit his circumstance penalty on your attack. movement, and potentially keep him down. MODIFIER: Str modifier GRAPPLE (an attack action) DC MODIFIER: the larger of the defenders Str or Dex If you succeed the creature can pull free from the hold, on modifier his turn, with an opposed strength check. While engaged SUCCESS: The attacker can knock the defender offbalance. The defender is knocked prone and must spend its in grapple both you and your opponent lose your Dex bonus to your AC. next move action standing up. Remember that melee MODIFIER: Str modifier attacks against a prone opponent receive a +4 bonus. OPTIONS: Add +2 to the DC to knock the opponent down DC MODIFIER: the larger of the defenders Str or Dex and throw him up to 5 feet away so he must spend its next modifier SUCCESS: You grab and hold the creature. You do not round standing. FAILURE: The opponent may stumble, but catches himself damage the creature but the only actions he can take until he escapes are to try to pull free. In future rounds, you can and doesnt fall. release the creature and back away 5 feet with no penalty, or continue the hold from round to round until the MOVING THROUGH THREATENED creature pulls free. OPTIONS: Add +2 to the DC to pin your opponent to the SQUARES (a move action) You are not allowed to move through a threatened square floor, or otherwise keep him immobile, or move with him at half of your normal move rate. The creature will get a -4 unless you use a heroic action. (Refer to the Threatened penalty on opposed strength checks until you release him. Squares section below.) FAILURE: You are pushed back and your opponent suffers As part of your move action, you enter into a threatened no penalties on his next turn. square and proceed out the other side. You may want to SPECIAL RULES FOR GRAPPLING LARGER use this to get past armed guards to reach the magic user CREATURES: For an attacker to successfully grapple a they are guarding, or to attack someone armed with a creature one or more size categories larger than himself reach weapon. there must be multiple attackers. Until all successful MODIFIER: Tumble modifier DC MODIFIER: +5, +2 for each additional opponent after opponents added together have roughly the same size/ mass as he does, the attacked creature doesnt loose his the first one Dex bonus, and he can make multiple opposed strength SUCCESS: You tumble through the threatened squares. checks to remove the attackers as a free action on his turn. Your move rate for your entire move is 1/2 your normal The grappled creature makes concentration checks at -2 for move rate. each opponent that is currently grappling him. OPTIONS: Add +2 to the DC to move at your normal For grappling a creature with multiple limbs or other move rate. strange configuration the DM will decide on whether grappling is even possible, and if it is what the impacts are. 24

By Ronny HartMay 7, 2012

Threatened Squares

TURN UNHOLY

(replaces turn or rebuke undead) By boldly presenting his holy symbol and uttering holy words, Clerics (and Paladins at -3 levels) can turn away the enemies of his faith. A Cleric can attempt to turn away undead, demons, and devils. Some Clerics of particular faiths Definition of a threatened square: A creature threatens all may be able to turn away other kinds of creatures, squares into which it can make an armed melee attack. depending on what powers their deities award them. There are no Attacks of Opportunity. Ignore all references in the PHB to Attacks of Opportunity and use this rule instead. In a combat round your character can enter or exit a threatened square, but you must use a heroic action to enter and then exit (pass through) one or more threatened squares. While within a threatened square the only thing you are allowed to do is attack with a melee weapon you have in your hand. Anything else you may want to attempt will require a successful heroic action check. Similar to a heroic action check, a turning check is a level check to which the character also adds his Charisma modifier. (Use the character's effective turning level, which is equal to class level for a Cleric or class level -3 for a Paladin.) The DC is 10 + the creature's CR + its turn resistance (if any). You can turn unholy a number of times a day equal to 3 + your Cha modifier. You can affect a number of Hit Dice of creatures equal to three your effective Cleric level on any one turning attempt. For example, a 4th-level Cleric (or 7th-level Paladin) can affect up to 12 HD worth of creatures, which could mean two creatures with 6 HD each, four creatures with 3 HD each, or any other combination that adds up to 12 HD. If there are creatures with different CR, some may be turned and others not. You make one turning check for the entire group of unholy creatures. You affect the closest unholy first. You can affect unholy within 60 ft and in the line of effect.

WITHIN A THREATENED SQUARE


Some of the things that require a heroic action to accomplish while within a threatened square are: Attack with (or load or prepare to attack with) a ranged weapon, including splash weapons Cast a spell, read a scroll, drink a potion or apply an oil Pick up, retrieve, draw or store an item (including weapons) Deliver a coup de grace Escape from a net or any other entanglement Light a torch or perform any other non-combat activity other than speaking MODIFIER: Dex modifier DC MODIFIER: +5 SUCCESS: You can attempt the desired action. FAILURE: You loose your turn.

