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Eladrinblade
2017-09-20, 11:23 PM
https://i.imgur.com/hdcGuC4.png

-I will roll for anything you shouldn't know the result of, including initiative

Combat
-d12’s for initiative
-hit AC for half damage (a "grazing blow")
-one-handed weapons gain 1.5 x the power attack damage bonus (+3 damage for every -2 attack penalty), light weapons gain the regular benefit (damage = penalty), but neither can get the 2x bonus even if used two-handed (one-handers can still get the str x1.5 if used two-handed), hand-and-a-half weapons are considered one-handed when it comes to power attack
-when two-weapon fighting, you can make both attacks during the same action (standard attack, spring attack, AoO [still only one use])
-when attacking, if you roll a 20, and your confirmation roll is also a critical threat, roll again, if the third roll hits, the attack is treated as a coup-de-grace
-you can take your hand off/put it on a two-handed item as a free action, and switch a weapon to a free hand as a free action
-if you are using both hands already, you cannot make an off-hand attack with something else (armor spikes, unarmed strike, etc)
-combat maneuvers (bull rush, grapple, trip, etc.) against flat footed opponents gain +2
-sometimes certain actions don't require the whole action, for instance: bending down to pick up an item; this might cost two squares of movement instead of an entire move action.
-strewn bodies are usually considered rubble, difficult terrain, or obstacles.
-swarms that deal physical damage treat armor and natural armor as damage reduction (but always deal at least 1 damage per die unless the DR is higher than their max damage)
-"Can I shoot them in the leg?" Sure. Attack with a -4 penalty (can't be a sneak attack or a critical hit), if you hit they make a fort save vs DC 10 + damage, if they fail, treat them as having stepped on a caltrop.
-dr/- sources stack

Statistics
-fractional Bab and saves
-when multi-classing or taking a prestige class and you go from a poor save progression to a good one, the bonus starts at +1, not +2
-charisma is divorced from physical beauty; your character looks how you want them to look.

Misc
-adding a leg magic-item slot
-can use your cha modifier for the DC of abilities from magic items instead of the items own ability score
-characters with Turn Undead can Aid Another with it
-Poison (http://www.giantitp.com/forums/showthread.php?255288-Poisons-for-Advanced-Scoundrels) isn't evil (ask me before using anything from this link)
-you start knowing Cydonian and any racial language, no bonus languages from high int
-you can be healed back up from -10* or lower, as long as it happens within a few minutes, but you will never do so naturally (however, a lost limb cannot be healed except with regeneration), you cannot stabilize until above that number, and fast healing stops working when you are below it
-*instead of -10, it's equal to your con score (so if 14 con, you aren't "dead" until -14)
-if you are conscious and able to act (not paralyzed, held, stunned, etc), the first die of falling damage you take is nonlethal (regardless of whether you jumped down deliberately or not)
https://i.imgur.com/07aOxhU.png

Descriptions (https://forums.giantitp.com/showsinglepost.php?p=25379162&postcount=25)
Cydonian Ethnicity
+1 to any class-suggested score, -1 to any non class-suggested score
bonus skill-related or melee/mounted fighter bonus feat
bonus skill-points (must be spent on craft, knowledge, or cha-skills)
speak common ("cydonian")

Typically lawful neutral. Favored class is whatever they have the most levels in.

+2 Int, -2 Con, 40ft speed, low-light vision, Immune to magic Sleep effects, +2 saves vs Enchantments, Detect Secret Doors, proficient with spears (all types)/javelins/shortbows/longbows, if they are (or become) proficient with any of these from a class they instead gain a +1 racial bonus to attacks with them, ignore the 2nd and 4th range increment penalties, +2 move silently, +2 listen/search/spot, Light Sleepers (only -2 penalty when sleeping, 4 hours of trance)

Typically chaotic good. Favored class is wizard.
+2 Con, -2 Dex, 20ft speed (not slowed by encumbrance, armor, or slopes/stairs), Darkvision, Light Sensitivity, Stonecunning, Stability, +2 saves vs poison and spells, +2 craft with stone and metal, +2 open lock, treat short/long hammers as simple weapons (can choose picks instead), +1 attacks vs goblins, +2 damage vs orcs, +4 dodge bonus to AC vs giants & trolls

Typically lawful good. Favored class is Knight.
+2 Wis, -2 Str, Small, 20ft speed (can sneak at their normal speed with no penalty), +1 racial bonus to saves, +1 attacks with thrown weapons and slings, +2 concentration, +2 alchemy, +2 move silently (padded feet), a hobbit that consumes twice as much food as required gains a +1 morale bonus to all ability checks, all hobbits treat hide/listen/move silently/spot as class skills and gain 2 extra skill points per level (8 at 1st) to spend on those skills only

Typically neutral good. Favored class is priest.
+2 Str, -2 Int, Low-light Vision, bonus skill-points (must be spent on intimidate, survival, climb, jump, or swim), +2 saves vs Disease, +2 Intimidate, +2 Survival, +3 bonus when charging (instead of +2), +1 bonus to attacks/skill and ability checks (same as rage)/AC (dodge)/saves when below 50% hp.

Typically chaotic neutral. Favored class is barbarian.
+2 Dex, -2 Wis, Small, 30ft speed, Darkvision, Light Sensitivity, +2 dungeoneering, +2 listen (big pointy ears), +2 survival, +2 saves vs disease.

Typically neutral evil. Favored class is rogue.
+2 Cha, Small, 20ft speed, +1 natural armor, secondary bite (1d3) + bloodgate poison, poison use, +1 to DC of delivered crafted poisons, +2 craft poison & traps, +2 escape artist, trap sense +1 (stacks), treat nets as martial weapons, +4 on endurance checks against heat and thirst

Typically lawful evil. Favored class is sorcerer. No bards.
+2 Con, -2 Cha, +1 natural armor (can take improved natural armor, but only at level one), 2 claws (1d3), 1 secondary bite (1d4), hold breath (as lizardfolk), +2 balance/swim (from their tail), +2 climb (from their claws and grippy skin).

