Hornerville Library

Hornerville Library

Rules, weapons, armor, spells, feats & everything you need to play

Character Creation

28-point buy system. Full details in the Adventure Handbook.

Quick Steps:

  1. Spend 28 points on ability scores (all start at 8)
  2. Choose Race (add racial bonuses after point buy)
  3. Choose Class
  4. Select Skills, Feats, and starting equipment
  5. Record everything in your Adventure Handbook

Races

Human — Extra feat + extra skill points. Most flexible.

Dwarf — +2 Con, –2 Cha. Darkvision, stone cunning, strong vs poison & spells.

Elf — +2 Dex, –2 Con. Low-light vision, sleep immunity, weapon proficiencies.

Gnome — +2 Con, –2 Str. Small, illusion affinity, speak with animals.

Half-Elf — No ability mods. Elven blood + social bonuses.

Half-Orc — +2 Str, –2 Int, –2 Cha. Darkvision, orc blood.

Halfling — +2 Dex, –2 Str. Small, lucky, fear resistance.

Classes

Barbarian • Bard • Cleric • Druid • Fighter • Monk • Paladin • Ranger • Rogue • Sorcerer • Wizard

All core 3.5 classes are available. Full details live in the Adventure Handbook.

Skills

Standard 3.5 skill list. Skill points = (class base + Int modifier) × 4 at 1st level.

Most used: Climb, Concentration, Diplomacy, Hide, Listen, Move Silently, Search, Spot, Survival, Tumble, Use Magic Device.

Feats

1 feat at 1st level (Humans get 2). More at 3rd, 6th, 9th, 12th, 15th, 18th.

Combat Feats

FeatPrerequisiteBenefit
Power AttackStr 13Trade attack bonus for damage
CleavePower AttackExtra attack when you drop a foe
Great CleaveCleave, BAB +4Unlimited cleaves per round
Weapon FocusProficiency, BAB +1+1 attack with chosen weapon
Weapon SpecializationWeapon Focus, Fighter 4+2 damage with chosen weapon
Improved CriticalProficiency, BAB +8Double threat range
Combat ExpertiseInt 13Trade attack for AC
Improved TripCombat Expertise+4 trip + free attack
DodgeDex 13+1 AC vs one opponent
MobilityDodge+4 AC vs AoO from movement
Spring AttackMobility, BAB +4Move-attack-move
Point Blank Shot+1 attack & damage within 30 ft
Precise ShotPoint Blank ShotNo penalty shooting into melee
Rapid ShotPoint Blank Shot, Dex 13Extra ranged attack at –2
Two-Weapon FightingDex 15Reduce two-weapon penalties
Improved Initiative+4 Initiative
Combat ReflexesExtra AoOs = Dex mod

General & Skill Feats

FeatPrerequisiteBenefit
Toughness+3 hit points
Endurance+4 on endurance checks
DiehardEnduranceStay conscious below 0 hp
Great Fortitude+2 Fortitude
Iron Will+2 Will
Lightning Reflexes+2 Reflex
Alertness+2 Listen & Spot
Stealthy+2 Hide & Move Silently
Skill Focus+3 to one skill

Magic Feats

FeatPrerequisiteBenefit
Spell Focus+1 DC to one school
Greater Spell FocusSpell Focus+1 more DC (total +2)
Spell Penetration+2 vs spell resistance
Combat Casting+4 Concentration to cast defensively
Maximize SpellMaximize variable numbers
Empower SpellVariable numbers ×1.5
Quicken SpellCast as free action
Silent SpellNo verbal component
Still SpellNo somatic component

Weapons

Damage shown for Medium creatures. Prices in gold pieces. Scroll sideways on phone.

Simple Weapons

WeaponCostDmgCriticalRangeWeightType
Dagger2 gp1d419–20/×210 ft1 lbP/S
Mace, light5 gp1d6×24 lbB
Club1d6×210 ft3 lbB
Mace, heavy12 gp1d8×28 lbB
Morningstar8 gp1d8×26 lbB/P
Shortspear1 gp1d6×220 ft3 lbP
Longspear5 gp1d8×39 lbP
Quarterstaff1d6/1d6×24 lbB
Spear2 gp1d8×320 ft6 lbP
Crossbow, light35 gp1d819–20/×280 ft4 lbP
Crossbow, heavy50 gp1d1019–20/×2120 ft8 lbP
Javelin1 gp1d6×230 ft2 lbP
Sling1d4×250 ftB