Turned unholy flee for 10 rounds (1 minute). If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If you approach within 10 feet of them, however, they overcome being turned and act normally. You can attack them with ranged attacks (from at least 10 feet Note regarding reach weapons: When your opponent is away), and others can attack them in any fashion, without using a reach weapon, you must use a heroic action to pass breaking the turning effect. through a threatened square in order to attack him. Otherwise, your move must end when you enter the Demons, Devils, and Unholy Clerics are always allowed a threatened square. Will saving throw (DC = 10 + your effective Cleric level) to These rules apply only to squares that are threatened by your opponents. There are no restrictions on your activity within squares that are only threatened by your allies. avoid being affected. Deities and their Avatars cannot be turned. SUCCESS: If the Unholys HD is 4 points or more lower than your effective Cleric level it is destroyed. If its HD is higher than your effective Cleric level by 4 or more it is unaffected. All others are turned. FAILURE: Creatures with a HD 4 points lower than your effective Cleric level are turned. The others are unaffected.

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Dungeon & Dragon 3.5 Lite

SECTION 8 Magic
MAGICAL HEROIC ACTIONS
These heroic actions replace Metamagic feats and add more options for spell casters. You can use a heroic action to change the way a spell is cast, or the effect of a spell. First name what spell you intend to cast and the effect you want to achieve. To perform the heroic action, before you cast the spell, you make a heroic action check. If you succeed, you then cast the spell in the modified way. If you fail, you loose the spell. The DC for the ability check is 10+twice the spell level. The modifier for the check will be Int modifier for Wizards; Wis modifier for Clerics, Druids, Paladins and Rangers; and Cha modifier for Sorcerers and Bards. The DM may apply a bonus or minus depending on the environment and the circumstances. The major magical heroic actions are listed here. Other magical heroic actions may be possible.

CAST TO LAST LONGER


SUCCESS: The spell will last twice as long as normal. OPTIONS: add +2 to the DC for each 10% time increase beyond 100% FAILURE: The spell fails. You loose the spell.

CAST TO INCREASE IMPACT


All variable, numeric impacts of a spell are increased. SUCCESS: All normally rolled impacts are doubled. OPTIONS: add +2 to the DC for each 10% impact increase beyond 100% FAILURE: The spell fails. You loose the spell.

CAST AS HIGHER LEVEL


You can cast the spell as a higher level spell than normal (up to a maximum of 9th level). All impacts dependent on spell level are calculated according to the heightened level. SUCCESS: You can cast the spell as 1 level higher than normal (but not higher than the highest level you can cast). OPTIONS: add +2 to the DC for each additional level beyond 1 level higher attempted (but not higher than the highest level you can cast). FAILURE: The spell fails. You loose the spell.

CAST SILENTLY
You can cast this spell with no verbal components. SUCCESS: You cast the spell without the verbal component. FAILURE: You attempt to cast the spell without the verbal component, but the spell fails. You loose the spell.

CAST FASTER
You can cast the spell faster than normal. SUCCESS: You can cast the spell in half the time it normally takes. So you could cast what is normally a full round spell as a standard action. FAILURE: The spell fails. You loose the spell.

CAST MOTIONLESS
You can cast this spell can with no somatic components. SUCCESS: You cast the spell without the somatic component. FAILURE: You attempt to cast the spell without the somatic component, but the spell fails. You loose the spell.

CAST WITHOUT MATERIAL COMPONENT

You can cast any spell that has a material component costing 1 gp or less without needing that component. SUCCESS: You cast the spell without the material component. CAST TO AN EXTENDED RANGE OPTIONS: add +2 to the DC for each gp value over 1 gp. You can alter a spell to increase its range. FAILURE: You attempt to cast the spell without the SUCCESS: You cast the spell increasing the range by 100%. material component, but the spell fails. You loose the spell. OPTIONS: add +2 to the DC for each 10% range increase beyond 100% CAST WITHOUT CORRECT MATERIAL FAILURE: The spell fails. You loose the spell.

COMPONENT

You can cast any spell that has a material component by substituting another, similar component of equal or greater You can alter a burst, emanation, line, or spread shaped value. spell to increase its area. SUCCESS: You cast the spell consuming the substitute SUCCESS: You cast the spell increasing the areas by 100%. material component. OPTIONS: add +2 to the DC for each 10% area increase FAILURE: You attempt to cast the spell by substituting beyond 100% another material component, but the spell fails. You loose FAILURE: The spell fails. You loose the spell. the spell and the substituted component.

CAST TO A LARGER AREA

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By Ronny HartMay 7, 2012

CAST WITHOUT PROPER FOCUS COMPONENT (mundane or divine)


You can cast any spell that has a focus component without needing that component SUCCESS: You cast the spell using an improvised substitute. You could use grass, if you didnt have clover, for instance; or two sticks crossed for a holy symbol. FAILURE: The spell fails.

