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  1. - Top - End - #1
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    Default [3.R] Rizban's Revised Third Edition

    Rizban's Revised Third Edition

    Table of Contents
    —• Introduction
    ——• Project Goals
    ——• Design Paradigm
    ——• Credits and Acknowledgments

    —• Races
    ——• Human
    ——• Dwarf
    ——• Elf
    ——• Gnome
    ——• Half-Elf
    ——• Half-Orc
    ——• Halfling
    —• Classes
    ——• Barbarian
    ——• Bard
    ——• Cleric
    ——• Druid
    ——• Fighter
    ——• Monk
    ——• Paladin
    ——• Ranger
    ——• Rogue
    ——• Sorcerer
    ——• Wizard
    ——• Psion
    —• Skills
    ——• Academics
    ——• Acrobatics
    ——• Arcane Lore
    ——• Athletics
    ——• Deception
    ——• Engineering
    ——• Handle Animal
    ——• Heal
    ——• Insight
    ——• Intimidate
    —• Linguistics
    —• Natural Lore
    —• Perception
    —• Perform
    —• Persuasion
    —• Profession
    —• Psi Lore
    —• Stealth
    —• Streetwise
    —• Theology
    —• Feats
    —• Equipment and Supplies
    —• Adventuring and Combat
    —• Magic and Spells
    Introduction
    First off, I want to say, I love D&D 3e/3.5 and the d20 System. I think it is one of the best game systems for RPGs ever developed. Yes, it has its flaws and foibles, but in general, I believe it does the job admirably well. It's a sleek, well designed system capable of modeling the real world in an abstract way that gives accurate results based on real world expectations. It's robust enough to get the job done in spades but simplistic enough to not get too bogged down in needless simulation. I have played other systems that I enjoy (and some I love almost as much), but d20 seems to do what it does the best. Even its successors, though objectively decent and good systems (in that order), are not as robust, interesting, or (to me) fun as this one.

    At lower levels, the 3e/d20 System does what it does extremely well. As characters gain in power, however, the system increasingly breaks down. While the core system itself remains strong and viable at all levels 1 to 20, there are some serious design oversights or misconceptions that sneaked their way into the game that cause some detrimental effects. Even the core three developers have admitted that some of the things they feared were too strong actually aren't while others they thought were completely fine are actually brokenly overpowered.

    Project Goals
    This project is my attempt to revise 3e/3.5/d20 in a way that alleviates what I see as the problems and design flaws in the game in ways that make sense to me and are fun for the players. Much like 3.5 did and moreso as 5th Edition has done, I'm making some compromises for game play over realistic simulation. In general, I'll be increasing the raw power levels of various options from lower tiers while also weakening some options from the higher tiers.

    Goals
    1. To improve and streamline parts of 3rd Edition without changing it into an entirely new system. Some things are done quite well, while others (I'm looking at you Grapple!) are overly tedious or just outright silly.
    2. To revise the 11 core classes and 4 core psionic classes to be within low Tier 2 to high Tier 3 in power level. What this means mechanically is that my desired balance point for all classes is as follows:
      Quote Originally Posted by JaronK
      Capable of doing one thing quite well, while still being useful when that one thing is inappropriate, or capable of doing all things, but not as well as classes that specialize in that area. Occasionally has a mechanical ability that can solve an encounter, but this is relatively rare and easy to deal with. Challenging such a character takes some thought from the DM, but isn't too difficult. Will outshine any Tier 5s in the party much of the time.
    3. To increase each character's ability to do things by increasing their range of abilities and options granted by their classes. Classic example of the need for this change is Wizard 5 vs Fighter 5. Wizard gets 3rd level spells. Fighter gets... +1 BAB. Fighter should be getting interesting options too!
    4. To improve multiclassing in much the same way that Tome of Battle has done so that characters can take levels in other classes without hurting their other class too much.
    5. To enjoy homebrewing! I enjoy homebrewing and just want to do it. Designing, creating, and revising are all enjoyable to me, and I've had some of these ideas rattling around in my head for awhile. I'm implemented some of them piecemeal over the years to test out various ideas, and I feel like it's time to get them all together in one place and polished up.
    Design Paradigm
    While this project does touch on material from other sources, it is focused primarily on material in the System Reference Document. Where material from other source books intersects this project directly, such as with alternate class features and substitution levels, that material will be referenced here and explanations given for how it fits into this system; however, it will not be reproduced if it is not open content. Where material from other source books doesn't directly intersect, such as new feats and spells, that content will be largely ignored and is considered to be compatible with this project as is, unless otherwise stated.

    The article "D&D: Calibrating Your Expectations" greatly matches up with my experience playing D&D 3e/3.5. The following conclusion made in that article is one with which I wholeheartedly agree.
    Quote Originally Posted by Justin Alexander
    But what frustrates some people is that D&D assumes that you’re going to move from one level of power to an extremely different level of power. So they spend a lot of time tweaking the system and trying to get it to perform at a more uniform level from 1st to 20th level.
    This is the greatest fallacy I see in the game as people tend to interpret it and try to "fix" it. Play from level 1 to 5 is different than that from 6 to 10 which is different from 11 to 20. As such, I have divided the level progressions into "tiers" and redefined classes and class features in those tiers based on what I expect those tiers of play to be able to accomplish then balanced each class at those levels based on the tier of play for those levels.

    Tiers of Play
    1. Mundane (Levels 1 to 5): At these levels, characters are effectively equivalent to real world individuals. They are among the best and the brightest and gifted with supernatural abilities, but they realistically can only accomplish that which a highly trained person from our world can do. By 5th level, a character is among the best that our world has to offer, the revolutionary historical figures from our world, names that everyone knows, such as Albert Einstein, Mozart, Miyamoto Musashi.

    2. Heroic (Levels 6 to 10): At heroic levels, your character is beyond anything that can be accomplished in the real world. If you existed on earth, you'd be in the pages of DC or Marvel. You are a hero likely known far and wide. Few in the D&D world outside of the main party of heroes and main villains will ever achieve this level of power.

    3. Paragon (Levels 11 to 15): At this level, play has changed drastically. You are beyond the wildest dreams of mere mortals, unless they're unfortunate enough to cross your path. You can lay waste to entire countries at a whim, take on massive armies single handed, and the entire world shakes at the mention of your name.

    4. Mythic (Levels 16 to 20): Once characters become mythic, they are just shy of being demigods in strength. None can stand before them, and they have the power to devastate not only their own world but others across the planes as well, if they so choose. Only the gods themselves are capable of truly harming a mythic level character, and their abilities and adventures should be on a grand, cosmic scale to reflect that.

    On the Philosophy of Class Design
    This is an excellent article on class design as it relates to 3rd edition. I do tend to follow the same lines of thinking as in that article, but I do deviate from it in some regards. Most notably, I deviate on the Dead Levels Suck and Uneven Progressions Suck points. My primary design mentality is that base classes should have the majority of their interesting abilities granted in the first eight to ten levels and gain increasing benefits of those abilities at higher levels, even if that sometimes means just slightly better numbers. With so many prestige classes available with new, interesting abilities that most players are going to want to grab, I have designed my revised classes to reward players who stay in a base class longer than the absolutely minimum necessary and give rewards for staying longer without putting the really neat features too far along the progression to ever actually see play.

    Credits and Acknowledgments
    Spoiler
    Show
    The following is a list of people who have contributed to this project in meaningful ways, whether as inspiration or guidance. While I have done my best to create my own work in this project, I definitely want to give credit where credit is due. Apart from this list, if I have cribbed an idea directly from the author of another homebrew project, I will credit them specifically in that location.

    If you find yourself (or someone else) not properly credited, please send me a PM concerning it. I'll be sure to include proper citations and references.

    planswalker for his years at co-DMing Aldhaven with me and all the rules, design, and world building we've done together and his play testing of my ideas.

    Jeriah for always being willing to run numbers, play test my ideas (no matter how wacky), and honestly tell me when things suck.

    Gnorman for his E6 homebrews and the inspiration he's given me.