Typically chaotic evil. Favored class is Ranger.Orcs, goblins, and saurians are illiterate (like barbarian class) unless a wizard.

Darkvision is rarer in this game; many monsters/races that once had it will instead have low-light vision and/or blindsense/tremorsense/etc. Anything that has racial darkvision always has at least light sensitivity.
Light Sensitivity: dazzled in sunlight or the daylight spell, -2 on saves vs bright light effects


Armor-crafting: The DC to craft a suit of armor is equal to twice the armor's armor-class bonus + 10. Masterwork adds +2 to the DC and doubles the cost.

Masterwork Armors: A masterwork suit of armor has its max dex bonus increased by one, its armor check penalty decreased by one, and its spell failure decreased by 5%. Non-metal masterwork armors have their max dex increased by two instead of one. Masterwork armor costs twice as much as normal armor. Dwarven-plate is masterwork by default (stats as listed).

Mithril Armors: A suit of metal armor can be made of mithril instead of steel. Mithril armors have their max dex bonus increased by one and their armor check penalty decreased by 2, otherwise they are treated as per the DMG. Mithril dwarven-plate is still heavy armor.

Armor Modifications:
Camoflage: +300sp, +2 lbs (grants a +2 circumstance bonus to hide checks in a specific terrain type)
Muffling: +300sp, +2 lbs (grants a +2 circumstance bonus to move silently checks, up to negating the armor's acp)

Armor Types:

Armor with a bonus of +4 or less is considered light armor, +5 to +6 is medium, and anything +7 or higher is heavy. Enhancement bonuses do not affect this.

Clothes, though they may cover your body, are not substantial enough to be enhanced as armor. For that, you need robes, which are typically made of soft leather (these aren't bath robes). Any armor (including robes) may be enhanced up to +5 (so no bracers of armor +6 or higher; the best available is robes of armor +5 [though other enhancements may be added up to +10 as usual]).

Scale mail is available, which is identical to chainmail except it has an armor bonus of +4 (it's still medium armor) and costs 50sp. Hide armor is also available, which is identical to a chain-shirt but with an armor bonus of +3 and isn't metal. It is equal to leather scale in cost, but you may have it for free at character creation if you don't buy any armor. These are considered low-quality armors and are very rarely MW or magical.

Padded armor grants a +3 bonus on saves vs cold weather, hide armor grants +2.

https://i.imgur.com/1jnRtON.png

Armor has weight equal to its base spell-failure, except robes which weigh 5lbs and dwarven plate which weighs 90lbs.

Weapons (https://forums.giantitp.com/showsinglepost.php?p=25387827&postcount=1)
Special materials require special merchants.

-Range increments past the first are halved, except against stationary targets
-Reach weapons are treated as one-handed weapons in regards to damage modifiers/offensive combat maneuvers
-You may use a reach weapon against adjacent enemies with a -2 penalty if there is at least 5ft of empty space on the other side of you from them, it is treated as a two-handed weapon while doing so (if held in both hands); you can change your grip on a weapon as a free action
-Even though it can be used as a double weapon, a quarterstaff is still one two-handed weapon (so a +1 flaming quarterstaff is +1 flaming on both ends).
-You may use a small (relative to you) longspear in one hand if you have martial weapons proficiency, it still has 10ft reach
-Animated shields and the bashing, dancing, keen, & merciful enhancements do not exist
-If you have a level in a d10 or d12 hp class and 13 str, you can use hand-and-a-half weapons without a feat
-shortspears, spears, and longspears are considered the same weapon in terms of feats like weapon focus
-xbows can be fired in melee without provoking an AoO
-nets do not have a maximum range of 10ft

Shields in general:
-a light shield is a buckler, you can use it either way, but if used like a light shield it can be picked up or dropped as a weapon (instead of having to be unstrapped), use light shield costs
-shields are weapons; merely wearing one grants the AC bonus, and any enhancement bonus also adds to AC (they still have their acp and spell failure as normal, and can have both weapon and shield enhancements, but in the same "pool")
-heavy shields inhibit your ability to run (max x3, x4 with run feat) and tower shields lower your speed like medium or heavy armor
-heavy shields grant a +1 bonus to reflex saves as cover, tower shields a +2 bonus (stacks with actual cover bonuses)
-shield bash (bludgeoning) is a simple weapon, shield spikes are martial
-Tower shields use the FAQ interpretation (http://www.giantitp.com/forums/showsinglepost.php?p=17835372&postcount=3)

Weapon Costs:
MW/enhancement bonuses/special materials costs for weapons differ:
-two-handed weapons stay the same
-one-handed weapons cost .75%
-light weapons cost .50%
-light throwing-only weapons cost .25%
(ranged weapons: 1d10 = two-handed, 1d8 = one-handed, 1d6 = light, 1d4 = light throwing-only, ammunition matches weapon size)
Weapons and armor for small creatures are one step cheaper.

Damaging enhancements change with size; 1d6 becomes: 1d3/1d4/1d6/2d4, you add your charisma modifier to the damage dealt (min 1/die).

Each +1 enhancement bonus on a magic weapon defeats 5 points of DR/magic (so +3 = DR 15/magic)

Beastskin as the book, except light armor is +1, medium +2, heavy +3

Deflecting enhancement for shields, grants shield AC bonus to touch AC vs spells & spell-like abilities, is a +1 enhancement on its own and is included with the Reflecting enhancement

(element) Burst weapons allow you to "throw" the elemental damage as a ranged-touch attack (20ft for light/40ft for one-handed/60ft for two-handed) instead of a melee attack, can't sneak attack/crit/no damage bonuses (except cha).

Fortification enhancement cannot be higher than the armor's type (no medium fortification on light armor, for instance). It does not grant a chance to ignore critical hits, instead the extra damage from critical hits/sneak attacks is reduced by 25%/50%/75%.

