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Balanced Wealth (3.5e Variant Rule)

57 bytes added, 05:42, 1 April 2010
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==== How it Works ====
Replace Table 5-1, page 135 of the 3.5 DMG with the following table. At the appropriate levels, characters gain the bonuses as marked below simply as part of their characters. For example, a level 7 character would have a +2 Enhancement bonus to all attacks with a '''single''' weapon, even an unarmed or natural attacks attack (attack and damage, as per a +2 weapon), +2 armor Enhancement bonus (as though whatever armor they wore had a +2 bonus--even if they're not wearing any, and this may apply to shields or armor, but not both), a +1 Deflection bonus to AC, a +2 Enhancement bonus to their natural armor, a +2 Resistance bonus to all saves, and a +2 Enhancement bonus to all ability scores.
The one enhancement that can be "split up" as an exception to this rule is the enhancement bonus to weapons if one wishes to attack with more than one weapon in a single round, which may be split to multiple items. For every additional item attuned, the bonus decreases by 1. Thus, a level 20 character with two shortswords can have them both gain a +4 bonus to attack and damage, rather than having one at +5 and the other nonmagical.
*Changeling - As a swift action, the character may have the weapon change into any other weapon of the same size.
*Ghost Touch - The weapon affects Incorporeal creatures normally, without any chance of missing.
*Keen - The threat range of the weapon doublesif the weapon has at least an enhancement bonus of +2.
*Spell Storing - The weapon may hold a single spell which is triggered upon a hit.
*Bursting - On a critical hit, the weapon deals an extra 1d8 damage for every enhancement bonus granted to the weapon plus the multiplier above one that the weapon possesses. (x2 is +1d8, x3 is +2d8, x4 is +3d8, and so on.) Thus, a Shocking Scythe of Bursting wielded by a level 12 character would deal an extra 6d8 damage on a critical (3d8 from being a +3 weapon, 3d8 from the weapon's x4 multiplier).
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