Improving Characters... FUN FUN FUN !!

RiTz21

Explorer
We started a D&D3.5 game recently, and the GM ( a VERY experienced Game Master) has started giving us additionnal abilities that are QUITE FUN.

For instance, when my 2nd Bard became a Ranger, I had to select one of 3 different organizations to adhere to: I selected the one based on Strenght - he then told me that at second Ranger level, I would get the ability to cast Bull's Strenght (once per day x WIS modifier). When I became 2nd level, he then told me that the next ability would be to cast Magic Vestment !...

I'am not the only character to receive "special" abilities - for instance, both the Wizard & Sorcerer of the group had the Quicken Spell feat at 2nd level !!!
The Monk has (at 2nd level the ability to heal others (a la Lay on Hands) and the Rogue (gnome) of the group has the ability to enchant Gems and give them magical proprties...

As a Player (And GM) I find that making these kind of modifications is quite interesting for players - we're always a bit more excited to get our XPs to get more levels and SEE what New abilities are in store for us...

Hope this give you ideas for your campaign

Ritz21
 

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In my d20 Modern campaign which wrapped up about a month ago, the party was on a quest to fulfill a prophecy. Basically, the party was a group that ending up having to save the world from impending doom and all that stuff.

Anyway, at 5th level, I gave each member of the party a special ability specifically suited for their character since they were on a holy "good over evil" mission.

The deeply religious Daughter of Eve gained the ability to Turn Undead.
The ex-military bloke got the ability to Smite Evil.
The writer got the ability to Discern Lies.
The doctor got the ability to Lay on Hands.

My players loved it. It gave them a feeling that their characters were actually special and had gained these abilities for a higher purpose. :)
 

RiTz21 said:
We started a D&D3.5 game recently, and the GM ( a VERY experienced Game Master) has started giving us additionnal abilities that are QUITE FUN.

For instance, when my 2nd Bard became a Ranger, I had to select one of 3 different organizations to adhere to: I selected the one based on Strenght - he then told me that at second Ranger level, I would get the ability to cast Bull's Strenght (once per day x WIS modifier). When I became 2nd level, he then told me that the next ability would be to cast Magic Vestment !...

I'am not the only character to receive "special" abilities - for instance, both the Wizard & Sorcerer of the group had the Quicken Spell feat at 2nd level !!!
The Monk has (at 2nd level the ability to heal others (a la Lay on Hands) and the Rogue (gnome) of the group has the ability to enchant Gems and give them magical proprties...

As a Player (And GM) I find that making these kind of modifications is quite interesting for players - we're always a bit more excited to get our XPs to get more levels and SEE what New abilities are in store for us...

Hope this give you ideas for your campaign

Ritz21

You do know that they do this because they want to throw extra tough monsters at you.
 

Hope this give you ideas for your campaign

Umm, it gives me a few ideas about what not to do. WotC already gives you enough stuff to make characters uber-powerful, why do you need free stuff from the DM? Just one bobbing demon head's opinion
 

This is great fun and gives characters a bit of an umph without feeling forced. My character - an arcane disciple with a penchant for mischiff recieved the ability to use Suggestion once per Charisma mod. It gave him a slight umph, giving him a little ability that reflected the way he interacts with NPCs. The sparkle in his eye that appeared when he laughed, became the tell tale sign of his meddling. The other PCs each got abilties of their own, but I'm not sure exactly what they are. They've all gone towards making our characters a bit more real feeling - special, appart from the norm, having grown in ways not well reflected in strictly mechanically speaking terms.

Erge
 

In 2ed we suddenly got the ability to slay on a natural 20. The whole party were virtual vorpal weapons! Seems unbalancing but it worked. Tensions were high when we fought eachother or people we wanted to catch rather then kill...

There was backstory - we were tainted by a succubus. The real reason was probably that the DM wanted short fights.
 

LOL they can't use Quicken spell until 9th level!
And sorcerers can't use it at all! :) :) :) :)

Other than that, it's nice to get something extra that you don't expect or have planned.
 
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Sounds cool. The Midnight setting uses heroic paths with similar abilities to the ones you're listing, although somewhat less powerful. The greatest thing to my mind is that special character abilities makes the PCs more independent of the endless array of magic items typical in DnD. Of course if you get the usual amount of treasure in addition to special abilities each level, you're in for one hell of a high-powered game... :)
 

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