    Neftren for creating The Homebrewer's Extended Signature thread, which has led me to stumbling across lots of good homebrew, much of which has inspired me over the years.

    Venger for pointing out problems that I just wasn't seeing and helping me to fix them.

    Jormengand for his prolific homebrew and seemingly endless font of ideas.

    Justin Alexander of The Alexandrian for his many articles that made me think more deeply about things while also subtly leading me into the world of homebrewing.

    OneWinged4ngel and Tempest Stormwind for their ability to clearly codify best practices of class design and where design elements should go as opposed to where they're largely wasted.

    JaronK for codifying the Tier System for Classes.

    eggynack for the Retiering the Classes series.

    Last edited by Rizban; 2018-06-14 at 12:18 PM.

  2. - Top - End - #2
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    Default Re: [3.R] Rizban's Revised Third Edition

    Chapter 1: Races
    Each of the races has been modified in various ways to both strengthen them mechanically and further define what each one is and specializes in doing. Each standard race provides a +2 to an ability score and a collection of racial special abilities. The goal was to give them a boost in one area, a defining sense of self, and not penalize a player for pairing any given race with any given class. Of note, Favored Class has been removed as a general mechanic in this system, but it is retained in each race entry as what amounts to flavor text. I am considering feat chains related to favored classes, but it isn't something that I have had time to delve into at this point. Each race now has a more clear personality and purpose. Each of the six non-human races also boosts one of the six ability scores such that all are represented.


    Standard Races

    Human
    Spoiler: Design Notes
    Show
    Humans have the least obvious changes but still fairly significant ones. They still gain a bonus feat and also gain +2 to an ability score of their choice.

    They also still gain 4 skill points at 1st level and +1/level thereafter; however, this is a significant change as classes no longer grant x4 skill points at 1st level. This gives humans a fairly significant skill point boost early on, allowing them access to more skills than other races.
    Human Racial Traits
    • +2 to any one ability score of their choice.
    • Medium Humanoid
    • Human base land speed is 30 feet.
    • Bonus Feat: Humans have 1 extra feat at 1st level.
    • Highly Skilled (Ex): Humans gain 4 extra skill points at 1st level and 1 extra skill point at each additional level.
    • Automatic Languages: Common. Bonus Languages: Any (other than secret languages).
    • Favored Class: Any

    Dwarf
    Spoiler: Design Notes
    Show
    The dwarves have been shrunk down to size small but also given powerful build. The PHB gives a cutoff point for average sizes between Small and Medium creatures, and depending on how you rolled on random height/weight, a dwarf could be on either side of that line. So, rather than arbitrarily picking one side or the other, they get the best of both worlds.

    The rest of their abilities have been condensed into fewer entries but generally strengthened.
    Dwarf Racial Traits
    • +2 Constitution
    • Small Humanoid
    • Dwarf base land speed is 20 feet, but their speed is never modified by armor or encumbrance.
    • Powerful Build: The physical stature of dwarves lets them function in many ways as if they were one size category larger.
      Whenever a dwarf is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the dwarf is treated as one size larger if doing so is advantageous to him.
      A dwarf is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him.
      A dwarf can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
    • Darkvision out to 60 feet.
    • Hardy (Ex): Dwarves gain a +2 racial bonus on all saves against poison, spells, and spell-like abilities.
    • Racial Enmity (Ex): A dwarf gains favored enemy humanoid (orc & goblinoid) with a +1 bonus. This is as the ranger ability of the same name, except for the size of the bonus. The bonus stacks with the favored enemy class feature.
      In addition, a dwarf gains a bonus on attack rolls against orcs and goblinoids equal to his favored enemy bonus against them.
    • Stability (Ex): As long as a dwarf is standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground), he gains a +4 racial bonus on all checks to resist being moved, tripped, or knocked down.
    • Stonecunning (Ex): Dwarves gain a +2 racial bonus on all Perception and Profession checks related to stone or metal. Additionally, a dwarf who passes within 10 feet of unusual stonework, such as traps and hidden doors located in stone walls or floors, receives a check to notice the feature whether or not he is actively looking.
    • Weapon Familiarity (Ex): Dwarves may treat dwarven waraxes and any other weapon with “dwarven” in the name as martial weapons, rather than exotic weapons.
    • Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
    • Favored Class: Fighter

    Elf
    Spoiler: Design Notes
    Show
    With a touch a fey blood still coursing through their veins, elves are an almost otherworldly race. Their fey ancestry has been played up a bit, including granting a bonus feat. Their races bonus against enchantments is subsumed by the Fey Heritage feat. Trance is also codified into an actual ability, and it has received a potent upgrade, reducing the amount of time needed to prepare spells.

    Their ability score bonus was swapped to Wisdom.
    Elf Racial Traits
    • +2 Wisdom
    • Medium Humanoid
    • Elf base land speed is 30 feet.
    • Low-Light Vision
    • Fey Ancestry: Elves gain Fey Heritage as a bonus feat at 1st level and may take feats with Fey Heritage as a prerequisite, even if they don't meet the alignment requirement.
    • Keen Senses (Ex): Elves gain a +2 racial bonus on Perception checks.
    • Martial Training: Elves are proficient with the longsword, rapier, longbow, and shortbow.
    • Trance (Ex): Elves do not sleep and are immune to magic sleep effects. Instead of sleep, elves meditate deeply for four hours, gaining all the benefits of 8 hours of sleep, including the ability to regain spell slots and prepare spells.
    • Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
    • Favored Class: Druid

    Gnome
    Spoiler: Design Notes
    Show
    Gnomes are a bit scattered. They have bits and pieces all over the place, but that's pretty standard for their race. They were retained basically as is, but their abilities were boosted slightly. They also now have a bonus to Intelligence rather than Constitution.
    Gnome Racial Traits
    • +2 Intelligence
    • Small Humanoid
    • Gnome base land speed is 20 feet.
    • Low-Light Vision
    • Illusion Mastery (Ex): Gnomes gain a +2 racial bonus on saving throws against illusions and to the Difficulty Class for all saving throws of illusions they cast.
    • Professional: Gnomes gain Professional as a bonus feat at 1st level.
    • Racial Enmity (Ex): A gnome gains favored enemy humanoid (orc & goblinoid) with a +1 bonus. This is as the ranger ability of the same name, except for the size of the bonus. The bonus stacks with the favored enemy class feature.
      In addition, a gnome gains a bonus on attack rolls against orcs and goblinoids equal to his favored enemy bonus against them.
    • Weapon Familiarity (Ex): Gnomes may treat gnome hooked hammers and any other weapon with “gnome” in the name as martial weapons, rather than exotic weapons.
    • Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome's Cha modifier + spell level.
    • Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
    • Favored Class: Wizard

    Half-Elf
    Spoiler: Design Notes
    Show
    Half-elves get a bit of both worlds. Not as skilled as humans nor as otherworldly as elves, they still get a few traits from each and explicitly qualify as both. They are easily likable (hence the Cha bonus) and have a bit of specialized skill training, granting them a bonus feat from a limited list. Elves are highly trained specialists, humans are generalists, and half-elves are somewhere in the middle.
    Half-Elf Racial Traits
    • +2 Charisma
    • Medium Humanoid (human, elf)
    • Half-Elf base land speed is 30 feet.
    • Low-Light Vision
    • Dual Ancestry (Ex): As a descendant of both elves and humans, a half-elf counts as both an elf and a human for all purposes, including meeting prerequisites for race specific options.
    • Keen Senses (Ex): Half-elves gain a +2 racial bonus on Perception checks.
    • Martial Training: Half-elves are proficient with one of the following weapons of their choice: longsword, rapier, longbow, and shortbow.
    • Skilled (Ex): Half-elves gain 1 extra skill point at each level.
    • Sleepless (Ex): Half-elves are immune to magic sleep effects but sleep normally and require a full 8 hours of sleep.
    • Specialist (Ex): Half-elves gain a [Skill] feat for which they qualify as a bonus feat.
    • Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages).
    • Favored Class: Any

    Half-Orc
    Spoiler: Design Notes
    Show
    Half-orcs get a bit of both worlds. Not as skilled as humans nor as savage as orcs, they still get a few traits from each and explicitly qualify as both.

