Hornerville Library
Rules, weapons, armor, spells, feats & everything you need to play
Character Creation
Build your hero
Races
Peoples of Hornerville
Classes
Your training
Skills
What you can do
Feats
Special talents
Weapons & Armor
Arms & protection
Equipment
Gear & supplies
Spell Library
Arcane & divine
Combat Rules
How fighting works
Conditions
Status effects
Basic Rules
Checks & movement
House Rules
Hornerville changes
Character Creation
28-point buy system. Full details in the Adventure Handbook.
Quick Steps:
- Spend 28 points on ability scores (all start at 8)
- Choose Race (add racial bonuses after point buy)
- Choose Class
- Select Skills, Feats, and starting equipment
- 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
| Feat | Prerequisite | Benefit |
|---|---|---|
| Power Attack | Str 13 | Trade attack bonus for damage |
| Cleave | Power Attack | Extra attack when you drop a foe |
| Great Cleave | Cleave, BAB +4 | Unlimited cleaves per round |
| Weapon Focus | Proficiency, BAB +1 | +1 attack with chosen weapon |
| Weapon Specialization | Weapon Focus, Fighter 4 | +2 damage with chosen weapon |
| Improved Critical | Proficiency, BAB +8 | Double threat range |
| Combat Expertise | Int 13 | Trade attack for AC |
| Improved Trip | Combat Expertise | +4 trip + free attack |
| Dodge | Dex 13 | +1 AC vs one opponent |
| Mobility | Dodge | +4 AC vs AoO from movement |
| Spring Attack | Mobility, BAB +4 | Move-attack-move |
| Point Blank Shot | — | +1 attack & damage within 30 ft |
| Precise Shot | Point Blank Shot | No penalty shooting into melee |
| Rapid Shot | Point Blank Shot, Dex 13 | Extra ranged attack at –2 |
| Two-Weapon Fighting | Dex 15 | Reduce two-weapon penalties |
| Improved Initiative | — | +4 Initiative |
| Combat Reflexes | — | Extra AoOs = Dex mod |
General & Skill Feats
| Feat | Prerequisite | Benefit |
|---|---|---|
| Toughness | — | +3 hit points |
| Endurance | — | +4 on endurance checks |
| Diehard | Endurance | Stay 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
| Feat | Prerequisite | Benefit |
|---|---|---|
| Spell Focus | — | +1 DC to one school |
| Greater Spell Focus | Spell Focus | +1 more DC (total +2) |
| Spell Penetration | — | +2 vs spell resistance |
| Combat Casting | — | +4 Concentration to cast defensively |
| Maximize Spell | — | Maximize variable numbers |
| Empower Spell | — | Variable numbers ×1.5 |
| Quicken Spell | — | Cast as free action |
| Silent Spell | — | No verbal component |
| Still Spell | — | No somatic component |
Weapons
Damage shown for Medium creatures. Prices in gold pieces. Scroll sideways on phone.