Variable enhancement for shields (and shortspear/spear/longspear) exists
-tower shields are wood regardless of the shields base material
-must pay heavy shield enhancement & special materials cost (if any) + tower shield base cost & special materials cost (unless same as heavy shield material)
-if a spear, must pay longspear cost

Vicious enhancement adds +1d6 damage (same type as weapon) when attacking targets vulnerable to sneak attack damage or that are prone or squeezing.


New Ammunition:
Acid Bullet (1), -2 attack, 1d4, 10sp
Alchemists Bullet (1), -2 attack, 1d4, 20sp (sets on fire)
Priests Bullet (1), -2 attack, 1d4, 25sp

New Alchemical Items:
Noxious Smokestick, 80sp, 1/2 lb (DC 15 fort save vs. nausea for 1 round within smoke area)
-DC 25 craft
Flashpellet, 50sp (5ft range increments, 5ft radius burst, DC 15 vs blinded 1 round and dazzled 2nd round, dazzled if successful)
-DC 25 craft
Thunderflash, 100sp (combination flashpellet/thunderstone, range increment 10ft)
-DC 30 craft
Scentbreaker, 5sp (as per forgotten realms)
-DC 10 craft
Flask of Blackwater, 1lb, 100sp (10ft. cube, DC 10 +1 per round or begin drowning)
-DC 20 craft
Tanglefoot bags now glass flasks

All elixirs are magical effects and subject to dispel magic (CL = 1/3 DC to craft, round down) and anti-magic. Detect magic detects universal magic. All bonuses granted are alchemical bonuses unless stated otherwise. Can be identified with alchemy or spellcraft just like potions.

The following cost 150sp and last for 1 hour when imbibed. DC 20 to craft.
Master Thievery: +5 bonus to sleight of hand/open lock/disable device
Cat Burglary: +5 bonus to balance/hide/move silently (replaces "hiding" & "sneaking")
Elf Senses: +5 bonus to listen & spot, & grants low-light vision
Acrobatics: +5 bonus to climb/jump/tumble
Perception: +2 bonus to dex/wis checks, search/disable device, & saves vs Illusion
Strength: +2 bonus to str checks
Vigor: +5 bonus to endurance
Nerveskitter: +2 bonus to initiative & reflex saves, and a +1 dodge bonus to AC

The following cost 250sp and last 20 minutes when imbibed. DC 25 to craft.
Clarity: +3 bonus to will saves vs mind-affecting effects
Mirrored Eyes: +3 bonus to saves vs light effects that affect vision and gaze attacks
Absorption: grants DR 5/slashing or piercing and electricity resistance 5 (stacks with other sources)
Vision: +10 bonus to search checks (already exists, added it in), lasts 1 hour.

The following cost 500sp and last 5 minutes when imbibed. DC 30 to craft.
Defense: +2 insight bonus to AC, or sets AC to 20 (from insight); whichever is better
Ironskin: grants DR 3/-, light fortification, -2 acp, -2 max dex bonus (if any); all stack and your unarmed attacks (not gauntlets) deal +2 damage
Trollblood: grants fast healing 3 (stacks) and fire vulnerability

The following cost 1000sp and last 1 minute when imbibed. DC 35 to craft.
Invulnerability: as Defense but also +3 to saves or sets saves to +8; whichever is better
Magic Shielding: grants DR 10 against any damage from magical effects (spells, SLAs, supernatural attacks)
Power: grants +2 bonus to all ability scores and ability checks (doesn't stack with other elixirs), you are considered 2 levels higher vs hostile effects based on level, fort DC 25 to avoid fatigue after duration until the next time you rest for 8 hours.

The following cost 500sp and 1000sp, respectively, and function as grenade-like weapons with range increments of 20ft and weigh .5 lbs
Oil of Fiery Burning: Deals 5d6 fire damage in a 20ft radius, DC 20 reflex save for half damage
-DC 25 to craft
Oil of Explosions: Deals 6d6 fire damage in a 20ft radius + explosive metamagic, DC 22 reflex save for half damage and to avoid explosion effect
-DC 30 to craft

The other elixirs from the DMG are available, as are some from the MIC.

Alchemical items are for sale from alchemists; they are not general merchandise.

Drow poison is now "Sunbake", from a fine-sized desert scorpion.

Potions: Cost 50% less.

Wands: Can be bought with 10, 25, or 50 charges at 150%, 125%, and 100% of what they are worth, respectively.

Staves: Have 10 charges instead of 50.

Misc:
Faerie Dust: (1 ounce), 100sp (+1 DC illusion spell when used - must be held in hand when casting)
-not alchemical

Bracers of protection instead of rings.

Rings of sustenance only provide a +5 bonus on checks vs hunger/thirst/sleep deprivation.

cost of locks:
DC 20 = 20sp, DC 25 = 100sp, DC 30 = 500sp, DC 35 = 1200sp, DC 40 = 3000sp
open lock DC equal to crafting DC

Doors + locks can be magically treated like walls can, but the break DC can only be raised by 5. It costs 1500gp to do so for each door (unless it's bigger than 10ft x 10ft) and +500gp for each lock. Magically treated walls only increase their break DC by 10.


You may play a barbarian, bard, cleric, druid, knight (fighter), monk*, paladin, priest (cloistered cleric), ranger, rogue, sorcerer, or wizard. The Divine Trickster (http://www.giantitp.com/forums/showsinglepost.php?p=9623145&postcount=7) prestige class is available.

Barbarian: Rage gives +2 morale bonus to str at 1st, +4 at 6th, no con bonus, lasts 5 turns + con mod, +1/2/3 morale bonus to fortitude saves and con checks, and temp hp equal to one-half your barbarian level (round down, min 1) that replenishes each round on your turn (is otherwise the same). Gains +5ft speed at 3rd and 6th (replaces fast movement). The will save bonus from rage also applies to saves vs. fear and anti-intimidation rolls, and is doubled against them. Gains a bonus feat from the power attack line at 4th, 8th, and 12th level, or a fighter bonus feat if you already have all of them.