Martial Weapons

WeaponCostDmgCriticalRangeWeightType
Handaxe6 gp1d6×33 lbS
Sword, short10 gp1d619–20/×22 lbP
Battleaxe10 gp1d8×36 lbS
Longsword15 gp1d819–20/×24 lbS
Rapier20 gp1d618–20/×22 lbP
Scimitar15 gp1d618–20/×24 lbS
Warhammer12 gp1d8×35 lbB
Greataxe20 gp1d12×312 lbS
Greatsword50 gp2d619–20/×28 lbS
Halberd10 gp1d10×312 lbP/S
Longbow75 gp1d8×3100 ft3 lbP
Shortbow30 gp1d6×360 ft2 lbP
Composite Longbow100 gp1d8×3110 ft3 lbP

Legendary Weapon

WeaponTypeNotes
Bloodfang +3 Silvered Greatsword Cursed. Fangs clamp hand. +6 Str, +10 Move Silently & Spot, darkvision, fast healing, vampiric damage. Hunger forces Will saves.

Armor & Shields

Light Armor

ArmorCostBonusMax DexCheckSpell FailSpeedWeight
Padded5 gp+1+805%30 ft10 lb
Leather10 gp+2+6010%30 ft15 lb
Studded leather25 gp+3+5–115%30 ft20 lb
Chain shirt100 gp+4+4–220%30 ft25 lb

Medium Armor

ArmorCostBonusMax DexCheckSpell FailSpeedWeight
Hide15 gp+3+4–320%20 ft25 lb
Scale mail50 gp+4+3–425%20 ft30 lb
Chainmail150 gp+5+2–530%20 ft40 lb
Breastplate200 gp+5+3–425%20 ft30 lb

Heavy Armor

ArmorCostBonusMax DexCheckSpell FailSpeedWeight
Splint mail200 gp+6+0–740%20 ft45 lb
Banded mail250 gp+6+1–635%20 ft35 lb
Half-plate600 gp+7+0–740%20 ft50 lb
Full plate1,500 gp+8+1–635%20 ft50 lb

Shields

ShieldCostBonusCheckSpell FailWeight
Buckler15 gp+1–15%5 lb
Light wooden3 gp+1–15%5 lb
Light steel9 gp+1–15%6 lb
Heavy wooden7 gp+2–215%10 lb
Heavy steel20 gp+2–215%15 lb
Tower30 gp+4–1050%45 lb

Equipment & Adventuring Gear

Alchemical Items (Spellcaster Favorites)

ItemCostWeightEffect
Tanglefoot Bag50 gp4 lbEntangles target (Reflex DC 15). -2 attack, -4 Dex, half speed. Strength DC 17 or Escape Artist DC 20 to break free.
Alchemist’s Fire20 gp1 lb1d6 fire damage + 1d6 next round. Splash 1 fire. Reflex DC 15 to extinguish.
Acid (flask)10 gp1 lb1d6 acid damage + splash 1.
Thunderstone30 gp1 lbDeafened 1 hour (Fort DC 15). -4 Initiative, 20% spell failure for verbal spells.
Smokestick20 gp½ lbFills 10-ft cube with smoke for 1 round (like obscuring mist).
Sunrod2 gp1 lbBright light 30 ft, shadowy 60 ft for 6 hours.
Antitoxin50 gp+5 alchemical bonus on Fort saves vs poison for 1 hour.
Holy Water (flask)25 gp1 lb2d4 damage to undead/evil outsiders. Splash 1.

Common Adventuring Gear

ItemCostWeight
Backpack2 gp2 lb
Bedroll1 sp5 lb
Crowbar2 gp5 lb
Flint and steel1 gp
Grappling hook1 gp4 lb
Lantern, hooded7 gp2 lb
Rope, hemp (50 ft)1 gp10 lb
Rope, silk (50 ft)10 gp5 lb
Rations (per day)5 sp1 lb
Torch1 cp1 lb
Waterskin1 gp4 lb
Tent10 gp20 lb
Mirror, small steel10 gp½ lb
Oil (1-pint flask)1 sp1 lb
Piton1 sp½ lb
Signal whistle8 sp

Tools & Skill Kits

ItemCostWeight
Thieves’ tools30 gp1 lb
Thieves’ tools, masterwork100 gp2 lb
Healer’s kit50 gp1 lb
Holy symbol, wooden1 gp
Holy symbol, silver25 gp1 lb
Climber’s kit80 gp5 lb
Disguise kit50 gp8 lb
Artisan’s tools5 gp5 lb
Artisan’s tools, masterwork55 gp5 lb
Spell component pouch5 gp2 lb
Spellbook (blank)15 gp3 lb

Spell Library

Core 3.5 spells. Full descriptions in the Player’s Handbook. Scroll tables on mobile.

