|
Martial
Proficiency Grouping: Wet
Bowstring Rule: Tobacco
Rules Alternate
Volume Rules Containers:
Challenge Rules Challenge
Sequence: Challenges must be issued before or after the days adventure. You may only challenge one person per session. The GMs word is law.
Ability scores during character creation Ability scores are determined using an 85 point base. Each player can construct a character using this base i.e. if you want your character to have an 18 Strength, that would cost 18 of your 85 base points leaving you with 85 - 18 = 67. No ability scores may be raised past 18 before racial modifiers, meaning you can’t give your human fighter a 26 in Strength at the cost of other ability scores, but you can give your half-orc fighter a 20 in Strength (18 max + 2 racial modifier = 20) The standard ability spread is all scores at 14 with one point left over.
Races Elf Lifespan: Elves are hereon immortal. They die only from unnatural causes. Normal elven death is replaced by a return to Corellon’s side in Faerie. Also, the following chart takes precedence over the previous Elven Aging Effects chart;
Drow
Preferred
Class: Any Drow formerly of House Obllidorra of Menzoberranzan, or from
a psionically powerful house, has the preferred classes of psion or psionic
warrior instead of wizard.
Spell-Like
Abilities: All Drow nobility also have the power to levitate as per the
spell 1/day.
Feats:
All Drow fighters receive for free the feats ambidexterity and two-weapon
fighting
Bard
Skill
Points at 1st Level: (6 + Int modifier) x 4.
Skill
Points at Each Additional Level: (6 + Int modifier)
Bonus
Feat: At every fourth class level beginning at level 1 (1st, 4th, 8th,
12th, 16th, 20th) the bard will gain a bonus feat. The feat must be skill
focus (any). Meaning at the mentioned levels the bard gains the feat skill
focus which may apply to any skill the bard has ranks in. Multiple skill
focuses are not stackable.
Cleric
Saving
Throws: The Cleric classes saving throws are now the following;
Druid
Saving
Throws: The Druid classes saving throws are now the following;
Fighter
Feats:
Bonus fighter feats hereon shall include all feats deemed to be solely
combat-oriented, as judged by the DM. This includes many of the feats
found in the Sword and the Fist, and any new, unofficial feats as well.
Paladin
Saving
Throws: The Paladin classes saving throws are now the following;
Ranger
Bonus
Abilities: Starting at 6th class level, and at every 3rd level thereafter,
the Ranger gains a special ability of his choice from the following list:
Bonus
Feat - The feat chosen must come from the following list - improved track,
point blank shot, precise shot, rapid shot, far shot, shot-on-the-run,
mounted archer, weapon focus (any bladed weapon), weapon focus (any bow).
This option may be chosen multiple times.
Familiarity
- The ranger gains a +4 bonus to wilderness lore checks or any knowledge
(local) checks in an area that the character designates as familiar. In
order to so designate an area, the ranger must have spent at least six
months in the place, and have explored all portions that he intends to
be familiar with. This ability can be chosen multiple times. It’s effects
do not stack.
Evasion
- This ability works as the ability of the same name that Rogues and Monks
have.
Nature
Sense - This ability works as the ability of the same name that Druids
gain at 1st level.
Trackless
Step - (see above)
Hunter
- The character may apply a +2 bonus to all roles against one creature
when hunting that creature. Only evil rangers may use this ability to
target a target known to be goodly, or NPC known to be goodly. This effect
lasts until the target is dead, captured, etc. This effect can be used
once a day, requires that the ranger have some form of knowledge of that
individual creature before (meaning he must have tracked it, encountered
it previously, etc. this ability cannot be invoked during combat), and
does stack with the Rangers favored enemy bonus if the creature is of
such a monster type.
Natural
Attunement - When able to commune with nature, the Ranger can ask all
life in the characters vicinity questions. These questions can be no more
complex than "Did a man with short black hair, in plate armor, with
a very large sword come this way?" The lifeforms, be they trees,
or animals, or plants, answer as best they can. This ability allows the
ranger to understand all plant and animal forms of communication, but
only for the duration of the ability. Naturally, plants and animals have
different views of the world, and might not be able to adequately satisfy
the Rangers need for answers ("Duh...what’s a sword?" "I
couldn’t see the direction he went; my petals were blocking the view.")
This ability can be used for a total of six minutes each day, meaning
the Ranger can only maintain such an intimate connection for six minutes.
This minutes cannot be saved. Invoking this ability requires a full-round
action.
All
of these abilities are extraordinary in nature, save for Natural Attunement,
which is a spell-like ability.
Saving
Throws: The Ranger classes saving throws are now the following;
Wizard
Skills:
The Wizard will also receive, in addition to his normal allotment of skill
points, a number of skill points equal to half his original amount. These
extra skill points must be used in knowledge skills. In other words the
wizard normally receives (2 + Int modifier) skill points (x4 at first
level). These points can be spent on any skills, including knowledge skills.
The wizard also receives (2 + Int modifier)/2 skill points (x4 at first
level) that must be used in knowledge skills. No skills can have more
ranks than is normally allowed (character level +3).
Spellbooks;
All spell books, by their nature, automatically have a built in trap.
Whomever opens the book without some sort of passcode will trigger a locate
person spell (not including the owner, of course). This power exhausts
itself after one use per day. It allows the owner to locate whomever triggers
the trap, so long as no more than one day has passed. The owner is not
alerted to the disruption. This power does not interfere in any way with
any other spell-traps the magi may have placed upon his spellbook.
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||