Game Rules

Standard Players Handbook 3.5 classes are available for player characters to create characters. NPC classes from Dungeon Masters Guide 3.5 are available for DM use. Prestige classes, multiclassing, and Psionics are unavailable for player characters at this time.

Character Creation

Ability Scores

Ability scores are established by players rolling 4d6 and dropping the lowest dice score. The scores can be arranged in any order desired.

There are 2 optional ability score rolling methods available. They are dependent upon the player commiting to role-play his or her character and creating a backstory for the character. It is at the complete discretion of the DM, but some effort must be made, and the character backstory should be recorded. Upon agreement with the DM and player one of two alternate methods may be selected for use.

Method 1: Make (7) 4d6 rolls, discarding one die and keeping the best 6 rolls and arranging in any order desired.

Method 2: Make (6) 4d6 rolls, discarding one die and assigning (2) total extra points to any stat(s) desired. Stats cannot be improved beyond 18 with extra points.

Hero Points

Player characters and some NPC's (DM's discretion) are entitled to posses and use hero points. Hero Points represent a characters good luck and heroic nature. Hero points may be expended to reduce damage incurred, improve difficulty checks and savings throws, improve attacks and damage given, expand magical powers, or make rerolls.

Hero points available are 1 per character level + class primary ability score modifier + charisma ability score modifier. For example a 3rd level Fighter with an 18 strength and a 14 charisma would possess 9. Three points for character level, 4 for strength modifier (+4), and 2 for charisma modifier (+2) for a total of 9. Any character (Bards and Paladins) with a primary ability of Charisma simply adds the charisma modifier twice.

Primary Ability score by class:

Use this table to determine which ability score bonuses or penalities to use to calculate hero points.

Hero points regenerate at a rate of 1 per hour of complete rest (sleep). Hero points can be used at the players discretion or consumed at the will of the DM for various negative effects. Up to 5 points may be used for any one action.

Hero points may be used to reduce damage taken. When damage is taken the player character can use points to reduce the damage taken (up to 5 points on each attack). For example A character hit by all 3 attacks from a dragons claw/claw/bite attack could reduce the damage incurred by up to 15 points (never more than actual damage received).

Hero points may be used to improve attack rolls. Up to 5 points may be used to improve (+5) an attack roll. This must be declared before the roll for attack is made. Hero points may also be used to improve damage. This too must be declared before an attack is made. If the attack fails to hit no hero points are consumed. Hero points used to improve damage may never exceed the maximum potential damage from a weapon (A medium longsword will not deal damage greater than 8).

Hero Points may be used to improve difficulty checks and savings throws. These improvements must be declared before the roll is made and cannot exceed 5 points.

Hero Points may be used by any spellcaster to increase the number of spells available to cast per day. Hero points may be expended at a rate of 3 points per spell level of a spell cast. A 5th level Wizard with 9 Hero Points (5 points for level & 4 points for Intelligence and Charisma modifier) could cast (1) additional 3rd level spell, (3) 1st level spells, or a combination of 1st and 2nd level spells. Sorcerers/Bards may expend points and spontaneously cast any spell known whereas Wizards/Clerics/Druids/Paladins may only cast spells that have been prepared for that day. Clerics may use points to cast extra healing spells if that is available to them.

Clerics and Paladins may expend 5 points and perform an additional turn or rebuke (if available to them).

Paladins may use hero points to lay hands up to what is normally allowable, potentially doubling their healing power.

Bards may expend 5 points and perform an additional bardic music.

Barbarians may expend 5 points to perform an additional rage.

Druids may expend 5 points and perform an additional wild shape ability (change and return to normal).

Monks may expend up to 5 points to add to their unarmed attack damage.

A character may also choose to expend 5 hero points and reroll any roll made. You cannot reroll a reroll.

Feats

Feats are earned every odd level. A 3rd level character (non-human) would have (2), a 5th (3), a 7th (4), etc. Wizards earn their arcane feats at a faster pace per the table below. All others rules pertaining to feats (bonus feats, fighters, clerics, humans, etc.) remain per the Players Handbook 3.5.

Class Features

Clerics

Clerics in the World of Anon recieve a special power or feat depending upon which Deity they worship. When weilding a dieties favored weapon a cleric is auomatically proficient using it, receiving whatever feat necessary as a bonus feat. A Cleric weilding a dieties favored weapon also receives a +10 bonus to resist being disarmed.