"Eclipse" |
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| System: | D&D 3.5 via IRC | |
| World/Setting: | Oerth/Greyhawk | |
| Magic Level: | Medium | |
| Psionics: | Semi-Transparency: 50% effectiveness | |
| Character Generation | ||
| Books Allowed: | 3.5 core, Complete Arcane, Complete Adventurer, Complete Divine, Complete Warrior, Draconomicon, Expanded Psionics Handbook, others with DM permission. Rule 0 in full effect. | |
| Effective Character Level (ECL): | 6 | |
| Ability Scores: | 32 point buy | |
| Hit Dice: | Maximum at 1st level, fixed 1/2 of HD for each following level EX: A character with 4d8 hp would have 8 + 4.5 + 4.5 + 4.5 = 21 hp (rounded down) |
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| On Multiclassing: | I follow the 'Base Classes are skillsets' school of thought. In other words, any character that spends a little time learning to fight dirty can pick up a couple levels of Rogue without justification. Cleric is a little harder to justify, and classes with strict alignment and code of conduct restrictions moreso (Monk, Paladin). Individual Prestige Classes vary, but as always, clear it with the DM first. | |
| Starting Gold: | 13,000 (no more than 50% may be spent on any one item) | |
House Rules |
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| * Racial Charisma Penalties: | Races with a racial Charisma penalty generally exchange the Charisma penalty for a functionally-equivalent penalty to Charisma-based social skills instead. The racial skill penalty does not apply when interacting with members of the same race, except under specific circumstances. EX: Dwarves no longer have a racial -2 Charisma penalty, and instead have a racial -1 penalty to Charisma-based social interactions with non-Dwarves. |
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| * Monks: | Monk bonus feats are expanded to include any feat that improves or alters Stunning Fist. Variations of Stunning Fist that share the save DC formula of Stunning Fist instead simply use the character's Stunning Fist DC. EX: Ability Focus for Stunning Fist would also improve the save DC of Pharoah's Fist. |
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| * Action Points: | Each player character has 3 Action Points. Spent Action Points replenish at the beginning of each 24 hour period. Action Points may be used once per round. Action points may be used in any of the following ways: * You may spend an Action Point to improve the result of an attack roll, a skill check, an ability check, a level check, or a saving throw. Add d6 to a d20 roll to help you meet or exceed the target number of your roll any time before the DM reveals the result of the roll, including after you roll the d20. The result of this Action Point die is treated as an unnamed bonus to the normal roll. * You may spend two Action Points for an extra activation of a class feature from the following list: bardic music, rage, smite evil, Stunning Fist, turn/rebuke undead, or wild shape. * You may spend three Action Points for an extra activation of a spell or power of up to the highest level you can cast or manifest. * You may spend an Action Point to stabilize automatically at your current HP total. |
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| * Crafting: | A character may supply the xp cost of crafting a magic item, wholly or in part, in place of the crafter. | |
| Useful Links |
| D&D Official Homepage |
| 3.5 SRD online |