Counterspell
Counterspells work as indicated in the PHB with the following changes: When a caster casts a spell, you may roll your Spellcraft check to identify the enemy spell (DC15 + spell level). This check is a free action and doesnt count against anything else you may do this round. If your Spellcraft check is successful you can interrupt the oponents casting by casting your counterspell. You can only perform 1 counterspell in a round. Note that if you use Dispel Magic you must succeed in a dispel check (1d20 + your caster level, maximum +10) against the spell. The DC for this dispel check is 11 + the spells caster level. Casting a counterspell counts as a full round action for a full round spell, or a standard action for a standard spell. Initiative order: This use of a counterspell changes your characters initiative order to directly follow the spellcaster whose spell you are attempting to counter. If you have already had your turn this round (your initiative order was higher than your opponents) then you can still counterspell, but you will be effectively getting two standard actions this round. Example: Your spellcaster character observes that an opponent is about to cast a spell. You must tell the DM that you are trying to identify it, so you can counterspell. You make your Spellcraft check, and if it is successful the DM will tell you what spell is being cast. If you have that spell prepared, or Dispell Magic, you may then decide whether or not you still want to counterspell. If you do, just tell the DM and you can attempt your counterspell. Your opponent looses his spell. If he still has a move action left, he can finish his turn. It is now your turn. If it wasnt a full-round spell you can now perform a move action. If you decide not to counter his spell, then he continues casting uninterrupted and your initiative order is not changed.

PREPAIR SPELLS WITHOUT SPELLBOOK


You can prepare spells without access to your spell book. You can only attempt this heroic action once a day. The DC for this heroic action is 10 + 2 times your highest level spell. You can only prepare spells that existed in your spell book the last time you studied it. The process takes 1 hour. SUCCESS: You can prepare a number of spells up to your Int modifier, not to exceed your normal number of spells. OPTIONS: add +2 to the DC for each spell beyond your Int modifier you want to prepare, not to exceed your normal number of spells. FAILURE: You were not able to prepare any spells today, even if you later have access to your spell book.

CAST ANY SPELL


This is the most powerful heroic action any spell caster can attempt. It allows you to cast a spell you couldnt otherwise cast. It can be a spell that you know but either havent prepared or have no remaining slots for. It could also be a spell that is beyond your current ability to cast. It can even be any spell out of the PHB or simply something you come up with and isnt written down anywhere. Because of the potential power of this heroic action, it can only be attempted once per day. If it isnt a standard spell the DM will assign the spell level depending upon the desired spells impact, compared to similar spells. Attempting to cast this spell will take a minimum of a full round action. Because of its inherent difficulty it will have at difficulty class (DC) of at least 15+ twice the spell level. You must select the spell you are attempting before rolling your heroic action check. Success does not cost you any unused spells that you may have left today. SUCCESS: You can cast the spell normally, at your current caster level. FAILURE: If you fail your ability check, not only do you lose the ability to do anything else that round, but you also loose a prepared spell from your highest level spell slot.

Wizard duals:
If you want to have a dual between two wizards, both wizards must agree to the dual. Drop the requirement to use a skellcraft check to identify the spell. We will assume that the two wizards can always identify each others spells. Each wizard can cast one counter spell per round in addition to their regular spell. The first wizard cast a spell, the second wizard counters it. Then the second wizard cast a spell and the first counters it. This can continue until someone runs out of spells. Even if a wizard cant counter a spell, he can still cast his spell (if he is still able). A spell only gets through if the opponent cant counter it. No Concentration checks are required for damage received from spells cast by your opponent. Wizard duals can be deadly and should never be attempted between wizards that are not roughly equal in power. 27

Dungeon & Dragon 3.5 Lite


Creature/Object [Protection from Evil, Protection from Good, Protection from Chaos and Protection from Law are all replaced by the single new spell, Protection from Unholy.] Unholy creature1
Aura Power Faint Moderate 10 or lower 2 or lower 1 or lower 1 11-25 3-8

Strong 26-50 9-20

Overwhelmin g 51 or higher 21 or higher

Protection from Unholy


Abjuration Level: Clr 1, Sor/Wiz 1 This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks from all unholy creatures. Also, no creatures summoned by anyone unholy can touch the subject. [Detect Evil, Detect Good, Detect Chaos and Detect Law are all replaced by the single new spell, Detect Unholy.]

(HD) Undead (HD)

Detect Unholy
Divination Level: Clr 1 Components: V, S, DF Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration, up to 10 min./ level (D) Saving Throw: None Spell Resistance: No You can sense the presence of unholy. The amount of information revealed depends on how long you study a particular area or subject. 1st Round Presence or absence of unholy. 2nd Round Number of unholy auras (creatures, objects, or spells) in the area and the power of the most potent unholy aura present. If the strongest unholy auras power is overwhelming (see below), and the HD or level of the auras source is at least twice your character level, you are stunned for 1 round and the spell ends. 3rd Round The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location. Aura Power An unholy auras power depends on the type of unholy creature or object that youre detecting and its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If an aura falls into more than one strength category, the spell indicates the stronger of the two.

Unholy outsider 2-4 5-10 11 or higher (HD) Cleric of an 2-4 5-10 11 or higher Unholy deity2 (class levels) Unholy magic item 2nd 3rd-8th 9th21st or higher or spell (caster or 20th level) lower 1. Except for undead and outsiders, which have their own entries on the table. 2. Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.

