Avatar Variant Rules (3.5e Variant Rule)
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| Foxwarrior (talk) | |
|---|---|
| Date Created: | 3/22/10 |
| Status: | Just started |
| Editing: | Please feel free to edit constructively! |
Avatar Variant Rules
These rules make D&D more closely representative of Avatar.
Triple Health: Benders conjure great swathes of energy that can destroy gigantic rock columns, but when used on each other, they're hardly harmed. Also, I just improved the damage of Benders to make them more Wizard-level appropriate, so this is necessary in order to compensate.
Good Weapons: People with weapons are scary. Just because high-level characters have great quantities of health doesn't make them immune to high-level characters with swords and fists. Therefore they get a bonus to damage with melee and ranged attacks.
| Balance Point | Monk | Fighter | Rogue |
|---|---|---|---|
| Good BAB | +1d8 | +1d6 | +1d4 |
| Moderate BAB | +1d6 | +1d4 | +1 |
| Poor BAB | +1d4 | +1 | +0 |
Low Gravity: The DCs for all jump checks are halved. Abilities which launch people into the air send them twice as far. Falling damage is halved.
Gestalt: Important characters seldom are only good at one thing. Therefore, PCs and dangerous NPCs with names always use the Gestalt character building rules. The Good Weapons rule takes the class with the higher balance point and the class with the worse BAB to determine bonus damage for that level.
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