Bard: Choose one Adventurer
You gain disable device, open lock, and search as class skills, and you gain the Trapfinding ability as a rogue.
You gain +1d6 Sneak Attack at 2nd, 6th, and 10th level.
You gain +1 Trap Sense at 6th and 12th.
You gain Evasion at 4th and Uncanny Dodge at 8th.

Healer
You gain Heal as a class skill.
You gain the Healing Domain (including bonus spells) and Spontaneous Casting as a cleric.
You gain Turn Undead at 4th level as a paladin of your level (but you use bardic music to power it).
You must be non-evil and must faithfully worship a non-evil deity.

Mage
You add one wizard/sorcerer spell to your list of known spells for each spell level.
You gain Magical Aptitude as a bonus feat.
In addition, you can cast spells and activate magic items by command word, spell trigger, or spell completion while using a bardic music ability. Bardic music abilities that require concentration still take a standard action to perform.

Warrior
Your hit die become d8, you have all good saves & full bab.
You gain proficiency with all martial weapons.
You gain a bonus fighter feat at 2nd, 6th, and 10th level.
You ignore the arcane spell failure chance from bucklers/light shields and heavy shields.
Inspire courage +2 at 6th, +3 at 12th. Can choose inspire dread (opposite effect on enemies) instead.

Cleric: Loses heavy armor proficiency. Gains it back if War domain is selected. 1/day domain powers are now powered by turn/rebuke undead uses instead (only once per encounter per domain). Gains proficiency in favored weapon, or focus if they are already proficient. Has 4 skill points per level. Must choose a deity.
https://i.imgur.com/c4BTJAh.png
*can be replaced with the cold domain

Druid: Loses listen and spot as class skills. Nature sense is replaced by Skill Focus (Knowledge: Nature). Changing shape does not heal you. The "wild" enhancement does not exist, there is "beastskin" instead. Certain special materials besides dragonhide exist; you may come across some. 1st: Blue Courser, Eagle, Elk, Light Horse/Pony (can be combat trained later), Lynx, Peakhorn Sheep, Riding Dog, Wolf, Wolverine
(Dog, Deer, Hawk, Owl, Small Viper, and Skullcracker can be chosen as well, but are not recommended)
2nd: Heavy Horse (can be combat trained later), Moose
4th: Boar, Bison, Constrictor, Forest Bear, Nerolisk, Puma, Speleolisk, Warg
7th: Auroch, Mountain Bear, Tiger
10th: KogoloxenYes. Animal companions will sometimes not be useful (too large for the dungeon, aren't allowed into the evil lords court, etc). Natural spell got nerfed. Summoning is now a concentration spell (so only one at a time, which takes your standard action for the round). Dire animals and dinosaurs are unavailable. Worse healing.
Knight: Gains "Bravery", a +1 bonus to saves vs. fear/intimidation at 1st and every odd-level thereafter. See new weapon specialization line under feats. Has 4 skill points per level.
Errant: climb, geography, handle animal, intimidate, jump, ride, survival, swim
Marshall: arch & eng, handle animal, history, intimidate, local, persuasion, ride, rulers, sense motive

Monk: *Is now a 2-level class. Gains full bab & proficiency with longspears. Never counts against multi-classing. Monks belts don't exist.

Paladin: Has 4 skill points per level. Gains a mounted-combat bonus feat at 2nd, 6th, and 10th (mounted combat, mounted archery, ride-by-attack, spirited charge, trample; can pick any fighter bonus feat if you already have all of those). Uses turn undead uses for smite (even if they can't turn yet), but x/encounter at the same limit as the book lists x/day. Divine Grace is your cha mod or your paladin level, whichever is lower; starts at 1st level. A paladin can use lay on hands any time they touch someone as part of a spell. Class ability: gain +1 point-buy point at 1st and every even level.5th: Light Warhorse, Heavy Warhorse, Warpony, other CR 2 or less hoofed animals
7th (-2): Warg
9th (-4): Bison
11th (-6): "Pegasus" (Light Warhorse or Warpony with 120ft average flight), Gryphon, Auroch
Priest: As cloistered cleric, except:
-poor fort saves
-loses access to destruction, strength, and war domains
-cannot cast divine power, righteous might, or flame strike

Ranger: Has 8 skill points per level. Gain balance as a class skill. Loses combat style bonus feats & Endurance. Gains fighter bonus feats and +1 Bravery at 2nd, 6th, and 10th, and +2 to con checks at 3rd. Can take Weapon Mastery/Grandmastery, but the minimum level is increased by 2. Animal companion is now level -3. Can make untrained knowledge checks to know about selected favored enemies. Favored Enemy bonus is equal to one-half your level (round up), affects related knowledge checks, gain a new one at 4th, 8th, & 12th. Gains Swift Tracker at 5th, Flawless Stride at 7th, Camouflage at 8th, & Blindsense (30ft) at 11th.

Rogue: At level 3 and every 3 levels thereafter, a rogue gains Skill Focus as a bonus feat. Improved evasion just lets you roll twice on each reflex save, you take the better result.

Sorcerer: Has 4 skill points per level. Gains eschew materials at 1st level and a bonus feat every 5 levels (spell focus/penetration). Gains new spell levels at same progression as wizard.

---
Familiars advance anytime your arcane CL does.

Arcane Trickster: Only requires a 2nd level arcane spell, not 3rd.

Divine Trickster: Bluff & Hide requirements lowered to 7 ranks.

Eldritch Knight: Only requires 2nd level spells, not 3rd. Gains +1 bravery at 3rd and 6th. Same skill points/level as base arcane class.

Mystic Theurge: Turn Undead/Domain Powers, Animal Companion, Bardic Music, Lore, and Wild Shape advance equal to their respective caster level. Same skill points/level as base arcane class.

