Ceaon
2012-08-03, 11:42 AM
Homebrew ahoy!
For an upcoming game, I made several changes to the 3.5 core classes, skills and feats. I know these changes do not close the tiers, but do they create new problems?
CLASSES I
Barbarian
+ Barbarians can be of any alignment, although they are more often chaotic.
– Illiteracy can not be bought of by two skill points. Instead, it requires a feat (Literacy, see the feat changes). You do not automatically become literate when you multiclass.
Bard
+ Bards can be of any alignment.
+ Bards gain a d8 Hit Die.
+ Bards may choose to change Bardic Music into Support Allies (Diplomacy) or Command Allies (Intimidate).
+ Bards add Intimidate to their class skill list.
– Bards that choose to change Bardic Music into Support Allies or Command Allies lose the Countersong class feature.
Cleric
+ Clerics can be of any alignment.
* Clerics of St. Elimine gain access to the Healing Domain and one additional domain.
* Clerics of the ancient gods gain access to the War Domain and one additional domain.
– Clerics can not revere a cause or the natural spirits.
Druid
+ Druids can be of any alignment. Druids can still fall if they cease to revere nature or teach the Druidic language to any non-Druid.
+ At 1st level, druids gain access to one of the following domains: Air, Earth, Fire or Water.
– Druids gain an animal companion at 4th level instead of 1st level. Moreover, a druid's effective druid level regarding his animal companion is his druid level -3 instead of his druid level.
– Druids are Illiterate (see Barbarian).
Fighter
+ A fighter adds Perception to his class skill list.
+ A fighter gains the Bravery class feature (see the Spoiler Box Classes II).
+ A fighter gains the Improved Combat Maneouver class feature (see page 11).
– A fighter only gains bonus feats at levels 1, 4, 8, 12, 16 and 20.
Monk
+ Monks gain a d12 Hit Die.
+ Flurry of Blows has been changed (see spoiler box Classes II).
+ Monks may subsitute wisdom for strength when making attack and damage rolls with unarmed attacks or special monk weapons.
– A monk must still be of lawful alignment and can fall if she changes alignments.
Paladin
+ Smite Evil can be used a number of times per day equal to half your paladin level (rounded down, minimum 1).
+ Paladin spell casting is now based on Charisma instead of Wisdom.
+ Paladins still gain Turn Undead at level 4, but their effective cleric level is now equal to their paladin level.
+ Paladins do not fall for breaking their code of conduct if they genuinely repent the same day.
– Paladins lose the Special Mount class feature.
– A paladin must still be of lawful good alignment and can fall if she changes alignment or unrepentently breaks her code of conduct.
Ranger
+ Rangers gain an animal companion at first level. The ranger's effective druid level regarding his animal companion is still half his ranger level, but this can be improved by selecting the Hunter Combat Style (see spoiler box Classes II).
+ Favored Enemy works differently (see spoiler box Classes II).
+ Rangers gain their Combat Style class feature at level 1. The class feature has been changed as well (see spoiler box Classes II).
– Rangers are Illiterate (see Barbarian).
Rogue
+ Rogues gain a d8 Hit Die.
Sorcerer
+ Sorcerers gain the Eschew Materials feat as a bonus feat at 1st level.
+ Sorcerers add the Diplomacy, Gather Information and Intimidate skills to their class skill list.
Wizard
* Wizards must specialize in a school.
NPC Classes
+ Warriors add Perception to their class skill list.
– Commoners are Illiterate.
– Aristocrats do not add Arcana to their class skill list.
– Commoners do not add Thievery to their class skill list.
– Experts add only eight skills to their class skill list instead of ten.
CLASSES II
Fighter
Bravery (Ex)
Starting at 2nd level, a fighter gains a +2 bonus on Will saves against fear. This bonus increases by +1 for every two class levels beyond 2nd.
Improved Combat Maneouver (Ex)
Starting at 6th level, once per round, when a fighter hits a target with a melee attack, he may immediately bull rush, disarm, feint or trip the opponent as a move action, without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to disarm or trip the fighter. At 10th level, this ability can be used as a immediate action (and thus can also be used after an attack of opportunity). At 14th level, this ability can be used as a free action. At 18th level, this ability can be used more than once per round.