0-Level Spells (Cantrips / Orisons)

SpellSchoolBrief Effect
Acid SplashConjuration1d3 acid damage
Create WaterConjuration2 gallons/level of water
Cure Minor WoundsConjurationCures 1 hp
Dancing LightsEvocationCreates lights
DazeEnchantmentHumanoid ≤4 HD loses next action
Detect MagicDivinationDetects magic within 60 ft
Detect PoisonDivinationDetects poison
Disrupt UndeadNecromancy1d6 damage to undead
FlareEvocationDazzles one creature
Ghost SoundIllusionFigment sounds
GuidanceDivination+1 on one roll
LightEvocationObject shines like torch
Mage HandTransmutation5 lb telekinesis
MendingTransmutationMinor repairs
MessageTransmutationWhispered conversation
Open/CloseTransmutationOpens or closes small things
PrestidigitationUniversalMinor tricks
Ray of FrostEvocation1d3 cold damage
Read MagicDivinationRead scrolls & spellbooks
ResistanceAbjuration+1 on saves
VirtueTransmutation+1 temporary hp

1st-Level Spells

SpellClassBrief Effect
BlessClr/Pal+1 attack & saves vs fear
Burning HandsSor/Wiz1d4/level fire (max 5d4)
Cause FearBrd/Clr/Sor/WizOne creature ≤5 HD flees
Charm PersonBrd/Sor/WizMakes one person your friend
Color SpraySor/WizKnocks out/blinds/stuns weak creatures
CommandClrOne-word command for 1 round
Cure Light WoundsBrd/Clr/Drd/Pal/Rgr1d8+1/level (max +5)
Divine FavorClr/Pal+1/3 levels attack & damage
DoomClr–2 on attacks, damage, saves, checks
Endure ElementsClr/Drd/Pal/Rgr/Sor/WizComfortable in hot/cold
Enlarge PersonSor/WizDoubles size of humanoid
EntangleDrd/RgrPlants entangle 40-ft radius
Expeditious RetreatBrd/Sor/Wiz+30 ft speed
GreaseBrd/Sor/WizMakes area or object slippery
IdentifyBrd/Sor/WizIdentifies magic item
Mage ArmorSor/Wiz+4 armor bonus
Magic MissileSor/Wiz1d4+1 per missile (max 5)
Magic WeaponClr/Pal/Sor/WizWeapon gains +1
Obscuring MistClr/Drd/Sor/WizFog surrounds you
Protection from EvilClr/Pal/Sor/Wiz+2 AC & saves, blocks mind control
SanctuaryClrOpponents can’t attack you
ShieldSor/Wiz+4 AC, blocks magic missiles
Shield of FaithClr+2 or higher deflection bonus
Silent ImageBrd/Sor/WizCreates minor illusion
SleepBrd/Sor/WizPuts 4 HD of creatures to sleep
Summon Monster IBrd/Clr/Sor/WizCalls extraplanar creature
True StrikeSor/Wiz+20 on next attack roll

2nd-Level Spells

SpellClassBrief Effect
Acid ArrowSor/Wiz2d4 acid + 2d4 next round
Bear’s EnduranceClr/Drd/Rgr/Sor/Wiz+4 Constitution for 1 min/level
BlurBrd/Sor/Wiz20% miss chance
Bull’s StrengthClr/Drd/Pal/Sor/Wiz+4 Strength for 1 min/level
Cat’s GraceBrd/Drd/Rgr/Sor/Wiz+4 Dexterity for 1 min/level
Cure Moderate WoundsBrd/Clr/Drd/Pal/Rgr2d8+1/level (max +10)
DarknessBrd/Clr/Sor/Wiz20-ft radius magical darkness
Delay PoisonClr/Drd/Pal/RgrStops poison for 1 hour/level
Eagle’s SplendorBrd/Clr/Pal/Sor/Wiz+4 Charisma for 1 min/level
Fox’s CunningBrd/Sor/Wiz+4 Intelligence for 1 min/level
GlitterdustBrd/Sor/WizBlinds creatures, outlines invisible
Hold PersonBrd/Clr/Sor/WizParalyzes one humanoid
InvisibilityBrd/Sor/WizSubject is invisible for 1 min/level
KnockSor/WizOpens locked or magically sealed door
Lesser RestorationClr/Drd/PalDispels magical ability penalty or cures 1d4 ability damage
LevitateSor/WizSubject moves up and down at your direction
Mirror ImageBrd/Sor/WizCreates 1d4+1 decoy duplicates
Owl’s WisdomClr/Drd/Pal/Rgr/Sor/Wiz+4 Wisdom for 1 min/level
Protection from ArrowsSor/WizSubject immune to most ranged attacks
Resist EnergyClr/Drd/Pal/Rgr/Sor/WizIgnores 10 (or more) points of damage/attack from specified energy type
Scorching RaySor/Wiz1 or more rays deal 4d6 fire each
See InvisibilityBrd/Sor/WizReveals invisible creatures or objects
SilenceBrd/ClrNegates sound in 20-ft radius
Spider ClimbDrd/Sor/WizGrants ability to walk on walls and ceilings
Summon Monster IIBrd/Clr/Sor/WizCalls extraplanar creature to fight
WebSor/WizFills 20-ft-radius spread with sticky spiderwebs

