[ Character Creation ]
Available Sources: Complete books, Player handbook 1 & 2, Dungeon Master's Guide (for prestige classes only) Monster manual 1-4, Eberron player's handbook. Enhanced Psionics Handbook
Banned Resources: Check with me first, but if it comes from Tome of Battle, Tome of Magic, or Weapons of legecy. Don't bother.
ECL: 1
Gold: Starting gold rolled out or average. Though, you can't choose the other if you don't like your roll.
Races: Anything from the listed
Ability Scores*: Roll 4d6 drop the lowest 7 times or 32 point buy system.
Hit Points: Max at first then average or roll, and no take backs here ether. If you roll a 1. then you have 1 plus you constitution modifier.
Alignments: Open, just because you are evil. Doesn't mean you will kill off the whole town, or party. It just means that you place yourself above the well-being of others
Pantheon: Player's handbook
Backgrounds: Half a level in exp(250) and 100 plus in starting gold.
[ House/Optional Rules ]
1] +2 skills feat become class skills
2] Initiative will be heroes then villians, unless if surpise round or something is stopping the heroes first attack.
3] Exp is halved for Levels, I hope to level up quicker this way.
4] Profession, Knowledge(one, choosen at first level), and Craft; are class skills
5] Spellcasters that prepare spells may spontaneously cast Cantrips and/or Orisons. And they can cast zero level spells unlimited
6] Animal Companion/Familiar/Etc: Stat-out these if you have one, either make a second character sheet for one or place it in the other notes section.
7] For every point you have in Craft or Profession, you may add 10 gp to your character.
8] Craft points, and Action points will be used.
Quote:
ACTION POINTS
Action points provide a player with the means to alter d20
rolls in dramatic situations, reflecting the luck that can
change crushing failure into heroic success. Your character
has a limited number of action points, and you must
use them wisely, since you don’t replenish this supply until
your character attains a new level.
You can 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. Certain feats and prestige class features
allow you to spend action points in different ways, but this
is their most basic use.
When you spend an action point, you add the result
of a roll of 1d6 to your d20 roll to help you meet or exceed
the target number for the roll. You can declare that you
are spending an action point after you have already rolled
the d20, but you must do so before the Dungeon Master
reveals the result of your roll (whether the attack roll or
check or saving throw succeeded or failed). You can’t use
an action point on a skill check or ability check when you
are taking 10 or taking 20.
You can only use action points once in a round. If
you spend 1 or more action points on a special action
(see below), you can’t spend a point in the same round to
improve a die roll, and vice versa. No spell, power, or other special ability can allow a character to reroll an action point die. If a character suffers permanent level loss, he does not
lose any action points he has remaining, and any subsequent
level advancement provides new action points as normal.
If your character level is 8th or higher, you can roll
more than one d6 when you spend an action point. If you
do so, apply the highest result and disregard the other
rolls. As a 15th-level character, for example, you can roll
3d6 and take the best result of the three. So, if you rolled
1, 2, and 4, you would apply the 4 to your d20 roll.
Character Level Action Point Dice (d6) Rolled
1st–7th 1
8th–14th 2
15th–20th 3
At 1st level, you have 5 action points. Each time you attain a
new level, you gain a fresh supply of action points equal to 5
+ 1/2 your character level, rounded down. Any action points
you didn’t spend at your previous level are lost.
You determine your supply of action points after
all other issues related to level advancement have been
resolved. In effect, this determination becomes step 10 in
the process (see pages 58–59 of the Player’s Handbook).
Character Action Point
Level Maximum
1st 5
2nd–3rd 6
4th–5th 7
6th–7th 8
8th–9th 9
10th–11th 10
12th–13th 11
14th–15th 12
16th–17th 13
18th–19th 14
20th 15
SPECIAL ACTIONS
Instead of altering the result of a d20
roll, you can use action points to
perform one of the special actions
described below. In addition, some
prestige classes and feats allow you to
spend action points to gain or activate
specifi c abilities.
Activate Class Feature: You can spend
2 action points to gain another use of one of
the following class features that has a limited
number of uses per day: bardic music, rage,
smite evil, Stunning Fist, turn or rebuke
undead, or wild shape.
Hasten Infusion: On his turn, an
artifi cer can spend 1 action point
to imbue an infusion in 1 round,
even if the infusion’s casting
time is normally longer than
1 round.
Stabilize: When your character
is dying, you can spend
1 action point to stabilize at your
current hit point total. Spending an
action point does nothing for you if you’re
already dead.
I will allow other uses for spending action points, just ask.