PDA

View Full Version : D&D 3.x Other Cities of Gold: ddude987's 3.5e fix - e8



ddude987
2014-03-04, 06:27 PM
Cities of Gold

Intro: This is a collective database of all my 3.5e changes. I use these in campaigns I run, and am interested in any feedback anyone has to offer. I started homebrewing about a year ago, maybe a bit more, and since then have come up with a lot of changes that make 3.5e feel a lot more fun for everyone.

Using These Rules: These rules were designed with e8 in mind. I am currently using them in my campaign setting, Minost (http://www.giantitp.com/forums/showthread.php?t=308350). So far, everything has been going well. These rules were a joint project with Xervous, and we both use them, or very similar versions of these rules, in our DnD groups.

ddude987
2014-03-04, 06:28 PM
Reserving several posts, please do not post until after.
This post is the: Basics (removed content, varient rules, houserules)

Removed Content:

Note: All removed feats have been removed as a prerequisite unless otherwise noted.
All feats requiring a specific fighter level
Able Learner
Agile Shield Fighter - added into supreme shield bash
Craven
Greater Two-weapon Fighting
Improved Shield Bash - added into shields inherently, advanced shield training replaced this as a prerequisite
Improved Two-weapon Fighting
Leadership
Mobility
Persistent Spell
Point Blank Shot
Shield Specialization - added into shields inherently, advanced shield training replaced this as a prerequisite
Shield Ward - added to Active Shield Defense


-Open lock - added to disable device
-Use Rope - added to Sleight of Hand
-Decipher Script - added to Forgery


Healer
Knight
Swashbuckler
Ninja
Marshal
Scout


Variant Rules:

House rules:
-Multiclassing penalties removed
-Skills are always bought at a 1:1 ratio
-Feat progression is changed to the following: Levels 1-4 each give 1 feat, levels 5-8 give 2 feats. Every 5000 XP gained after level 8 grants another feat.
-Permanent increases to Int retroactively add skill points.
-Trapfinding removed, any character with at least 5 ranks in search can find magical traps.

ddude987
2014-03-04, 06:30 PM
Reserving several posts, please do not post until after.
This post is the: Revised Content (Races, Feats, Skills, Spells)

Races
The basic races have been reworked. Races now work differently. When choosing a race, the player then chooses a "racial path" which gives additional benefits to that race. Some races, such as human and half-elf, do not have a "racial path" to select.

Dwarf
Abilities: +2 Con -2 Cha
Size: Medium
Speed: 20 ft.
Vision: Darkvision 60
Skills: +2 Craft and Appraise checks
Language: Common and Dwarven
Misc: +2 racial bonus to resist poisons
Misc: +2 racial bonus on saving throws against spells and sla's
Misc: No speed penalty from armor
Misc: +4 to resist trip and bull-rush atttempts


Dwarf, Hill
Abilities: +2 Wis
Vision: Low-light Vision

Dwarf, Mountain
Abilities: +2 Str
Vision: Darkvision 120
Misc: Prof with dwarven waraxes and dwarven urgoshes
Stonecunning: As PHB

Elf
Abilities: +2 Dex -2 Con
Size: Medium
Speed: 30 ft.
Vision: Superior low-light vision
Skills: +2 Spot, Listen, and Search
Language: Common and Elven
Misc: Elves that pass within 5 ft. of a secret or concealed door are always entitled to a search check
Misc: Immunity to magical sleep and a +2 racial saving throw against enchantment spells or effects
Misc: Prof with longsword, rapier, longbow, and shortbow.
Misc: Elves only receive a -5 penalty to listen when sleeping. (YES THEY SLEEP)


Elf, intelligent
Abilities: +2 Int
Misc: +1 on knowledge skill checks

Elf, wild
Abilities: +2 Str
Speed: 35 ft.
Skills: +2 Survival checks
Misc: Wild elves do not receive gain the ability to automatically make search checks and do not gain a +2 on search skill checks.
Misc: Wild elves ignore movement penalties imposed by terrain that has not been magically altered to impede movement.

Halfling
Abilities: +2 Dex -2 Str
Size: Small
Speed: 20 ft.
Skills: +2 Climb, Jump, and Move Silently
Misc: Halflings receive one bonus language
Misc: +1 to all saves
Misc: +2 morale bonus on saves against fear


Halfling, skillful
Abilities: +2 Int
Misc: No penalty to jump skill checks from having low movement speed.
Misc: Bonus feat. Must be a [luck] feat.