Monk
Flurry of Blows (Ex)
Whenever she makes an attack roll while unarmored, a monk may declare that she is striking with a flurry of blows. When doing so, she may roll the attack roll twice, taking the highest result. These attack rolls both take a -2 penalty. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk on page 40 of the PHB. The rerolls and the penalty apply for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1˝ or ×˝) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
Greater Flurry (Ex)
When a monk reaches 11th level, her flurry of blows ability improves. When rolling two attack rolls, if both attack rolls hit the target's AC, the attack deals double damage.
Ranger
Favored Enemy (Ex)
As a move action, a ranger can designate one creature as his target. The ranger must either see or hear this creature, or have seen or heard this creature before. A ranger gains a +2 bonus on Bluff, Nature, Perception and Sense Motive checks when using these skills against his target. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th, 10th, 15th and 20th level, these bonuses increase by +2.
A ranger can only designate one creature as his target at a time. If the target dies, or the ranger voluntarily gives up his designation (a move action), he can select another creature as his target (which is still a move action).
Combat Style (Ex)
At 1st level, a ranger must select one of three combat styles to pursue: archery, hunter or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. To select a combat style, a ranger's dexterity must be of sufficient level.
Any ranger can select hunter combat. His effective druid level regarding his animal companion is equal to his ranger level -3.
A ranger can select archery if his dexterity is at least 13. If the ranger selects archery, he is treated as having the Capable Archer feat, even if he does not have the normal prerequisites for that feat.
A ranger can select two-weapon combat if his dexterity is at least 15. If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Improved Combat Style (Ex)
At 6th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves.
If he selected archery at 1st level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.
If he selected hunter combat at 1st level, his effective druid level regarding his animal companion becomes equal to his ranger level.
If he selected two-weapon combat at 1st level, he is treated as having the Two-Weapon Charge feat, even if he does not have the normal prerequisites for that feat.
If a ranger already has the feat he would gain, he may select another feat, for which he must meet the prerequisites.
As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Greater Combat Style (Ex)
At 11th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves again.
If he selected archery at 1st level, he is treated as having the Master Archer feat, even if he does not have the normal prerequisites for that feat.
If he selected hunter combat at 1st level, the ranger gains a second animal companion. The ranger's effective druid level for this second animal companion is half his ranger level.
If he selected two-weapon combat at 1st level, he is treated as having the Reaver Strike, even if he does not have the normal prerequisites for that feat.
If a ranger already has the feat he would gain, he may select another feat, for which he must meet the prerequisites.
As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
SKILLS
1. Each character gains an additional 2 skill points per level (8 at first level) that can be spend on any three skills (even skills that are not class skills) selected at character creation.
2. The skill list has been changed. The new skill list is as below. If a class has any of the folded skills on his class list, he now has acces to the combined skill. Skills marked with an * are modified by armor check penalty.
Acrobatics* (Dexterity): Combines Balance, Escape Artist and Tumble.
Arcana (Intelligence): Combines Knowledge (arcana) and Spellcraft.
Athletics* (Strength): Combines Climb, Jump and Swim. (1)
Bluff (Charisma)
Concentration (Constitution)
Culture (Intelligence): Combines Knowledge (architecture), (history), (local) and (nobility and royalty).
Diplomacy (Charisma)
Gather Information (Charisma)
Handle Animal (Charisma): Combines Handle Animal and Ride. (2)
Heal (Wisdom) (3)
Intimidate (Charisma)
Linguistics (Intelligence): Combines Decipher Script, Forgery and Speak Language. (4)
Nature (Intelligence) :Combines Knowledge (dungeoneering), (nature), (geography) and Survival.
Perception (Wisdom): Combines Listen and Spot.
Perform (Charisma): Combines Disguise and Perform.
Profession (Depends): Combines Craft and Profession. (5)
Religion (Intelligence): Combines Knowledge (religion) and Knowledge (the planes).
Search (Intelligence): Combines Appraise and Search.
Sense Motive (Wisdom)
Stealth* (Dexterity): Combines Hide and Move Silently.
Thievery (Dexterity): Combines Disable Device, Open Lock, Sleight of Hand and Use Rope.
Use Magic Device (Charisma)
1 = Note that this skills can now be used to climb or jump on larger enemies to gain automatic flanking.
2 = You may select to use your dexterity modifier instead of your charisma modifier to ride a creature.
3 = Note that this skill now allows a heal check, DC 10 + 2x spell level, which maximizes the amount of hit points you heal with a cure spell.
4 = For each two ranks you take in this skill, you may select one additional language. You can not put ranks in this skill if you are illiterate.
