The Core (3.5e Sourcebook)/Character Creation

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Chapter One: Character Creation[edit]

This chapter is here to give a bit of a jump start to character creation. There will be a variety of methods for each section and the DM can make a judgement call on any or all rules that he will be applying to his campaign. The most important part is for everyone to have fun so if anything gets in the way of that kick it to the curb and carry on.

Ability Scores[edit]

Alright this is the one thing that irks me, and that is the assumption that you are going to be completely random, probably sub par in at least one area and somehow you have managed to eek out an existence going to very dangerous areas, fighting savage monsters and managing to carve the world as you see fit. In my view adventurers are usually more likely to come from groups of people that would be above par on all abilities simply because you are choosing a life that can quite easily end in messy demise, and if it was easy then everyone would try to do it not just the special kids.

In my campaigns all characters are deemed hero class which essentially means that they are from a bloodline for one of the deities that are existing in the planes. This doesn't necessarily mean that the amount of power they have will ever reach demi-god status but it is enough to give them a boost over the more normal people in society. How this works out in game play terms is the individual is rolling a d8 and adds 10 to the score. Minimum ability scores come out to a 11 before modifications for race (if agreed on by player and game master these numbers can be lowered but generally people don't like playing sub par characters) and gives the players higher base stats on average. I usually use roll 7 times and drop the lowest with the option to reroll once for the entire set. Alternatively you can give 28 points with base stats of ten with the following breakdown: 11-14 costs 1 point each 15-16 cost 2 points and 17-18 costs 3 points. If you are mixing the methods give the points based character a d8 of additional "free" points that have no cost to raise.

Stats being on the higher side isn't as useful as regular 3.5 since a lot of the changes include monsters have more hp on average and the feats actually make huge changes so don't worry if this seems a little high off the bat.

Alignment[edit]

Alignment is your guiding star not something to beat you over the head with. This is how you regularly act without extenuating circumstances, and generally comes into effect for major decisions (the exception being the paladin who remains lawful good, though the rules are slightly relaxed.) Keep in mind your character should generally act how their alignment is described at but if you place the PC in an area that he has to violate his alignment you shouldn't penalize him for it. As long as the violation is actually a player conflict instead of a run of the mill rationale the player can't help you are going to make him do something terrible, so penalizing them for something you pulled is not fun and rarely leads the PC to enjoying themselves fully. On the other hand if they violate their alignment on their own or often just go for the easy answer feel free to impose penalties as needed to either force an alignment shift or to show them they should be following the way the character should normally act a little closer.

Races[edit]

Note that these are the standard races with low LAs. The actual information from their pages will be copied modified and put out in their completed formats.

Bugbear[edit]

Dromites[edit]

Also see the dromite creature listing.

Dromites stand about 3 feet tall and usually weigh slightly more than 30 pounds. They have iridescent compound eyes. Dromites wear heavy boots and light clothing, and are sometimes content with just a sturdy harness.

  • +4 Charisma, –2 Strength, –2 Wisdom
  • Monstrous Humanoid (Psionic): Dromites are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
  • Small: As a Small creature, a dromite gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character.
  • Dromite base land speed is 20 feet.
  • Weapon and Armor Proficiency: A dromite is automatically proficient with the longsword, all simple weapons, light armor, and shields.
  • Chitin: A dromite’s skin is hardened, almost like an exoskeleton, and grants the character a +3 natural armor bonus to AC and one of the following kinds of resistance to energy: cold 5, electricity 5, fire 5, or sonic 5. The player chooses what type of energy resistance is gained when the character is created. (This choice also dictates which caste the dromite belongs to.) This natural energy resistance stacks with any future energy resistance gained through other effects.
  • Naturally Psionic: Dromites gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
  • Psi-Like Ability: 1/day—energy ray. A dromite always deals the kind of energy damage that its chitin has resistance to (for example, a dromite who has resistance to cold 5 deals cold damage with its energy ray). Manifester level is equal to 1/2 Hit Dice (minimum 1st). The save DC is Charisma-based.
  • Scent: Its antennae give a dromite the scent ability. A dromite can detect opponents by scent within 30 feet. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a dromite detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The dromite can take a move action to note the direction of the scent. Whenever the dromite comes within 5 feet of the source, the dromite pinpoints the source’s location.
  • Blind-Fight: Its antennae also give a dromite Blind-Fight as a bonus feat.
  • Compound Eyes: This feature of its anatomy gives a dromite a +2 racial bonus on Spot checks.
  • Automatic Language: Common. Bonus Languages: Dwarven, Gnome, Goblin, Terran.
  • Favored Class: Wilder and Soulknife.
  • Level Adjustment: +0.