Halfling, persuasive
Abilities: +2 Cha
Misc: Immunity to fear and fear effects

Human
Abilities: +2 to any ability score
Size: Medium
Speed: 30 ft.
Misc: Bonus feat on character creation
Misc: +1 bonus skill points per level (x4 at first level)

Half-elf
Abilities: +2 to any ability score
Size: Medium
Speed: 30 ft.
Vision: Low-light vision
Language: Common and Elven
Misc: +2 racial bonus on Diplomacy, Listen, and Spot checks
Misc: Immunity to magical sleep, and a +2 racial saving throw against enchantment spells or effects.
Misc: Half-elves are considered elves for the purposes of all effects related to race.

Feats
Feats have been reworked a lot. There are a lot of changed feats, and several new feats. I put a lot of work, thought, and number crunching into these.

New Feats

Advanced Shield Training [Fighter Bonus Feat, General]
Prerequisite: Proficiency with shields
Benefit: Light and heavy shields add their shield bonus to your reflex save. Heavy and tower shields also grant you evasion. As an immediate action, you may block an incoming attack with your shield. Roll a d20 roll modified by your highest base attack bonus and any other attack modifiers you have. Use that result for your AC and touch AC against that single, specific attack from your opponent.
Special: Shields you do not have proficiency with do not gain any benefits from this feat.

Elven Archery [General]
Prerequisite: Dead Eye, Elf, Base attack bonus +6
Benefit: You gain a +2 bonus on attack rolls made with ranged weapons. In addition, increase the bonus damage from the Dead Eye feat to 1.5 times your Dexterity modifier.

Incredible Resistance [General]
Prerequisite: Great Fortitude, Lightning Reflexes, or Iron Will
Benefit: When you take this feat select one of your saves you are receiving bonuses on from Great Fortitude, Lightning Reflexes, or Iron Will. You gain a +2 bonus to that save and once per day may reroll that save.

Shield Tactics [Fighter Bonus Feat, Tactical]
Prerequisite: Advanced Shield Training, Combat Expertise, Base attack bonus +6
Benefit: This feat allows the use of three special maneuvers you can use with a shield:
Shield Ally: As an immediate action, you may grant any adjacent ally a shield bonus to AC equal to that provided by your shield, including its enhancement bonus. While using this ability you do not benefit from your shield's shield bonus. This effect lasts until the start of your next turn or until you and your ally are no longer adjacent.
Shielded Interception: When an ally is charged and the charge path is within 5 feet of you, you may take a 5 foot step as an immediate action if you are wielding a Heavy or Tower shield. The charging enemy now counts as charging you and you take a -2 penalty to AC until the beginning of your next turn.
Shielded Defense: When using the Combat Expertise feat, any bonus you add to your Armor Class from Combat Expertise is also added to your Reflex saves.

Stunning Shield Bash [Fighter Bonus Feat, General]
Prerequisite: Advanced Shield Training, Str 13
Benefit: Your shield bashes are so powerful they cause some opponents to become disoriented. As a standard action you may perform a special shield bash with any shield you have proficiency with. When you shield bash the target must make a fort save DC 10 + your base attack bonus + your shield bonus or become dazed for one round.

Supreme Shield Bash [Fighter Bonus Feat, General]
Prerequisite: Stunning Shield Bash, Two-weapon Fighting, Base attack bonus +3
Benefit: You may use the stunning shield bash feat with the full attack action. Also you treat shields as light weapons for the purposes of two-weapon fighting.