5 = Depending on which profession you choose, this skill may be based on Strength, Dexterity, Intelligence, Wisdom or Charisma.
Class skills
Barbarian Athletics, Handle Animal, Intimidate, Nature and Perception.
Bard Acrobatics, Arcana, Athletics, Bluff, Concentration, Culture, Diplomacy, Gather Information, Heal, Linguistics, Nature, Perform, Profession, Religion, Search, Stealth, Thievery and Use Magic Device.
Cleric Arcana, Concentration, Culture, Diplomacy, Profession and Religion.
Cleric Domains The Animal, Plant and Travel domains add Nature to the class skill list. The Knowledge domain adds both Linguistics and Nature to the class skill list. The Trickery domains adds Bluff, Perform and Stealth to the class skill list.
Druid Arcana, Athletics, Concentration, Diplomacy, Handle Animal, Nature, Perception and Profession.
Fighter Athletics, Handle Animal, Intimidate, Perception and Profession.
Monk Acrobatics, Arcana, Athletics, Concentration, Diplomacy, Perception, Perform, Profession, Religion, Sense Motive and Stealth.
Paladin Concentration, Culture, Diplomacy, Handle Animal, Heal, Profession, Religion and Sense Motive.
Ranger Athletics, Concentration, Handle Animal, Heal, Nature, Perception, Profession, Search, Stealth and Thievery.
Rogue Athletics, Acrobatics, Bluff, Culture, Diplomacy, Gather Information, Intimidate, Linguistics, Perception, Perform, Profession, Search, Sense Motive, Stealth, Thievery and Use Magic Device.
Sorcerer Arcana, Bluff, Concentration, Diplomacy, Gather Information, Intimidate and Profession.
Wizard Arcana, Concentration, Culture, Linguistics, Nature, Profession and Religion.
Adept Arcana, Concentration, Culture, Handle Animal, Heal, Nature, Profession and Religion.
Aristocrat Athletics, Bluff, Culture, Diplomacy, Gather Information, Handle Animal, Intimidate, Linguistics, Nature, Perception, Perform, Religion, Search and Sense Motive.
Commoner Athletics, Handle Animal,Perception and Profession.
Expert Any eight skills.
Warrior Athletics, Handle Animal, Intimidate and Perception.
FEATS
Characters gain a feat at levels 1, 2, 3, 5 and each odd level after that. Characters can select feats from the PHB freely, and the feats from the PHB II and Complete books are allowed on a case-by-case basis.
The following feat has been added: Literacy.
The following feats have been adjusted: Cleave, Dodge, Endurance, Improved Feint, Mobility, the Point Blank Shot line, Quick Draw, Toughness, the Two-Weapon Fighting line, Weapon Finesse, and the Weapon Focus line.
The following feats have been removed: Acrobatic, Agile, Altertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Die-Hard, Diligent, Great Cleave, Investigator, Leadership, Magical Aptitude, Negotiator, Nimble Fingers, Persuasive, Run, Self-Sufficient and Stealthy.
Cleave Now also includes the effects of Great Cleave.
Dodge You gain the Dodge progression as if all your classes had a high Reflex save. (See spoiler box Further Changes) If this is already the case, gain an additional +2 dodge bonus to AC instead.
Endurance Now also includes the effects of Die-Hard and Run.
Improved Feint You can feint as a move action. You gain a +4 bonus to your bluff check to feint an enemy.
Mobility You can make Acrobatics checks in order to Tumble even if your speed is slowed by armor or encumberance. Gain a +4 dodge bonus to AC against attacks of opportunity.
Literacy Your character becomes literate.
Quick Draw As the feat, and you gain a +2 bonus to initiative checks.
Toughness You gain a number of hit points equal to your current Hit Dice. Each time you gain a Hit Die (such as by gaining a level), you gain 1 additional hit point. If you lose a Hit Die (such as by losing a level), you lose 1 hit point permanently.
Weapon Finesse Change prerequisites to Dex 13 instead of BAB +1. As the feat, plus you may substiture your dexterity for strength on damage rolls as well as attack rolls with the weapons designated in the feat.
Capable Archer, is as Precise Shot, except it does not require Point Blank Shot (which has been removed).
Rapid Shot now requires Capable Archer instead of Point Blank Shot.
Manyshot now requires Capable Archer and Rapid Shot.
Master Archer is as Improved Precise Shot, but requires Capable Archer.