Simple Weapons
| Weapon | Cost | Dmg | Critical | Range | Weight | Type |
|---|---|---|---|---|---|---|
| Dagger | 2 gp | 1d4 | 19–20/×2 | 10 ft | 1 lb | P/S |
| Mace, light | 5 gp | 1d6 | ×2 | — | 4 lb | B |
| Club | — | 1d6 | ×2 | 10 ft | 3 lb | B |
| Mace, heavy | 12 gp | 1d8 | ×2 | — | 8 lb | B |
| Morningstar | 8 gp | 1d8 | ×2 | — | 6 lb | B/P |
| Shortspear | 1 gp | 1d6 | ×2 | 20 ft | 3 lb | P |
| Longspear | 5 gp | 1d8 | ×3 | — | 9 lb | P |
| Quarterstaff | — | 1d6/1d6 | ×2 | — | 4 lb | B |
| Spear | 2 gp | 1d8 | ×3 | 20 ft | 6 lb | P |
| Crossbow, light | 35 gp | 1d8 | 19–20/×2 | 80 ft | 4 lb | P |
| Crossbow, heavy | 50 gp | 1d10 | 19–20/×2 | 120 ft | 8 lb | P |
| Javelin | 1 gp | 1d6 | ×2 | 30 ft | 2 lb | P |
| Sling | — | 1d4 | ×2 | 50 ft | — | B |
Martial Weapons
| Weapon | Cost | Dmg | Critical | Range | Weight | Type |
|---|---|---|---|---|---|---|
| Handaxe | 6 gp | 1d6 | ×3 | — | 3 lb | S |
| Sword, short | 10 gp | 1d6 | 19–20/×2 | — | 2 lb | P |
| Battleaxe | 10 gp | 1d8 | ×3 | — | 6 lb | S |
| Longsword | 15 gp | 1d8 | 19–20/×2 | — | 4 lb | S |
| Rapier | 20 gp | 1d6 | 18–20/×2 | — | 2 lb | P |
| Scimitar | 15 gp | 1d6 | 18–20/×2 | — | 4 lb | S |
| Warhammer | 12 gp | 1d8 | ×3 | — | 5 lb | B |
| Greataxe | 20 gp | 1d12 | ×3 | — | 12 lb | S |
| Greatsword | 50 gp | 2d6 | 19–20/×2 | — | 8 lb | S |
| Halberd | 10 gp | 1d10 | ×3 | — | 12 lb | P/S |
| Longbow | 75 gp | 1d8 | ×3 | 100 ft | 3 lb | P |
| Shortbow | 30 gp | 1d6 | ×3 | 60 ft | 2 lb | P |
| Composite Longbow | 100 gp | 1d8 | ×3 | 110 ft | 3 lb | P |
Legendary Weapon
| Weapon | Type | Notes |
|---|---|---|
| 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
| Armor | Cost | Bonus | Max Dex | Check | Spell Fail | Speed | Weight |
|---|---|---|---|---|---|---|---|
| Padded | 5 gp | +1 | +8 | 0 | 5% | 30 ft | 10 lb |
| Leather | 10 gp | +2 | +6 | 0 | 10% | 30 ft | 15 lb |
| Studded leather | 25 gp | +3 | +5 | –1 | 15% | 30 ft | 20 lb |
| Chain shirt | 100 gp | +4 | +4 | –2 | 20% | 30 ft | 25 lb |
Medium Armor
| Armor | Cost | Bonus | Max Dex | Check | Spell Fail | Speed | Weight |
|---|---|---|---|---|---|---|---|
| Hide | 15 gp | +3 | +4 | –3 | 20% | 20 ft | 25 lb |
| Scale mail | 50 gp | +4 | +3 | –4 | 25% | 20 ft | 30 lb |
| Chainmail | 150 gp | +5 | +2 | –5 | 30% | 20 ft | 40 lb |
| Breastplate | 200 gp | +5 | +3 | –4 | 25% | 20 ft | 30 lb |
Heavy Armor
| Armor | Cost | Bonus | Max Dex | Check | Spell Fail | Speed | Weight |
|---|---|---|---|---|---|---|---|
| Splint mail | 200 gp | +6 | +0 | –7 | 40% | 20 ft | 45 lb |