Edited Feats

Acrobatic [General]
Prerequisite: A total of two ranks in Jump and Tumble.
Benefit: You get a +2 bonus on all Jump checks and Tumble checks and those skills are considered class skills for you each level.
You may treat falls as though they were ten feet shorter per two ranks you have in Tumble for purposes of taking damage.
When jumping, you do not double the DC if you don't have a 20' running start. If you*do*take a running start, increase the distance of the jump by 50%. For example, normally, with a running start, a DC 20 horizontal jump clears 20'. With this feat, it would clear 30'.
When you have 8 ranks in Jump, you gain a flight with a speed equal to your base speed at average maneuverability for one round. You must start your flight from a surface capable of supporting your weight. You may use this ability as many times as you want, but only one round at a time, starting from a proper surface. For every two ranks beyond your 8th, you increase the duration of your flight by one round.
If you have 8 ranks in Tumble, you may gain the benefits of the Air Walk spell as an extraordinary ability for one round, providing you start your movement from a surface that can support your weight. For every two ranks you have in Tumble beyond the 8th, you may increase this duration by one round. You may use this ability as many times as you want, but only one round at a time, starting from a proper surface.
If you have at least 18 ranks in both Jump and Tumble, you gain a fly speed equal to your land speed with good maneuverability.
If you have at least 23 ranks in both Jump and Tumble, you gain a fly speed equal to your land speed with perfect maneuverability.

Active Shield Defense [Fighter Bonus Feat, General]
Prerequisite: Shield Specialization
Benefit: When using the total defense action and wielding a shield, you still threaten the area around you as normal and may make attacks of opportunity with a -4 penalty. Also you apply your shield bonus on checks or rolls to resist bull rush, disarm, grapple, overrun, or trip attempts against you. This bonus applies even when not using the total defense action.

Agile [General]
Prerequisite: A total of two ranks in Balance and Escape Artist.
Benefit: You get a +2 bonus on all Balance checks and Escape Artist checks and those skills are considered class skills for you each level.
As a standard action, you may gain the benefits of Freedom of Movement until the end of your turn. In order to move through any impediment, you must succeed on a Balance or Escape Artist check with a DC set at the highest level effect you're attempting to move through. For example, if you are both in a Web and Black Tentacles spell, use the DC of the Black Tentacles spell to see if you can escape. For effects that do not have a set DC (such as water), assume the DC is 15. The DM can modify this DC based on if he thinks the effect is easier or harder to escape or move through, although they should typically be between 10 and 20.

Alertness [General]
Prerequisite: A total of two ranks in Listen and Spot.
Benefit: You get a +2 bonus on all Listen checks and Spot checks and those skills are considered class skills for you each level.
You gain blindsense with a five-foot radius for every two ranks you have between the total of Listen and Spot.
Special: The master of a familiar gains the benefit of the Alertness feat whenever the familiar is within arm’s reach.

Animal Affinity [General]
Prerequisite: A total of two ranks in Handle Animal and Ride.
Benefit: You get a +2 bonus on all Handle Animal checks and Ride checks and those skills are considered class skills for you each level.
You may speak with animals and magical beasts as if you shared a language. This does not modify the creature’s initial attitude toward you, but friendly and helpful creatures will generally answer questions to the best of their knowledge and intelligence.
You may attempt to improve the attitude of animals and magical beasts to "friendly" as an extraordinary ability if you make a Handle Animal check opposed by either the creature's Sense Motive or d20 + the creature's Hit Dice + its Wisdom modifier. Any creature that wins the check cannot be affected again for 24 hours and its attitude shifts one step closer to hostile. You may only affect a creature if its Intelligence score is lower than three.

Athletic [General]
Prerequisite: A total of two ranks in Climb and Swim.
Benef*: You get a +2 bonus on all Climb checks and Swim checks and those skills are considered class skills for you each level.
* * You gain a climb speed and a swim speed equal to half your base land speed. You may use the run option while swimming.*
* * If you have at least 8 ranks in Climb, your climb speed increases to your base land speed.
* * If you have at least 8 ranks in Swim, your swim speed increases to your base land speed, and you can breath under water.
* * If you already have a climb or swim speed, that speed increases by ten feet.
* * Your base land speed increases by five feet for every five ranks you have in total between Climb and Swim. This speed boost is used when calculating your climb and swim speed from your base land speed in this feat.

Celestial Sorcerer Heritage [Heritage]
Prerequisite: Sorcerer level 1
Benefit: You add protection from evil to your list of 1st-level sorcerer spells known. You also gain a +2 bonus on saves against spells or abilities used by an evil source.

Combat Expertise [Fighter Bonus Feat]
Prerequisite: Base Attack Bonus +1
Benefit: When you use the attack action or the*full attack*action in melee, you can take a penalty of as much as -5 on your*attack roll*and add the same number (+5 or less) as a*dodge bonus*to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.

Dash [General]
Benefit: While carrying light or no armor and no more than a light load, your movement speed is 5' faster. In addition, you may move 10' as a swift action a number of times per day equal to your Dex modifier (minimum 1).