3rd-Level Spells

SpellClassBrief Effect
BlinkBrd/Sor/WizYou randomly vanish and reappear for 1 round/level
Clairaudience/ClairvoyanceBrd/Sor/WizHear or see at a distance for 1 min/level
Cure Serious WoundsBrd/Clr/Drd/Pal/Rgr3d8+1/level (max +15)
DaylightBrd/Clr/Drd/Pal/Sor/Wiz60-ft radius of bright light
Deep SlumberBrd/Sor/WizPuts 10 HD of creatures to sleep
Dispel MagicBrd/Clr/Drd/Pal/Sor/WizCancels magical spells and effects
DisplacementBrd/Sor/WizAttacks miss subject 50% of the time
FireballSor/Wiz1d6/level fire damage, 20-ft radius
FlySor/WizSubject flies at speed of 60 ft
Gaseous FormBrd/Sor/WizSubject becomes insubstantial and can fly slowly
HasteBrd/Sor/WizOne creature/level moves faster, +1 attack, AC, Reflex
HeroismBrd/Sor/Wiz+2 bonus on attack rolls, saves, skill checks
Invisibility SphereBrd/Sor/WizMakes everyone within 10 ft invisible
Lightning BoltSor/Wiz1d6/level electricity damage
Magic Circle against EvilClr/Pal/Sor/WizAs protection from evil, but 10-ft radius and 10 min/level
Protection from EnergyClr/Drd/Rgr/Sor/WizAbsorb 12 points/level of damage from one energy type
Remove Blindness/DeafnessClr/PalCures normal or magical blindness or deafness
Remove CurseBrd/Clr/Pal/Sor/WizFrees object or person from curse
Remove DiseaseClr/Drd/RgrCures all diseases affecting subject
Sleet StormDrd/Sor/WizHampers vision and movement
SlowBrd/Sor/WizOne subject/level takes only one action/round, -2 AC, -2 melee
Stinking CloudSor/WizNauseating vapors, 1 round/level
SuggestionBrd/Sor/WizCompels subject to follow stated course of action
Summon Monster IIIBrd/Clr/Sor/WizCalls extraplanar creature to fight
Vampiric TouchSor/WizTouch deals 1d6/two levels; caster gains that as hp
Water BreathingClr/Drd/Sor/WizSubjects can breathe underwater

Higher-Level Spells (4th+)

Full lists for 4th–9th level are extremely long. The most commonly used ones will be added here as the campaign needs them. For complete lists use the 3.5 Player’s Handbook. Custom Hornerville spells (including any created around Bloodfang or Jak) will appear in this section as they are written.

Combat Rules

  • Roll Initiative (d20 + Dex mod)
  • Highest goes first
  • On your turn: Move + Standard action (or Full-round action)
  • Attack: d20 + BAB + ability mod + misc vs AC
  • Damage = weapon dice + Str mod (1.5× for two-handed)
  • Critical hits must be confirmed with a second attack roll

All standard 3.5 combat rules apply unless a House Rule changes them.

Conditions

Blinded • Confused • Cowering • Dazed • Deafened • Disabled • Dying • Energy Drained • Entangled • Exhausted • Fascinated • Fatigued • Flat-Footed • Frightened • Grappling • Helpless • Invisible • Nauseated • Panicked • Paralyzed • Petrified • Pinned • Prone • Shaken • Sickened • Stable • Staggered • Stunned • Unconscious

Full mechanical effects will be expanded here as needed for quick reference.

Basic Game Rules

Ability & Skill Checks: d20 + ability mod + ranks + misc vs DC

Saving Throws: Fortitude, Reflex, Will — d20 + base + ability mod vs DC

Movement: 30 ft. per move action (20 ft. in medium/heavy armor)

Hornerville House Rules

This is a living section. Every micro-adjustment we agree on will be written here so the table stays consistent.

  • Starting house rules will be added after Session Zero
  • Bloodfang curse mechanics
  • Jak’s mind-control immunity and undead hunger
  • Any new races, classes, or world rules
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