Character creation rules for d20Pro Deathmatch 3.5:
- Make 2 gladiators - 1 5th level & 1 10th level
- XP - 11,000 for 5th level characters (8,800 after 20% multi-class penalty); 47,000 for 10th level characters (37,600 after 20% multi-class penalty)
- Books - Core (PHB, DMG, & MM - no Part II books); Complete Books; Compendiums; Forgotten Realms; Races of ___ Books (Destiny, Faerun, Stone, the Dragon, the Wild)
- Races - Your gladiator may be of any race from the books listed above as well as any monstrous race from the Monster Manual. Incorporeal or naturally invisible races, races that require special permission, rituals, or settings are not allowed. Any classes that add a racial template also modify your ECL according to that template.
- Monstrous Races & ECL - A creature MUST have Level Adjustment of +0 or higher to be used with d20Pro Deathmatch! ECL = Level Adjustment + Hit Dice + Class Levels
- Ability Scores - 32 point buy method as detailed in the DMG
- Feats - All feats are allowed except those that grant additional companions (Leadership) or allow you to craft items. The exceptions to this are feats/abilities granted specifically by your class (such as a Wizard's Scribe Scroll or Kensai's weapon ability). Wizard bonus feats may not be spent on Item Creation feats as they have an alternative choice of metamagic feats.
- Action Points - D20Pro Deathmatch is designed to be action-packed and dynamic, and each gladiator has an inner reserve of energy to draw from when the going gets tough. This is represented by Action Points. Each gladiator has one Action Point he can use at any time during a match a free action. Action Points can only be spent during your turn and may not interrupt other actions. Spending an action point grants you an additional standard action, move equivalent action, free action or swift action (gladiators still cannot take more than 1 swift action in a round). What can they do with these actions? Well, anything they normally could do with that kind of action. For example, in one round a Wizard could:
- Spend a standard action to cast a spell
- Spend a move-equivalent action to move
- Spend a swift action to cast another swift spell
- Spend an Action Point to gain a standard action and cast another spell
- New Feats
- EXTRA ACTION [GENERAL]
- Prerequisites: None
- Benefit: You add one to your maximum Action Point total.
- Special: You can gain this feat multiple times. Each time this feat is gained you gain an additional action point to spend during events.
- ACTION REPLAY [GENERAL]
- Prerequisites: None
- Benefit: If you miss with a to-hit roll, or your opponent successfully saves versus an offensive ability you initiated, you may spend an action point to force a re-roll of that single die. Special: This ability affects only a single d20 roll. Failure due to other factors, like concealment, immunities, or automatic effects that don't use a d20 roll are invalid targets for this ability.
- DEFENSIVE ACTION [GENERAL]
- Prerequisites: None
- Benefit: When you spend an action point, you gain a +2 to your Armor Class or to a single saving throw type (Fort, Ref, or Will) until the end of your next turn.
- OFFENSIVE ACTION [GENERAL]
- Prerequisites: None
- Benefit: When you spend an action point, you gain either a +2 to hit with all attacks rolls until the end of your turn, or enemies suffer a -2 to saving throws versus your spells or abilities until the end of your turn.
- Starting Resources - 5th level 9,000gp (max value of any one item 4,500gp); 10th level 49,000gp (max value of any one item 24,500gp)
- Import your characters from

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