Dwarves, Hill[edit]

Also see the dwarf creature listing.

Hill dwarves are the most common variety of dwarves. Hill dwarves favor earth tones in their clothing and prefer simple and functional garb. The skin can be very dark, but it is always some shade of tan or brown. Hair color can be black, gray, or brown. Hill dwarves average 4 feet tall and weigh as much as adult humans.

  • +2 Constitution, +2 Strength, –2 Charisma.
  • Humanoid (Dwarf).
  • Medium: As Medium creatures, hill dwarves have no special bonuses or penalties due to their size.
  • Hill dwarf base land speed is 20 feet. However, hill dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
  • Darkvision: Hill dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and hill dwarves can function just fine with no light at all.
  • Stonecunning: This ability grants a hill dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A hill dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a hill dwarf can use the Search skill to find stonework traps as a rogue can. A hill dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
  • Weapon Familiarity: Hill dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
  • Stability: A hill dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • +2 racial bonus on saving throws against poison.
  • +2 racial bonus on saving throws against spells and spell-like effects.
  • +1 racial bonus on attack rolls against orcs and goblinoids.
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • +2 racial bonus on Appraise checks that are related to stone or metal items.
  • +2 racial bonus on Craft checks that are related to stone or metal.
  • Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
  • Favored Class: Fighter and Rogue.
  • Level Adjustment: +0.

Dwarves, Deep[edit]

Also see the dwarf creature listing.

These dwarves live far underground and tend to be more standoffish with non-dwarves.

Deep dwarves are the same height as other dwarves, but leaner. Their skin sometimes has a reddish tinge, and their large eyes lack the brightness of those of their kindred, being a washed-out blue. Their hair color ranges from bright red to straw blond. They have little contact with surface dwellers, relying on hill dwarves or mountain dwarves to trade goods for them.

  • +2 Constitution, + Dexterity, –2 Charisma.
  • Humanoid (Dwarf)
  • Medium: As Medium creatures, deep dwarves have no special bonuses or penalties due to their size.
  • Deep dwarf base land speed is 20 feet. However, deep dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
  • Darkvision: Deep dwarves can see in the dark up to 90 feet. Darkvision is black and white only, but it is otherwise like normal sight, and deep dwarves can function just fine with no light at all.
  • Stonecunning: This ability grants a deep dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A deep dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a deep dwarf can use the Search skill to find stonework traps as a rogue can. A deep dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
  • Weapon Familiarity: Deep dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
  • Stability: A deep dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • +3 racial bonus on saving throws against poison.
  • +3 racial bonus on saving throws against spells and spell-like effects.
  • +1 racial bonus on attack rolls against orcs and goblinoids.
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • +2 racial bonus on Appraise checks that are related to stone or metal items.
  • +2 racial bonus on Craft checks that are related to stone or metal.
  • Light Sensitivity: Deep dwarves are dazzled in bright sunlight or within the radius of a daylight spell.
  • Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
  • Favored Class: Fighter and Ranger.
  • Level Adjustment: +0

Dwarves, Gray[edit]

Also see the duergar creature listing.

Sometimes called gray dwarves, these evil beings dwell in the underground.

Most duergar are bald (even the females), and they dress in drab clothing that is designed to blend into stone. In their lairs they may wear jewelry, but it is always kept dull. They war with other dwarves, even allying with other underground creatures from time to time.

