Character Building Variants

( ⇪ Game Feel )

Some characters in this universe are built differently from other campaigns. See also the House Rules article.

Assisted Ability Score Rolls

I hate players having a terrible time because their ability scores just don’t work well for this game. I care about rolling for ability scores with actual dice (a game feel concern) and not just modifying the resulting score if it’s below expectation (which takes away from the feel of rolling dice). I have players reroll part of or the entire score (a game feel concern) if it’s a terrible result, but I also don’t give infinite rerolls because I want quick results that stick. I want PCs which exceed (+2 mod or better) in at least three scores, and do not have more than one terrible (-2 mod or worse) score, but where on very rare occasion exceptionally bad luck can still stick. As such, I don’t allow point buy or score floors or pre-generated arrays. Use the following method to roll ability scores, in-person, as it pretty-much guarantees (but not entirely) that you won’t get a bad set of scores:

    1. For each score, roll 4d6, dropping lowest die. If there’s a tie for lowest die and they’re 1s or 2s, drop one of those dice and then reroll the other lowest dice until they’re any higher die roll.
    2. Then, if at least 4 of your 6 ability scores are lower than 14, you may choose to reroll all of your Ability Scores again. You may repeat this as many times as desired, but you must always use the newest set of rolls.
    3. After applying the above, if your lowest ability score is lower than 8, reroll that ability score (as above) until it gets any higher number. If there’s a tie for lowest score (and they’re lower than 8), you must reroll the tied ability scores until they get any higher number.
    4. If this is the first time you’ve rolled up a D&D 3.5 character, assign these ability scores in-order (STR, DEX, CON, INT, WIS, CHA) and discover your character from there. If not, assign them in any order (as I’m trusting that you’ll be careful to not be literally Batman).

For example:

  • 18,16,12,12,11,10 : May reroll all ability scores.
  • 17,16,13,13,7,7 : Must reroll lowest ability score(s) (the 7s).
  • 17,16,13,13,9,7 : Must reroll the 7 (it hasn’t improved).
  • 17,16,13,13,9,8 : It sticks, so assign them in the appropriate order.
GM’s Note: The theoretical worst possible array you can get stuck with is 14, 14, 14, 7, 7, 7 (normally the worst is all 3s). Statistically, the most likely array is 16, 15, 14, 13, 12, 10 (normally the most likely array is 16, 14, 13, 12, 11, 9).

Unrestricted LA+0 Templates

To prevent ridiculous template stacking, in this setting it’s recommended that you only allow a creature a single LA+0 template that isn’t “unrestricted” as defined here. The unrestricted LA+0 templates are Dragonborn, Hyperion, and Manikin.

Gaining Fixed Hit Points

Source: Dungeon Master’s Guide, page 198

Instead of rolling for hit points when you gain a level beyond 1st (the 1st Hit Die is maxed out), you take the average roll for the class (see the table below). Constitution modifiers still apply. Below-average hit points hurt a PC more than above-average hit points help, so this variant makes characters slightly more powerful.

Typical Classes that use that Hit Die
Hit Die d4 d6 d8 d10 d12
Hit points at even level (2nd, 4th, etc.) 2 3 4 5 6
Hit points at odd level (3rd, 5th, etc.) 3 4 5 6 7
GM’s Note: You can tweak an encounter’s difficulty by changing the HP value of NPCs.

Pathfinder-Style Character Building

A number of obvious improvements were made to the core 3.5 game in Pathfinder. The following changes to character-building are copied from Pathfinder, but that doesn’t mean that other Pathfinder material is allowed.

Click here to learn more…

Character Building Variants

Hyperion Voyages Ternal Ternal