| Banded mail | 250 gp | +6 | +1 | –6 | 35% | 20 ft | 35 lb |
| Half-plate | 600 gp | +7 | +0 | –7 | 40% | 20 ft | 50 lb |
| Full plate | 1,500 gp | +8 | +1 | –6 | 35% | 20 ft | 50 lb |
Shields
| Shield | Cost | Bonus | Check | Spell Fail | Weight |
|---|---|---|---|---|---|
| Buckler | 15 gp | +1 | –1 | 5% | 5 lb |
| Light wooden | 3 gp | +1 | –1 | 5% | 5 lb |
| Light steel | 9 gp | +1 | –1 | 5% | 6 lb |
| Heavy wooden | 7 gp | +2 | –2 | 15% | 10 lb |
| Heavy steel | 20 gp | +2 | –2 | 15% | 15 lb |
| Tower | 30 gp | +4 | –10 | 50% | 45 lb |
Equipment & Adventuring Gear
Alchemical Items (Spellcaster Favorites)
| Item | Cost | Weight | Effect |
|---|---|---|---|
| Tanglefoot Bag | 50 gp | 4 lb | Entangles target (Reflex DC 15). -2 attack, -4 Dex, half speed. Strength DC 17 or Escape Artist DC 20 to break free. |
| Alchemist’s Fire | 20 gp | 1 lb | 1d6 fire damage + 1d6 next round. Splash 1 fire. Reflex DC 15 to extinguish. |
| Acid (flask) | 10 gp | 1 lb | 1d6 acid damage + splash 1. |
| Thunderstone | 30 gp | 1 lb | Deafened 1 hour (Fort DC 15). -4 Initiative, 20% spell failure for verbal spells. |
| Smokestick | 20 gp | ½ lb | Fills 10-ft cube with smoke for 1 round (like obscuring mist). |
| Sunrod | 2 gp | 1 lb | Bright light 30 ft, shadowy 60 ft for 6 hours. |
| Antitoxin | 50 gp | — | +5 alchemical bonus on Fort saves vs poison for 1 hour. |
| Holy Water (flask) | 25 gp | 1 lb | 2d4 damage to undead/evil outsiders. Splash 1. |
Common Adventuring Gear
| Item | Cost | Weight |
|---|---|---|
| Backpack | 2 gp | 2 lb |
| Bedroll | 1 sp | 5 lb |
| Crowbar | 2 gp | 5 lb |
| Flint and steel | 1 gp | — |
| Grappling hook | 1 gp | 4 lb |
| Lantern, hooded | 7 gp | 2 lb |
| Rope, hemp (50 ft) | 1 gp | 10 lb |
| Rope, silk (50 ft) | 10 gp | 5 lb |
| Rations (per day) | 5 sp | 1 lb |
| Torch | 1 cp | 1 lb |
| Waterskin | 1 gp | 4 lb |
| Tent | 10 gp | 20 lb |
| Mirror, small steel | 10 gp | ½ lb |
| Oil (1-pint flask) | 1 sp | 1 lb |
| Piton | 1 sp | ½ lb |
| Signal whistle | 8 sp | — |
Tools & Skill Kits
| Item | Cost | Weight |
|---|---|---|
| Thieves’ tools | 30 gp | 1 lb |
| Thieves’ tools, masterwork | 100 gp | 2 lb |
| Healer’s kit | 50 gp | 1 lb |
| Holy symbol, wooden | 1 gp | — |
| Holy symbol, silver | 25 gp | 1 lb |
| Climber’s kit | 80 gp | 5 lb |
| Disguise kit | 50 gp | 8 lb |
| Artisan’s tools | 5 gp | 5 lb |
| Artisan’s tools, masterwork | 55 gp | 5 lb |
| Spell component pouch | 5 gp | 2 lb |
| Spellbook (blank) | 15 gp | 3 lb |
Spell Library
Core 3.5 spells. Full descriptions in the Player’s Handbook. Scroll tables on mobile.