  • +2 Constitution, +2 Intelligence, –4 Charisma.
  • Humanoid (Dwarf)
  • Humanoid (Dwarf, Psionic): Only psionic duergar have the SRD:Psionic Subtype.
  • Medium: As Medium creatures, duergar have no special bonuses or penalties due to their size.
  • Duergar base land speed is 20 feet. However, gray dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
  • Darkvision out to 120 feet.
  • Immunity to paralysis, phantasms, and poison.
  • +2 racial bonus on saves against spells and spell-like effects.
  • Stability: Duergar are exceptionally stable on their feet. A duergar receives a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding or otherwise not standing firmly on the ground).
  • Stonecunning: This ability grants a duergar a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework, traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A gray dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a duergar can use the Search skill to find stonework traps as a rogue can. A duergar can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Duergar have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
  • Standard duergar have the following traits:
  • Psionic duergar instead have the following traits:
    • Psi-Like Abilities: 1/day—expansion, invisibility. These abilities affect only the duergar and whatever he carries. Manifester level is equal to Hit Dice (minimum 3rd).
    • Naturally Psionic: Duergar gain 3 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
  • +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).
  • +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
  • Light Sensitivity (Ex): Duergar are dazzled in sunlight or within the radius of a daylight spell.
  • Duergar have a +4 racial bonus on Move Silently checks and a +1 racial bonus on Listen and Spot checks. They have a +2 racial bonus on Appraise and Craft checks that are related to stone or metal.
  • Automatic Languages: Common, Dwarven, Undercommon. Bonus Languages: Draconic, Giant, Goblin, Orc, Terran.
  • Favored Class: Fighter and Wizard.
  • Level Adjustment: +0.

Dwarves, Mountain[edit]

Also see the dwarf creature listing.

Mountain dwarves live deeper under the mountains than hill dwarves but generally not as far underground as deep dwarves. They average about 4-1/2 feet tall and have lighter skin and hair than hill dwarves, but the same general appearance.

  • +4 Constitution, –2 Charisma.
  • Humanoid (Dwarf)
  • Medium: As Medium creatures, mountain dwarves have no special bonuses or penalties due to their size.
  • Mountain dwarf base land speed is 20 feet. However, mountain dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
  • Darkvision: Mountain dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and mountain dwarves can function just fine with no light at all.
  • Stonecunning: This ability grants a mountain dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A mountain dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a mountain dwarf can use the Search skill to find stonework traps as a rogue can. A mountain dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
  • Weapon Familiarity: Mountain dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
  • Stability: A mountain dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • +2 racial bonus on saving throws against poison.
  • +2 racial bonus on saving throws against spells and spell-like effects.
  • +1 racial bonus on attack rolls against orcs and goblinoids.
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • +2 racial bonus on Appraise checks that are related to stone or metal items.
  • +2 racial bonus on Craft checks that are related to stone or metal.
  • Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
  • Favored Class: Fighter and Cleric.
  • Level Adjustment: +0

Elans[edit]

Also see the elan creature listing.

Elans typically stand just under 6 feet tall and weigh in the neighborhood of 180 pounds, with men sometimes taller and heavier than women, but not always.

Elves, Aquatic[edit]

Also see the elf creature listing.

Also called sea elves, these creatures are waterbreathing cousins to land-dwelling elves.

Elves, Dark[edit]

Also see the elf creature listing.

Also known as dark elves, drow are a depraved and evil subterranean offshoot.

White is the most common hair color among drow, but almost any pale shade is possible. Drow tend to be smaller and thinner than other sorts of elves, and their eyes are often a vivid red.

Elves, Gray[edit]

Also see the elf creature listing.

Taller and grander in physical appearance than others of their race, gray elves have a reputation for being aloof and arrogant (even by elven standards). They have either silver hair and amber eyes or pale golden hair and violet eyes. They prefer clothing of white, silver, yellow, or gold, with cloaks of deep blue or purple.

Elves, High[edit]

Also see the elf creature listing.

