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Lets Explore and Enjoy
Lets Explore and Enjoy
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D&D 3.5

Dungeons and Dragons 3.5 Edition

A d20 Pen and Paper Role Playing Game System that inspired many games, books and some movies.


Fel'ctas van Richellian

The original heroine of the Otome game setting.

Race: Catgirl
Class: Ninja
Formely: Kanako a japanese schoolgirl


Zaria van Kairan

Fromerly the Daughter of Duke Kairan, the villianess Character of the otome game setting.

Race: Kitsune
Classes: a lot
Formerly: Salaryman and geek


Fel'ctas little sister.

A pink kitten.


Zaria's I am not a Drow but a High Elf maid.

Elior Rellan

High Elf Cleric in service of Duke Aschen


The coinage is Platinum Pieces (pp), Gold Pieces (gp), Silver Pieces (sp), and Copper Pieces (cp).

1 pp = 10 gp = 100 sp = 1000 cp

A loaf of bread is 2cp.
A good bottle of wine is 10 gp.
A simple outfit is 1sp.
A candle is 1 cp.
A +1 Weapon is 1000+ gp.
A Masterwork Weapon is 300+ gp.
A normal shortbow is 30 gp.
A normal dagger is 2 gp.
A normal longsword is 15 gp.
A normal chainshirt is 100 gp.

Aschen Duchy - Trianna

A City mostly inhabited by beast races. There are Elves as well, but practically no humans.

Home to Fel'ctas and Mrr'am.

Has a Shrine dedicated to Tamano no Mae. The Shrine is not occupied and has fallen into disrepair.

The local Guild is led by a bearman.



Adjusting the current rules and creating new classes, races, spells, feats and items. Can cause unbalanced and overpowered effects.

Shrine Maiden is an adjusted homebrew class.

Kitsune is an adjusted homebrew race.

Sex rules are homebrew.

Some other homebrew changes apply as well.


Basic statts

They are mostly use by Ability Modifier. The mod is: ( Rounded Down ( Ability - 10 ) ) / 2

Strengh (Str): used for carryweigh andbreaking things. The mod is used for Melee Attack and Damage. Some physical Skills use the Str Mod like Jump.

Dexterity (Dex): Is reaction time, flexibility and accuracy. The Dex Mod is used for the Reflex Save and Ranged Attack. Physical Skills like Balance use Dex.

Constitution (Con): Is health and sturdiness. The Con mod decides the Bonus HP at each level and is used in the Fortitude Save. Used for skills like Concentration.

Inteligence (Int): Mental statt. Concerns ideas and conclusins. Mod is used for Mental Skills and determinates the Bonus Skill points at each Level. Also responsible for the starting bonus languages. Interpretation of Knowledge ist Int (needed for Knowledge skills)

Wisdom (Wis): Mental statt. The mod is used for Will save, the save against Mental things, fear and shocking situations. It is also remembering and used in Skills that require common sense and survival Skills.

Charisma (Cha): Charisma is beauty and presence. Used in magic and social skills. 

You get an additional Ability Point every Four Character Levels.


There are many races. Each has something unique, often they overlap but w hen you add in the lore.

No two Races are the same!

Differences include: Ability Distribution, Size, Skill Bonuses, Bonus Feats, Special magics, Special powers, op things....

Special overpowered Classes get an ECL. Details at Levels.


Classes are everything.

Class determinates:

Needed Abilities.

Class Skills and Skill Points.

The Hit Dice (how much HP you get aside of your Con Mod) per level.

Base Saves: simplified: Tanky and Physical Classes get Fortitude. Agile Classes get Reflex, Magical and Mental Classes get Will.

Base Attack Bonus: Determinates how good a Class is at Combat.

Class Features: determinate what the class can do. Find traps, cast magic, Shapeshift, get a animal partner ... 


Skills are Skill Ranks (invested Skill Points) + Ability Modifier.

Skill points (SP) are based on Class + Int Mod.

Class Skills are those you have from the class. 1 SP is one rank. They can only be level + 3 at most.

Cross class skills can only be half the Rank of Class Skills and cost 2 SP per Rank.

Skill Checks are done by rolling a d20 + Skill Ranks + Ability Mod + Bonuses.

Skill Bonuses come from Items, spells, Class features, Feats or many other things. Some are temporary effects other permanent.


Feats are Specials. Be better at something, can do something, can react faster ....

You get a Bonus feat at Level 1 Character Creation. Basically the Level 0 to First Class Level rankup.

Feats can be restricted by many conditions: Class Features, Abilities, Skill Ranks, other Feats, Levels, Class Levels, Racial Features ...

