De volgende boeken zijn toegestaan bij de start van deze campagne:
- Complete Adventurer
We rollen in het bijzijn van de DM vier D6 (hoogste 3d6) met in het geval van twee keer een één. Eén keer een D6 herrol.
Ik wil een geboortemaand per karakter. Dit in verband met een eventuele bonus.
Vanaf karakter level 5:
Multiclass xp penalty is afgeschaft en de volgende boeken zijn nu geldig:
- Spell compendium
- Mag item guide
- Complete series (exclusief psionics)
Andere bronnen niet bevestigd
- Exalted deeds
- Vile darkness
- Libris mortis
- Lords of madness
- Heroes of battle
- Heroes of horror
- Races of destiny
- FR boeken?
You can attempt to sunder an item held or worn by your opponent as part of an attack action in place of a melee attack in place of a melee attack. If you do not have the Improved Sunder feat, or a similar ability, attempting to sunder an item provokes an attack of opportunity from the target of your maneuver.
If your attack is successful, you deal damage to the item normally. Damage that exceeds the object's Hardness is subtracted from its hit points. If an object has equal to or less than half its total hit points remaining, it gains the broken condition. If the damage you deal would reduce the object to less than 0 hit points, you can choose to destroy it. If you do not choose to destroy it, the object is left with only 1 hit point and the broken condition.
Items that have taken damage in excess of half their total hit points gain the broken condition, meaning they are less effective at their designated task. The broken condition has the following effects, depending upon the item.
If the item is a weapon, any attacks made with the item suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit.
If the item is a suit of armor or a shield, the bonus it grants to AC is halved, rounding down. Broken armor doubles its armor check penalty on skills.
If the item is a tool needed for a skill, any skill check made with the item takes a –2 penalty.
If the item is a wand or staff, it uses up twice as many charges when used.
If the item does not fit into any of these categories, the broken condition has no effect on its use. Items with the broken condition, regardless of type, are worth 75% of their normal value. If the item is magical, it can only be repaired with a mending or make whole spell cast by a character with a caster level equal to or higher than the item's. Items lose the broken condition if the spell restores the object to half its original hit points or higher. Non-magical items can be repaired in a similar fashion, or through the Craft skill used to create it. Generally speaking, this requires a DC 20 Craft check and 1 hour of work per point of damage to be repaired. Most craftsmen charge one-tenth the item's total cost to repair such damage (more if the item is badly damaged or ruined).
Als beschreven in de 3.5 regels, met als extra toevoeging:
Weapons with an enhancement bonus of +3 or greater can ignore some types of damage reduction, regardless of their actual material or alignment. The following table shows what type of enhancement bonus is needed to overcome some common types of damage reduction.
BONUS EQUIVALENT - DR TYPE
+3 - cold iron/silver
+4 - adamantine*
+5 - alignment-based
* Note that this does not give the ability to ignore hardness, like an actual adamantine weapon does