    Where they got no real racial features previously, they now get the Great Fortitude feat (which also grants bonus hit points), 1 skill point per level, and some weapon familiarity. They have also lost their painful mental penalties.
    Half-Orc Racial Traits
    • +2 Strength
    • Medium Humanoid (human, orc)
    • Half-Orc base land speed is 30 feet.
    • Darkvision out to 60 feet.
    • Dual Ancestry (Ex): As a descendant of both orcs and humans, a half-orc counts as both an orc and a human for all purposes, including meeting prerequisites for race specific options.
    • Great Fortitude: Half-orcs gain Great Fortitude as a bonus feat.
    • Intimidating Strength (Ex): A half-orc adds their Strength bonus to their Intimidate skill checks.
    • Skilled (Ex): Half-orcs gain 1 extra skill point at each level.
    • Weapon Familiarity (Ex): Half-orcs may treat orc double axe, bolas, net and any other weapon with “orc” in the name as martial weapons, rather than exotic weapons.
    • Automatic Languages: Common and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.
    • Favored Class: Barbarian

    Halfling
    Spoiler: Design Notes
    Show
    Halflings see the fewest changes of all the races.
    Halfling Racial Traits
    • +2 Dexterity
    • Small Humanoid
    • Halfling base land speed is 20 feet.
    • Keen Senses (Ex): +2 racial bonus on Perception checks.
    • Agile Athlete (Ex): +2 racial bonus on Acrobatics and Athletics checks.
    • Halfling Luck (Ex): +1 racial bonus on all saving throws.
    • Fearless (Ex): +2 racial bonus on saving throws against fear. This bonus stacks with the halfling’s +1 bonus on saving throws in general.
    • Rock Skipping (Ex): +1 racial bonus on attack rolls with thrown weapons and slings.
    • Weapon Training: Halflings are proficient with slings.
    • Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
    • Favored Class: Rogue



    Psionic Races

    Psionic races will be included here when I address psionics more directly.
    Last edited by Rizban; 2019-01-14 at 02:07 AM.

  3. - Top - End - #3
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    Default Re: [3.R] Rizban's Revised Third Edition

    Chapter 2: Classes
    As mentioned previously, the goal of this project is to make each class interesting, useful, and fun with meaningful choices and abilities beyond simply repeating the same attack routine endlessly. The point of balance for this project is Tier 3.
    Quote Originally Posted by JaronK
    Capable of doing one thing quite well, while still being useful when that one thing is inappropriate, or capable of doing all things, but not as well as classes that specialize in that area. Occasionally has a mechanical ability that can solve an encounter, but this is relatively rare and easy to deal with. Challenging such a character takes some thought from the DM, but isn't too difficult. Will outshine any Tier 5s in the party much of the time.
    Each base class will be detailed in its own thread for ease of discussion and revision, but it will be linked from this thread below. Some additional information will also be included here.

    Class Descriptions
    Barbarian
    Barbarian is widely considered the one good melee class in the PHB, for good reason. It doesn't need much to get it to where I want to see each class. I haven't done much to the class other than give it the Tribal Totem class feature, which is a collection of class features given out over several levels that differentiates one barbarian from another and better defines the character's play style. Whether that's the rugged durability of the Boar Totem Barbarian or the fearsome presence of the Dragon Totem Barbarian, each tribal totem is different from the others. I'm not sure I've given it quite enough to bump it from Tier 4 to Tier 3, but it's a good start if nothing else.

    Bard
    Cleric
    Druid
    Fighter
    The fighter, along with the monk, is the most reworked class in 3rd edition. I believe it to be a showcase of lazy design combined with poor design. I think it was the large number of bonus feats granted to the fighter that made developers afraid to give feats any real power. This means that not only was the fighter badly designed, but it in turn hurt other parts of the game by its very existence. The 3.5 revision made several attempts at workable fighter type classes but never really succeeded until the Warblade in Tome of Battle. While I haven't gone that direction with this class, I do feel that it brings a lot to the table that was sorely lacking while being true to what it means to be a fighter.

    The 3.R Fighter is a heavily armored tank, a bastion of defense on the battlefield, a fearsome foe, and a leader of men. The archetypal fighter is armed with a sword and shield, a skilled officer calling out orders to the men under his command as he leads the fight against the enemy, using his own skills to single out and defeat the evil army's champion, and routing the dregs that make up the rest. A fighter is the commander who leads from the front.

    Alternative Class Features
    • Martial Artist
    • Samurai
    • Swashbuckler
    • Psychic Warrior

    Monk
    Paladin
    Ranger
    Rogue
    The rogue is an already decent class. It just needed a small boost to get it to where I wanted it. I've given it additional special abilities that are available at earlier levels and given it the spellcasting similar to an assassin. In fact, I've pretty much just rolled the assassin into the rogue as a single class, which will eliminate assassin as a prestige class choice.

    Alternative Class Features
    • Psychic Rogue

    Sorcerer
    Wizard
    Psion

    Class Quick Fixes
    The following list contains each of the classes not included in the SRD and details on quick, simple fixes to bring them closer to in line with this revision. I won't be addressing them in detail here, but I did want to include a revised skill list for each class at the very least. Classes will be added to this list as I deem them complete enough to post.
    Spoiler
    Show
    CrusaderToB
    Class Skills: Academics (Int), Athletics (Str), Focus (Con), Handle Animal (Wis), Heal (Wis), Intimidate (Cha), Persuasion (Cha), Profession (Wis), and Theology (Int).


    HexbladeCW
    Class Skills: Arcane Lore (Int), Deception (Cha), Focus (Con), Handle Animal (Wis), Insight (Wis), Persuasion (Cha), and Profession (Wis).

    Hexblades have the following adjustments to their class features:
    • Good Fortitude save
    • Curse ability usable as a swift action
    • Curse ability does not count as used if the target makes his saving throw
    • Ability to cast without arcane spell failure in light or medium armor and while carrying a light shield or buckler
    • At 6th level, the hexblade can cast one hexblade spell per day as a swift action, as long as its original casting time is a standard action or faster. He gains an additional use of this power at levels 8, 11, 14, and 18.

    Spells: Hexblades use the same spell progression and spells known as a Rogue.

    Hexblade Spell List
    Hexblades choose their spells from the following list.
    * Spell located in Spell Compendium

    • 0 Level: arcane mark, detect magic, familiar pocket*, light, magic weapon, prestidigitation, read magic

    • 1st Level: alarm, augment familiar, backbiter*, cause fear, charm person, cheat*, disguise self, entropic shield, expeditious retreat, hideous laughter, identify, inhibit*, know greatest enemy*, magic aura, mount, phantom threat, protection from chaos/evil/good/law, shock and awe*, sleep, undetectable alignment, unseen servant

    • 2nd Level: alter self, blindness/deafness, bull's strength, curse of impending blades*, darkness, delusions of grandeur*, eagle's splendor, entrall, false life, glitterdust, invisibility, mirror image, protection from arrows, pyrotechnics, rage, resist energy, see invisibility, spider climb, summon swarm, touch of idiocy

    • 3rd Level: arcane sight, charm monster, confusion, deep slumber, dispel magic, enhance familiar*, fortify familiar*, greater magic weapon, hound of doom, invisibility sphere, mass curse of impending blades*, nondetection, phantom steed, poison, protection from energy, repel vermin, slow, stinking cloud, unluck*, vampiric touch, wind wall

    • 4th Level: baleful polymorph, bestow curse, break enchantment, contact other plane, cursed blade, detect scrying, dimension door, dominate person, enervation, fear, greater invisibility, phantasmal killer, polymorph, scramble portal*, scrying, sending, sensory deprivation*, solid fog


    KnightPHB2
    This class is eliminated. Play a Fighter.


    MarshalMH
    This class is eliminated. Play a Fighter.


    Psychic WarriorXPH
    This class is eliminated. Play a Fighter with the Psychic Warrior ACF.