The main Feat Types are General (everything that is not in other cathegories is in here), Metamagic (Apply to Spells) and Item Creation (that is for creating magic items). There other types like Wild Feats, Divine Feats, Reserve Feats, Heritage Feats, ... so again many types.

You get an additional Feat every three Character Levels.

Success, Fail, Critical, Fumble

1 is always Fail

20 is always Success.

Be advised that sometimes rolling is impossible. It is like reading a book in a completly different language without illustrations and a hint what it is about. To roll something like that I'd ask for at least 50 in the Decifer Script Skill. And require a 80 to read the thing and a 60 to figure out a hint on what it is about.

This applies to attacks, skill checks, ability checks and saves.

Critical, Fumble: details in Combat.

DC (Difficulty Class)

Determinates how difficult something is.

Example: Jump Skill 12 + d20
-) DC 10: jump from one stone in a stream to another. The character can't fail unless rolling a 1.
-) DC 25: from one roof from another, since it is without a running start a -10 Penalty. Can't be done unless a 20 is rolled.


Bonuses of different types stack. in a single cathegory Bonuses of the Same Type don't stack unless mentioned.

Bonus Types can apply to Skills, Abilities, Ability Modifier, Attack, Damage, Armor (Armor Class or AC), Ability Checks, Saves, Spell Penetration, ... basically any roll there is can have some kind of bonus.

Bonus Types include: Circumstance, Competence, Morale, Sacred, Profane, Enchancment, Enchantment, Relic, Artifact, Inherent, Natural, Racial, Dodge, Luck, and Bonus (yes there is a bonus called bonus, only one that always stacks)


There is free play and turn based. The turn based order is determined by Initiative, rolled by Dex + Bonuses + d20

1 Turn is 6 seconds. this can be used to do various Actions. The main part of turn based play combat probably.

Turns can be used in two main types:
-) Full Round Action: Something that takes a full Round to cast like some spells, a Full Attack Action does several Attacks or Special Attacks.
-) Move Action and Standart Action: Move Actions are anything that needs Movement (move, draw weapon, drink potion ...). Standart Action is a Spell, a single Attack or a short skill check.

Some in addition there are
-) Free actions, do as many as you want as long as they don't exclude each other or don't the same thing. during your turn.
-) Swift Action: one per turn, during your turn, something that needs almost no effort.
-) Immediate Action: A reaction to something else, during another characters turn.
-) No Action: There are things that count as no Action, most Important is Attack of Opportunity, that one will be explained in Combat.

Some Checks and Spells take an Action, Turn, Turns, Minute, Minutes, Hour, Hours and more.

Gameplay is not just rolling die or taking turns, it is also pretending you are your character and acting in a way that fits it.


Combat if done by taking turns and uses the Full Round Actions or Move and Standart Actions.

Attack is rolled by d20 + BAB (Base Attack Bonus) + Ability Modifier (Melee Str, Range Dex) + other Bonuses (like Feats, Weapons, Spells ...) vs the AC (Armor Class of the opponent) 10 + Dex (can be lmited by Armor) + Armor + Bonuses (Items, Spells, Natural Armor like fur ...)

If you roll above AC you can do Damage. Damage depends on the weapon or spell.
Example: A Longsword does d8 Damage. as a Melee Weapon it is d8 + Str Mod + Bonuses.


Flaws and Traits were introduced in the alternate character creation rules.

Traits changed certain skills for others.

Flaws were simply deductions, demerits.

Flaws give you additional character ability points. 2 points each flaw, or 2 flwas to a strating feat.

Flaws need a full Rebuild, Wish or Miracle to change.


Magic in D&D 3.5 is different, there are no mana pools.

Spells are divided into Spell Levels. Casters have a various spell slots at each spell level per day. Spells are Spell Levels 0 to 9, depending on the class the may Spell Levels range from 1-4, 0-6, 0-9.

The normal non Feat increase in Spell Levels and Spells per day only until Class Level 20. After that only Feats can increase the Spells per day or by bonus Spells from Abilities.

Magic Damage, effects, and Saving Throws are decided by several factors. The Casters Ability Score, the class Level, the spell level. They normal formula for Save DC is 10 + Spell Level + Ability Modifier. Damage is dependant on Class Level.

Special: Spell Resistance (SR) is a special ability, it is a field that negates most magics.

Special: Supernatural Abilities (Su) and Spell-Like Abilities (Sp): Magics that are not spells. They are inherent to a class or race. Often have limits how often usable per day. Su and Sp are not subject to SR.

