Difference between revisions of "Alia:Alternate Rules"

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(Alternate Magic Item Creation)
(Alternate Dual Classing Rules)
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=Alternate Dual Classing Rules=
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These rules for multiclassing are meant to allow for multiclass spell
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casters to gain some amount of power but may be applied to any
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combination of classes with the following restriction: only two
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classes may be chosen, one embarked upon the path there's no turning
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These rules are used by several NPC's in Alia, and may be used by players, if they wishFor easy conversion to regular D20 multiclassed characters, split the classes evenly between the two dual classes.   
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The method for dual classing is as follows:
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At first level the character chooses their first class, at second
 
level the second class, these levels are gained as usual. At 3rd
 
level the character chooses to instead become a dual class and becomes
 
a Dual class character of level 3 instead of a Class level 2/Class
 
level 1 character. Any character with two classes at the same level
 
may choose to become a dual class character, but may not go back. At
 
this point one class is chosen as the "first" class, some recalculation happens, and the character advances according to the following rules:
 
 
 
* Hit Points: Every odd level, the character gains HP as if they gained a level in the first class, and every even level, they gain they gain HP as if they gained a level of the second class.
 
 
 
* Skill Points: Each class's class skills are the dual characters class skills. Max ranks are based on the character levelAverage the skill bonus for both classes to determine how many points to receive at each level. Recalculate the point totals, and redistribute the skill points when becoming dual classed (this will happen is a character choose a higher skilled class like rogue as their first character level).
 
 
 
* Feats: Dual class characters gain a general feat once every 3rd character level as usual.
 
 
 
* BAB and FRW, skill points: choose the better progression for each of BAB fortitude, Reflex and Willpower and calculate the bonus based on 3/4 of the character level, rounded down.
 
 
 
* Abilities: Gain the all class abilities of both classes based on 3/4 level, (round down), all limitations of each class still apply. Barbarians can't use skills or spells while raging, and sorcerers can't cast spells while in armorIf both classes have access to the same abilities, then use the better ability - do not add them.
 
 
 
* At 5th level and every 4th level thereafter, when the character would not gain new class abilities upon advancing, they choose one of their classes and gain early access to that classes abilities.
 
 
 
==Example of Progression: a Fighter-Wizard==
 
 
 
 
 
A fighter 1/wizard 1 who advances to a Fighter-Wizard 3, has 3 hit
 
dice, 1d10+1d4+1d10+con*3 hp, has a BAB of +2, has a base F/R/W
 
+3/0/+3, has the two bonus fighter feats of a 2nd level fighter and
 
casts spells exacty like a level 2 wizard.
 
 
 
At character level 4, they character would be a Fighter-Wizard 4,
 
would have 4 hit dice, 2d10+2d4+4*con hit points, has a BAB of +3, has
 
a base F/R/W +3/0/+3, would have the class abilities of a 3rd level
 
fighter and a 3rd level wizard.
 
 
 
At character level 5, they character would be a Fighter-Wizard 5,
 
would have 5 hit dice, 3d10+2d4+5*con hit points, has a BAB of +3, has
 
a base F/R/W +3/+1/+3, would have the class abilities of a 3rd level
 
fighter and a 4th level wizard, or a 4th level fighter and a 3rd level
 
wizard.
 
 
 
At character level 6, they character would be a Fighter-Wizard 6,
 
would have 6 hit dice, 3d10+3d4+6*con hit points, has a BAB of +4, has
 
a base F/R/W +4/+1/+4, would have the class abilities of a 4th level
 
fighter and a 4th level wizard (gaining the class abilities of the
 
class not chosen at 5th level.
 
 
 
At character level 10, they character would be a Fighter-Wizard 10,
 
would have 10 hit dice, 5d10+5d4+10*con hit points, has a BAB of +7,
 
has a base F/R/W +5/+2/+5, would have the class abilities of a 7th
 
level fighter and a 7th level wizard (gaining the class abilities of
 
the class not chosen at 9th level.
 