Lingering Aura An unholy aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect unholy is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Original Strength
Faint Moderate Strong Overwhelming

Duration of Lingering Aura


1d6 rounds 1d6 minutes 1d610 minutes 1d6 days

28

By Ronny HartMay 7, 2012 Fharlanghn (N), god of horizons, distance, travel, and roads Heironeous (LG), god of chivalry, justice, honor, war, daring, and valor Hextor (LE), god of war, discord, massacres, conflict, fitness, and tyranny Definition of Unholy: Kord (CG), god of athletics, sports, brawling, strength, Unholy normally includes un-dead, demons, and devils. and courage Each faith has its own definition of which creatures are unholy to that religion. They are typically identified in the Obad-Hai (N), god of nature, woodlands, freedom, hunting, and beasts holy writings of that faith. Olidammara (CN), god of music, revels, wine, rogues, humor, and tricks The alignment of a deity normally determines what other deities are considered unholy based on the following table. Pholtus (LG), god of light, resolution, law, order, inflexibility, the Sun, and the moons. Saint Cuthbert (LN), god of common sense, wisdom, Alignment Opposite zeal, honesty, truth, and discipline Evil Good Wee Jas (LN), goddess of magic, death, vanity, and law Good Evil Lesser Powers Chaos Law Vecna (NE), god of destructive and evil secrets Law Chaos Zagyg (CN) the mad archmage and servant of Boccob

SECTION 9 Deities / Holy and Unholy

What is holy to one faith may be unholy to another. Unholy creatures are typically un-dead, demons, devils, and any other creatures defined by a faiths Holy Scriptures as unholy. Good aligned gods would define creatures with evil in their descriptor as unholy. Any spell or magic item that has evil in its descriptor would be considered unholy by a good aligned deity. Note that a creatures alignment alone doesnt determine whether or not it is unholy. It takes more than just being of an evil alignment to be considered unholy, even by a good deity. Clerics and paladins of a deity that are unholy to your faith are also unholy, as are their places of worship, holy items, etc.

You can select any non-evil deity listed in the PHB for your character, or none at all. The typical deities worshiped by race and class are listed below. Your alignment doesnt have to match that of the deity you worship, unless you are a Cleric.

Recommended Deity for player characters, by race:


Race
Dwarf Elf Gnome Half-elf Halfling Human Half-orc

Recomended Deity
Moradin(LG) Corellon Larethian (CG) Garl Glittergold (NG) Corellon Larethian (NG) Yondalla(LG) by class by class

Deities

The core deities are: Boccob (N), god of magic, arcane knowledge, balance and foresight Corellon Larethian (CG), god of elves, magic, music, and arts Recommended Deity for Human and Half-orc Garl Glittergold (LG), god of gnomes, humor, and player characters : gemcutting Gruumsh (LE), god of orcs Moradin (LG), god of dwarves Class Recomended Deity Nerull (NE), god of death, darkness, murder and the Barbarian Kord(CG) underworld Bard Pelor(NG) Pelor (NG), god of sun, light, strength and healing. More Cleric Pelor(NG) humans worship Pelor than any other deity. Druid Obad-Hai (N) Yondalla (LG), goddess of halflings Fighter Saint Cuthbert (LN) Intermediate Powers Monk Saint Cuthbert (LN) Ehlonna (NG), goddess of forests, woodlands, flora & Paladin Heironeous(LG) fauna, and fertility Ranger Ehlonna(NG) Erythnul (CN), god of hate, envy, malice, panic, Rogue Olidammara(CN) ugliness, and slaughter
Sorcerer Wizard Boccob(N) Wee Jas (LN)

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Dungeon & Dragon 3.5 Lite

Filling in the 3.5 Lite Character Sheet


Box by Box
Stats are listed here for first level characters. For higher level bonuses and modifiers, refer to the Players Handbook. Player: This is you Campaign: Ask the DM Character Creation Date: Todays date Current XP: Your character starts off at first level and with 0 experience points. You will be earning experience points as you adventure. Your DM will tell you how many experience points your character earned at the end of each different adventure, and occasionally more often. You keep a running total listed here. Next Level Goal: This is how many experience points you need to advance to the next level. Refer to the table in the PHB. You need 1000 points to advance from first level to second level.

ARMOR
Several of the stats on the character sheet are modified by the armor that your character wears. First level characters start out with standard armor based on their class. The starting armor for each class is: Barbarian: Studded leather Bard: Studded leather Cleric: Scale mail armor and heavy wooden shield Druid: Hide armor and heavy wooden shield Fighter: Scale mail Monk: no armor Paladin: Scale mail armor and heavy wooden shield Ranger: Studded leather Rogue: Leather Sorcerer: no armor Wizard: no armor. Armor type
Hide Leather Scale mail Studded leather heavy wooden shield

Speed (30 ft.)


20 ft. 30 ft. 20 ft. 30 ft. -

Speed (20 ft.)


