Changes to Base Classes
I originally didn’t have too many plans to vastly alter the 11 base classes listed in D&D 3.5, but I now I feel things are in need of simplification and balancing. I’ve kept a lot of the fundamentals from the 3.5 handbook, but I want to change a lot of things.
The most important detail, which I will mention first, is that the players will pretty much be designing a large portion of their characters, from combat abilities to spells, and even racial abilities, too.
What’s really missing right now is the strong distinction between classes. It’s naturally part of D&D for players to mold a character to his/her liking, so I figured why not apply the same thinking to defining a large portion of one’s class?
So as far as the new rules go, each player will be responsible for creating abilities, spells etc. for their own character. So long as you check with the DM to make sure things are balanced and somewhat fitting to the class (e.g. if a Barbarian decided he could use a teleport spell, I would deem that unfair) anything can go.===============================================================================
Since I haven’t really focused on races too much, I’ll just say that any typical medieval/J.R.R. Tolkien-esque fantasy races are available to choose from.
Each player may design up to 2 racial characteristics or abilities based on their race. Be realistic here. Don’t give your Half-Orc a +5 racial bonus to sneak.
Any race/class combination is alright with me, but some might be a little hard to explain within the context of the world. Just keep that in mind when you role play your character.===============================================================================
Choose one of these sets of stats and distribute it as you like among the 6 ability scores.
4,2,-1,-1,-1,-1 4,0,0,0,0,-1 3,3,0,0,-1,-1 3,2,1,0,0,-1 2,2,1,1,0,0 1,1,1,1,1,1
Every even level you may increase any base stat (Strength, Wisdom etc.) by one point. Remember to adjust skills, save throws etc. accordingly.================================================================================
All level 1 characters receive 6 points to invest into any of the 6 simple skill categories or their 2 trained skill categories. It is possible to use 1 point to specialize into very specific skills that might fall under a certain category (e.g. lock-picking under thievery) for a +4 bonus in using that skill.
Each level up provides them with 3 additional skill points to invest.
Specific skills can only be specialized once for the +4 bonus.
The maximum any person may have invested into a single category is equal to the player’s level + 4 (exclude any miscellaneous bonuses).
Read Skill Categories for more detail.=====================================================================================
Based on your class, upon reaching a new level, roll….
Barbarian = 6d2 + Constitution Mod. Paladin, Fighter, Ranger = 5d2 + Constitution Mod. Monk, Rogue, Bard, Druid, Cleric = 4d2 + Constitution Mod. Sorcerer, Wizard = 3d2 + Constitution Mod.
Starting HP = Level up Dice + Constitution
All classes (with the exception of Wizards) have a new attribute called Endurance. Endurance, which is reflected by how many Endurance Points (EP) a character has, enables one to use special (non-magical) types of attacks or movements known as Combat Abilities throughout the course of battle. These attacks, depending on the effect it produces, will cost a certain number of EP. Once a character uses up all endurance points, abilities can no longer be used. EP can be restored however, as is explained below.
EP can be restored when:
- the person chooses to momentarily leave the stress of battle and refuses taking action (movement is still allowed)
- a spell or item causes EP to return
- the battle ends
A character will recuperate all EP at the end of a battle, assuming the character is not forced into further stress immediately afterward.
Endurance Points = Constitution Score + Level
EP Restoration =
Levels 1-10 1d10 + Constitution Mod. Levels 11-20 1d20 + Constitution Mod.
Class Talents, Combat Abilities and Spells
1 skill point in Combat Skills = 1 Combat Ability
Refer to the Spell Casting page for information on how many spells each class learns.
Further more, at every even level, players may add a unique ability/skill/talent to their repertoire that should help distinguish their class and player apart from others. It can do anything from affecting certain skills, to being able to summon a familiar, or allowing one to even converse with the dead.==================================================================================
AC and Save Throws
Classes gets 2 points to invest into Save Throws at each level up (with the exception of Monks). One point must be placed into their class-determined save, and the other in any save of choice. AC cannot be increased in this manner. Monks may place 1 point into each save.
Barbarian, Fighter, Paladin, Druid = Fortitude Rogue, Bard, Ranger = Reflex Sorcerer, Wizard, Cleric = Will Monk = Fortitude, Reflex, Will
Base Attack, Arcane Power, Divine Power and Primal Power
For all classes:
Base Attack Modifier = Combat Skill Score Arcane Power = Arcane Ability Score + 1/2 Player Level Divine Power = Charsima Mod. + Player Level Primal Power = Wisdom Mod. + Player Level