---

Regarding Animal Companions, Familiars, & Mounts: They must be acquired in-game (unless you have one at character creation, and even then you can't choose something from outside your racial homeland), you do not simply choose one.
Toad Familiars grant bonus hp equal to your base will save bonus
Raven familiars grant a +3 bonus to sense motive
Dire animals are ice-age animals that live in cold areas. Dinosaurs live in warm areas.
-the games sandbox is a temperate area, so don't get your hopes up
Animal changes/additions (http://www.giantitp.com/forums/showthread.php?579960-WIP-thread-for-reworked-animals&p=23678756#post23678756)

This game will not make use of appraise, forgery, or profession.
-Cross class skills don't cost 2 points each
-Retroactive int bonus skill points
-Thieves tools and healers kits are drawn and held like any other item
The alchemy skill now has a few extra uses. It does not require the user to be a spellcaster.

Combining Potions: You can combine potions in order to allow the drinker to gain the effects of multiple potions in one go. You choose one potion to be the base, and another to be the additive. A potion that is already combined can be a base for another additive. The DC is equal to 10 +4 per potion mixed +1 for every spell level involved. If you fail, the additive is ruined. If you fail by more than 5, all potions involved are ruined. If you roll a 1 and fail, the potions involved explode (1d6 exploding die damage per spell level in 10ft wide per spell level diameter, + explosive metamagic, ignoring hardness). Don't try to make bombs this way.

Elixirs: Certain one-use wondrous items are now alchemical items, and cannot be created with Craft Wondrous Item. Already existing elixirs in the DMG are now created through the alchemy skill. Elixirs can be combined like potions, and with potions.

Alchemy grants a +2 synergy to Spellcraft checks to identify potions. Alchemy and craft (poison) give +2 synergy to each other.
-Concentration the DC for defensive casting is 10 + (spell level x3), continuing damage combines with other difficulties into one harder check, and multiple hits increase the DC by 2 (use highest DC as base)
-Decipher Script & Speak Language combined into one ("Linguistics"); 1 bonus language per permanent +2 bonus you have
gives +2 synergy to spellcraft involving writing
Abyssal (aquatic beings)
Aklo (underworld beings)
Celestial (angels)
Cydonian
Dwarven
Elven
Frohtun (arctic/glacial beings)
Infernal (fiends, gnolls)
Nephosian (aerial beings)
Orcish
Saurian (wetland beings)
Sylvan (woodland beings, hobbits)
Terran (mountain beings)
Vulcan (volcanic beings)
Xerosian (desert beings)-Handle Animal you can handle multiple animals with a single action, but you suffer a -2 penalty for each extra animal (roll for each)
-Heal can be used to replace a characters saving throw against level drain, but the person making the heal check suffers a -5 penalty; doing so requires 10 minutes of care
-Hide/Move Silently: using some of PFs rules
Demoralize: You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the targets Hit Dice + the targets Wisdom modifier. If you are successful, the target is shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent in this way if they are within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition. You may try to demoralize multiple targets if you accept a -2 penalty per target. If you slew an enemy with at least as high a CR as your new target within the last round, you gain a +2 bonus, +5 if you did so with a critical hit.

Otherwise the same.https://i.imgur.com/ygijlvR.png-Knowledge (Arcana) as PF
-Knowledge (Nobility & Royalty) is now (Rulers) and gives information about the rulers of any given place (past or present), including their rise to power, methods, tendencies, allies, foes, secrets, forces, etc. 5 ranks in (Rulers) gives a +2 synergy bonus to Sense Motive.
-Persuasion (http://www.giantitp.com/forums/showsinglepost.php?p=9606632&postcount=2) replaces diplomacy
-Sense Motive grants synergy to bluff.
-Spellcraft Identifying items (https://web.archive.org/web/20161031214906/http://archive.wizards.com/default.asp?x=dnd/sg/20051125a) (use spellcraft to identify magic items, bards/priests get bonus from lore, Identify spell gives +20)
loses some uses to Arcana
-Survival tracking while mounted at -2, mounts speed is your speed
tracking while flying close to ground at -4 (unless good/perfect maneuverability and flying no faster than land speed), tracking while flying in wildshape/polymorphed form is equal to tracking while on a flying mount (-6 total)
-Swim -2 penalty for each hand not free
-Tumble -2 penalty for each hand not free

Gain a feat on every odd-numbered level (instead of every three levels).

The following are new or changed feats:
https://i.imgur.com/IphccfW.png-Armor/Weapon Proficiency when you take one of these feats and later get that proficiency from a class, you get a fighter bonus feat
-Combat Casting doesn't exist; take skill focus (concentration) instead
-Dodge grants a flat +1 dodge bonus to AC and is now merged with Mobility.
-Endurance includes Diehard, requires 13 con
-Great Fortitude (+3 fort saves, downgrades stun effects to daze and nauseated to sickened)
-Improved Bullrush when you successfully bullrush an enemy, you can make a free attack against them with a spiked gauntlet, armor spikes, shield bash, or (if you have improved unarmed strike) an unarmed strike/gauntlet, at a -5 penalty
-Improved Overrun can be used against more than one enemy, though each occupied square counts as two, and can be used as part of a charge (despite the bodies being difficult terrain). You can choose to let enemies avoid you. You can also make an attack just like with improved bullrush.
-Iron Will (+3 will saves and anti-intimidation rolls, is never dazed and downgrades panicked and frightened conditions by one step)
-Lightning Reflexes (+3 reflex saves and may roll twice for initiative and take the higher result, and can act in surprise rounds even if surprised, albeit last - still subject to flat-footed condition until your turn in the first round)
-Natural spell is a metamagic feat that allows wildshaped/polymorphed casters to cast, raises spell level by one
-Quick Draw also lets you draw weapons without provoking an AoO
-Rapid Reload does not exist
-Rapid Shot can be used with a standard attack or a full-attack
-Run also increases your speed by 5ft in combat when not running, and includes Fleet of Foot
-Skill focus grants +3 bonus and treats any roll of 4 or less as a 5.
-Dual skill feats (like alertness or stealthy) are considered an option for Skill Focus (except at +2/+2 instead of +3)
-Toughness is +2hp +1/level, grants DR vs nonlethal damage (from injury) = to your con mod
-Weapon Focus/Specialization/Mastery/Grandmastery (http://www.giantitp.com/forums/showsinglepost.php?p=21813669&postcount=1)

Ambidexterity
Pre: Dex 15+
This feat functions as TWF. If you have Dex 17 and Bab +6, it functions as ITWF. Dex 19, Bab +11, GTWF.
You may cast a standard action spell with your off-hand instead of making off-hand attacks if your off-hand is free. Your main hand still suffers the attack penalties for TWF, and you must pass a concentration check with a DC equal to defensive casting or you fail to cast. You cannot make this concentration check and another for the same action; if two are required you automatically fail. You may use a spell-trigger item instead with no concentration check necessary. You may wield two wands as a full-round action.