    SamuraiCW
    This class is eliminated. Play a Fighter with the Samurai ACF.


    ScoutCAd
    Class Skills: Acrobatics (Dex), Athletics (Str), Deception (Cha), Handle Animal (Wis), Insight (Wis), Linguistics (Int), Natural Lore (Int), Perception (Wis), Profession (Wis), and Stealth (Dex).

    Spells: A scout gains spontaneous divine spellcasting, using Wisdom as her primary casting ability. She uses the Ranger spell list and the Rogue spell progression and spells known.


    SwashbucklerCW
    This class is eliminated. Play a Fighter with the Swashbuckler ACF.


    SwordsageToB
    Class Skills: Academics (Int), Acrobatics (Dex), Athletics (Str), Focus (Con), Handle Animal (Wis), Heal (Wis), Insight (Wis), Intimidate (Cha), Natural Lore (Int), Perception (Wis), Profession (Wis), Stealth (Dex), and Streetwise (Int).


    WarbladeToB
    Class Skills: Academics (Int), Acrobatics (Dex), Athletics (Str), Focus (Con), Intimidate (Cha), Persuasion (Cha), Profession (Wis), and Streetwise (Int).


    Multiclass Characters
    Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.

    Class And Level Features
    As a general rule, the abilities of a multiclass character are the sum of the abilities of each of the character’s classes.

    Levels and Experience
    "Character level" is a character’s total number of levels. It is used to determine when feats and ability score boosts are gained. "Class level" is a character’s level in a particular class. For a character whose levels are all in the same class, character level and class level are the same.

    The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class.

    Hit Points and Hit Dice
    You gain the hit points from your new class, adding the Hit Die from that class to your pool of Hit Dice. If you have Hit Dice of different types, remember to keep track of them separately.

    Base Attack Bonus
    Add the base attack bonuses acquired for each class to get the character’s base attack bonus. A resulting value of +6 or higher provides the character with multiple attacks.

    If your new base class gains +0 base attack bonus at first level, your base attack bonus still increases by 1. For example, a 2nd level rogue who takes the 1st level of wizard would have a base attack bonus of +2 rather than +1. Base attack bonus increases at each level after 1st as normal. So, the same rogue 2/wizard 1 who takes a second level of wizard would increase her base attack bonus to +3, because the 2nd level of wizard increases the bonus. This special rule does not apply to prestige classes.

    Saving Throws
    Add the base save bonuses for each class together.

    Skills
    Use the skill points and class skills of your new class.
    You only gain double skill points as 1st character level, not at the 1st level of each new class.

    Class Features
    A multiclass character gains all the class features of all his or her classes but must also suffer the consequences of the special restrictions of all his or her classes.

    If two classes offer the same class feature that progresses with class levels, you do not gain a second copy of that ability. Instead, add together the total levels of each class to determine the benefits of that class feature. For example, a ranger 3/eagle totem barbarian 2 would gain favored enemies as a 5th level ranger.
    Last edited by Rizban; 2018-05-28 at 01:16 AM.

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    Default Re: [3.R] Rizban's Revised Third Edition

    Chapter 3: Skills
    Skills Summary
    Gaining Skill Points: Each class gains a certain number of skill points at each level. You add your Intelligence modifier to this number to determine the total number of skills you gain, minimum 1. For your first character level only, you gain double the normal number of skill points.

    Buying Skills: You may spend your skill points to buy ranks in the various skills. If you buy a class skill, your character gains 1 skill rank for each skill point spent.

    If you buy a cross-class skill, you get ½ rank per skill point. You may purchase half ranks in skills, but half ranks give no bonus to the check. However, any skill with at least half a rank counts as trained (see Untrained Skill Checks).

    Your maximum rank in any skill is equal to your Hit Dice.

    Using Skills: To make a skill check, roll: 1d20 + skill modifier (Skill modifier = skill rank + ability modifier + miscellaneous modifiers) This roll works just like an attack roll or a saving throw — the higher the roll, the better. Either you're trying to match or exceed a certain Difficulty Class (DC), or you're trying to beat another character's check result.

    Trying Again: In general, you can try a skill check again if you fail, and you can keep trying indefinitely. Some skills, however, have consequences of failure that must be taken into account. For most skills, when a character has succeeded once at a given task, additional successes are meaningless.

    Taking 10: When your character is not being threatened or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure — you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll. Taking 10 is especially useful in situations where a particularly high roll wouldn’t help.

    Taking 20: When you have plenty of time (generally 2 minutes for a skill that can normally be checked in 1 round, one full-round action, or one standard action), you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20. Taking 20 means you are trying repeatedly until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes twenty times as long as making a single check would take. Since taking 20 assumes that the character will fail many times before succeeding, if you did attempt to take 20 on a skill that carries penalties for failure, your character would automatically incur those penalties before he or she could complete the task.

    Skill Ranks: A character's number of ranks in a skill is based on how many skill points a character has invested in a skill. Many skills can be used even if the character has no ranks in them; doing this is called making an untrained skill check.

    Untrained Skill Checks: Any skill may be used without training, but a character with zero ranks in a skill usually cannot succeed on any task with a DC higher than 10.

    Ability Modifier: The ability modifier used in a skill check is the modifier for the skill's key ability (the ability associated with the skill's use). The key ability of each skill is noted in its description.

    Miscellaneous Modifiers: Miscellaneous modifiers include racial bonuses, armor check penalties, and bonuses provided by feats, among others.

    Skill Descriptions
    Academics (Int)
    Academics represents formal education, the study of history, civics, basic math, politics, and cultures. While it doesn't cover more esoteric information, this skill is useful for determining whether you know or can research any bit of information.
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    Action: Free action.
    Take 10: Yes.
    Take 20: Yes.

    Recall Information
    You can use the Academics skill to recall information you have learned through formal education and study. A successful skill check allows you to answer questions about the topic at hand.

    Academics covers information on topics such as basic math, history, people groups, royalty and nobility, nations, wars, founding of cities, heraldry, lineages, leaders, politics, civics, laws, customs, and other such information. It also covers any general information that would reasonably be recorded but isn't covered by a specialized field of study.

    Academics covers all general information, but there are more specialized skills for certain fields of study, each with their own skill. You may use Academics to recall information in one of these specialized fields, but recalling information from a specialized field increases the difficulty class of the check by +10. The specialized fields of study are Arcane Lore, Engineering, Natural Lore, Profession, Psi Lore, Streetwise, and Theology.
    Recall Information
    Obscurity DC
    Common Knowledge 10
    Basic Questions 15
    Difficult 20
    Hard 25
    Very Hard 30
    Identify Creatures
    With a successful Academics check, you can identify creatures that you have studied about based on their appearance or on clues they've left behind, such as tracks, refuse, or writings. The difficulty class to identify a creature is 10 + the creature's Hit Dice. If identifying a creature based on circumstantial evidence rather than direct observation, the DC increases by +10.

    Academics can readily identify humanoids, monstrous humanoids, and giants.

    Conduct Research
    When attempting to gain information with a skill check, you may choose to conduct additional research to gain a bonus on your skill check. If you have a means of conducting research, such as access to a library, you gain a +1 bonus on your skill check for each hour you spend researching.

    If you are attempting to conduct research related to a specialized field of study, you must succeed on a DC 10 Academics check with each hour of research to gain the bonus for that hour. The bonus gained from research may apply to the skill check from a specialized field of study.

    You may not take 20 when conducting research. The information you seek might not be recorded where you are doing your research.

    Memorize
    You can attempt to memorize a long string of numbers, a long passage of verse, or some other particularly difficult piece of information (but you can't memorize magical writing or similarly exotic scripts). Each successful check allows you to memorize a single page of text (up to 800 words), numbers, diagrams, or sigils, even if you don't recognize their meaning. If a document is longer than one page, you can make additional checks for each additional page. You always retain this information; however, you can recall it only with another successful Academics check.

    Attempting to memorize information requires 1 minute of study and has a DC of 15.

