Difference between revisions of "Spirit Shaman (D&D balance)"

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|colspan=2| Each armor proficiency (light, medium, heavy, shield)||align=right|2
 
|colspan=2| Each armor proficiency (light, medium, heavy, shield)||align=right|2
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|| No more than two armor proficiencies, and loses no class abilities when wearing armor|||Cloistered Cleric||align=right| 1
 
 
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|colspan=3|'''Hit Dice'''
 
|colspan=3|'''Hit Dice'''
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|colspan=3|'''Bonus Feats and Class Abilities'''
 
|colspan=3|'''Bonus Feats and Class Abilities'''
 
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|colspan=2|Every 5 entries in the Special collumn not covered elsewhere; entries with a very wide selection or great damage (sneak attack) count twice||align=right| 3
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|colspan=2|Every 5 entries in the Special collumn not covered elsewhere; entries with a very wide selection or great damage (sneak attack) count twice||align=right| 4
 
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[[Category:D&D]]
 
[[Category:D&D]]

Latest revision as of 10:34, 4 January 2007

This article is imported from the Hastur wiki. See the import log for details.

D&DD&D Logo
Unofficial rules compendium
Ability Example Classes 20 Points
Spells
Major spell ability: Maximum spell level 9 Druid 3
Combat Ability
Per point of base attack bonus at level 4 3
Armor class
Each armor proficiency (light, medium, heavy, shield) 2
Hit Dice
Per point of average die roll (rounded down) 4
Saving Throws
Each good saving throw category (Fortitude, Reflex, Will) 2
Skill Points
Every 2 skill points per level 2
Bonus Feats and Class Abilities
Every 5 entries in the Special collumn not covered elsewhere; entries with a very wide selection or great damage (sneak attack) count twice 4