0-Level Spells (Cantrips / Orisons)
| Spell | School | Brief Effect |
|---|---|---|
| Acid Splash | Conjuration | 1d3 acid damage |
| Create Water | Conjuration | 2 gallons/level of water |
| Cure Minor Wounds | Conjuration | Cures 1 hp |
| Dancing Lights | Evocation | Creates lights |
| Daze | Enchantment | Humanoid ≤4 HD loses next action |
| Detect Magic | Divination | Detects magic within 60 ft |
| Detect Poison | Divination | Detects poison |
| Disrupt Undead | Necromancy | 1d6 damage to undead |
| Flare | Evocation | Dazzles one creature |
| Ghost Sound | Illusion | Figment sounds |
| Guidance | Divination | +1 on one roll |
| Light | Evocation | Object shines like torch |
| Mage Hand | Transmutation | 5 lb telekinesis |
| Mending | Transmutation | Minor repairs |
| Message | Transmutation | Whispered conversation |
| Open/Close | Transmutation | Opens or closes small things |
| Prestidigitation | Universal | Minor tricks |
| Ray of Frost | Evocation | 1d3 cold damage |
| Read Magic | Divination | Read scrolls & spellbooks |
| Resistance | Abjuration | +1 on saves |
| Virtue | Transmutation | +1 temporary hp |
1st-Level Spells
| Spell | Class | Brief Effect |
|---|---|---|
| Bless | Clr/Pal | +1 attack & saves vs fear |
| Burning Hands | Sor/Wiz | 1d4/level fire (max 5d4) |
| Cause Fear | Brd/Clr/Sor/Wiz | One creature ≤5 HD flees |
| Charm Person | Brd/Sor/Wiz | Makes one person your friend |
| Color Spray | Sor/Wiz | Knocks out/blinds/stuns weak creatures |
| Command | Clr | One-word command for 1 round |
| Cure Light Wounds | Brd/Clr/Drd/Pal/Rgr | 1d8+1/level (max +5) |
| Divine Favor | Clr/Pal | +1/3 levels attack & damage |
| Doom | Clr | –2 on attacks, damage, saves, checks |
| Endure Elements | Clr/Drd/Pal/Rgr/Sor/Wiz | Comfortable in hot/cold |
| Enlarge Person | Sor/Wiz | Doubles size of humanoid |
| Entangle | Drd/Rgr | Plants entangle 40-ft radius |
| Expeditious Retreat | Brd/Sor/Wiz | +30 ft speed |
| Grease | Brd/Sor/Wiz | Makes area or object slippery |
| Identify | Brd/Sor/Wiz | Identifies magic item |
| Mage Armor | Sor/Wiz | +4 armor bonus |
| Magic Missile | Sor/Wiz | 1d4+1 per missile (max 5) |
| Magic Weapon | Clr/Pal/Sor/Wiz | Weapon gains +1 |
| Obscuring Mist | Clr/Drd/Sor/Wiz | Fog surrounds you |
| Protection from Evil | Clr/Pal/Sor/Wiz | +2 AC & saves, blocks mind control |
| Sanctuary | Clr | Opponents can’t attack you |
| Shield | Sor/Wiz | +4 AC, blocks magic missiles |
| Shield of Faith | Clr | +2 or higher deflection bonus |
| Silent Image | Brd/Sor/Wiz | Creates minor illusion |
| Sleep | Brd/Sor/Wiz | Puts 4 HD of creatures to sleep |
| Summon Monster I | Brd/Clr/Sor/Wiz | Calls extraplanar creature |
| True Strike | Sor/Wiz | +20 on next attack roll |
2nd-Level Spells
| Spell | Class | Brief Effect |
|---|---|---|
| Acid Arrow | Sor/Wiz | 2d4 acid + 2d4 next round |
| Bear’s Endurance | Clr/Drd/Rgr/Sor/Wiz | +4 Constitution for 1 min/level |
| Blur | Brd/Sor/Wiz | 20% miss chance |
| Bull’s Strength | Clr/Drd/Pal/Sor/Wiz | +4 Strength for 1 min/level |
| Cat’s Grace | Brd/Drd/Rgr/Sor/Wiz | +4 Dexterity for 1 min/level |
| Cure Moderate Wounds | Brd/Clr/Drd/Pal/Rgr | 2d8+1/level (max +10) |
| Darkness | Brd/Clr/Sor/Wiz | 20-ft radius magical darkness |
| Delay Poison | Clr/Drd/Pal/Rgr | Stops poison for 1 hour/level |
| Eagle’s Splendor | Brd/Clr/Pal/Sor/Wiz | +4 Charisma for 1 min/level |