    Acrobatics (Dex; Armor Penalty)
    The Acrobatics skill covers your attempt to stay on your feet in a tricky situation, such as when you're trying to run across a sheet of ice, balance on a tightrope, or stay upright on a rocking ship's deck. The DM might also call for an Acrobatics check to see if you can perform acrobatic stunts, including dives, rolls, somersaults, and flips. Any difficult physical movement based on your Dexterity is an Acrobatics check.
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    Action: None. An Acrobatics check is made as part of another action or as a reaction.
    Take 10: Yes.
    Take 20: No.

    Crossing Narrow/Uneven Surfaces
    When attempting to walk across any precarious surface, you need to make an Acrobatics check to maintain your footing. While attempting to maintain footing, you are denied your Dexterity bonus to armor class.

    Add the relevant modifiers as given on the Acrobatics table to determine the difficulty class of the skill check. A failure by 5 or less means you can't move for 1 round. A failure by 6 or more means you fall.

    A successful check means you may take your movement action as normal; however, if you take damage during your movement, you will need to make another Acrobatics check to maintain your footing.

    Moving Through Threatened Spaces
    When moving through a space threatened by an enemy, you risk provoking an attack of opportunity. A successful Acrobatics check can allow you to avoid provoking such an attack. When moving through a threatened square, determine the difficulty class of the check as normal then add your opponent's base attack bonus to the DC of the Acrobatics check. Each additional enemy after the first adds an additional +2 to the check DC.

    If your skill check exceeds the total DC, you may move normally without provoking an attack of opportunity. If you exceed the normal DC but not the number modified by the opponent's base attack bonus, you may move but immediately provoke an attack of opportunity before moving. If you fail the normal DC, you provoke an attack of opportunity before resolving the check as indicated above.

    Soften a Fall
    When falling any distance, you can attempt to roll with the fall and land more softly. You may make a special Acrobatics check against a DC of 15 to treat any fall as if it were 10 feet shorter than it really is when determining falling damage.
    Acrobatics
    Width
    DC Modifier1
    >3 feet +0
    1 to 3 feet +5
    2 in to 1 foot +10
    <2 in +15
    Condition DC Modifier2 Example
    Obstructed +2 to +5 Gravel, rubble, undergrowth
    Slippery +2 to +5 Wet, icy, slime covered
    Uneven surface +2 Uneven flagstone, natural cave
    Sloped +2 Not flat, but less than 45°
    Unsteady +2 Swaying, rocking
    Unstable +5 Crumbling, boat in a storm
    Half-speed -5 Moving at half normal speed
    Fast speed +5 Moving faster than normal,
    running or charging
    Threatened Special3 A threatened space
    Enemy space +10 Space an opponent occupies
    1 Use the highest modifier.
    2 Add all modifiers that apply.
    3 An opponent threatening a space adds its Base Attack Bonus to the Acrobatics DC. See below.
    Squeezing and Escaping
    When squeezing through particularly tight spaces or attempting to escape bindings or restraints, you make a special Acrobatics check to determine success. The difficulty class for these checks is determined by the specific condition.

    You may also make an Acrobatics check to escape a grapple, making a check opposed by your enemy's grapple check. You may not take 10 on attempts to escape a grapple.

    Arcane Lore (Int)
    Your Arcane Lore skill measures your ability to recall lore about arcane spells and phenomenon, certain creatures, as well as your proficiency with utilizing the arcane arts.
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    Action: Free action.
    Take 10: Yes.
    Take 20: Yes, if you have time to conduct research. Otherwise, No.

    Recall Information
    You can use the Arcane Lore skill to recall information about spells, magic items, eldritch symbols, magical traditions, and the planes of existence. This functions as the Recall Information ability of the Academics skill but only covers this specialized field of study.

    Identify Creatures
    This functions as the Identify Creatures ability of the Academics skill but only covers this specialized field of study. Arcane Lore can identify constructs, dragons, magical beasts, oozes, and outsiders.

    Identify Spell Effects
    A successful Arcane Lore check can allow you to identify an arcane spell or spell effect. The base difficulty class to identify any spell or spell effect is 20 + the spell's level. Apply the modifiers as given on the table to determine the final DC.

    Arcane Lore can also identify divine spells and psionic powers, but attempting to do so increases the DC by +10.
    Identify Spell Effects
    Condition
    Modifier1
    Spell or spell effect is actively being cast or activated -2
    You can see or hear a spell's verbal or somatic components -2
    Spell or spell effect is already in place but not an activated effect. +5
    Strange or unique magical effect. +10
    1 Add all modifiers that apply.
    Identify Magic Item
    Arcane Lore allows you to identify magic items by studying any unique or identifying markings on the items as well as the flow of magical energy through them. Identifying an item has a difficulty class of 10 + the item's caster level.

    A failure by 5 or less reveals some indication of how an item is used or activated, such as a command word, or how it might be used, but it does not identify what the item actually is or does.

    In the case of items with multiple enchantments, it's possible to identify some enchantments without identifying all of them.

    Certain spells, such as detect magic and identify grant bonuses to Arcane Lore checks when identifying items.

    Athletics (Str; Armor Penalty)
    The Athletics skill covers difficult situations you encounter while climbing, jumping, or swimming or any difficult physical activity that requires strength or endurance.
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    Action: None. An Athletics check is made as part of another action or as a reaction.
    Take 10: Yes.
    Take 20: No.

    Climbing
    With a successful Climb check, you can advance up, down, or across a slope, a wall, or some other steep incline, or even a ceiling with handholds. While climbing, you are denied your Dexterity bonus to armor class.

    Add the relevant modifiers as given on the Athletics: Climbing table to determine the difficulty class of the skill check. A failure by 5 or less means you can't move for 1 round. A failure by 6 or more means you fall.

    A successful check means you may take you can climb at half your normal land speed; however, if you take damage during your movement, you will need to make another Athletics check to maintain your grip.

    Jumping
    As part of a move action, you may attempt to jump a distance with an Athletics check. If you take a 10-foot running start just prior to the jump attempt, the DC is equal to the number of feet you are attempting to jump horizontally, or four times the number of feet you are attempting to jump vertically. If you do not take a running start, the DC of the check doubles.

    A failure by 5 or less means you miss the jump, but you can usually make a DC 15 Reflex save to grab a ledge. A failure by 6 or more means you fall and cannot reach a ledge.

    Swimming
    You can use Athletics to swim. On a successful check, you may move half your land speed as a move action. A failure by 5 or less means you make no progress 1 round. A failure by 6 or more means you flounder and begin to sink.

    Endurance
    When performing exhausting activities over a period of time, you can make Athletics checks to resist the negative effects. This special check uses your Constitution modifier instead of your Strength modifier. You make such checks to resist nonlethal damage from extended periods of swimming and forced marches, to continue running without resting, and to hold your breath. You can also make these checks to resist the damage from starvation and thirst.
    Athletics: Climbing
    Surface Base DC1
    Slope too steep to walk up 5
    Series of low ledges 15
    Vertical wall 25
    Overhang or Ceiling 40
    Condition DC Modifier2
    Quarter-speed -5
    Knotted rope3 or ladder -20
    Good handholds, unknotted rope -10
    Occasional handholds -5
    Rare handholds +0
    Chimney, opposite walls to brace -10
    Corner, perpendicular walls to brace -5
    Wet or slippery +5
    Dangerous winds
    – Strong (21-30 mph) +2
    – Severe (31-50 mph) +5
    – Windstorm (51-74 mph) +10
    – Hurricane (75–174 mph) +20
    – Tornado (175+ mph) +30
    Catching Yourself When Falling +15
    1 Use the highest base DC.
    2 Add all modifiers that apply.
    3 Climbing a free-hanging rope with no wall to brace against has a DC of 10.


    Athletics: Swimming
    Water Base DC
    Calm water 10
    Rough water 15
    Stormy water 20

    Deception (Cha)
    Deception governs any attempt to conceal the truth or mislead another, either verbally or through your actions. This deception can encompass everything from misleading others through ambiguity to telling outright lies, trying to fast-talk a guard, or attempting to con a merchant, pass yourself off in a disguise, create a convincing forgery, or redirect attention.
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    Action: Standard action.
    Take 10: No.
    Take 20: No.