Dead Eye [General]
Prerequisite: Precise Shot, Weapon Focus (any ranged weapons), Dex 17
Benefit: Add your Dexterity modifier to damage rolls for ranged attacks against targets within 30 feet. This damage applies against creatures immune to critical hits.

Deceitful [General]
Prerequisite:*A total of two ranks in Disguise and Forgery.
Benefit:*You get a +2 bonus on all Disguise checks and Forgery checks and those skills are considered class skills for you each level.
* * You may apply a disguise as a full-round action, providing you have the necessary materials on hand.
* * You may forge a simple document as a full-round action and a complex document in 1d4 rounds.
* * If you have at least 8 ranks in Disguise, magical effects to determine your alignment or read your thoughts do not automatically succeed. The caster must beat your Disguise check with either a Sense Motive check or caster level check for the effect to work.
* * If you have at least 8 ranks in Forgery, you gain the following spells-like abilities at will, but with a range of "touch": Arcane Mark, Erase, and Explosive Runes. Each use requires special inks that cost 50gp per level of the spell. Explosive Runes may only be used once per object.
* *
Diehard [Fighter Bonus Feat]
Prerequisite: Con 13
Benefit: You gain a +4 bonus on the following checks and saves:*Swim*checks made to resist*nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst,*Fortitude saves*made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming*fatigued.
When reduced to between -1 and -9 hit points, you automatically become*stable. You don’t have to roll*d%*to see if you lose 1 hit point each round.
When reduced to negative hit points, you may choose to act as if you were*disabled, rather than*dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall*unconscious.
When using this feat, you can take either a single move or*standard action*each turn, but not both, and you cannot take a full round action. You can take a*move action*without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some*free actions,*swift actions, or*immediate actions, such as casting a*quickened spell) you take 1 point of damage after completing the act. If you reach -10 hit points, you immediately die.

Diligent [General]
Prerequisite:*A total of two ranks in Appraise and Knowledge.
Benefit:*You get a +2 bonus on all Appraise checks and one Knowledge check of your choice. Those skills are considered class skills for you each level.
* * If you study an item for at least a minute, you can determine if it is magical. If it is, you may also learn the properties it as though you cast Identify. This is an extraordinary ability.
* * Any time you sense an illusion (see, hear, touch, etc), you make an Appraise check as a free action to disbelieve the illusion. The DC is the normal DC of the effect plus the spell level of the effect. For example, a Major Image (3rd level spell) cast by a 6th level caster with an Int of 18 would have a DC of 20 (10 + 3 + 3 + 4). This is in addition to the save you get for interacting with it. This includes illusions that normally hide things from your senses, such as Invisibility. This will likely happen before the player is aware of the illusion, so the DM may have to make the check or ask the player to make it.

Dodge [General]
Benefit: You gain a +1 dodge bonus to AC. You gain an additional +1 to AC for each 20 feet you move during your turn until the start of your next turn. You also get a +4 dodge bonus to AC against attacks of opportunity when you move out of or within a threatened area.

Draconic Sorcerer Heritage [Heritage]
Prerequisite: Sorcerer level 1
Benefit: You add one skill to your list of class skills for sorcerer from the list below. In addition you gain a +2 bonus on saves against paralysis or sleep effects.
-Disguise, Gather Information, Heal, Hide, Intimidate, Listen, Move Silently, Spot, Survival

Far Shot [Fighter Bonus Feat, General]
Prerequisite: Precise Shot
Benefit: Increase the range increment of projectile weapons by one half and double the range increment of thrown weapons. In addition, you may apply precision damage at double range.

Fey Sorcerer Heritage [Heritage]
Prerequisite: Sorcerer level 1
Benefit: You add one Knowledge skill to your list of class skills for sorcerer. In addition you gain a +2 bonus on saves against mind effecting or compulsion spells and abilities.

Great Fortitude [General]
Benefit: You gain a +2 bonus on all fortitude saves. In addition, you may reroll a failed fortitude save once per day plus once per 3 levels.

Infernal Sorcerer Heritage [Heritage]
Prerequisite: Sorcerer level 1
Benefit: You add protection from good to your list of 1st-level sorcerer spells known. You also gain a +2 bonus on saves against spells or abilities used by a good source.