The high elf is the most common elf variety. High elves average 5 feet tall and typically weigh just over 100 pounds. They live on fruits and grains, though they occasionally hunt for fresh meat. High elves prefer colorful clothes, usually with a green-and-gray cloak that blends well with the colors of the forest.

Elves, Wild[edit]

Also see the elf creature listing.

Wild elves are barbaric and tribal. Wild elves’ hair color ranges from black to light brown, lightening to silvery white with age. They dress in simple clothing of animal skins and basic plant weaves.

Elves, Wood[edit]

Also see the elf creature listing.

Their hair color ranges from yellow to a coppery red, and they are more muscular than other elves. Their clothing is in dark shades of green and earth tones to better blend in with their natural surroundings.

Gnomes, Deep[edit]

Also see the gnome creature listing.

Also called deep gnomes, svirfneblin are said to dwell in great cities deep underground.

A svirfneblin has wiry, rock-colored skin usually medium brown to brownish gray. Only males are bald; females have stringy gray hair. The average svirfneblin lifespan is 250 years.

Gnomes, Forest[edit]

Also see the gnome creature listing.

They are the smallest of all the gnomes, averaging 2 to 2-1/2 feet in height, but look just like regular gnomes except with bark-colored or gray-green skin, and eyes that can be brown or green as well as blue. A very long-lived people, forest gnomes have an average life expectancy of 500 years.

Gnomes, Rock[edit]

Also see the gnome creature listing.

Rock gnomes are the most common variety of gnomes. Rock gnomes stand 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Their skin color ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue. Rock gnome males prefer short, carefully trimmed beards. Rock gnomes generally wear leather or earth tones, though they decorate their clothes with intricate stitching or fine jewelry. Rock gnomes reach adulthood at about age 40, and they live about 350 years, though some can live almost 500 years.

Half-Elves[edit]

Also see the elf creature listing.

Half-elves are not truly an elf subrace, but they are often mistaken for elves. Half-elves usually inherit a good blend of their parents’ physical characteristics.

Half-Giants[edit]

Also see the half-giant creature listing.

Half-Orcs[edit]

Also see the orc creature listing.

These orchuman crossbreeds can be found in either orc or human society (where their status varies according to local sentiments), or in communities of their own. Half-orcs usually inherit a good blend of the physical characteristics of their parents. They are as tall as humans and a little heavier, thanks to their muscle. They have greenish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and coarse body hair. Half-orcs who have lived among or near orcs have scars, in keeping with orcish tradition.

Halflings, Deep[edit]

Also see the halfling creature listing.

These halflings are shorter and stockier than the more common lightfeet.

Deep halflings are about 2-1/2 tall and weigh between 30 and 35 pounds.

Halflings, Lightfoot[edit]

Also see the halfling creature listing.

The lightfoot halfling is the most common halfling variety. Lightfoot halflings stand about 3 feet tall and usually weigh between 30 and 35 pounds. They have brown or black eyes. Lightfoot halfling men often have long sideburns, but beards are rare among them and mustaches almost unseen. Lightfoot halflings prefer simple, comfortable, and practical clothes. Unlike members of most races, they prefer actual comfort to shows of wealth. Lightfoot halflings reach adulthood in their early twenties and generally live into the middle of their second century.

Halflings, Tallfellow[edit]

Also see the halfling creature listing.

Tallfellows are somewhat rare among halfling folk. Tallfellows are 4 feet tall or more and weigh between 30 and 35 pounds.

Hobgoblins[edit]

Also see the hobgoblin creature listing.

Hobgoblins are larger cousins of goblins. Hobgoblins’ hair color ranges from dark reddish-brown to dark gray. They have dark orange or red-orange skin. Large males have blue or red noses. Hobgoblins’ eyes are yellowish or dark brown, while their teeth are yellow. Their garments tend to be brightly colored, often blood red with black-tinted leather. Their weaponry is kept polished and in good repair.

Humans[edit]

Also see the human creature listing.

Lizardfolk[edit]

Also see the lizardfolk creature listing.