    Bluff/Tell a Lie
    You may attempt to tell a convincing lie with a Deception check. This is opposed by the target's Insight check. Favorable and unfavorable circumstances weigh heavily on the outcome of a bluff. Two circumstances can weigh against you: The bluff is hard to believe, or the action that the target is asked to take goes against its self-interest, nature, personality, orders, or the like.

    If you succeed, the creature you are lying to believes you are telling the truth, at least until confronted with evidence to the contrary. A bluff attempt requires interaction between you and the target. Creatures unaware of you cannot be bluffed.

    Craft or Maintain a Disguise
    Creating a believable disguise takes 3d10 minutes of work. Your Deception check result determines how good the disguise is, and it is opposed by others' Perception checks. The DM makes your disguise check secretly, and you are always slightly unsure of just how good your disguise is.

    If someone becomes suspicious of your disguise (their Perception check beats your original Disguise check), you can make one additional Deception check to maintain the disguise. If your new Deception check is higher than their Perception check, they are convinced of your disguise.

    If you are impersonating another individual, anyone who knows that person gains a bonus on their Perception checks. If they easily recognize the person, they gain a +5 bonus, and if they are intimate, such as a family member, they gain a +10.

    Create Forgery
    Forging a document required 1d4 minutes per page. Forging an object requires Profession checks, with the amount of time determined as if crafting an item.

    Creating a forgery works much like creating a disguise. Written forgeries are opposed by a Perception check while forged objects are opposed by Profession checks made to appraise the object. Individuals familiar with the forged item gain a +5 or +10 bonus on their checks to detect the forgery, depending on how familiar they are with the original.
    Deception: Bluff
    Circumstance Insight Modifier
    The target wants to believe you. -5
    The bluff is hard to believe or puts the target at some risk. +5
    The bluff is very hard to believe or puts the target at significant risk. +10
    The bluff is outlandish but not quite impossible. +20

    Deception: Disguise
    Circumstance Check Modifier
    Minor details altered only +5
    Major feature altered -2 to -5
    Disguised as a different race of the same creature type -5
    Disguised as a different creature type -10
    Disguised as a different size category -10
    Pick Pocket
    A Deception check can be made to steal a small object that fits in the palm of your hand without notice. Anyone actively observing you may make an opposed Perception check. If they succeed, they notice your action, but this doesn't prevent you from successfully pick pocketing the object. It just means you were seen.

    Stealing an unattended object has a difficulty class of 10. Lifting a small object from a person has a DC of 20.

    This can also be used for minor feats of legerdemain, such as making a coin appear or disappear, card tricks, and the like.

    Create Diversion/Feint in Combat
    You can make a Deception check to distract an opponent, opposed by the target's Insight check. If you win the opposed check, the target remains distracted for 1 round or until a hostile action is directed against the target.

    A distracted opponent is not considered to be observing you, allowing you to make a Stealth check to hide or gain a +10 bonus on a Deception check to steal a small object or pick pocket the target and deny the target an opposed Perception check.

    If used in combat, a distracted foe is flat-footed against your next attack, but the target gets to add its base attack bonus to the Insight check opposing your Deception check.

    Engineering (Int)
    You can identify, build, repair, or disable mechanical devices, assess the stability of structures and machinery, and properly arm and disarm traps.
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    Action: Varies.
    Take 10: Yes.
    Take 20: No.

    Recall Information
    Action: Free action.
    You can use the Engineering skill to recall information about buildings, aqueducts, bridges, fortifications, and other constructions, siege equipment and other mechanical devices, as well as advanced mathematics. This functions as the Recall Information ability of the Academics skill but only covers this specialized field of study.

    Identify Creatures
    Action: Free action.
    This functions as the Identify Creatures ability of the Academics skill but only covers this specialized field of study. Engineering can identify constructs.

    Assess Stability
    Action: 1 minute or more.
    You can use Engineering to assess a structure or other a piece of engineering to determine its stability, usability, and structural weak points. This takes 1 minute or more, and the DC is determined by the DM.

    Use the DCs given on the table to assess stability. These DCs can be adjusted by other circumstances such as the complexity of the structure and damage to the structure, as determined by the DM.
    Engineering: Assess Stability
    Task Base DC
    Assess stability 15
    Determine structural weak point 20
    Circumstance DC Modifier1
    Simple structure (rope bridge) -5
    Complex structure (suspension bridge) +5
    Obvious damage -5
    Slight but consequential damage +5
    Intentional sabotage +10
    1 Add all modifiers that apply.

    Engineering: Disable Device
    Device Base DC1 Time Example
    Simple 10 1 round Jam a door
    Average 15 1d4 rounds Sabotage a wagon wheel
    Good 20 2d4 rounds Disarm or reset a trap
    Amazing 25 3d4 rounds Disarm a complex trap
    Master 30 1d4 minutes Disarm a fiendish trap
    1 If you attempt to leave behind no trace of your tampering, add 5 to the DC.
    2 A lock of the same quality usually has a DC 10 higher than shown on this chart.
    Disable Device
    Action: Varies.
    You can use Engineering to disable a lock, trap, or mechanical device, as long as the device is unattended and you can access it. The amount of time this takes depends on the complexity of the device but typically requires at least a 1 round action. The DC of the check is determined by the DM and is based on the complexity of the device, and particularly complex devices might require multiple checks.

    If you succeed, you disable the device. If you fail the check by 5 or less, you can attempt to disable the device again. If you fail the check by 6 or more, something goes wrong. If the device is a trap, you trigger it. If you are attempting some sort of sabotage, you think the device is disabled, but it still works normally. If you want to leave no trace of your tampering, the DC increases by 5.

    You also can rig devices to work normally for a while and then fail or fall off some time later. This increases the DC of the check by 5. If you succeed at the check, you can rig the device to become disabled up to 1 round later for each rank of Engineering you have. If you fail the check by 6 or more, your efforts have the same effect as if you were merely attempting to disable the device.

    Handle Animal (Wis)
    When there is any question whether you can calm down a domesticated animal, intuit an animal's intentions, or attempt to train or rear an animal, the GM might call for a Handle Animal check. You also make a Handle Animal check to control your mount when you attempt a risky maneuver.
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    Action: Varies.
    Take 10: Yes.
    Take 20: No.
    You can also use Handle Animal on creatures that are not of the animal type if they have an Intelligence score of 1 or 2, but you take a -5 penalty on the check.

    Handle an Animal
    Action: Move action.
    Handle Animal can be used to command an animal to perform a task or trick it has learned or push it to perform one it hasn't learned but is physically capable of performing.

    The base difficulty class to command an animal is 10. If the animal does not know the task or trick, the DC is increased to 25.

    Pushing an animal also covers making an animal perform a forced march or forcing it to hustle for more than 1 hour between sleep cycles.

    Ride a Mount
    Simply riding a mount does not require a skill check, but riding in combat, performing tricks, or making special maneuvers does.

    Control Mount in Battle: Controlling a mount in battle that is not trained for combat has a DC of 20 and requires a move action, while trained mounts can be directed as a free action and do not require a check.

    Fast Mount or Dismount: You can attempt to mount or dismount as a free action, provided that you still have a move action available that round. If you fail the skill check, it becomes a move action.

    Leap: You can get your mount to leap obstacles as part of its movement. Use your Handle Animal modifier or the mount's Athletics modifier, whichever is lower, to see how far the creature can jump. If you fail your skill check, you fall off the mount when it leaps and take the appropriate falling damage. This does not take an action, but is part of the mount's movement.

    Spur Mount: You can spur your mount to greater speed with a move action. A successful skill check increases the mount's speed by 10 feet for 1 round but deals 1 point of damage to the creature. You can use this ability every round, but each consecutive round of additional speed deals twice as much damage to the mount as the previous round (2 points, 4 points, 8 points, and so on).

