![]() Beyond that basic concept, however, exists the potential for innumerable interpretations and refinements. the commonly held understanding of what a character of a certain class should be, and is designed to be useful as a foundation to the widest possible array of characters. While GMs should always strive to help players run the characters they want, ultimately the GMs know what’s best for their campaigns. Allowing players to remake characters in light of newly adopted rules may be desirable on occasion, but GMs shouldn’t feel like they’re being unfair or breaking any rule by not allowing players to rebuild their characters or disallowing certain options. GMs should be willing to adapt and may allow characters who grow bored with their characters to redefine them, but alternate class abilities shouldn’t feel like exploitable options that allow players to build and rebuild their characters in whatever ways seem most advantageous at a given moment. Regularly changing and recreating characters can prove problematic to a campaign. While GMs might want to make concessions for players who didn’t have these alternate class features available to them when creating their characters, PCs should still be one of the most constant elements of a campaign. ![]() Typically, the best time for a player to adopt alternate class features and significantly revise her character is when leveling up between adventures, though she should always check with her GM before doing so, as he may wish to make changes to the campaign to better fit the revised character. ![]() As long as a GM is comfortable with retroactively adjusting the character specifics, there should be no disruption to future adventures. As the alternate class features presented in this book are designed to be balanced with those in the base class, players who revise their characters shouldn’t gain any special advantages over other party members. Players with existing characters should talk with their GMs about whether or not these alternate class features are available in their games, and if so, whether players can retroactively modify their characters to adopt them. This adjustment continues for every level at which her sneak attack would improve, until at 19th level she has +9d6 instead of the +10d6 of a standard rogue. For example, if an archetype replaces a rogue’s +2d6 sneak attack bonus at 3rd level, when she reaches 5th level and gains a sneak attack bonus, her sneak attack doesn’t jump from +1d6 to +3d6-it improves to +2d6, just as if she had finally gained the increase at 3rd level. In effect, all abilities in that series are delayed until the next time the class improves that ability. If an archetype replaces a class feature that is part of a series of improvements or additions to a base ability (such as a fighter’s weapon training or a ranger’s favored enemy), the next time the character would gain that ability, it counts as the lower-level ability that was replaced by the archetype. For example, a fighter could not be both an armor master and a brawler, since both archetypes replace the weapon training 1 class feature with something different. Using ArchetypesĮach base class in this game draws upon a central idea, a basic concept representing Classes from the base class as another alternate class feature.
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