Investigator [General]
Prerequisite:*A total of two ranks in Gather Information and Search.
Benefit:*You get a +2 bonus on all Gather Information checks and Search checks and those skills are considered class skills for you each level.
* * After studying a 10 by 10 foot area for 10 minutes, you gain the benefits of the Stone Tell spell as an extraordinary ability. This ability functions regardless of if the area contains any stones or not and lasts one minute per character level.
* * You can detect magical auras and poisons as if using Detect Magic or Detect Poison at will. This is an extraordinary ability.
* * If you talk to a person for at least one minute, you may read their surface thoughts as the Detect Thoughts spell as an extraordinary ability. The DC of the saving throw is 10 + half your Hit Dice + your Charisma modifier. If the person succeeds on their Will save, they cannot be affected by this ability again for 24 hours, and their attitude shifts one step closer to hostile.
* * If you have at least 8 ranks in Gather Information, you can attempt to detect hostile intent (not necessarily against you). You may either look for intent in a single person within 60' or in all people within 60'. To succeed, you must succeed at a Gather Information check opposed by the person's Bluff check. If checking against a group, use the lowest Bluff score among all hostile creatures in the area. Success indicates whether or not there is hostile intent, but not at whom the intent is directed, or even who has the intent if checking more than one person. For purposes of this ability, hostile intent includes any deliberate attempts or desires to bring harm to someone (physically, financially, politically, etc), but does not include things like grudges or animosity if the person doesn't plan to act on those feelings. If your check exceeds theirs by ten or more points, you learn the specifics about who has the hostile intent, to whom they are hostile, and what they are planning to do.
* * If you have at least 13 ranks in Gather Information, you can attempt to detect alignments as the Detect Chaos/Evil/Good/Law spells at will, as an extraordinary ability.

Iron Will [General]
Benefit: You gain a +2 bonus on all will saves. In addition, you may reroll a failed fortitude save once per day plus once per 3 levels.

Knockdown [General]
Prerequisite: Improved Trip, Str 17, Base attack bonus +6
Benefit: Whenever you deal 10 or more points of damage to your opponent in melee, you make a trip attack as a free action against the same target. If you succeed on this trip attempt you do not get a free attack from the Improved Trip feat. If you fail this trip attempt, your opponent cannot trip you back.

Lightning Reflexes [General]
Benefit: You gain a +2 bonus on all reflex saves. In addition, you may reroll a failed fortitude save once per day plus once per 3 levels.
Manyshot [Fighter Bonus Feat, General]
Prerequisite: Precise Shot, Rapid Shot, Dex 17, Base attack bonus +6
Benefit: You may full attack with a ranged weapons as a standard action. You incur a -2 penalty for each arrow fired during this action. This -2 penalty and the -2 penalty from the Rapid Shot feat are not cumulative.


Magical Aptitude [General]
Prerequisite:*A total of two ranks in Spellcraft and Use Magic Device.
Benefit:*You get a +2 bonus on all Spellcraft checks and Use Magic Device checks and those skills are considered class skills for you each level.
* * You may use Detect Magic and one other 0-level spell (subject to the DM’s approval) at will as a spell-like ability. Your caster level is equal to your character level for these abilities.
* * Every three levels, you learn a new 0-level spell-like ability.

Negotiator [General]
Prerequisite:*A total of two ranks in Diplomacy and Sense Motive.
Benefit:*You get a +2 bonus on all Diplomacy checks and Sense Motive checks and those skills are considered class skills for you each level.
* * You may mimic the effects of Suggestion or Detect Thoughts as an extraordinary ability if you talk to a person for at least one minute. Both of these effects are language-dependent, mind affecting effects. The DC for each ability is 10 + 1/2 your character level + your Charisma modifier. If the target makes their saving throw, they cannot be affected by either ability for 24 hours, and their attitude shifts one step closer to hostile.