15 ft. 20 ft. 15 ft. 20 ft. -

Armor class bonus


+3 +2 +4 +3 +2

Max. DEX Bonus


+4 +5 +3 +5 -

Armor check penalty


-3 -1 -4 -1 -2

CHARACTER
Name: This is your Characters name. Your character must have a name (not No-name). If you cant think of a name the DM will give him one. Race: Enter your characters race here. It can be Human, Dwarf, Elf, Gnome, Half-elf, Half-orc, or Halfling. Sex: M or F there is no in-game advantage to either sex. Alignment: You can be Lawful Good, Neutral Good, Chaotic Good, Lawful Neutral, Neutral, or Chaotic Neutral. I dont allow Lawful Evil, Neutral Evil or Chaotic Evil player characters. You dont have to choose an alignment unless you are a Cleric, Paladin or Druid. Clerics are the same alignment as their Diety. Paladins are always Lawful Good and Druids are always Neutral. Class: You can be a Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, or Wizard. Level: You start out at level 1. Size: This depends on your race. Gnomes and Halflings are small (S), everyone else is medium (M) Size modifier: Your size modifier is 0 unless your size is S, then it is -1 Speed: This is the number of feet you can move in one combat round. The base land speed (in feet) of the races are: Human 30, Dwarf 20, Elf 30, Gnome 20, Half-elf 30, Half-orc 30, and Halfling 20. If your character is wearing armor, ignore the speed listed above and instead use the speed listed for his armor. Exception: Dwarves can move at 20 feet even when wearing armor.

Initiative modifier: = This is your DEX modifier (see Abilities below)

ABILITIES
Ability Score: Roll 4d6 and discard the lowest number, 6 times and write them down of a piece of scratch paper. If you dont get at least two abilities over 10 you can re-roll all 6 over again. Still on the scratch paper - assign to abilities as you prefer. Modify these by your race modifiers: Human None, Dwarf +2 Con, 2 Cha Elf +2 Dex, 2 Con, Gnome +2 Con, 2 Str, Half-elf None, Half-orc +2 Str, 2 Int * , 2 Cha, Halfling +2 Dex, 2 Str * A half-orcs starting INT score is always at least 3. Enter the numbers into the ability score boxes. Ability Modifier: Enter the ability modifier for each ability. Your armor may impose a maximum dexterity modifier, if so you may need to adjust this accordingly.
Score
Mod 1 -5 2 3 -4 4 5 -3 6 7 -3 8 9 -1 10 11 0 12 13 +1 14 15 +2 16 17 +3 18 19 +4 20 21 +5

SAVING THROWS
For a first level character, the base save bonus (Fort/Ref/ Will) for each of the classes are: Barbarian: +2/+0/+0, Bard: +0/+2/+2, Cleric: +2/+0/+2, Druid: +2/+0/+2, Fighter: +2/+0/+0, Monk: +2/+2/+2, Paladin: +2/+0/+2, Ranger: +2/+2/+0, Rogue: +0/+2/+0, Sorcerer: +0/+0/+2, Wizard: +0/+0/+2 Fort: = Base save + Con modifier Ref: = Base save + Dex modifier Will: = Base save + Wis modifier 30

By Ronny HartMay 7, 2012

ARMOR CLASS
AC: = 10+Armor bonus+Shield bonus+Dex mod + Size mod Flat-Footed: = AC Dex mod Touch: = AC Armor Bonus - Shield Bonus HIT POINTS: For first level, enter your maximum hit die for your class + Con mod. For each layer after the first roll your hit die and add your Con mod. If you roll less than half your hit die, increase the number to half your hit die. The hit die for each of the classes are: Barbarian: d12, Bard: d6, Cleric: d8, Druid: d8, Fighter: d10, Monk: d8, Paladin: d10, Ranger: d8, Rogue: d6, Sorcerer: d4, Wizard: d4 Current Hit Points: For keeping track of lost hit points. Nonleathal Damage: Keep track of this separately from normal hit points.

SKILLS
[I have intentionally omitted the skills Craft, Perform and Profession] The skills are divided into Quest Skills and Other Skills. Quest skills are the skills that all player character adventurers have and they improve as the character advances in levels. Ability Modifier: Enter the appropriate ability modifier (not the ability score but the ability modifier) for each skill. Class and Background Skills: Put a check mark in the small box beside the skill name to indicate each of your Class Skills (listed below), and fill in your knowledge category. Then select one other skill to be your Background Skill and check it also. The class skills for each class are: Barbarian: Climb, Intimidate, Jump, Swim and Knowledge (Geography) Bard: Bluff, Diplomacy, Disguise, Perform, Tumble, Use Magic Device and Knowledge (History) Cleric: Diplomacy, Heal and Knowledge (Religion) Druid: Handle Animal, Heal, Listen, Spot, Survival and Knowledge (Nature) Fighter: Climb, Jump and Knowledge (Dungeoneering) Monk: Balance, Climb, Jump, Tumble and Knowledge (Religion) Paladin: Ride, Heal and Knowledge (Nobility and royalty) Ranger: Climb, Handle Animal, Move Silently, Track, Search, Spot, Survival and Knowledge (Geography) Rogue: Climb, Decipher Script, Disable Device, Hide, Listen, Move Silently, Open Lock, Search, Sleight of Hand, Use Magic Device and Knowledge (Local) Sorcerer: Bluff, Concentration and Knowledge (The planes) Wizard: Concentration, Spellcraft and Knowledge (Arcana) 31

