The Arke campaign uses a modified version of Dungeons & Dragons 3.5 Edition. All rules are as presented in the Dungeons & Dragons 3.5 core rulebooks and supplements, with the following changes.

Hit Points

The heroes gain hit points equal to their Constitution scores at 1st level, in addition to maximum for their Hit Die and Constitution modifier.

At each additional level, they gain 3/4 of their Hit Die plus their Constitution modifier. The hit points for each Hit Die are as follows:

  • d4 = 3
  • d6 = 4
  • d8 = 6
  • d10 = 8
  • d12 = 9

This houserule allows more durable heroes, especially at lower levels. The heroes can engage in more encounters between rest, and handle more dangerous challenges than normal. It also removes uncertainty from gaining levels.


In this system, all your skills – trained or untrained – have a bonus equal to 1/2 your level + your ability modifier (Strength, Intelligence, etc.). Trained skills get a +5 bonus, and some have uses you only get when trained. You also get 1 skill specialty for each trained skill.

Also, you do not get extra skills for high Intelligence. Humans get one extra.

Your allotment of trained skills would be from your class. The breakdown goes:

Bard: Arcana + 5 Cleric: Religion + 2 Knight: 2 Scout: 5 Wizard: Arcana + 2

  • Acrobatics (Dex) (Balance, Tumble)
  • Arcana (Int) (Knowledge [arcana], Spellcraft)
  • Athletics (Str) (Climb, Jump, Swim)
  • Bluff (Cha)
  • Diplomacy (Cha)
  • Dungeoneering (Int) (Knowledge [architecture/engineering.dungeoneering])
  • Heal (Wis)
  • History (Int) (Knowledge [geography,history,nobility/royalty])
  • Insight (Wis)
  • Intimidate (Cha)
  • Nature (Wis)
  • Perception (Wis)
  • Religion (Wis) (Knowledge [religion, the planes],Spellcraft)
  • Ride (Dex)
  • Stealth (Dex) (Hide, Move Silently)
  • Streetwise (Cha)
  • Thievery (Int) (Disable Device, Open Locks)

Skill Specialties

  • Appraise (Insight, Perception, Streetwise) (Wis)
  • Decipher Script (Arcana, History, Religion, Thievery) (Int)
  • Disguise (Bluff, Stealth, Streetwise) (Cha)
  • Escape Artist (Acrobatics, Thievery) Dex)
  • Forgery (Streetwise, Thievery) (Int)
  • Handle Animal (Insight, Nature, Ride) (Cha)
  • Local Knowledge (History, Streetwise) (Int)
  • Perform (Acrobatics, Bluff, Diplomacy, Religion) (Cha)
  • Pick Pockets (Bluff, Streetwise, Thievery) (Dex)
  • Profession (Any) (Wis)
  • Slight of Hand (Bluff, Stealth, Thievery) (Dex)
  • Use Magic Device (Arcana, Religion, Thievery) (Cha)
  • Use Rope (Nature, Thievery) (Dex)

You may select a skill trick (Complete Scoundrel) in place of a skill specialty. The trick must require the skill in question.


Initiative gains the same bonus as skills, adding 1/2 character level to the normal modifiers.

These houserules level the often wide differences is skills between different classes, as well as creating more balanced characters with diverse learning from the wide variety of challenges.

Falling Damage

Falling deals 1d6 damage for 10 ft., and for each additional 10 ft. adds a number of six-sided dice equal to each 10-ft. increment, cumulatively. The following list gives falling damage values up to 100 ft.

  • 10 ft. = 1d6
  • 20 ft. = 3d6
  • 30 ft. = 6d6
  • 40 ft. = 10d6
  • 50 ft. = 15d6
  • 60 ft. = 21d6
  • 70 ft. = 28d6
  • 80 ft. = 36d6
  • 90 ft. = 45d6
  • 100 ft. = 55d6

This houserule, combined with massive damage, provides a more natural danger for falling from great heights, even for very high level characters. Note that challenge ratings from pit traps and similar hazards will be greatly increased, and are generally not recommended as written.


Arke JeremyHenson