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Character Creation Rules.

Posted by Dungeon MasterFor group 0
Dungeon Master
GM, 2 posts
Tue 8 Dec 2020
at 22:24
  • msg #1

Character Creation Rules

System:
D&D 3.5

Level:
10

Allowed material:
No psionics.  Otherwise I'm open to most anything.  I will tolerate quite a bit of cheese.
Homebrew must be very small, think fixes on existing abilities vs entirely new classes.


House rules:
I follow RAW most of the time, except in cases where it creates an obvious dysfunction (monks are not proficient in unarmed strikes) or is thematically ridiculous (drowning heals you if you are below 0 HP).

I will edit this post with any rulings or new rules.

Nightsticks:
Nightsticks grant 4 additional turning usages per day to anyone who holds it in their hand (or equivalent appendage).  A character cannot benefit from more than 1 nightstick at a time.  Multiple characters cannot benefit from a nightstick beyond the 4 turning uses (one character could use 1 turning use, and another character could use the last 3, but the nightstick cannot grant more than 4 turning uses).  Nightstick uses refresh when the character who used it refreshes their normal turning uses.

Druid's wildshape:
A Druid's wileshape no longer causes equipment to always be merged into their new form, instead, it functions like Alter Self in regards to equipment.

Ability scores:
Roll 4d6 seven times, discard the lowest die from each roll, discard the lowest roll from the 7 sets of rolls.  Now do it again.  Choose the set you like the best. You may also choose the elite array if you don't like either set of rolls.

HP max at each level.

No flaws, sorry.

No leadership feat.


LA Buyoff?
Yes


Races allowed:
I'm willing to consider anything, more bizarre races will need a better concept behind them though.



Starting Wealth
49,000 GP


Skills:
For skills we are using a modification of the pathfinder system.  This is not exactly pathfinder so please read the below carefully, we are using 3.5 skills otherwise.

Instead of gaining 4 times X skill points + int mod at first level, gain only your class's base skill points + int mod (and other modifiers) at first level.

Any class skill with at least 1 rank in it gains +3 untyped bonus to skill checks.

There are no synergy bonuses between skills.

Merge the skills Climb, Jump, and Swim are into the new skill Athletics.

Merge the skills Balance, Jump, and Tumble into the new skill Acrobatics.

Merge the skills Hide and Move Silently into the new skill Stealth.

Merge the skills Spot and Listen to the new skill Perception.

Merge the skill Open Lock into the existing skill Disable Device.

Merge the skill Gather Information into the existing skill Diplomacy.

If a character class had any of the merged skills on their class list, they now have the new skill on their class list.

If a character has a permanent Int increase, their skill points retroactively increase.

The new skill can be used to accomplish anything the skills that were merged into it could accomplish.

Any feat, prestige class, etc with a skill rank prerequisite has its rank prerequisite reduced by 3 (minimum 1).

Every character gains 2 "free" skill points per level.  Those skill points can only be invested into the Perform, Craft, Knowledge, or Profession skills.

Your maximum skill ranks are now equal to your class level for both class and cross-class skills.

Cross-class skills now only cost 1 skill point per skill rank.
This message was last edited by the GM at 15:43, Sat 02 Jan 2021.
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