| Fox’s Cunning | Brd/Sor/Wiz | +4 Intelligence for 1 min/level |
| Glitterdust | Brd/Sor/Wiz | Blinds creatures, outlines invisible |
| Hold Person | Brd/Clr/Sor/Wiz | Paralyzes one humanoid |
| Invisibility | Brd/Sor/Wiz | Subject is invisible for 1 min/level |
| Knock | Sor/Wiz | Opens locked or magically sealed door |
| Lesser Restoration | Clr/Drd/Pal | Dispels magical ability penalty or cures 1d4 ability damage |
| Levitate | Sor/Wiz | Subject moves up and down at your direction |
| Mirror Image | Brd/Sor/Wiz | Creates 1d4+1 decoy duplicates |
| Owl’s Wisdom | Clr/Drd/Pal/Rgr/Sor/Wiz | +4 Wisdom for 1 min/level |
| Protection from Arrows | Sor/Wiz | Subject immune to most ranged attacks |
| Resist Energy | Clr/Drd/Pal/Rgr/Sor/Wiz | Ignores 10 (or more) points of damage/attack from specified energy type |
| Scorching Ray | Sor/Wiz | 1 or more rays deal 4d6 fire each |
| See Invisibility | Brd/Sor/Wiz | Reveals invisible creatures or objects |
| Silence | Brd/Clr | Negates sound in 20-ft radius |
| Spider Climb | Drd/Sor/Wiz | Grants ability to walk on walls and ceilings |
| Summon Monster II | Brd/Clr/Sor/Wiz | Calls extraplanar creature to fight |
| Web | Sor/Wiz | Fills 20-ft-radius spread with sticky spiderwebs |
3rd-Level Spells
| Spell | Class | Brief Effect |
|---|---|---|
| Blink | Brd/Sor/Wiz | You randomly vanish and reappear for 1 round/level |
| Clairaudience/Clairvoyance | Brd/Sor/Wiz | Hear or see at a distance for 1 min/level |
| Cure Serious Wounds | Brd/Clr/Drd/Pal/Rgr | 3d8+1/level (max +15) |
| Daylight | Brd/Clr/Drd/Pal/Sor/Wiz | 60-ft radius of bright light |
| Deep Slumber | Brd/Sor/Wiz | Puts 10 HD of creatures to sleep |
| Dispel Magic | Brd/Clr/Drd/Pal/Sor/Wiz | Cancels magical spells and effects |
| Displacement | Brd/Sor/Wiz | Attacks miss subject 50% of the time |
| Fireball | Sor/Wiz | 1d6/level fire damage, 20-ft radius |
| Fly | Sor/Wiz | Subject flies at speed of 60 ft |
| Gaseous Form | Brd/Sor/Wiz | Subject becomes insubstantial and can fly slowly |
| Haste | Brd/Sor/Wiz | One creature/level moves faster, +1 attack, AC, Reflex |
| Heroism | Brd/Sor/Wiz | +2 bonus on attack rolls, saves, skill checks |
| Invisibility Sphere | Brd/Sor/Wiz | Makes everyone within 10 ft invisible |
| Lightning Bolt | Sor/Wiz | 1d6/level electricity damage |
| Magic Circle against Evil | Clr/Pal/Sor/Wiz | As protection from evil, but 10-ft radius and 10 min/level |
| Protection from Energy | Clr/Drd/Rgr/Sor/Wiz | Absorb 12 points/level of damage from one energy type |
| Remove Blindness/Deafness | Clr/Pal | Cures normal or magical blindness or deafness |
| Remove Curse | Brd/Clr/Pal/Sor/Wiz | Frees object or person from curse |
| Remove Disease | Clr/Drd/Rgr | Cures all diseases affecting subject |
| Sleet Storm | Drd/Sor/Wiz | Hampers vision and movement |
| Slow | Brd/Sor/Wiz | One subject/level takes only one action/round, -2 AC, -2 melee |
| Stinking Cloud | Sor/Wiz | Nauseating vapors, 1 round/level |
| Suggestion | Brd/Sor/Wiz | Compels subject to follow stated course of action |
| Summon Monster III | Brd/Clr/Sor/Wiz | Calls extraplanar creature to fight |
| Vampiric Touch | Sor/Wiz | Touch deals 1d6/two levels; caster gains that as hp |
| Water Breathing | Clr/Drd/Sor/Wiz | Subjects 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