Backstab
Pre: Combat Reflexes
When you are flanking a target with an ally and the target attacks the ally, you get an AoO against the target.

Fancy Footwork
Pre: Dodge, Combat Reflexes
Each successful melee attack refreshes your 5ft adjustment, can make adjustments after AoOs, and can adjust between attacks in a cleave.

Improved Shield Bash in addition to its normal benefits, allows you to use a shield as an off-hand weapon as if you had Ambidexterity, but only when making a full-attack action (not standard attacks, spring attacks, AoO's, etc, but extra attacks from weapon spec/grandmastery do benefit from it if you get those with the shield) or a single attack with the shield
-you do not need shield proficiency to take it, but you cannot use the shield while twfing if you take an acp from it
-if you have 15 str, you have the following feat, but only with shields:

Over-sized Two Weapon Fighting
Pre: Str 15+
Note: You cannot take this feat; see Improved Shield Bash.

Item Creation Feats: Each of these feats taken grants a "craft reserve" like the artificer class. The reserve points granted by each of these feats pool together. If taken after 1st level, the reserve points granted by a given feat only apply from that level onward; points are never retroactive. Each feat grants reserve points equal to:

1st - 4
2nd - 8
3rd - 12
4th - 16
5th - 20
6th - 30
7th - 40
8th - 50
9th - 60
10th - 80
11th - 100
12th - 140

Getting the components may be as difficult as finding merchants for alchemical items or special materials. Item creation feats give a +2 bonus on checks to identify items of that kind and a +2 bonus to UMD checks with those items.

Mobile Spellcasting
Prerequisite: Dodge
Benefit: You can move before and after casting a spell or using a spell-trigger item.
(spell-trigger items can be used with shot on the run as well)

Practiced Spellcaster: Your effective caster level increases by +4, to a maximum of your character level. You can split up the bonus between two classes as you like.

Prodigy
Prerequisite: Must be taken at 1st level
Benefit: Choose a skill. That skill becomes a class skill for you and you receive a +2 bonus with it.

Wide Repertoire
Benefit: You gain 4 additional uses of bardic music.

Get bonus 0-level spells from high ability scores.

Adding:
-Control Sand just like control water (it and control water are druid only)
-Pressure Sphere (2nd) & Depthsurge (6th), from stormwrack
-Prismatic Ray (wiz/sorc 5)
-Ray of Horrid Wilting (wiz/sorc 6, water 5)
-Vigor healing spells (complete divine), for druids/rangers.
-some other spells that you can encounter/find

Banning:
-Air Walk
-Animate Objects
-Awaken
-Contact Other Plane
-Fabricate
-Goodberry
-Heroes Feast
-Ironwood
-Major/Minor Creation
-Permanency for spells cast on characters; item/location casts are okay
-Phantasmal Killer
-Polymorph Any Object
-Planar Ally/Binding I would prefer if these were NPC only
-Read Magic use arcana to identify glyphs
-Reincarnate
-Rope Trick
-Shadow Walk
-Spellstaff
-Stone to Flesh
-Transport Via Plants
-Wall of Iron

Changing:
-Bane inflicts a profane penalty, bless bestows a sacred bonus
-Banishment gets no bonus from items
-Blade Barrier is now Wall of Blades, a wall spell (see below)
-Cause Fear/Scare can be cast on higher HD targets, if they fail their save they are shaken instead
-Contagion is not a druid spell, see new diseases
-Continual Flame can only be cast on permanent fixtures
-Create Water is lvl 1, is impeded in desert/volcanic areas and only gives half as much
-Cure spells are auto maximized if used on living creatures. Removed from the druid/ranger lists.
-Daze/Daze Monster can affect targets with HD equal to or less than your CL (if beneficial)
-Endure Elements grants a +5 bonus to saves vs heat/cold from the environment, no penalty for wearing unoptimal clothes (like metal armor in the desert)
-Entangle 20ft radius
-Evards Black Tentacles grants a reflex save to anyone who was inside the area when the spell is cast, on success they avoid being grappled for one round
-Feeblemind has a range of close and lasts 1 round/level
-Find the Path is travel domain only
-Fireball is a burst, not a spread
-Flesh to Stone if cast on someone turned to stone, will turn them back as Stone to Flesh (which is banned)
-Freedom of movement grants a +5 bonus on saves/checks instead of immunity, and allows you to attempt to break free as a swift action (if it wasn't already free), otherwise the same
-Giant Vermin is druid only
-Glibness only grants the protection vs anti-lying magic effect; no bonus to bluff
-Glitterdust the blindness effect (fort negates) only lasts for 1 round, and whether they make the save or not, they are dazzled for the duration of the spell
-Gust of Wind does no damage to tiny creatures
-Jump also makes vertical jump distance equal to standing long jump distance
is now "Vision", a bard, knowledge domain, and sorc/wiz spell
casting times are 10 minutes, 8 hours, and 1 week (with same schedule as magic item crafting)
the DC's are 15, 20, and 25
it is otherwise the same, except that it has another separate use with no material component/focus and a standard action casting time: for 10 minutes/level, the next time you would be surprised or flat-footed, you receive a flash vision of the impending attack and aren't. If it's a trap, you stop just before triggering it and the spell is expended.
-Magic Jar turn undead can evict you and end the spell, if you are undead then rebuke undead can control you (in the target) like you control the target, either way turn resistance does not apply
-Neutralize Poison when the spell is cast, the caster makes a heal check or a caster level check (whichever is higher) vs the poisons DC, on success the poison is removed
Open/close: As written, but the weight limit is increased to whatever the caster could open without a strength check.