Shot on the Run now requires Capable Archer instead of Point Blank Shot.
Deadly Shot, which requires Dex 13, BAB +1, allows a character to, on their action, before making attack rolls for a round, subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls. This number may not exceed a character's base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. You can only use this feat if you are within 30 feet of your target(s).
Two-Weapon Fighting also includes the effects of Improved and Greater Two-Weapon Fighting if the requisite BAB is reached. You gain an extra fourth attack with your off-hand weapon if you reach a BAB of +16.
Two-Weapon Charge, which requires Dex 15, Two-Weapon Fighting and BAB +4, allows you to attack once with your main-hand and once with your off-hand weapon when you charge.
Two-Weapon Defense, which requires Dex 15 and Two-Weapon Fighting, grants a +1 shield bonus to AC when wielding two weapons, which increases by +1 when your BAB reaches +6, +11 and +16.
Weapon Focus grants a +1 bonus to attack and damage rolls with the selected weapon. The bonus improves to +2 at level 5, +3 at level 10, +4 at level 15 and +5 at level 20.
(Greater Weapon Focus no longer exists).
Weapon Specialization grants a +2 bonus to damage rolls with the selected weapon. This bonus improves to 4 at fighter level 8, +6 at fighter level 12, +8 at fighter level 16 and +10 at fighter level 20.
(Greater Weapon Specialization no longer exists.)
FURTHER CHANGES
Armor
Armor now also grants Damage Reduction that stacks with any other source of Damage Reduction. Medium armor provides DR 1/-. the feat Armor Proficiency (Medium) increases this to DR 2/-. Heavy armor grants DR 2/-. The feat Armor Proficiency (heavy) increases this to DR 3/-.
Dodge bonus
Each class gains a dodge bonus to AC depending on class level. Classes with a high Reflex progresssion gain a +1 dodge bonus to AC for each level. Classes with a high Fortitude and low Reflex progression gain a +1 dodge bonus to AC at all levels except 1, 5, 9, 13 and 17 (similar to the cleric BAB progression). Classes with neither a high Fortitude nor a high Reflex progression gain a +1 dodge bonus on every even level (similar to the wizard BAB progression).
(Magic items like rings of protection and amulets of natural armor will not be available).
For an upcoming game, I made several changes to the 3.5 core classes, skills and feats. I know these changes do not close the tiers, but do they create new problems?
CLASSES I
Barbarian
+ Barbarians can be of any alignment, although they are more often chaotic.
– Illiteracy can not be bought of by two skill points. Instead, it requires a feat (Literacy, see the feat changes). You do not automatically become literate when you multiclass.
Bard
+ Bards can be of any alignment.
+ Bards gain a d8 Hit Die.
+ Bards may choose to change Bardic Music into Support Allies (Diplomacy) or Command Allies (Intimidate).
+ Bards add Intimidate to their class skill list.
– Bards that choose to change Bardic Music into Support Allies or Command Allies lose the Countersong class feature.
Cleric
+ Clerics can be of any alignment.
* Clerics of St. Elimine gain access to the Healing Domain and one additional domain.
* Clerics of the ancient gods gain access to the War Domain and one additional domain.
– Clerics can not revere a cause or the natural spirits.
Druid
+ Druids can be of any alignment. Druids can still fall if they cease to revere nature or teach the Druidic language to any non-Druid.
+ At 1st level, druids gain access to one of the following domains: Air, Earth, Fire or Water.
– Druids gain an animal companion at 4th level instead of 1st level. Moreover, a druid's effective druid level regarding his animal companion is his druid level -3 instead of his druid level.
– Druids are Illiterate (see Barbarian).
Fighter
+ A fighter adds Perception to his class skill list.
+ A fighter gains the Bravery class feature (see the Spoiler Box Classes II).
+ A fighter gains the Improved Combat Maneouver class feature (see page 11).
– A fighter only gains bonus feats at levels 1, 4, 8, 12, 16 and 20.
Monk
+ Monks gain a d12 Hit Die.
+ Flurry of Blows has been changed (see spoiler box Classes II).
+ Monks may subsitute wisdom for strength when making attack and damage rolls with unarmed attacks or special monk weapons.
– A monk must still be of lawful alignment and can fall if she changes alignments.
Paladin
+ Smite Evil can be used a number of times per day equal to half your paladin level (rounded down, minimum 1).