    Wild Empathy
    Handle Animal can be used to improve the attitude of an animal. This ability functions much like a Persuasion check. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. If an animal is wounded or has taken nonlethal damage or ability damage/drain, the DC is increased by 2.

    To use wild empathy, you and the animal must be able to study one another, which means that you must be within 30 feet of each other under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

    Calm an Animal
    Whenever an animal is in an unusual situation or confronted by a threat, it can become skittish and afraid. When an animal that is friendly towards you is subject to a Will save against against fear, you may make a Handle Animal check against the DC of the save. If your check is successful, the animal resists the fear, regardless of its own Will save result. You may use this ability once per round, and the animal must be within your reach. You may not take 10 when trying to calm an animal.

    Train an Animal
    You can use Handle Animal to teach an animal a specific trick or train it for a general purpose.

    The DC to teach an animal a trick is 15, and each trick requires one week of work. Make one skill check at the end of the week to determine if the animal has successfully learned the trick.

    General purpose training consists of packages of related tricks, allowing for easier training. The animal must meet all the normal prerequisites for all tricks included in the training package. An animal can be trained for only one general purpose, though if the creature is capable of learning additional tricks, it may do so.

    The DC to train an animal for a general purpose is 20, and it requires one week of work for each trick in the package. Make one skill check at the end of the training for each week. If at least one of the checks is successful, the animal has been trained successfully.

    Details on specific tricks and training can be found in the section detailing Animal Companions.

    Rear a Wild Animal
    To rear an animal means to raise a wild creature from infancy so that it becomes domesticated. A handler can rear as many as three creatures of the same kind at once. A successfully domesticated animal can be taught tricks at the same time it's being raised, or it can be taught as a domesticated animal later. The DC to rear a wild animal is 15 + the animal's Hit Dice.

    Heal (Wis)
    The Heal skill is may be used to treat wounds, poison, and disease, help others to recover faster, and improves the effectiveness of your healing magic.
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    Action: Standard action.
    Take 10: No.
    Take 20: No.

    Improve Healing Magic
    When casting a cure wounds spell (or most other types of healing magic), you heal additional damage based on a Heal check. For example, when casting cure light wounds, you heal 1 extra hit point for every 5 points of your check result. So, a result of 15 would heal 3 extra hit points.

    First Aid
    If a character has negative hit points and is losing hit points, you can use Heal to stabilize the patient. A stable character regains no hit points but stops losing them. The DC is 15.

    Treat Poison and Disease
    Each time a poisoned or diseased character makes a saving throw against the poison or disease, you make a Heal check. The poisoned character uses your check result or his or her saving throw, whichever is higher.

    Short-Term Care
    When taking a short rest, you may make a Heal check to treat injuries. You may heal a number of hit points equal to the check result and may divide this healing among multiple recipients as you choose. Each creature may only benefit from short-term care once per day. Short-term care counts as light activity for the healer.

    Long-Term Care
    When taking a long rest, you may make a Heal check to treat injuries. You may heal a number of hit points equal to twice your check result and may divide this healing among multiple recipients as you choose. In addition, up to six patient under your care recovers hit points or ability score points at twice the normal rate. Long-term care counts as light activity for the healer. You cannot give long-term care to yourself.

    Insight (Wis)
    Insight determines whether you can discern true intentions, such as when searching out a lie, discovering hidden motives, or predicting someone's next move, gleaning clues from body language, speech habits, and changes in mannerisms, and putting together small clues and fragments of information to understand the bigger picture.
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    Action: Varies. Usually at least 1 minute.
    Take 10: No.
    Take 20: No.

    Hunch
    This use of the skill involves making a gut assessment of the social situation. You can get the feeling from someone's behavior that something is wrong, such as when you're talking to an impostor. Alternatively, you can get the feeling that someone is trustworthy. The DC for getting a hunch is usually 20.

    Sense Enchantment
    You can tell that someone's behavior is being influenced by an enchantment effect, even if that person isn't aware of it. The DC is usually the same as the save DC of the enchantment.

    Gather Information
    You can use Insight to gather information about a specific topic or individual and put together disparate clues to get a better understanding of the information. To do this, you must spend at least 1d4 hours canvassing people at local taverns, markets, and gathering places. The DC of this check depends on the obscurity of the information sought, but for most commonly known facts or rumors it is 10. For obscure or secret knowledge, the DC might increase to 20 or higher.

    Intimidate (Cha)
    When you attempt to influence someone through overt threats, hostile actions, and physical violence, you use the Intimidate skill.
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    Action: Varies.
    Take 10: No.
    Take 20: No.

    Coerce
    With a successful Intimidate check, you can coerce a creature into acting friendly towards you for 1d6 Χ 10 minutes. This requires 1 minute of conversation and is opposed by the target's modified level check (1d20 + Hit Dice + target's Wisdom bonus).

    If you beat your target's check result, the target will provide information, take actions that do not endanger it, and offer limited assistance. After this time, the target's attitude toward you shifts to unfriendly or, if normally unfriendly, to hostile.

    If you fail the check by 5 or more, the target pretends to be coerced but provides you with incorrect or useless information, or otherwise frustrates your efforts.

    Long-Term Coercion
    You can extend the duration of the coercion by spending more time intimidating the target. With 1d4 Χ 10 minutes of effort, you may coerce the target into remaining friendly for 24 hours, even if you are not present.

    You may make such a check once per day. If you make successful long-term coercion checks over several days, each successful check extends the duration by 24 hours + 1d6 hours for each successful check. So, the 4th successful check would extend the duration by 4d6+24 hours. A single failed check ends the coercion, and the creature immediately begins to act hostile towards you and cannot be coerced again for one week.

    Creatures under long-term coercion are actually hostile towards you and aid you only as far as their fear of you will allow. If they think they can escape your threats, such as if a stronger creature offers protection, they will do so.

    Demoralize Opponent
    As a standard action, you can also use Intimidate to weaken an opponent's resolve in combat. To do so, make an Intimidate check opposed by the target's modified level check (see above). If you win, the target becomes shaken for 1 round + 1 round for every 5 by which you beat their check.

    You can normally only demoralize an opponent that you threaten in melee combat and that can see you.

    Additional checks may extend the duration and worsen the opponent's fear by one step.
    Last edited by Rizban; 2018-06-11 at 04:58 PM.

  5. - Top - End - #5
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    Default Re: [3.R] Rizban's Revised Third Edition

    Skill Descriptions Continued
    Linguistics (Int)
    Linguistics is the mastery of language, including learning new languages and communicating with those who don't speak your language. It can also be used to understand cryptic, archaic, or incomplete written information.
    Spoiler
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    Action: Varies.
    Take 10: No.
    Take 20: No.

    Learn Language
    Each rank in Linguistics allows you to learn one additional language. You must have had some exposure to a language to learn it. You are able to read and write in any language you can speak.

    Communicate Across Language Barrier
    Through the use of body language, pantomime, expression, and tone of voice, you are able to make yourself understood even if you do not speak the local language. Simple concepts, such as shouting "Help!" or making a threat with a weapon, can be conveyed almost automatically (DC 5). More complex concepts require two skill checks: One to convey the message and one to understand it.

    The DC to understand you is 30 – your Linguistics check. Understanding someone using this ability is an Insight check. You make this check only once per conversation. It is possible to have a situation where only one speaker understands the other.

    Decipher Script
    You may use Linguistics to decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base DC is 20 for the simplest messages, 25 for standard texts, and 30 or higher for intricate, exotic, or very old writing.

    If the check succeeds, you understand the general content of a piece of writing about one page long. If the check fails, make a DC 5 Wisdom check to see if you avoid drawing a false conclusion about the text.

    Natural Lore (Int)
    Your Natural Lore skill measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.
    Spoiler
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    Action: Free action.
    Take 10: Yes.
    Take 20: Yes, if you have time to conduct research. Otherwise, No.

    Recall Information
    You can use the Natural Lore skill to recall information about nature spells (both arcane and divine), natural phenomenon, local geography, seasons and cycles, weather and various creatures. This functions as the Recall Information ability of the Academics skill but only covers this specialized field of study.