Class Level: Enter your current level (1 for first level) beside all of the Quest Skills and by each of your Class and Background Skills. This will increase every time your character advances in level. Note that not all skills get a class level bonus so only list your level by the appropriate skills. Trained/Untrained Modifier: You are trained in all of your Class Skills and your Background Skill, so enter +3 for each of these. Skills that a normal person would not be able to do unless he was trained are indicated in grey. For each of these that you are not trained in, enter -5. Misc Modifier: This is where you enter any modifiers you may have for a skill based on your race, or for any other reason. Skills that have Race modifiers: Appraise stone or metal (Dwarves +2) Climb (Halflings +2) Diplomacy (Half-Elves +2) Gather Information (Half-elves +2) Jump (Halflings +2) Listen (Elves, Gnomes & Halflings +2 / Half-elves +1) Move Silently (Halflings +2) Search (Elves +2, Half-elves +1) Armor Check Penalty: Some skill checks require a penalty if you are wearing armor. Enter this where indicated. Note that the armor check penalty is doubled for swim checks. Total Skill Modifier: Use the box next to the skill name to enter the total modifiers for that skill. Your skill check roll will be 1d20+this modifier

WEAPONS
Base attack bonus: This is a function of your characters class and level. For a first level character, the base attack bonus for each of the classes is: Barbarian: +1, Bard: +1, Cleric: +0, Druid: +0, Fighter: +1, Monk: +0, Paladin: +1, Ranger: +1, Rogue: +0, Sorcerer: +0, Wizard: +0 First level characters start out with standard weapons based on their class. The starting weapons for each class are: Barbarian: greataxe, shortbow, quiver with 20 arrows Bard: longsword, light crossbow, case with 10 crossbow bolts Cleric: heavy mace, light crossbow, case with 10 crossbow bolts Druid: scimitar, club, sling, pouch with 10 sling bullets Fighter: greatsword, shortbow, quiver with twenty arrows Monk: quarterstaff, sling, pouch with 10 sling stones Paladin: longsword, shortbow, quiver with 20 arrows Ranger: longsword, short sword, longbow, quiver with 20 arrows Rogue: short sword, light crossbow, dagger, case with 10 crossbow bolts Sorcerer: shortspear, light crossbow, case with 10 crossbow bolts Wizard: quarterstaff, light crossbow, case with 10 crossbow bolts

Dungeon & Dragon 3.5 Lite


Weapon
Dmg (S) Dmg (M) Crit. Range Wt Type

Melee Weapons
Club Dagger Greataxe Greatsword Heavy mace Longsword Quarterstaff Scimitar Short sword Shortspear 1d4 1d3 1d10 1d10 1d6 1d6 1d4/ 1d4 1d4 1d4 1d4 1d6 1d4 1d12 2d6 1d8 1d8 1d6/ 1d6 1d6 1d6 1d6 x2 19/x2 x3 19/x2 x2 19/x2 x2 18/x2 19/x2 x2 10 ft. 10 ft. 20 ft. 3 lb. 1 lb. 12 lb. 8 lb. 8 lb. 4 lb. 4 lb. 4 lb. 2 lb. 3 lb. B P or S S S B S B S P P

Critical: This is the number that your attack roll must be to threaten a critical hit, followed by the amount of additional damage a confirmed critical hit will have Range: The weapons range increment. You get -2 for each range increment up to a maximum of 10 range increments. A maximum of 5 range increments for thrown items (including a sling). Damage: what dice are rolled to determine damage on a successful hit. For a simple bow include any Str modifier penalty (but not bonus). Ammunition: Mark off your arrows or bolts as they are used. Note that you can recover half of the ones that you fire that miss their target. The other half are lost or broken. The ones that did hit their target cannot be recovered.

Character Sheet Back Side


The character sheet is designed to print on both sides of one sheet.

Range weapons
Light crossbow Longbow Shortbow Sling 1d6 1d6 1d4 1d3 1d8 1d8 1d6 1d4 19/x2 x3 x3 x2 80 ft. 100 ft. 60 ft. 50 ft. 4 lb. 3 lb. 2 lb. 0 lb. P P P B

ARMOR & SHIELD


See above.

PROTECTIVE ITEMS
These are typically magical items that provide an increase to your armor class. Your character doesnt start out at first level with any of these, but he may acquire some in his adventures.

