D&D 3.x system mutations
These are my experimental changes to the D&D 3.x character class system for an upcoming campaign. The basic features are:
- dropping all presets
- turning all class abilities into feat trees
- giving each character a certain number of feats to start with, +1 per level
- giving each character a number of ratings to distribute among the other class features such as Hit Dice
This has included reworking the feat and spell systems somewhat and I also intend to streamline the skills a bit. Everything is subject to change.
News
2007/12/30 - Spellcasting page added.
2007/12/29 - Inherent Spell feat added to the feats page.
2007/12/27 - Skills page added.
2007/12/27 - first wave of the ability conversions added to the site under Feats.
2007/12/20 - Campaign pimped and website live, although the skills, feats and spellcasting dedicated sections have yet to be added.
Ratings
After some analysis of the existing character classes the following table was developed. Characters start with a rating of '1' in each area and have four extra rating 'points' that they can add to improve these. Points may be re-distributed every level and different Saves, Class Skills and spell casting abilities chosen. The implications of this are further discussed in the sections below.
| Rating | Hit Dice | Base Attack | Saving Throws | Skill Points | Class Skills | Spell Casting |
|---|---|---|---|---|---|---|
| 1 | d6 | Poor | 1 Good | 4 | 4 | None |
| 2 | d8 | Average | 2 Good | 6 | 8 | Weak |
| 3 | d10 | Good | 3 Good | 8 | 12 | Strong |
It is not possible to exactly replicate all the standard classes using this system - many will initially be weaker than their PHB counterparts and some will be a little more powerful.
Feats
Characters start with 6 feats including one for being a first level character and gain a new feat every level.
What were class abilities (including prestige class abilities) are now feat trees.
Some feats give extra bonuses if taken at first level.
Most existing feats haven't changed much - some have changed significantly.
Hit Dice
When levelling, roll the dice for your rating that level.
First level characters automatically have maximum hit points.
Base Attack
When levelling compare your current base attack bonus to the table below. If it is lower than the number in the appropriate column for your character level then increase it by one.
| Character Level |
Good | Average | Poor |
|---|---|---|---|
| 1st | +1 | +0 | +0 |
| 2nd | +2 | +1 | +1 |
| 3rd | +3 | +2 | +1 |
| 4th | +4 | +3 | +2 |
| 5th | +5 | +3 | +2 |
| 6th | +6/+1 | +4 | +3 |
| 7th | +7/+2 | +5 | +3 |
| 8th | +8/+3 | +6/+1 | +4 |
| 9th | +9/+4 | +6/+1 | +4 |
| 10th | +10/+5 | +7/+2 | +5 |
| 11th | +11/+6/+1 | +8/+3 | +5 |
| 12th | +12/+7/+2 | +9/+4 | +6/+1 |
| 13th | +13/+8/+3 | +9/+4 | +6/+1 |
| 14th | +14/+9/+4 | +10/+5 | +7/+2 |
| 15th | +15/+10/+5 | +11/+6/+1 | +7/+2 |
| 16th | +16/+11/+6/+1 | +12/+7/+2 | +8/+3 |
| 17th | +17/+12/+7/+2 | +12/+7/+2 | +8/+3 |
| 18th | +18/+13/+8/+3 | +13/+8/+3 | +9/+4 |
| 19th | +19/+14/+9/+4 | +14/+9/+4 | +9/+4 |
| 20th | +20/+15/+10/+5 | +15/+10/+5 | +10/+5 |
Example
The mage Algeron wants to be more accurate with his touch spells, rays and even his crossbow or staff when he has no other options. Up to level 6 he has been struggling along with a 'Poor' attack bonus, currently at +3.
At level 7 he moves a rating point into Base Attack and checks the Average column which has a value of +5. His bonus lifts to +4 instead of remaining at +3 as it would if he were still on the Poor column.
Saving Throws
When levelling compare each of your current saving throws to the table below. If it is lower than the number in the appropriate column for your character level then increase it by one.
| Character Level |
Good | Poor |
|---|---|---|
| 1st | +2 | +0 |
| 2nd | +3 | +0 |
| 3rd | +3 | +1 |
| 4th | +4 | +1 |
| 5th | +4 | +1 |
| 6th | +5 | +2 |
| 7th | +5 | +2 |
| 8th | +6 | +2 |
| 9th | +6 | +3 |
| 10th | +7 | +3 |
| 11th | +7 | +3 |
| 12th | +8 | +4 |
| 13th | +8 | +4 |
| 14th | +9 | +4 |
| 15th | +9 | +5 |
| 16th | +10 | +5 |
| 17th | +10 | +5 |
| 18th | +11 | +6 |
| 19th | +11 | +6 |
| 20th | +12 | +6 |
Example
Marie has been focusing on her Fort save, which is a respectable +4 at level 4. At level 5 she moves a point into Saving Throws and designates Ref and Will as her two good saves. They both go from +1 to +2 as a 'Good' save for a level 5 character is listed as +4. Fort does not change as a 'poor' save is only +1 at level 5.
Skill points and Skill ranks
Each level after first characters get skill points equal to the amount determined by their rating plus their intelligence bonus. At first level a character gets 4x this number.
Class skills cost cost 1 skill point per rank and cross-class skills cost 2 points per rank, with a maximum of (character level +3) skill points in any skill.
Class skills
A number of skills determined by the character's rating can be defined as 'Class' skills for the character each level. As which skills these are (and how many) can be varied with each level it is likely that these will be changed on a regular basis to make the best use of skill points.
In addition:
- At first level one Craft/Profession/Perform skill and one Knowledge skill may be selected as permanent class skills for the character.
- Some feats grant bonus class skills.
Spellcasting ability
When a character gains a level with rating points assigned to Spell Casting they gain a caster level on a table of their choosing. The available options are:
- Weak: Bard, Paladin or Ranger spell list in combination with the Bardic spells per day table.
- Strong: Cleric, Druid, Sorceror or Wizard spell list and spells per day.
Picking up a new caster type at a level after first grants all spells just as multiclassing would, thereafter the player must choose the caster type to which new level will apply on levelling. 'Weak' caster levels may never be added to 'strong' caster types and vice versa.
Casting ability score (Int, Wis or Cha) and number of spells known (Bard, Sorceror) are the same as for the spell list chosen.