A lizardfolk is usually 6 to 7 feet tall with green, gray, or brown scales. Its tail is used for balance and is 3 to 4 feet long. A lizardfolk can weigh from 200 to 250 pounds.

Orcs[edit]

Also see the orc creature listing.

An orc’s hair usually is black. It has lupine ears and reddish eyes. Orcs prefer wearing vivid colors that many humans would consider unpleasant, such as blood red, mustard yellow, yellow-green, and deep purple. Their equipment is dirty and unkempt. An adult male orc is a little over 6 feet tall and weighs about 210 pounds.

Females are slightly smaller.

Xephs[edit]

Also see the xeph creature listing.

Multi Classing[edit]

Multi-classing in the world of 3.5 was a terribly thought out idea. Someone wants to branch out instead of trucking down a single path and you penalize them? Seriously you are already giving up advanced skills and abilities why would you need to hurt them further by making them earn less experience unless the stars align perfectly? Anyways the fix to this is simple - you do not have a minus based upon your favored class. Instead a favored class gives you the following benefit: As long as you are playing a favored class you gain an additional skill point per level, and yes this does stack with the human additional skill point per level. Now go have fun.

Skills[edit]

Alright two things need fixed about skills: First the cross class skill option of buying half ranks is stupid, so cross class skills are purchased at a one to one ratio. The cap for cross class skills is still half of class skills rounded down. Second the amount of classes and how they are broken down is ridiculous, and where there is stupidity I pull out the hedge trimmers. The following class skill table will be used to determine what is a class skill and what is not. As a note some of this is very similar to pathfinder skill charts but I take it a bit farther than those rules do. Simply put there is no reason why you need a lot of different skills, it presents the illusion of choice while being completely worthless.

Skill Barbarian Bard Cleric Druid Fighter Monk Paladin Psion Psychic Warrior Ranger Rogue Sorcerer Soulknife Wilder Wizard
Acrobatics (Dex) X X X X X X X
Appraise (Int) X X
Autohypnosis (Wis) X X X X
Climb (Str) X X X X X X X X
Craft (Int) X X X X X X X X X X X X X X X
Dealings (Cha) X X X X X X X X X X X X X X X
Disable Device (Dex) X X
Disguise (Cha) X X X X X X
Forgery (Dex) X X
Gather Information (Cha) X X X X X X X X X
Handle Animal (Cha) X X X X X
Heal (Wis) X X X
Knowledge: arcana and psionics (Int)
Knowledge: delving, geology and structures (Int)
Knowledge: nobility, history and notables (Int)
Knowledge: religion and planes (Int)
Linguistics (Int) X
Manipulation (Dex)
Perception (Wis) X X X X X X X X X X X X X X X
Perform (Cha)
Profession (Wis) X X X X X X X X X X X X X X X
Ride (Dex) X X X X X X X X X X X X X X X
Rope Use
Stealth
Survival
Swim (Str) X X X X X X X X X X X X X X X
Use Magic/Psionic Device (Cha) X

Feats[edit]

Feats will be covered fully in chapter 3 and are changed massively. The list is over 80 long and I haven't even begun to really dig in and create yet. In essence some of the feats were inspired by F & K but most did not get a direct port from their products. These feats are designed to first scale with you and secondly - and more importantly in my opinion - to make you actually think "Which feats can I afford not to get" instead of the age old "I take these feats in this order for this character every time."

Further F & K feats focused primarily on fighter types getting a massive boost without addressing the rest of the community much. This is another thing I depart from since if you don't have scaling feats for other classes what in effect is the point of playing them? F & K were innovative but it actually went far, far overboard with how they regeared combat characters; It went so far that they left little reason to play anything else. This section balances out the classes and attempts not to overpower anything too much (prior to

Epic Levels[edit]

Epic Levels will be covered in Chapter 4. The main reason this gets a boost is because of the major changes to the pre-epic level abilities. Epic progression should enhance not be on par with pre-epic abilities, and so this section will tell you how the modifications change to make the epic levels as fun as the regular levels.


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