Sylrae
First Post
This is a page for any Alt. Systems that are not being worked on That I use in my games, IE, I consider them finished.
If the Rule was made by someone else, I'll try to provide a link, or at least a name. I'll also list the original if my rule is an alteration of someone else's system (even if its just via inspiration)
This is here mainly for organization's sake.
Table of Contents
01. Favored Class
02. Feats
03. Class Skills
04. Skill Points
05. Stat Retweaking
06. Disablement, Death and Dying
07. Base Hit Points
08. Fractional BAB
09. Save Formulas.
10. Escaping a Grapple
11. Attribute Bonuses By Level
1. Favored Class
This is to make Favored Class be a usable rule.
Favored Classes still exist, though their in-game effect is different.
For every 5 levels in a character's favored class, they gain a bonus feat.
*Races with favored class (Any), count their first class as favored, not their highest leveled class.
*If for some reason a race has multiple favored classes that could apply (you never know), the first of those classes taken is the favored.
*Racial classes never count as a favored class.
2. Feats
This was yoinked from Pathfinder
Characters gain bonus feats at every odd level, instead of 1, 3, and every third level after.
3. Class Skills
We used a variety of house rules about Class Skills because the base rules were so goofy. Heres the best one.
All skills cost 1 skill point to buy (assuming it can be bought with skill points by the character). Class Skills are skills which provide a +3 competence bonus to rolls. This competence bonus does not count towards number of ranks for prerequisites, and if multiple classes grant the same class skill, the bonuses do not stack.
If you have a level in a class granting use magic device (or another exclusive skill) you can buy points in it any level thereafter, not just when gaining levels in That class.
4. Skill Points
This is to make all the Stats be needed.
The number of skill points a character gets per level is equal to their Intelligence Modifier + their Wisdom Modifier + Half the number of skill points listed on the class page, +1 . The reason for this change is outlined in the next section.
I'm using Kerrick's Max Ranks = level.
5. Stat retweaking
This is a combination of a logic rule, and a rule to make no stat completely useless to any character. (Charisma)
Strength: No longer applies to attack rolls. There is a feat to allow it to apply to attack rolls with Heavy Weapons (such as a greatsword, greataxe, etc.)
Dexterity: Applies to melee attack rolls. The Weapon Finesse feat allows you to use Dexterity to damage in place of strength with finesse weapons.(This change is for logic reasons, you don't really aim with strength)
Constitution:No Change
Intelligence:No Change
Wisdom: No Longer Applies to Will Saves. Applies to Skill Points (Outlined Above).
Charisma: Applies to Will Saves(This is because the default mechanics, Nothing depends on charisma - other than skill bonuses)
6. Disablement, Death and Dying
This is inspired by 4e dying rules, combined with the dying rules I've been using for years.
When a character reaches 0 hit points, they are unconscious but stable. A character with less than 0 hit points is dying.
Disabled: A Character with less than 1/2 their constitution score in Hit Points is disabled. They can take only 1 standard or move action per round, or they take 1d3 points of damage.
Regaining Consciousness: A Character at 0 hit points regains consciousness in 1d3 hours, at which point they gain 1 hit point.
Dying: when it becomes a character's turn, if they are dying, they make a Fortitude Save. What happens depends on their total for the Fortitude Save.
10 or less: The character takes 1d3 damage.
11-19: The character stays the same (no change,make another Fortitude Save next round).
20: The character is stable They regain 1 hit point per round until reaching 0 hit points.
Death: A character who reaches - Their Constitution Score in hit points is dead.
7. Base Hit Points
This is to stop characters dying from a single hit at level one. Its more elegant than always starting characters at level 3+.
All characters have a base amount of hit points, to which class hit points are added on top.
The number of of base hit points is equal to 9 + (Constitution score/2). This generates 10-18 For humans.
You don't get max hit points at level 1.
8. Fractional BAB
The total BAB of a multilass character is not gotten by adding values from a table. Instead, you add the Fractions together, and then round down.
9. Save Formulas
There are a finite number of Save types. Instead of listing all the values, classes will list the Type, as either Good, Bad, or Medium.
Bad: 1/3 per level.
Medium: 1/2 per level.
Good: 2/3 per level.
(This makes the good saves slightly better, reaching 13.33 at level 20 instead of reaching 12. It makes saves for multiclass be cleaner though..)
10. Escaping a Grapple
When trying to escape a grapple, all size penalties (for being the smaller of the two creatures) apply in reverse to escape artist checks. This means that a small creature gets a +1 to Escape Artist checks while trying to escape a grapple with a medium creature.
11. Attribute Bonuses By level
At 4th level, and every 4 levels thereafter (8, 12, etc) The character gains an additional 2 Attribute points for their character to place wherever they want, with the restriction that both points must be applied to a different ability score.