Hold portal: Holds shut a portal. Forcing the portal open requires a strength check with +5 DC. If the portal has a lock, it is locked (if it wasn't already) and the open lock DC is increased by 5. If the portal has a lock, and the lock is picked, the door can be opened without forcing it.

Arcane lock: Makes a permanent hold portal effect, though you and only you can bypass it by casting open/close on the portal, and once closed again, requires another casting of open/close to restart the arcane lock.
-the normal rules for open/close still apply (such as weight limit, can't undo a bar, etc)
A portal with a lock has the break DC increased by 7 instead of 5, a lock also allows you and only you to lock/unlock and open the portal with the key. If the lock is destroyed instead of picked, the portal must still be forced open, though the break DC for the portal decreases back to +5

Optionally, you can cast the spell so that it functions for someone else (allowing dungeon builders to hire mages to cast arcane lock for them), but a portal can only be arcane locked once at a time and only functions for one person at a time.

Knock: Full round action after casting, hold hand to portal, 1d20 + caster level + casting stat vs open lock DC, concentration duration (can take 20). One casting suppresses arcane lock for 1 minute per caster level and dispels hold portal (and uses up that casting) - these two only require you to touch the portal in question as part of casting. Against other impediments, it functions as normal.
-Overland Flight is clumsy maneuverability
-Pass Without Trace a large target counts as four, lasts 10 minutes/level
-Plane Shift only works with DM permission or to get back to the material plane
-Poison delivers viper venom and is druid only
-Polymorph does not allow spellcasting while in another form, any natural attacks are used like normal weapons (you don't get the base creatures multiple natural attacks), and natural armor or ability score bonuses from spells do not stack with any granted by this spell. Magic items cease to function, but magic weapons and armor still do if the form has a humanoid shape (or if the armor is beastskin) and will change size to fit the new form. The caster must be familiar with the form the target takes. A druid's wildshape ability is not subject to these nerfs. Changing shape does not heal you.
-Raise Dead comes with no exp loss, instead target gains 1d2+1 temporary negative levels (no save required; you lose 1/day)
-Ray of Exhaustion duration 1 round/level
-Regenerate is 5th level
-Remove Disease: 10 min casting time, when the spell is cast, the caster makes a heal check or a caster level check (whichever is higher) vs the diseases DC (increasing penalty for later stages), on success the disease is cured (but the target may take damage depending on the result)
-Sleep/Deep Slumber can be cast on higher HD targets, if they fail their save, they take a -2 penalty (-4 if deep slumber) to their dexterity scores and wisdom checks for 1 round/level
-Sleet Storm only requires a balance check if they try to move faster than half their speed or try to move on a slope (regular balance checks are treated as "severely slippery"), all fire damage within deals -1 damage per die (no minimum)
-Solid Fog slows speed by half
-Spider Climb lasts for 1 minute/level
-Spike Growth is a visible effect and not a trap, treat as caltrops except +5, 1d4 (treat as +1 weapons for DR/magic), & affects any target on the ground (including centipedes and fire giants), anyone who is tripped or otherwise falls onto the area automatically takes quadruple damage from the spikes (increase die size by 1 per creature size above medium)
-Spike Stones as spike growth, except one 10ft square per level, +10, 2d4 (+2), and can move at 1/4 speed to avoid
are concentration spells with a max duration of rounds per level or one minute, whichever is greater. Choosing summons from a level lower grants 1d2+1, two levels lower grants 2d2+1 (you can summon multiple creatures of CRs less than 1, as if there were spells lower than I); if multiple creatures are summoned they follow the same simple command and appear adjacent to one another.

Summon Monster: Celestial or fiendish animals/vermin, outsiders, or elementals of a CR 1 less than the spells level (a few exceptions, listed below)
4: lantern archon

Summon Natures Ally:
1: bat (2d2+1), deer (1d2+1), eagle (1d2+1), elk, faerie (http://www.giantitp.com/forums/showsinglepost.php?p=16479666&postcount=1), blue courser, lynx, mudcrab (1d2+1), owl (2d2+1), peakhorn sheep, raptor, skullcracker (1d2+1), slaughterfish (1d2+1), small viper (1d2+1), snapping turtle, squid, tiny viper (2d2+1), wolf
2: anchor crab, boar, constrictor snake, forest bear, moose, nerolisk, puma, speleolisk, warg, wolverine, xyston
3: bison, dredger crab, ichthyosaur, satyr (no pipes), small elemental
4: assassin vine, auroch, dryad, mountain bear, thallalisk, tiger, unicorn
5: gryphon, medium elemental, satyr (pipes)
6: large elemental, kogoloxen, pixie (no arrows), sea serpent, shambler
-Teleport 25 miles/CL
-Tongues choose one language to speak/read/understand
-Wall spells in general are concentration + 2 rounds, stone is concentration + rounds/level, force is 6th level and is concentration up to 1 round/level
-Waves of Fatigue duration 1 round/level
-Web move at 1/4 speed when free (always at least 5ft)
-Wind spells cast in areas of sand/dust/ash will have additional effects
-Wind Walk replaces Transport via Plants for druids (is a druid/air domain spell only), existing winds can slow or speed you

Misc:
-exp costs from spells are replaced by material components costing five times the exp cost (usually one object of at least that value, like one unbroken ruby rather than multiple rubies combined)
-save or die spells instead deal 1d6 con damage per 3 caster levels (if you are brought back above 0 con within a few minutes, you can survive)
petrification deals dex damage, but once you hit 0, you'll need break enchantment or something to get turned back
disintegrate still destroys the body if brought to 0 con and has its normal effect on objects

