Difference between revisions of "Character Rules (D&D)"
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This is mainly applicable to prestige class abilities that presently use the formula 10 + class level + relevant attribute. Such a DC escalates too quickly, yet leaves the character in a bind at higher levels. | This is mainly applicable to prestige class abilities that presently use the formula 10 + class level + relevant attribute. Such a DC escalates too quickly, yet leaves the character in a bind at higher levels. | ||
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+ | ==Companions== | ||
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[[Category:D&D]] | [[Category:D&D]] | ||
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Latest revision as of 10:49, 4 August 2014
Unofficial rules compendium | |
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Hit Points
Average hit points are used. Tally up your average for each class, then round the final sum down to the nearest whole number.
Skills
Learning Skills
- All characters get 2 extra skill points per level and 8 extra skill points at level 1.
- All skills cost one skill point to improve. There are still different rank limits on class and cross-class skills. Note that once a certain skill has ever been a class skill, the higher limit applies (this is not a rule change).
- Skill point bonuses are based on permanent, intrinsic Intelligence score. Permanent changes to Intelligence retroactively changes the number of skill points.
Using Skills
- I use the critical success and failure rule - DMG p 34.
- Skill synergies are not used.
Feats
All characters gain one feat each level instead of the normal of one feat at level one and one every three levels.
New Feats
Multi-Classing
There are no xp penalties for multi-classing. Instead, you may only multiclass at all if all but one of your classes are favored classes for your race. This mandates two other changes:
- Humans and half-elves treat all classes as favored classes.
- There is a feat that gives you an additional favored class.
Level-Based save DCs
Class abilities with level based save difficulties always have a DC of 10 + 1/2 character level + relevant attribute.
This is mainly applicable to prestige class abilities that presently use the formula 10 + class level + relevant attribute. Such a DC escalates too quickly, yet leaves the character in a bind at higher levels.
Companions
Unofficial rules compendium | |
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All mounts and companions have hit dice, armor, and abilities based on your character level (including ECL modifier), not your class level. Other abilities of your companion, such as those listed under special, or an animal companion's bonus tricks, are still based on class level and not character level.
Example: Kos is a fifth level druid with a single level as rogue. His wolf companion has the hit dice, armor class, and Str/Dex bonuses of the companion of a sixth level druid, but the bonus tricks and special abilities of the companion of a fifth level druid. If Kos had been a sixth level ranger instead, his companion would keep the hit dice, armor class, and Str/Dex bonuses of the companion of a sixth level druid, but the bonus tricks and special abilities of the companion of a third level druid (half his ranger level, as usual).
If you have a companion that does not evolve over levels, either because it never did or because you have out-leveled the class progression that makes it evolve, add one hit dice and one point of natural armor bonus per two levels you achieve. This only applies to paladin mounts, animal companions and familiars post level 20, but prestige class companions might benefit earlier on.
This applies mainly to paladins, rangers, and druids, but certain prestige classes also gains this benefit. The familiars of sorcerers and wizards already have hit dice, hit points, skills and saves that progress by character level rather than class level, and are not supposed to be in action as much, so this is less important to them.
Regaining a Lost Companion
The waiting period to get a new companion if one dies or is dismissed is standardized at one week. If a special mount dies, the paladin has to atone. If an animal companion dies, get a druid to commune with nature to determine the general condition of nature in the area from which you want to recruit your companion; if this is good, you can get a new companion. If not, you have to solve the problem; druids often meet their new companion during such quests. Yes, you can travel to a natural paradise to make this easy. A familiar can be always summoned at the normal cost.
Some additional familiars:
Druids and rangers can have vermin as companions:
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