User:Wizardoest/Common Alterations to d20: Difference between revisions
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== Classes == | == Classes == | ||
;Cleric | |||
:To come. | |||
;Fighter | ;Fighter | ||
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:A fighter gets one extra skill point per level that must be placed into a craft or profession skill. | :A fighter gets one extra skill point per level that must be placed into a craft or profession skill. | ||
:''This is identical to Daryl's fix.'' | :''This is identical to Daryl's fix.'' | ||
;Monk | |||
:To come. | |||
;Sorcerer | ;Sorcerer | ||
:A sorcerer receives one of the following feats as a bonus feat at second level: Eschew Materials, Arcane Disciple, or any of the "Bloodline/Heritage" paths (draconic, celestial, fey, aberration, etc), including ones that require Sorceror 1st as a prerequisite. | :A sorcerer receives one of the following feats as a bonus feat at second level: Eschew Materials, Arcane Disciple, or any of the "Bloodline/Heritage" paths (draconic, celestial, fey, aberration, etc), including ones that require Sorceror 1st as a prerequisite. | ||
:''This differs from Daryl's fix in that any bloodline/heritage feat may be taken at second level.'' | :''This differs from Daryl's fix in that any bloodline/heritage feat may be taken at second level.'' | ||
;Wizard | |||
:To come | |||
;Healer | |||
:Not likely to come soon, but needs to be altered. As written, it's NPC-only. | |||
;Marshall | |||
:To come | |||
;Scout | |||
:To come | |||
;Spellthief | |||
:To come | |||
== Class Features == | |||
;Familiar | |||
:Instead of gaining a familiar, classes that grant one instead grant the feat Obtain Familiar from ''Complete Arcane''. | |||
:A familiar grants special abilities to its master (a sorcerer or wizard), as given in the list below. These special abilities apply only when the master and familiar are within 1 mile of each other. Pick a tiny animal from the list of approved animals (either in the PHB or on the [[User:Wizardoest/House Rules/Alternate Familiars|Alternate Familiars]] page) and select one of the following benefits: +3 bonus to a single skill, +2 bonus to Reflex, Fortitude, or Will saves, or +3 hit points. |
Revision as of 18:09, 13 January 2009
The goal of this page is to conservatively alter the d20 system in a fashion to enhance game balance and fun in my campaigns.
Classes
- Cleric
- To come.
- Fighter
- A fighter may choose to have a strong reflex save instead of fortitude.
- A fighter gets one extra skill point per level that must be placed into a craft or profession skill.
- This is identical to Daryl's fix.
- Monk
- To come.
- Sorcerer
- A sorcerer receives one of the following feats as a bonus feat at second level: Eschew Materials, Arcane Disciple, or any of the "Bloodline/Heritage" paths (draconic, celestial, fey, aberration, etc), including ones that require Sorceror 1st as a prerequisite.
- This differs from Daryl's fix in that any bloodline/heritage feat may be taken at second level.
- Wizard
- To come
- Healer
- Not likely to come soon, but needs to be altered. As written, it's NPC-only.
- Marshall
- To come
- Scout
- To come
- Spellthief
- To come
Class Features
- Familiar
- Instead of gaining a familiar, classes that grant one instead grant the feat Obtain Familiar from Complete Arcane.
- A familiar grants special abilities to its master (a sorcerer or wizard), as given in the list below. These special abilities apply only when the master and familiar are within 1 mile of each other. Pick a tiny animal from the list of approved animals (either in the PHB or on the Alternate Familiars page) and select one of the following benefits: +3 bonus to a single skill, +2 bonus to Reflex, Fortitude, or Will saves, or +3 hit points.