+ Paladin spell casting is now based on Charisma instead of Wisdom.
+ Paladins still gain Turn Undead at level 4, but their effective cleric level is now equal to their paladin level.
+ Paladins do not fall for breaking their code of conduct if they genuinely repent the same day.
– Paladins lose the Special Mount class feature.
– A paladin must still be of lawful good alignment and can fall if she changes alignment or unrepentently breaks her code of conduct.
Ranger
+ Rangers gain an animal companion at first level. The ranger's effective druid level regarding his animal companion is still half his ranger level, but this can be improved by selecting the Hunter Combat Style (see spoiler box Classes II).
+ Favored Enemy works differently (see spoiler box Classes II).
+ Rangers gain their Combat Style class feature at level 1. The class feature has been changed as well (see spoiler box Classes II).
– Rangers are Illiterate (see Barbarian).
Rogue
+ Rogues gain a d8 Hit Die.
Sorcerer
+ Sorcerers gain the Eschew Materials feat as a bonus feat at 1st level.
+ Sorcerers add the Diplomacy, Gather Information and Intimidate skills to their class skill list.
Wizard
* Wizards must specialize in a school.
NPC Classes
+ Warriors add Perception to their class skill list.
– Commoners are Illiterate.
– Aristocrats do not add Arcana to their class skill list.
– Commoners do not add Thievery to their class skill list.
– Experts add only eight skills to their class skill list instead of ten.
CLASSES II
Fighter
Bravery (Ex)
Starting at 2nd level, a fighter gains a +2 bonus on Will saves against fear. This bonus increases by +1 for every two class levels beyond 2nd.
Improved Combat Maneouver (Ex)
Starting at 6th level, once per round, when a fighter hits a target with a melee attack, he may immediately bull rush, disarm, feint or trip the opponent as a move action, without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to disarm or trip the fighter. At 10th level, this ability can be used as a immediate action (and thus can also be used after an attack of opportunity). At 14th level, this ability can be used as a free action. At 18th level, this ability can be used more than once per round.
Monk
Flurry of Blows (Ex)
Whenever she makes an attack roll while unarmored, a monk may declare that she is striking with a flurry of blows. When doing so, she may roll the attack roll twice, taking the highest result. These attack rolls both take a -2 penalty. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk on page 40 of the PHB. The rerolls and the penalty apply for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1˝ or ×˝) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
Greater Flurry (Ex)
When a monk reaches 11th level, her flurry of blows ability improves. When rolling two attack rolls, if both attack rolls hit the target's AC, the attack deals double damage.
Ranger
Favored Enemy (Ex)
As a move action, a ranger can designate one creature as his target. The ranger must either see or hear this creature, or have seen or heard this creature before. A ranger gains a +2 bonus on Bluff, Nature, Perception and Sense Motive checks when using these skills against his target. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th, 10th, 15th and 20th level, these bonuses increase by +2.
A ranger can only designate one creature as his target at a time. If the target dies, or the ranger voluntarily gives up his designation (a move action), he can select another creature as his target (which is still a move action).
Combat Style (Ex)
At 1st level, a ranger must select one of three combat styles to pursue: archery, hunter or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. To select a combat style, a ranger's dexterity must be of sufficient level.
Any ranger can select hunter combat. His effective druid level regarding his animal companion is equal to his ranger level -3.
A ranger can select archery if his dexterity is at least 13. If the ranger selects archery, he is treated as having the Capable Archer feat, even if he does not have the normal prerequisites for that feat.
A ranger can select two-weapon combat if his dexterity is at least 15. If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Improved Combat Style (Ex)
At 6th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves.
If he selected archery at 1st level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.
If he selected hunter combat at 1st level, his effective druid level regarding his animal companion becomes equal to his ranger level.
If he selected two-weapon combat at 1st level, he is treated as having the Two-Weapon Charge feat, even if he does not have the normal prerequisites for that feat.
If a ranger already has the feat he would gain, he may select another feat, for which he must meet the prerequisites.
As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Greater Combat Style (Ex)
At 11th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves again.
If he selected archery at 1st level, he is treated as having the Master Archer feat, even if he does not have the normal prerequisites for that feat.
If he selected hunter combat at 1st level, the ranger gains a second animal companion. The ranger's effective druid level for this second animal companion is half his ranger level.
If he selected two-weapon combat at 1st level, he is treated as having the Reaver Strike, even if he does not have the normal prerequisites for that feat.
