- Attributes: 32-Point 3.5 Point Buy. http://www.propelled.de/extern/chargen
- Bonus Feats: Levels 1, 2, and every even level thereafter.
- Attribute Gains: +1 at levels 2, 4, 6, 8, 10, 12, 14, 16, 18, and 20.*
- Hit Dice: Are always maximized, regardless of level.
*Note: Self Development rules are used for both CLASS and CLASSLESS, any score below 10 will benefit from the following: Attributes with a base score of 3-6 increase by +3, base scores of 7-9 go up by +2, instead of by +1.
Race: Anything up to ECL+3 (Exotic races do need to be approved, your base form needs to be 'humanoid' and not identified as just a monster.)
You must decide on a standard class progression using the legal system rules OR Classless.
- The class-based PCs will start at Level 6
- Classless PCs will start at Level 4
this offsets the optimization of the concept of not wasting points on useless features.
Both groups can obtain Leadership if desired. (Class purchase the Leadership FEAT at level 6, while classless are allowed the Leadership ability at level 4)
A CLASS-BASED PC may spend a FEAT or their Stat Increase to gain 6 Character Points to spend on classless Abilities.
- Additional Options: The "Traits & Flaws" rules are allowed. You take on a flaw to gain a trait. http://www.d20srd.org/indexes/variantBuildingCharacters.htm
- You can take up to two FLAWS and two TRAITs.
The following rule is always in effect:
If a FLAW or DISADVANTAGE stops being a detriment or never was a detriment, then you immediately lose the POINTS or supplied bonus from that item.
CLASSLESS Specifics (All of these can be found from the author's blog site: https://ruscumag.wordpress.com/atheria-d20/
Eclipse: The Codex Persona: http://app.box.com/shared/lum1u99fu5
The Practical Enchanter: http://app.box.com/shared/4ydfzh2088
Paths of Power (a free d20 magic supplement, including a revised spell and psionic ability acquisition method with numerous new paths, domains, spells, and other systems). http://www.box.net/shared/jj5i0xxc4n
Eclipse Web Expansion One: a free expansion for Eclipse: The Codex Persona. http://app.box.com/shared/trssk26sco
We are USING the Adventurer's Framework as a guideline.
That stipulates certain minimums and maximums any character can have.
Special Abilities
Individual Game Masters may
make exceptions for heavily ability-dependent
characters, such as Monks, but don’t count on it.
Adventurers may not invest more than (level+2) x 6 CP
in any one chain of linked special abilities OR have more
than (level+1) abilities from any one such chain. They
cannot add more than two links to such a chain per level.
Proficiencies
Characters may spend as many CP as
they wish on Proficiencies. As a practical matter, they
are expected to learn at least four weapons; almost
anyone should be able to pick up a club, crossbow,
dagger, or staff and use it immediately. In fact, most
adventurers should be able to use all simple weapons.
Magic Levels
No points need be spent here, but
characters cannot gain more than two levels in any one
magic progression per character level. Similarly, they
may not buy more than 4 extra spells per character level.
Level 4 should have the minimum purchases:
12 CP for Warcraft (BAB +2)
12 CP for Saving Throws (+4 allocated between the three saves - Fortitude, Reflex, and Will)
8 CP for Skill Points (May use Fast Learner to alleviate this requirement)
Weapon Proficiencies - 3 CP for a minimum of a group of weapons
Restricted Abilities are either unavailable, only partially available, or have other mandatory limitations. They include:
- Action Hero/Influence (No Target)
- Adept. Maximum of once per character. (GM Permission to justify a second instance)
- Blessing: Requires special permission. Normally only available for limited sets of abilities.
- Blood Curse
- Celerity: Only available for natural movement modes up to a maximum of double the base movement.
- Channeling (GM permission on advanced abilities)
- Companion/Templates: Limit 2 Companions
- Deep Sleep/True Prophecy
- Domain/Path (Limit 3 unless Pathmage)
- Dominion: Godfire, and the other abilities in that sequence, are disallowed.
- Returning: requires a minimum character level of 4, and the higher forms are restricted.
- Witchcraft: Requires an explanation, making a deal with some greater power, any PACTs taken must first include Corruption, then Possession before any other pacts are taken.
- Innate Enchantment: Maximum of 12 CP.
- Path of the Dragon: Some of the high-end abilities - notably the spell-sustaining ability - are disallowed.
- Shapeshift: Some higher abilities, such as Shape of Death and Enchanted, are disallowed.
- Relics (Max 4 CP/User),
- Enthusiast (Max 6 floating CP)
- Hexcrafting
- Luck (Attacks, limited uses as boring if overused)
- Spell Enhancement (Maximum of 1 per four caster levels)
- Occult Skill (check with GM on desired skill)
- Shadowmaster (excessive headache)
- Toughness (poor choice)
Enhanced Abilities:
- Hit Dice (HP are always Maximum)
- Self-Development (Half Cost world law in effect)
Modified Abilities:
- Mentor (Bonus Feat every three levels, but chosen by GM)
- To obtain Charms & Talismans (Shaping, Specialized and Corrupted for Increased Effect. (6 CP, powers the usual 7 and 3)
- To obtain Wealth Level - Major Privilege (6 CP): Gains a Wealth Level from The Practical Enchanter based on Hit Dice (0-4: Common, 5-8: Well-Off, 9-12: Affluent, 13-16: Wealthy, 17+: Imperial).
I've been convinced that using the Pathfinder Skills would be easier for some of the folks - as Pathfinder and 3.5e are similar enough.
For the conversion:
Move Silently and Hide consolidate into STEALTH
Spot, Listen and I think Search consolidate into PERCEPTION
Here's the Pathfinder list:
https://www.d20pfsrd.com/skills/
For the Skills:
Here's the template for skills, and the tiers are merely for usefulness, no cost differences:
t-trained only *- No Armor penalty