Nimble Fingers [General]
Prerequisite:*A total of two ranks in Disable Device and Sleight of Hand.
Benefit:*You get a +2 bonus on all Disable Device checks and Sleight of Hand checks and those skills are considered class skills for you each level.
* * You may open a door, portal, chest, or similar item as the Knock spell by spending one minute. You may break a non-magical item so long as it weighs no more than ten pounds per character level (as the Shatter spell). It item may attempt a Will save, DC 10 + 1/2 your character level + your Intelligence modifier. If the object makes its saving throw, it cannot be affected by this ability for 24 hours. In either case, you* must be able to touch and manipulate the item with both of your hands. Using masterwork tools adds +2 to the DC.
* * When disabling a trap, you do not trigger the trap unless you fail by*ten*points or more on the Disable Device check.
You may draw weapons as a free action and concealed weapons as a swift action. If you attack someone with a weapon immediately after drawing it, they are denied their Dexterity bonus to Armor Class against that attack. This ability only works once per opponent per combat.
* * When escaping rope bonds, you may add your ranks in Use Rope as a competence bonus to your Escape Artist check.

Normal:*When disabling a trap, you trigger the trap if you fail the Disable Device check by five or more points.

Persuasive [General]
Prerequisite:*A total of two ranks in Bluff and Intimidate.
Benefit:* *You get a +2 bonus on all Bluff checks and Intimidate checks and those skills are considered class skills for you each level.
* * Magical effects to determine if you are telling the truth do not automatically succeed. The caster must beat your Bluff check with either a Sense Motive check or caster level check for the effect to work.
* * You may scare an opponent with effects identical to Cause Fear as a full-round action. This ability has no hit die cap and is an extraordinary ability. The DC is 10 + 1/2 your character level + your Charisma modifier. If an opponent succeeds on their saving throw, they cannot be affected again for 24 hours.

Precise Shot [Fighter Bonus Feat, General]
Benefit: You can attack with ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. In addition, you gain a +1 to attack and damage rolls with ranged weapons against targets within 30 feet.

Quick Draw [Fighter Bonus Feat, General]
Prerequisite: Base attack bonus +1
Benefit: You may draw of sheath a weapon as a free action. You may draw a hidden weapon as a move action.

Self-Sufficient [General]
Prerequisite:*A total of two ranks in Heal and Survival.
Benefit:*You get a +2 bonus on all Heal checks and Survival checks and those skills are considered class skills for you each level.
* * You gain Fast Healing at a rate of 1 hit point per four ranks you have in Survival.
* * You may use the*abilities of the Heal skill*faster than normal, based on your ranks in Heal:
• 2 Ranks: Remove Status Affliction as a full-round action.
• 5 Ranks: Remove Status Affliction as a standard action.
• 8 Ranks: Administer First Aid as a swift action.
• 13 Ranks: Administer First Aid as an immediate action. Remove Status Afflictions from*yourself*as an immediate action.

Skill Focus [General]
Prerequisite:*2 ranks in the chosen skill.
Benefit:*Choose a skill. You get a +4 bonus on all checks with that skill and that skill is treated as a class skill for you each level. You may take 10 on checks with that skill, even if you would not normally be allowed to do so.
Special: Skill Focus (Concentration) counts as combat casting for the purposes of meeting prerequisites.

Stealthy [General]
Prerequisite:*A total of two ranks in Hide and Move Silently.
Benefit:*You get a +2 bonus on all Hide checks and Move Silently checks and those skills are considered class skills for you each level.
* * You gain the Hide in Plain Sight ability. You can attempt to remain hidden when moving across areas with no cover or concealment, but you suffer a -10 penalty on your Hide check. You may move at full speed without incurring any penalty on your Move Silently checks.

Two-weapon Fighting [Fighter Bonus Feat, General]
Prerequisite: Dex 15
Benefit: The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. In addition, you receive bonus attacks with your off-hand weapon for having a high base attack bonus. You may make an extra attack for each iterative attack you receive from having a high base attack bonus. These attacks suffer a cumulative -5 penalty.

Weapon Finesse [Fighter Bonus Feat, General]
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a heavy or tower shield, its armor check penalty applies to your attack rolls.

ddude987
2014-03-04, 06:31 PM
Reserving several posts, please do not post until after.
This post is the: Classes (base, prc)

Base Classes:
Fighter (http://www.giantitp.com/forums/showthread.php?p=15204984#post15204984)
Paladin (http://www.giantitp.com/forums/showthread.php?t=288278)
Sorcerer (http://www.giantitp.com/forums/showthread.php?p=16237241#post16237241)

ddude987
2014-03-04, 06:32 PM
Reserving several posts, please do not post until after.
This post is the: Outro (changelog and other things)
All done reserving. Thank you!