If a ranger already has the feat he would gain, he may select another feat, for which he must meet the prerequisites.
As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
SKILLS
1. Each character gains an additional 2 skill points per level (8 at first level) that can be spend on any three skills (even skills that are not class skills) selected at character creation.
2. The skill list has been changed. The new skill list is as below. If a class has any of the folded skills on his class list, he now has acces to the combined skill. Skills marked with an * are modified by armor check penalty.
Acrobatics* (Dexterity): Combines Balance, Escape Artist and Tumble.
Arcana (Intelligence): Combines Knowledge (arcana) and Spellcraft.
Athletics* (Strength): Combines Climb, Jump and Swim. (1)
Bluff (Charisma)
Concentration (Constitution)
Culture (Intelligence): Combines Knowledge (architecture), (history), (local) and (nobility and royalty).
Diplomacy (Charisma)
Gather Information (Charisma)
Handle Animal (Charisma): Combines Handle Animal and Ride. (2)
Heal (Wisdom) (3)
Intimidate (Charisma)
Linguistics (Intelligence): Combines Decipher Script, Forgery and Speak Language. (4)
Nature (Intelligence) :Combines Knowledge (dungeoneering), (nature), (geography) and Survival.
Perception (Wisdom): Combines Listen and Spot.
Perform (Charisma): Combines Disguise and Perform.
Profession (Depends): Combines Craft and Profession. (5)
Religion (Intelligence): Combines Knowledge (religion) and Knowledge (the planes).
Search (Intelligence): Combines Appraise and Search.
Sense Motive (Wisdom)
Stealth* (Dexterity): Combines Hide and Move Silently.
Thievery (Dexterity): Combines Disable Device, Open Lock, Sleight of Hand and Use Rope.
Use Magic Device (Charisma)
1 = Note that this skills can now be used to climb or jump on larger enemies to gain automatic flanking.
2 = You may select to use your dexterity modifier instead of your charisma modifier to ride a creature.
3 = Note that this skill now allows a heal check, DC 10 + 2x spell level, which maximizes the amount of hit points you heal with a cure spell.
4 = For each two ranks you take in this skill, you may select one additional language. You can not put ranks in this skill if you are illiterate.
5 = Depending on which profession you choose, this skill may be based on Strength, Dexterity, Intelligence, Wisdom or Charisma.
Class skills
Barbarian Athletics, Handle Animal, Intimidate, Nature and Perception.
Bard Acrobatics, Arcana, Athletics, Bluff, Concentration, Culture, Diplomacy, Gather Information, Heal, Linguistics, Nature, Perform, Profession, Religion, Search, Stealth, Thievery and Use Magic Device.
Cleric Arcana, Concentration, Culture, Diplomacy, Profession and Religion.
Cleric Domains The Animal, Plant and Travel domains add Nature to the class skill list. The Knowledge domain adds both Linguistics and Nature to the class skill list. The Trickery domains adds Bluff, Perform and Stealth to the class skill list.
Druid Arcana, Athletics, Concentration, Diplomacy, Handle Animal, Nature, Perception and Profession.
Fighter Athletics, Handle Animal, Intimidate, Perception and Profession.
Monk Acrobatics, Arcana, Athletics, Concentration, Diplomacy, Perception, Perform, Profession, Religion, Sense Motive and Stealth.
Paladin Concentration, Culture, Diplomacy, Handle Animal, Heal, Profession, Religion and Sense Motive.
Ranger Athletics, Concentration, Handle Animal, Heal, Nature, Perception, Profession, Search, Stealth and Thievery.
Rogue Athletics, Acrobatics, Bluff, Culture, Diplomacy, Gather Information, Intimidate, Linguistics, Perception, Perform, Profession, Search, Sense Motive, Stealth, Thievery and Use Magic Device.
Sorcerer Arcana, Bluff, Concentration, Diplomacy, Gather Information, Intimidate and Profession.
Wizard Arcana, Concentration, Culture, Linguistics, Nature, Profession and Religion.
Adept Arcana, Concentration, Culture, Handle Animal, Heal, Nature, Profession and Religion.
Aristocrat Athletics, Bluff, Culture, Diplomacy, Gather Information, Handle Animal, Intimidate, Linguistics, Nature, Perception, Perform, Religion, Search and Sense Motive.
Commoner Athletics, Handle Animal,Perception and Profession.
Expert Any eight skills.