 
 
Comparing the fighter-wizard to a fighter 10, a wizard 10, a fighter
 
5/wizard 5 from the core rules:
 
 
 
 
 
            Fr-Wz 10    Wiz 10  Ftr 10  Fr5/Wz5
 
  -------------------------------------------------
 
Max HP          70        40      100        70     
 
BAB              7        5      10        7
 
FRW          5/2/5    3/3/7    7/3/3    5/2/5
 
  Feats            8        4      10        7         
 
Casting Lvl      7        10        0        5
 
 
 
Comparing Fr-Wz to Wizard. The wizard gains access to 5th level
 
spells, has more spells per day, greater spell power versus SRThe
 
fighter-wizard gains improved hitpoints, and BAB, plus 4 fighter
 
feats.  He can't cast spells in armor, but he has access to martial
 
weapons and can take weapon specialization.
 
 
 
Comparing to fighter: The fighter gains almost 50% hit points and BAB,
 
can wear heavy armor with no problems and gets 2 additional feats.
 
The fighter-wizard gets access to 4th level spells.
 
 
 
Comparing to the old Fr5/Wiz5, the Fr-Wz 10 is strictly better. Gets
 
access to 4th level spells instead of 3rd, has better spell
 
penetration - everything else is identical - HP, BAB, and saves.
 
 
 
==Example: Comparing a Druid-Sorcerer 10==
 
 
 
            Dr-Sr 10    Sor 10  Dru 10  Dr5/Sr5
 
  -------------------------------------------------
 
Max HP          60        40      80        60     
 
BAB              5        5        7        7
 
FRW          2/5/5    3/3/7    3/7/7    2/5/8
 
  Sor Abil          7        0      10        5         
 
  Druid Abil        7        10        0        5
 
 
 
Comparing a Druid-Sorcerer 10 to the other spell casting classes, we
 
can see that they give up higher level spell access for greater spell
 
selection. The number of spells that may be cast is very large and
 
the selection is great as well. The Druid-Sorcerer 10 gives up access
 
to 5th level spells and gains the ability to cast spells up to level 4
 
from two spell lists as a 7th level caster. The caster power level is
 
lower as will the maximum DC to save versus the spells.
 
 
 
==Example: Bard-Barbarian 10==
 
 
            Bd-Bb 10  Bard 10  Bbn 10  Bd5/Bb5
 
-------------------------------------------------
 
Max HP          90        60      120        90     
 
BAB              7        7      10        8
 
FRW          5/5/5    3/7/7    7/7/3    5/5/5
 
Bard Level        7        10        0        5         
 
  Barb Lvl          7        0      10        5
 
 
 
Comparing the Bard-Barbarian 10 to a Bard5/Barb5, The Bard5/Barb5 has
 
a better attack bonus. The dual class has access to higher level
 
class abilities, can cast as a 7th level bard instead of as a 5th, and
 
gains the barbarian abilities of DR 1/- and trap sense +2.
 
  
 
=Arcana Unearthed=
 
=Arcana Unearthed=

Revision as of 22:12, 24 February 2007

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Arcana Unearthed

Monte Cook's "Arcana Unearthed" is a good extension to the D&D 3.5 ruleset for Alia. It is recommended that the core D&D 3.5 edition be used for the bulk of the campaign, and Arcana Unearthed rules used as an extension for additional flavour.

Races

Recommended Races:

  • Giants - Half-giants in Prolia should use the Giant race.

Additional Races (and locations):

  • Faen - The Northern Forest or the Harrowwood.
  • Verrik - South of Shadowwood (off the map).
  • Mojh - Scattered Golanist, dragon-followers.

Classes

Recommended Classes

  • Witch: as is, give Witches access to Cleric spells instead of access to Simple spells. At 9th level gain access to two Domains as a cleric, using the following lists:
    • Wood: Plant, Travel
    • Iron: Earth, Fire
    • Air: Air
    • Mind:
    • Winter:
    • Water:
  • Mageblade: as is, give the mageblade access to Mage Spells of two schools of magic, plus Divination and Universal.

Magic

D&D 3.5e and Arcana Unearthed magic systems are quite different, and unless the GM is prepared to do a good deal of work doing a total conversion to Arcana Unearthed, it is recommended that the Arcana Unearthed magic system not be used with Alia.

Equipment

  • The new armor types and exotic armor fits right into Alia's style and spirit, although the more expensive exotic armor should be quite rare.
  • Weapon and Armor templates are certainly also possible. Replace the "Devanian" template with a more generic light weight construction template, because there was no ancient Devanian empire or it's equivalent, such processes must be discovered by advanced armor and weaponsmiths of today, it's not a lost art but a developing art.

Feats

  • Exotic Weapon, Exotic Armor feats should be used if weapon and armor templates are used.



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