Base Class

A Base Class is a standart class. Alls requirements are flavour though there are recomended Abilities and Feats.

Base Classes have 20 levels.

A base class can be leveled beyond 20 levels.

Prestige Classes

Prestige Classes are advanced classes. They have requirements even aside of the flavour text.

Those requirements are often a mix of: Level, Class Features, Feats, Skills, Classes, Spells, Racial Features, Races, Alignments, Memberships (cults, organisations, churches, gods)

Prestige classes like base classes can be casters.

Prestige classes come in 3 types.

10 Level Classes: can be leveled beyond lvl 10.

5 Level Classes are capped at 5 Levels and are often very specific.

3 Level Classes are mainly taken for their main class feature.

Base - Bard

The bard is an arcane caster. Has a lot of skills and skill points.

Cha is a must and usually Dex is high. 

In combat a bard uses almix of buffs, spells and melee or ranged

Base - Fighter

The fighter is the combat class. Many feats need a fighter level or more (16 is important)

No magic, but can be great with ranged and melee combat.

Can use heavy armor and shields, all not exotic weapons.

Almost useless outside of combat.

Base - Druid

The druid is a warrior of nature. Natural spells, healing, shapeshift and an animal companion.

The druid prepares the spells. Needs to medotate thenmpick the spells wanted for the day. Summon spells (summon nature's friend) can be cast without preparation.

Base - Rogue

Rogue is the trapper and sneak of the party. Has plenty of skill points, but needs every single one of them.

Class features include finding and disarming traps, and sneak attack which is a bonus damage agaist those that are distracted and can be critted (have vulnerable places).

Abilities depend on the role.

Base - Cleric

Clerics are the priests of D&D.

Two main types. Good and Evil.

All cleric can wear heavy armor and use shields like warriors. They have poweful spells and are bound to rules depending on their gods or beliefs. This grants them domains with new spells and powers.

Good Clerics are healers that destroy or scare undead. They cast Cure spells without preperation.

Evil Clerics control undead, curse and defile. They cast Inflict Damage Spells without preparation.

Base - Shrine Maiden

The Shrine Maiden is a homebrew divine Caster class.

She uses Ofuda for casting spells and is a spontanous caster unlike the cleric. She prays to a god and has a Domain granted with all benefits.

Unlike a cleric the Shrine Maiden has a limited amount of Spells known that only expands with level or through Domains.

Based on anime Mikos.

Base - Wizard

A wizard has a Spellbook and a familiar. Physically frail usually. The wizard has less spells per day then most classes. But from the arcane casters the most spells as a wizard can add new spells to the spellbook.

Wizards often specialize in some schools and abbandon others.

They often spezialize in crafting and metamagic (improving spells).

Main trouble is picking the right spells each day.

Base - Ranger

The class between Fighter and Druid.

Has a few useful nature and combat spells. Can hide and sneak. Has a weaker version of the Animal Companion. Alternatively that one can be traded for other Class Features.

Rangers can pick either ranged combat or two weapon fighting. It is a combat class mainly for natural terrain.

Base - Ninja

The ninja is a rogue type class. The Ninja has Ki abbilities, which can be used in various ways. Ninjas are protected by their Ki and gain special skills which use up their Ki.

It is also a poisoner class. Sneaky, trapper, damage.

The ninja has more then avarage skill points, but again needs them all.

Another class that varies in Abilities and Feats with the role they play.

Base - Barbarian

The Berserker Class. Their rage makes them stronger.

More hp and survival features then fighters. But long term the Barbarian is a tank that hits until it stops moving, then looks for the next moving target.

Barbarians often multiclass with Fighter for more damage.

Almost useless outside of combat.

Base - Sorceror

"Magic is in the blood."

Lots of spells per day, limited spell known. Casts spontanously. Can get a faniliar or cast Metamagics spontanously.

The pretty class. Cha main Ability, then Dex and Con mainly. Mostly glass cannon.

Expected to be the prettiest corpse on the battlefield if things go bad.

Base - Monk

Not a religious monk but a Kung Fu Temple Monk.

Does not need weapons since the fists are the weapons.

Good in melee, has Ki, gains a lot of good features for combat.

As op as they are, flavour luckily gives them a lot of restrictions.

Base - Scout

The Scout is a step away from Ranger towards Rogue.

High Mobility combined with bonus damage and AC when moving make the Scout a mobile combat class.

Mainly a ranged class scouts can be also found with single quick melee attacks or two weapons.

As implied a lot of needed skill points for scouting and tracking enemies.

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