Warrior Athletics, Handle Animal, Intimidate and Perception.
FEATS
Characters gain a feat at levels 1, 2, 3, 5 and each odd level after that. Characters can select feats from the PHB freely, and the feats from the PHB II and Complete books are allowed on a case-by-case basis.
The following feat has been added: Literacy.
The following feats have been adjusted: Cleave, Dodge, Endurance, Improved Feint, Mobility, the Point Blank Shot line, Quick Draw, Toughness, the Two-Weapon Fighting line, Weapon Finesse, and the Weapon Focus line.
The following feats have been removed: Acrobatic, Agile, Altertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Die-Hard, Diligent, Great Cleave, Investigator, Leadership, Magical Aptitude, Negotiator, Nimble Fingers, Persuasive, Run, Self-Sufficient and Stealthy.
Cleave Now also includes the effects of Great Cleave.
Dodge You gain the Dodge progression as if all your classes had a high Reflex save. (See spoiler box Further Changes) If this is already the case, gain an additional +2 dodge bonus to AC instead.
Endurance Now also includes the effects of Die-Hard and Run.
Improved Feint You can feint as a move action. You gain a +4 bonus to your bluff check to feint an enemy.
Mobility You can make Acrobatics checks in order to Tumble even if your speed is slowed by armor or encumberance. Gain a +4 dodge bonus to AC against attacks of opportunity.
Literacy Your character becomes literate.
Quick Draw As the feat, and you gain a +2 bonus to initiative checks.
Toughness You gain a number of hit points equal to your current Hit Dice. Each time you gain a Hit Die (such as by gaining a level), you gain 1 additional hit point. If you lose a Hit Die (such as by losing a level), you lose 1 hit point permanently.
Weapon Finesse Change prerequisites to Dex 13 instead of BAB +1. As the feat, plus you may substiture your dexterity for strength on damage rolls as well as attack rolls with the weapons designated in the feat.
Capable Archer, is as Precise Shot, except it does not require Point Blank Shot (which has been removed).
Rapid Shot now requires Capable Archer instead of Point Blank Shot.
Manyshot now requires Capable Archer and Rapid Shot.
Master Archer is as Improved Precise Shot, but requires Capable Archer.
Shot on the Run now requires Capable Archer instead of Point Blank Shot.
Deadly Shot, which requires Dex 13, BAB +1, allows a character to, on their action, before making attack rolls for a round, subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls. This number may not exceed a character's base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. You can only use this feat if you are within 30 feet of your target(s).
Two-Weapon Fighting also includes the effects of Improved and Greater Two-Weapon Fighting if the requisite BAB is reached. You gain an extra fourth attack with your off-hand weapon if you reach a BAB of +16.
Two-Weapon Charge, which requires Dex 15, Two-Weapon Fighting and BAB +4, allows you to attack once with your main-hand and once with your off-hand weapon when you charge.
Two-Weapon Defense, which requires Dex 15 and Two-Weapon Fighting, grants a +1 shield bonus to AC when wielding two weapons, which increases by +1 when your BAB reaches +6, +11 and +16.
Weapon Focus grants a +1 bonus to attack and damage rolls with the selected weapon. The bonus improves to +2 at level 5, +3 at level 10, +4 at level 15 and +5 at level 20.
(Greater Weapon Focus no longer exists).
Weapon Specialization grants a +2 bonus to damage rolls with the selected weapon. This bonus improves to 4 at fighter level 8, +6 at fighter level 12, +8 at fighter level 16 and +10 at fighter level 20.
(Greater Weapon Specialization no longer exists.)
FURTHER CHANGES
Armor
Armor now also grants Damage Reduction that stacks with any other source of Damage Reduction. Medium armor provides DR 1/-. the feat Armor Proficiency (Medium) increases this to DR 2/-. Heavy armor grants DR 2/-. The feat Armor Proficiency (heavy) increases this to DR 3/-.
Dodge bonus
Each class gains a dodge bonus to AC depending on class level. Classes with a high Reflex progresssion gain a +1 dodge bonus to AC for each level. Classes with a high Fortitude and low Reflex progression gain a +1 dodge bonus to AC at all levels except 1, 5, 9, 13 and 17 (similar to the cleric BAB progression). Classes with neither a high Fortitude nor a high Reflex progression gain a +1 dodge bonus on every even level (similar to the wizard BAB progression).
(Magic items like rings of protection and amulets of natural armor will not be available).