Hier sind die Hausregeln für die Runde. Keine weiteren sind geplant.
Skill Points:
2 per level -> 4 per level
- Cleric, Fighter, Paladin, Sorcerer, Wizard, Hexblade, Favoured Soul, Warlock, Warmage, Wu Jen, Psion, Psychic Warrior, Sohei, Sha’ir
4 per level -> 6 per level
- Barbarian, Druid, Monk, Swashbuckler, Spirit Shaman, Soulknife, Wilder, Samurai, Battle Dancer, Shaman, Shugenja
6 per level -> 8 per level
- Bard, Ranger, Ninja, Spellthief, Jester, Mountebank, Savant,
8 per level -> no change
- Rogue, Scout
Feats
Standard feat progression changes to:
1,2, 4, 6, 8, 10, 12, 14, 16, 18, 20
Action Points per Day
1-5 Level – 2 AP
6-10 Level – 4 AP
11-15 Level – 6 AP
16-20 Level – 8 AP
Action Boon (Feat)
Gain 1 additional Action Point per Day.
Critical modifiers:
Keen/Impact increases the critical multiplier by 1(x2 becomes x3 and so on)
Precise increases the threat range by 1 (20 becomes 19-20 and so on)
Imp. Critical does not change
Feats
Standard feat progression changes to:
1,2, 4, 6, 8, 10, 12, 14, 16, 18, 20
Elemental Sorcerer
Air
0 electric jolt (SC)
1 shocking grasp
2 fog cloud
3 lightning bolt
4 solid fog
5 ball lightning (SC)
6 freezing fog (SC)
7 control weather
8 lightning ring
9 storm of vengeance (as 9th-level cleric spell)
Earth
0 acid splash
1 hail of stone (SC)
2 mountain stance (SC)
3 acid breath (SC)
4 wall of sand (SC)
5 vitriolic sphere (SC)
6 flesh to stone
7 delayed blast acidball
8 iron body
9 transmute rock to lava (SC)
Fire
0 flare
1 burning hands
2 scorching ray
3 fireball
4 wall of fire
5 cone of fire (as cone of cold, but deals fire damage instead of cold damage)
6 summon monster VI (fire creatures only)
7 delayed blast fireball
8 incendiary cloud
9 meteor swarm
Water
0 ray of frost
1 ice dagger (SC)
2 swim (SC)
3 hailstones (SC)
4 wall of ice
5 cone of cold
6 cloak of the sea (SC)
7 ice claw (SC)
8 polar ray
9 comet swarm (as meteor swarm, but deals cold damage instead of fire damage)
D&D Eberron - Hausregeln
- Crazy Pole
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- Registriert: 28 Mai 2008 02:10
D&D Eberron - Hausregeln
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