Wizard (D&D balance)
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This article is imported from the Hastur wiki. See the import log for details.
Unofficial rules compendium | |
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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 | 20 Points |
Spells | ||
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 | 8 |
Combat Ability | ||
Per point of base attack bonus at level 4 | 2 | |
Hit Dice | ||
Per point of average dire roll (rounded down) | 2 | |
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 | ||
Every 5 entries in the Special collumn; entries with a wide selection count twice | 1 | |
Familiar/Companion/Special Mount | Paladin | 1 |