Level Adjustments Variant (3.5e Variant Rule)
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Level Adjustments suck, but rather than having to deal with the level loss you could simply add racial hit dice to whatever it is that adds the level adjustment, even if it is a template and the level adjusting abilities would effectively become class abilities for these levels. It is a healthy and balanced alternative to level loss. To do this follow the steps below:
- Look at the race or template level adjustment and type.
- Add an amount of racial hit dice equal to twice the level adjustment according to the type.
- When you start at character creation begin with 1 racial hit dice and only the most basic abilities of the level adjusted race or template (such as darkvision, low-light vision and other things that you might find in non-adjusted races).
- At every level thereafter you gain a racial hit dice and one or two abilities from the race or template (ask your Gamemaster to rule what amount would be equivalent to one "level" of power)
- Continue doing this until you have all your race or template's abilities and racial hit dice.
Example: Half-Dragon
The half-dragon template changes the creature type to dragon and is a level adjustment +3. Therefore, it would instead just be 6 racial hit dice of dragon.
Hit Die: d12
Level | Base Attack Bonus |
Saving Throws | Special | Breath Weapon | |||||||||||||||||||||||||||||||||||||
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Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
1st | +1 | +2 | +2 | +2 | +2 Strength, +1 Natural Armor, Breath Weapon, Energy Resistance, Darkvision 60ft., Low-light vision | 1d8 | |||||||||||||||||||||||||||||||||||
2nd | +2 | +3 | +3 | +3 | +2 Strength, +2 Constitution, Natural Weapons | 2d8 | |||||||||||||||||||||||||||||||||||
3rd | +3 | +3 | +3 | +3 | +2 Charisma, +2 Natural Armor | 3d8 | |||||||||||||||||||||||||||||||||||
4th | +4 | +4 | +4 | +4 | +2 Strength, +2 Intelligence | 4d8 | |||||||||||||||||||||||||||||||||||
5th | +5 | +4 | +4 | +4 | +2 Strength, +3 Natural Armor, Immunities | 5d8 | |||||||||||||||||||||||||||||||||||
6th | +6 | +5 | +5 | +5 | Energy Immunity, Wings, +4 Natural Armor | 6d8 | |||||||||||||||||||||||||||||||||||
Class Skills (6 + Int modifier per level, ×4 at 1st level) |
Class Features
All of the following are class features of the Half-Dragon
Weapon and Armor Proficiency: The Half-Dragon gains no armor or weapon proficiencies but it is proficient with its natural weapons.
Breath Weapon (Su): Half-dragons have a breath weapon dealing damage of their selected energy type according to the table. Their breath weapon can be a 60ft. line or 30ft. cone. They may use this breath weapon once every 2d4+2 rounds.
Energy Resistance: At 1st level a Half-Dragon selects one energy type. They have a resistance to this energy type equal to 5 x their Half-Dragon level. This improves to Energy Immunity at 6th level.
Natural Weapons: At 2nd level a Half-Dragon gains a bite and two claw attacks dealing damage according to their size. A medium-sized half-dragon's claws deal 1d4 damage plus their Strength modifier while their bite attacks deal 1d6 damage plus their Strength modifier.
Immunities: At 5th level a Half-Dragon becomes immune to sleep and paralysis effects.
Ability Boost: The Half-Dragon gains ability boosts according to the table.
Wings: At 6th level the Half-Dragon gains a fly speed equal to twice its racial base land speed.
Author | Arkangelknight + |
Identifier | 3.5e Variant Rule + |
Rating | Unrated + |
Title | Level Adjustments Variant + |