MELEE WEAPON: Enter the weapons name and/or type Base attack: This is the same for all weapons. Copy this from base attack bonus above. Str: = Str modifier Magic: any magical bonuses the weapon might have Misc: any other attack bonus Total Atk: This is your total attack bonus for this weapon. You will add this to your d20 to hit roll. Critical: This is the number that your attack roll must be to threaten a critical hit, followed by the amount of additional damage a confirmed critical hit will have. Example: 19/x3 would mean that if your attack roll comes up 19 or 20 you roll again. If that is also a hit, when you roll damage you multiply that damage by 3. Type: Piercing (P), slashing (S) or bludgeoning (B) Damage: what dice are rolled to determine damage on a successful hit. Include your Str modifier (+ Str mod) Damage if wielded in dominant hand ( + Str mod) Damage if wielded in off-hand (+ 1 Str mod) Damage if wielded in two hands RANGED WEAPON: Enter the weapons name and/or type Base attack: This is the same for all weapons. Copy this from base attack bonus above. Dex: = Dex modifier Magic: any magical bonuses the weapon might have Misc: any other attack bonus Total Atk: This is your total attack bonus for this weapon. You add this to your d20 to hit roll. 32

OTHER POSISIONS
In addition to weapons and armor a first level character starts out with the following equipment (items weigh onequarter the indicated amount when made for Small characters. Containers for Small characters also carry onequarter the normal amount.): List all of your clothing as Explorers Outfit (8 lb.), Backpack (2 lb), waterskin (4 lb),one days trail rations (1 lb), bedroll (5 lb), sack (1/2 lb), flint and steel (-), three torches (3 lb.). Add to this the equipment and money listed below for your character's class. List gold pieces under Treasure. Barbarian: 8 gp Bard: lute (common) (3 lb.), spell component pouch (2 lb.) and 8 gp. Cleric: wooden holy symbol (-) and 4 gp. Druid: holly (-), mistletoe (-) and 6 gp. Fighter: 8 gp. Monk: 8 gp. Paladin: hooded lantern (2 lb.), three pints of oil (3 lb.), wooden holy symbol (-) and 24 gp. Ranger: 8 gp. Rogue: thieves tools ( 2 lb.), hooded lantern (2 lb.), three pints of oil (3 lb.), and 16 gp. Sorcerer: hooded lantern (2 lb.), 5 pints of oil (5 lb.), spell component pouch (2 lb.), and 12 gp. Wizard: ten candles (-), map case (1/2 lb.), three pages of parchment (-), ink (-), inkpen (-), spell component pouch ( 2 lb.), spellbook (3 lb.), and 18 gp.

By Ronny HartMay 7, 2012

WEIGHT CARRIED
Add up the weight of all of your possessions.
Strength Score 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Light Load 3 lb. 6 lb. 10 lb. 13 lb. 16 lb. 20 lb. 23 lb. 26 lb. 30 lb. 33 lb. 38 lb. 43 lb. 50 lb. 58 lb. 66 lb. 76 lb. 86 lb. 100 lb. 116 lb. 133 lb. Med Load 6 lb. 13 lb. 20 lb. 26 lb. 33 lb. 40 lb. 46 lb. 53 lb. 60 lb. 66 lb. 76 lb. 86 lb. 100 lb. 116 lb. 133 lb. 153 lb. 173 lb. 200 lb. 233 lb. 266 lb. Heavy Load 10 lb. 20 lb. 30 lb. 40 lb. 50 lb. 60 lb. 70 lb. 80 lb. 90 lb. 100 lb. 115 lb. 130 lb. 150 lb. 175 lb. 200 lb. 230 lb. 260 lb. 300 lb. 350 lb. 400 lb. Lift Over Head 10 lb. 20 lb. 30 lb. 40 lb. 50 lb. 60 lb. 70 lb. 80 lb. 90 lb. 100 lb. 115 lb. 130 lb. 150 lb. 175 lb. 200 lb. 230 lb. 260 lb. 300 lb. 350 lb. 400 lb. Lift Off Ground 20 lb. 40 lb. 60 lb. 80 lb. 100 lb. 120 lb. 140 lb. 160 lb. 180 lb. 200 lb. 230 lb. 260 lb. 300 lb. 350 lb. 400 lb. 460 lb. 520 lb. 600 lb. 700 lb. 800 lb.

Halfling (Common, Dwarven, Elven, Gnome, Goblin, Halfling, Orc)


Push or Drag 50 lb. 100 lb. 150 lb. 200 lb. 250 lb. 300 lb. 350 lb. 400 lb. 450 lb. 500 lb. 575 lb. 650 lb. 750 lb. 875 lb. 1,000 lb. 1,150 lb. 1,300 lb. 1,500 lb. 1,750 lb. 2,000 lb.

Regardless of race, characters of these classes can select from these languages. Cleric (Abyssal, Celestial) Druid (Sylvan) and all Druids know Druidic Wizard (Draconic)

SPECIAL ABILITIES
You may want to list your spells if you are a spell user. Use another sheet of paper if needed. You may want to write a brief description of each of your special abilities to help you remember how they work. The special abilities at first level are listed below: Per Race: Human - Weapon Focus Dwarf - Darkvision, Coming within 10 feet of unusual stonework entitles him to a Search check. Can sense approximate depth underground Elf - Low-light Vision Gnome - Low-light Vision, Spell-Like Abilities Half-elf-Low-light Vision, Immunity to sleep spells Half-orc - Darkvision

HIT DIE
See above listed under HIT POINTS

PHYSICAL CHARACTERISTICS
Use the PHB as a guide and describe your character the way you want him to look.

