About the Book
Source: Wikia. Pages: 50. Chapters: Action Points, Additional Feats, Air Dreamer, Akashic, Allowed Equipment, Anarchic Initiate, Ardent, Battlesmith, Brief Notes on Prestige Classes, Changed Feats, Changed Powers, Changed Skills, Character Creation, Character Death, Class Entry Key, Combat, Companion Spirits, Crow Totem, Darelth Feats, Darelth Wiki, Description, Dove Totem, Ectopic Adept, Electrokineticist, Erudite, Experience, Fire Dreamer, Goliaths, Half-Breeds, Healing Powers, Initiate of the Gnosis, Item Quality, Item Rarity, Knowledges, Languages, Life Energy Levels, Loremaster, Lurk, Marksman, Mounts, New Items, New Mantles, Noctumancer, Oathsworn, Otter Totem, Owl Totem, Planar Powers, Psion, Psionic Familiar, Psychic Warrior, Purified Soul, Ritual Warrior, Scout, Shadow Sentinel, Shadowcaster, Sharakim, Society Mind, Sonokineticist, Soulknife, Special Materials, Spymaster, Stoneblessed, Sun Racer, Swan Totem, Team Benefits, The Strongest, Tiger Totem, Totem Warrior, Unfettered, Unified Skill List, Unimpeachable Witness, Warlock, Warmain, Water Dreamer, Wilder, Wyrmsoul. Excerpt: Ability score generation in Darelth is done using a 32-point buy using the following schedules. Racial adjustments are applied after the ability score is purchased. A beginning (1st-level) character starts the game with 5 action points. A character above 1st level starts the game with a number of action points equal to 5 + 1/2 his current character level. Every time a character advances, he gains a number of action points equal to 5 + 1/2 his new character level. Some prestige classes might allow a faster rate of accrual, at the GM's option. You can spend action points either to add to a single d20 roll, to take a special action, or to improve the use of a feat. You can spend action points only once in a round. If you spend a point to use a special action (see below), you can't spend another one in the same round to improve a die roll, and vice versa. Note that some special acti...