Sorceror (D&D balance)

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Unofficial rules compendium

The following system is a rough guide to balance between the classes. Each class ability costs one or more points, with typical classes ending up at 20 or 21 points. The system is highly subjective, and does not include synergy effects.

Ability Example Classes Points
Spells
Minor Spell ability: Maximum spell level 4 or one level of magic per 2 levels Hexblade, paladin 1
Moderate spell ability: Maximum of spell level 6 or 2 levels of magic use per 3 levels Bard 2
Major spell ability: Maximum spell level 9 Druid 3
Major spell list: Access to many spells and to the most important spells, such as miracle and wish. Cleric, wizard 1
Arcane spells Sorcerer x3
Combat Ability
Per point of base attack bonus at level 4 1
Proficiency with all martial weapons Fighter 1
Armor class
Each armor proficiency (light, medium, heavy, shield) 1
Attribute-based armor bonus Monk 1
Level-based armor bonus Monk, Swashbuckler 1
No more than two armor proficiencies, and loses no class abilities when wearing armor Cloistered Cleric 1
Hit Dice
Per point of average dire roll (rounded down) 1
Saving Throws
Each good saving throw category (Fortitude, Reflex, Will) 1
Skill Points
Every 2 skill points per level 1
Bonus Feats and Class Abilities
1 ability/feat per 5 levels Wizard 1
1 ability/feat per 3 levels Ranger 2
1 ability/feat per 2 levels Fighter 3
1 ability/feat per level Monk, Rogue 6
Turn undead Cleric 1
Clerical domains Cleric 1
Familiar/Companion/Special Mount Paladin 1
Bardic Lore Bard 1
Bardic Music Bard 2
Wild Shape Druid 3
Evasion + Improved Evasion Monk 1
Uncanny Dodge Barbarian 1
Major movement bonus (lesser movement bonuses just count as class abilities) Monk 1
Increasing unarmed damage Monk 1
Flurry of Blows (not recommended with full base attack) Monk 1
Favored enemy Ranger 1