CHARACTER SKETCH
This is an area where you can draw a picture of your character.

LANGUAGES
Your character knows the languages listed below by his race that are underlined regardless of his INT Modifier. You can select from the other languages for your known languages at first level. The total number of languages you can know is equal to your INT modifier. If your Intelligence is low, you may only know your automatic languages. Human (Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Gnoll, Halfling, Orc, Sylvan) Dwarf (Common, Dwarven, Giant, Gnome, Goblin, Orc, Terran, Undercomon) Elf (Common, Elven, Draconic, Gnome, Goblin, Gnoll, Orc, Sylvan) Gnome (Common, Draconic, Elven, Giant, Gnome, Goblin, Orc) Half-elf (Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Gnoll, Halfling, Orc, Sylvan) Half-orc (Abyssal, Common, Draconic, Giant, Goblin, Gnoll, Orc) 33

At first level per Class: Barbarian - Run, Rage Bard Spells, Quick Draw, Bardic knowledge, Bardic music (Countersong, Facinate and Inspire Courage) Cleric Deity, Spells, 2 Domains, Domain Spells, Combat Casting, Aura, Turn Unholy Druid Spells, Skill Focus (Handle Animal), Animal Companion, Nature Sense, Wild Empathy Fighter Dodge, Weapon Finesse Monk - Blind-Fight, Improved Grapple, Improved Unarmed Strike, AC Bonus, Flurry of Blows Paladin Deity, Code of Conduct, Associates, Toughness, Aura, Detect Unholy, Smite Unholy Ranger - Skill Focus (Survival), Favored Enemy, Wild Empathy Rogue Deceitful, Sneak Attack, Trapfinding, Evasion Sorcerer - Spells, Spell Penetration, Familiar Wizard - Spells, Scribe Scroll, Combat Casting, Familiar

NOTES
This section is for your personal use. If you have an animal companion, you may want to list his information here, or give him his own sheet.

CHARACTER SHEET 3.5 Lite


Player: Campaign: Current XP:
Ability Score Ability Modifier

CHARACTER
Name Race Class Size Modifier Speed Sex Level Initiative modifier Alignment Size

Character Creation Date: Next Level Goal:

SAVING THROWS

ARMOR CLASS

HIT POINTS

STR CON DEX INT WIS CHA

Current Hit Points

Nonlethal Damage

FORT

AC

+3 for Class and Background Skills / -5 if Untrained Use with Class, Quest and Background Skills Class or Background Skill

REF

Flat-Footed

WILL

Touch

Base Attack Bonus MELEE WEAPON


BASE ATK STR MAGIC MISC TOTAL ATK

CRITICAL

TYPE

DAMAGE

MELEE WEAPON
BASE ATK STR MAGIC MISC TOTAL ATK

CRITICAL

TYPE

DAMAGE

MELEE WEAPON
BASE ATK STR MAGIC MISC TOTAL ATK

CRITICAL

TYPE

DAMAGE

RANGED WEAPON
BASE ATK DEX MAGIC MISC TOTAL ATK

CRITICAL AMMUNITION

RANGE

DAMAGE

RANGED WEAPON
BASE ATK DEX MAGIC MISC TOTAL ATK

CRITICAL AMMUNITION

RANGE

DAMAGE

QUEST SKILLS Diplomacy Hide Listen Move Silently Search Spot OTHER SKILLS Appraise Balance Bluff Climb Concentration Decipher Script Disable Device Disguise Escape Artist Forgery Gather Info. Handle Animal Heal Intimidate Jump Open Lock Ride Sense Motive Sleight of Hand Spellcraft Survival Track Swim Tumble Use Magic Dev. Use Rope Knowledge ( ) Notes:

Ability Modifier

Class Level

CHA DEX WIS DEX INT WIS INT DEX CHA STR CON INT INT CHA DEX INT CHA CHA WIS CHA STR DEX DEX WIS DEX INT WIS WIS STR DEX CHA DEX INT

Trained / Untrained Modifier

Misc Modifier

Armor Check Penalty

x2

+3

ARMOR
Type Speed Max DEX Modifier Check Penalty

Armor Class Weight

AC

% Spell Failure

Hit Die PHYSICAL CHARACTERISTICS


Age Height Gender Weight Hair Handedness

SHIELD

Check Penalty

Weight

% Spell Failure

AC

Protective Items

AC Weight Bonus

Eyes Skin Description

CHARACTER SKETCH

Other Possessions
ITEM WT. ITEM WT.

Languages

Special Abilities

Notes
LIGHT LOAD MEDIUM LOAD HEAVY LOAD TOTAL WEIGHT CARRIED

LIFT OVER HEAD

LIFT OFF GROUND

PUSH OR DRAG

Treasure
Copper Silver Gold Platinum Jewels & Gems Magic Items

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