If the Rule was made by someone else, I'll try to provide a link, or at least a name. I'll also list the original if my rule is an alteration of someone else's system (even if its just via inspiration)
This is here mainly for organization's sake.
Table of Contents
01. Favored Class
02. Feats
03. Class Skills
04. Skill Points
05. Stat Retweaking
06. Disablement, Death and Dying
07. Base Hit Points
08. Fractional BAB
09. Save Formulas.
10. Escaping a Grapple
11. Attribute Bonuses By Level
1. Favored Class
This is to make Favored Class be a usable rule.
Favored Classes still exist, though their in-game effect is different.
For every 5 levels in a character's favored class, they gain a bonus feat.
*Races with favored class (Any), count their first class as favored, not their highest leveled class.
*If for some reason a race has multiple favored classes that could apply (you never know), the first of those classes taken is the favored.
*Racial classes never count as a favored class.
2. Feats
This was yoinked from Pathfinder
Characters gain bonus feats at every odd level, instead of 1, 3, and every third level after.
3. Class Skills
We used a variety of house rules about Class Skills because the base rules were so goofy. Heres the best one.
All skills cost 1 skill point to buy (assuming it can be bought with skill points by the character). Class Skills are skills which provide a +3 competence bonus to rolls. This competence bonus does not count towards number of ranks for prerequisites, and if multiple classes grant the same class skill, the bonuses do not stack.
If you have a level in a class granting use magic device (or another exclusive skill) you can buy points in it any level thereafter, not just when gaining levels in That class.
4. Skill Points
This is to make all the Stats be needed.
The number of skill points a character gets per level is equal to their Intelligence Modifier + their Wisdom Modifier + Half the number of skill points listed on the class page, +1 . The reason for this change is outlined in the next section.
I'm using Kerrick's Max Ranks = level.
5. Stat retweaking
This is a combination of a logic rule, and a rule to make no stat completely useless to any character. (Charisma)
Strength: No longer applies to attack rolls. There is a feat to allow it to apply to attack rolls with Heavy Weapons (such as a greatsword, greataxe, etc.)
Dexterity: Applies to melee attack rolls. The Weapon Finesse feat allows you to use Dexterity to damage in place of strength with finesse weapons.(This change is for logic reasons, you don't really aim with strength)
Constitution:No Change
Intelligence:No Change
Wisdom: No Longer Applies to Will Saves. Applies to Skill Points (Outlined Above).
Charisma: Applies to Will Saves(This is because the default mechanics, Nothing depends on charisma - other than skill bonuses)
6. Disablement, Death and Dying
This is inspired by 4e dying rules, combined with the dying rules I've been using for years.
When a character reaches 0 hit points, they are unconscious but stable. A character with less than 0 hit points is dying.
Disabled: A Character with less than 1/2 their constitution score in Hit Points is disabled. They can take only 1 standard or move action per round, or they take 1d3 points of damage.
Regaining Consciousness: A Character at 0 hit points regains consciousness in 1d3 hours, at which point they gain 1 hit point.
Dying: when it becomes a character's turn, if they are dying, they make a Fortitude Save. What happens depends on their total for the Fortitude Save.
10 or less: The character takes 1d3 damage.
11-19: The character stays the same (no change,make another Fortitude Save next round).
20: The character is stable They regain 1 hit point per round until reaching 0 hit points.
Death: A character who reaches - Their Constitution Score in hit points is dead.
7. Base Hit Points
This is to stop characters dying from a single hit at level one. Its more elegant than always starting characters at level 3+.
All characters have a base amount of hit points, to which class hit points are added on top.
The number of of base hit points is equal to 9 + (Constitution score/2). This generates 10-18 For humans.
You don't get max hit points at level 1.
8. Fractional BAB
The total BAB of a multilass character is not gotten by adding values from a table. Instead, you add the Fractions together, and then round down.
9. Save Formulas
There are a finite number of Save types. Instead of listing all the values, classes will list the Type, as either Good, Bad, or Medium.
Bad: 1/3 per level.
Medium: 1/2 per level.
Good: 2/3 per level.
(This makes the good saves slightly better, reaching 13.33 at level 20 instead of reaching 12. It makes saves for multiclass be cleaner though..)
10. Escaping a Grapple
When trying to escape a grapple, all size penalties (for being the smaller of the two creatures) apply in reverse to escape artist checks. This means that a small creature gets a +1 to Escape Artist checks while trying to escape a grapple with a medium creature.
11. Attribute Bonuses By level
At 4th level, and every 4 levels thereafter (8, 12, etc) The character gains an additional 2 Attribute points for their character to place wherever they want, with the restriction that both points must be applied to a different ability score.
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