Domains:
-Air control winds (4th), wind walk (5th), chain lightning (6th)
-Animal animal shapes (6th)
-Chaos/Good/Law/Evil allow turning of opposite outsiders instead of +1 CL (are banished instead of destroyed)
Also, Word of Chaos/Holy Word/Dictum/Blasphemy become the lvl 6 spells
-Cold domain exists
-Death harm (6th)
-Destruction disintegrate (6th), smite lets you expend a prepared inflict light wounds spell with a melee attack, cha bonus (if any) to attack roll; spell not expended on a miss, can't use a spell-storing enhancement on the same attack
-Earth wall of stone (4th), stoneskin (5th), earthquake (6th)
-Fire fire storm (6th), turns water & cold
-Healing domain power is the ability to drop healing domain bonus spells for cure spells, and all cure spells heal an additional 2 HP per spell level.
1: Delay Poison
2: Restoration, lesser
3: Remove Disease
4: Neutralize Poison
5: Regenerate
6: Heal
-Knowledge vision (6th, see "legend lore")
-Plant control plants (6th, 1 round/level, no single target can have more HD than your CL)
-Strength grasping hand (6th)
-Sun sunbeam (6th)
-Water pressure sphere (2nd), ray of horrid wilting (5th), depthsurge (6th)

-This campaign probably won't see them, but outsiders like planetars and titans will never get pc class casting, only their SLAs. Also, outsiders will have less skill points (4/level instead of 8) and d8 hit-die instead of d10. Most drop stealth/perception or knowledge/social skills.


If you have the ability craft magic items, you can use items of that type to fuel the creation of another item of that type, at the expense of the salvaged item. If you meet the prerequisites of item creation for both items, you can use all of the material components and exp costs of the salvaged item to help make the created item (you can salvage multiple items in the creation of a single item). If you dont meet the prerequisites for the salvaged item, you only get (1d4+2)x10% of its materials/exp, and must supply the rest on your own if these are insufficient. If the salvaged item provides more materials/exp than is necessary for the created item, the remainder can be used on another item as long as creation of that item begins immediately after the first is done. You cannot use an arcane item to make a divine item, and vice versa. Items salvaged in this manner lose their magic, but are not otherwise harmed. The process takes 20% longer than creating the 2nd item normally would, rounded down to the nearest day.

nonsi
2017-09-23, 08:02 AM
.

Many of your suggestions are solid and are bound to improve gaming experience.
Beyond that, I recognize 2 issues that merit clarifications and I have 2 suggestions. I also have a small request (make that 4 actually)




-you can be healed back up from -10 or lower, as long as it happens within a few minutes

How many is "a few minutes"? and how low can you go before "Game Over"?





-Tower shields use the FAQ interpretation (have a look if you don't know it)

Which is what? Have a look where?





The Divine Trickster prestige class is available.

For symmetry between the prereq domains, I'd lower Bluff and Hide ranks to 7. Otherwise everyone will go for trickery for the sake of entering at 7th level, rendering Chaos and Luck domains circumstantial at best.





Monk

I'd nix it altogether. 2 levels don't justify the existence of a class. 2 levels in Rogue cover Evasion and Superior Unarmed Strike (ToB) can replace unarmed damage.





- Strewn bodies...
- Combining Potions...
- Backstab...
- Chaos/Good/Law/Evil domains

I'd appreciate it a lot if I could get a green light from you to use those in my overhaul project.

Alent
2017-09-23, 11:56 AM
I'd appreciate it a lot if I could get a green light from you to use those in my overhaul project.

Echoing this request for my own D20 overhaul. Digging the ramifications of the body rule and potion combinatorials for sure.

Eladrinblade
2017-09-24, 10:30 PM
How many is "a few minutes"? and how low can you go before "Game Over"?

It's up to the DM, basically. As a soft rule, I'd say that they're good until their allies can win the fight and use whatever healing magic they have to bring them up to -9, or maybe drag them to a medic somewhere relatively nearby on a battlefield, but if they have to drag them up through the dungeon and throw them in a wagon and make a 10 minute trip to town, the brain has long since gone braindead and their soul is gone.

How low can you go? As long as the head is still mostly attached and a good 90% or so of the body is still physically present (to put it another way, if you don't need to cast regenerate actually, it's okay if they're missing an arm or a leg, but the limb won't grow back or re-attach without regenerate), and they have enough healing magic to bring them to -9, basically infinite. It doesn't matter if they're at -154 from a hail of arrows.


Which is what? Have a look where?

I couldn't find my own link to it, but it should be the offical 3.5 FAQ. I was too lazy to go find it.


I'd nix it altogether. 2 levels don't justify the existence of a class. 2 levels in Rogue cover Evasion and Superior Unarmed Strike (ToB) can replace unarmed damage.

Eh, I just disagree. Good saves, a good skill list, free 1d6 unarmed strike and two feats, wis to AC when unarmored, flurry, have to be lawful. There's enough there to justify it. They'll likely go into rogue anyway. Some people really love the concept of monks, and they are in core, so I don't want to just omit them entirely.


For symmetry between the prereq domains, I'd lower Bluff and Hide ranks to 7. Otherwise everyone will go for trickery for the sake of entering at 7th level, rendering Chaos and Luck domains circumstantial at best.

That's a good idea. If they're willing to go cross-class then they deserve it. However, you can't get into arcane trickster until 7th. I'll think about it.

Edit: I'd rather just remove the skill requirements period, tbh, and require 2nd level divine spells instead. Scratch that, I'm doing your idea.


I'd appreciate it a lot if I could get a green light from you to use those in my overhaul project.


Echoing this request for my own D20 overhaul. Digging the ramifications of the body rule and potion combinatorials for sure.

I didn't come up with the combining potions idea; I read that in a thread somewhere.
Backstab is from dragon magazine.
As for the rest, I maintain that people don't need to ask to use things freely posted by others on the internet. It might be scummy if they were making money off of it without saying where they got it, but that's not the case.

nonsi
2017-09-25, 10:17 PM
I didn't come up with the combining potions idea; I read that in a thread somewhere.
Backstab is from dragon magazine.
As for the rest, I maintain that people don't need to ask to use things freely posted by others on the internet. It might be scummy if they were making money off of it without saying where they got it, but that's not the case.

Amen to that. Thanks.