    Identify Creatures
    This functions as the Identify Creatures ability of the Academics skill but only covers this specialized field of study. Natural Lore can identify animals, elementals, fey, plants, vermin, and oozes.

    Identify Unnatural Effects
    A successful Natural Lore check can allow you to identify any spell or effect that directly manipulates nature, such as an entangle spell but not a fireball spell. You can also recognize where other effects where they have impacted nature, though you may not know exactly what they are, such as identifying that the area was burned but not necessarily that it was done by a fireball. The base difficulty class to identify any spell or spell effect is 20 + the spell's level. Apply the modifiers as given on the Identify Spell Effects table of the Arcane Lore skill to determine the final DC.

    Natural Lore can also identify spells and psionic powers that aren't nature related, but attempting to do so increases the DC by +10.

    Wilderness Survival
    You can keep yourself and others safe and fed in the wild. A DC 10 check allows you to hunt and forage for food and water while traveling at up to half speed. You can provide food and water for one other person for every 2 points by which your check result exceeds 10.

    You can keep from getting lost and avoid natural hazards, such as quicksand, with a DC 15 check/

    Predict the weather up to 24 hours in advance with a DC 15 check. For every 5 points by which your exceed 15, you can predict the weather for one additional day in advance.

    You may gain a +2 save bonus against severe weather with a DC 15 check. You may grant the same bonus to one other creature for every point by which your check exceeds 15.

    Perception (Wis)
    A Perception check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.
    Spoiler
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    Action: Most Perception checks are reactionary, requiring no action. Intentionally searching requires a move action.
    Take 10: Yes.
    Take 20: Yes, when making a deliberate search.

    Notice Something
    Perception has a number of uses, the most common of which is an opposed check versus an opponent's Stealth check to notice the opponent and avoid being surprised. If you are successful, you notice the opponent and can react accordingly. If you fail, your opponent can take a variety of actions, including sneaking past you or attacking you.

    Perception is also used to notice fine details in the environment. The DC to notice such details varies depending upon distance, the environment, and how noticeable the detail is. The following table gives a number of guidelines.

    Deliberate Search
    Finding things that are hidden, such as secret caches of treasure, concealed doors, and deadly traps requires deliberate searching. These things are intentionally too well hidden to be discovered by casual observation or happenstance. You can also deliberately search to try to better observe things that are usually passively noticed, and guardsmen make a living doing just that. A deliberate search requires a move action. When searching an area for traps and other hidden items, each move action searches only one 5-foot square, often requiring multiple checks to search an entire room.

    Perform (Cha)
    The Perform skill determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.
    Spoiler
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    Action: 1 day.
    Take 10: Yes.
    Take 20: No.

    Perform is actually a number of separate skills. You could have several Perform skills, each with its own ranks, each purchased as a separate skill.

    There are nine common categories of the Perform skill which include a variety of methods, instruments, or techniques. Other Perform skills may also exist.
    • Act (comedy, drama, mime)
    • Comedy (buffoonery, limericks, joke-telling)
    • Dance (ballet, waltz, jig)
    • Keyboard instruments (harpsichord, piano, pipe organ)
    • Oratory (epic, ode, storytelling)
    • Percussion instruments (bells, chimes, drums, gong)
    • String instruments (fiddle, harp, lute, mandolin)
    • Wind instruments (flute, pan pipes, recorder, shawm, trumpet)
    • Sing (ballad, chant, melody)


    Performance
    The most common use of the Perform skill is trying to earn money by playing in public or otherwise impressing a crowd. This requires anywhere from an evening's work to a full day's performance.

    Perform
    DC Performance
    10 Routine performance. Trying to earn money by playing in public is essentially begging. You can earn 1d10 cp/day.
    15 Enjoyable performance. In a prosperous city, you can earn 1d10 sp/day.
    20 Great performance. In a prosperous city, you can earn 3d10 sp/day. In time, you may be invited to join a professional troupe and may develop a regional reputation.
    25 Memorable performance. In a prosperous city, you can earn 1d6 gp/day. In time, you may come to the attention of noble patrons and develop a national reputation.
    30 Extraordinary performance. In a prosperous city, you can earn 3d6 gp/day. In time, you may draw attention from distant potential patrons, or even from extraplanar beings.
    +5 Legendary performance. Gain an additional 1d6 gp for every 5 points your check is above 30.

    Persuasion (Cha)
    Profession (Wis)
    Being trained in a Profession gives you skill to work a particular job in a professional role.
    Spoiler
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    Action: Varies.
    Take 10: Yes.
    Take 20: No.

    Profession is actually a number of separate skills. You could have several Profession skills, each with its own ranks, each purchased as a separate skill. Some of the more common Profession skills are alchemist, architect, armorsmith, baker, barrister, brewer, butcher, clerk, cook, courtesan, driver, engineer, farmer, fisherman, fletcher (bow and arrow crafting), gambler, gardener, herbalist, innkeeper, librarian, merchant, midwife, miller, miner, porter, sailor, scribe, shepherd, stable master, soldier, tanner, tinker, trapper, weaponsmith, and woodcutter.

    Recall Information
    Action: Free action.
    You can use the Profession skill to recall information directly related to your trained profession. This functions as the Recall Information ability of the Academics skill but only covers this specialized field of study.

    Earn a Living
    You can practice your trade and make a decent living, earning about half your Profession check result in gold pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the profession's daily tasks, how to supervise helpers, and how to handle common problems. Earning a living assumes you work for someone else, who provides the location, tools, and raw materials and keeps any produced items.

    If you have your own location and business, then your Profession check modifies the earning from your business rather than earning a living directly.

    Craft an Item
    You can use Profession to craft items related to your profession. The DC depends on the complexity of the item to be created. The DC, your check results, and the price of the item determine how long it takes to make a particular item. The item's finished price also determines the cost of raw materials.

    All crafts require artisan's tools to give the best chance of success. If improvised tools are used, the check is made with a -2 circumstance penalty. On the other hand, masterwork artisan's tools provide a +2 circumstance bonus on the check.

    To determine how much time and money it takes to make an item, follow these steps.
    1. Find the item's price. Put the price in copper pieces (1 gp = 100 cp).
    2. Find the craft DC of the item.
    3. Pay one-third of the item's price for the cost of raw materials.
    4. Make an appropriate Craft check representing one day's work. If the check succeeds, multiply your check result by the DC. If the result Χ the DC equals the price of the item in cp, then you have completed the item. (If the result Χ the DC equals double or triple the price of the item in copper pieces, then you've completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner.) If the result Χ the DC doesn't equal the price, then it represents the progress you've made that day. Record the result and make a new Craft check for the next day. Each day, you make more progress until your total reaches the price of the item in copper pieces.

    If you fail a check by 4 or less, you make no progress this week. If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.

    Progress by the Week
    You can make checks by the week instead of by the day. In this case your progress (check result Χ DC) is in silver pieces instead of copper pieces.

    Creating Masterwork Items
    You can make a masterwork item, a weapon, suit of armor, shield, or tool that conveys a bonus on its use through its exceptional craftsmanship, not through being magical. To create a masterwork item, you create the masterwork component as if it were a separate item in addition to the standard item. The masterwork component has its own price (300 gp for a weapon or 150 gp for a suit of armor or a shield) and a Craft DC of 20. Once both the standard component and the masterwork component are completed, the masterwork item is finished. Note: The cost you pay for the masterwork component is one-third of the given amount, just as it is for the cost in raw materials.

    Working Faster
    You may voluntarily add +10 to the indicated DC to craft an item. This allows you to create the item more quickly (since you'll be multiplying this higher DC by your Craft check result to determine progress). You must decide whether to increase the DC before you make each weekly or daily check.

    Repairing Items
    Generally, you can repair an item by making checks against the same DC that it took to make the item in the first place. The cost of repairing an item is one-fifth of the item's price.

    Psi Lore (Int)
    Your Psi Lore check measures your ability to recall lore about psionics, manifesting powers, and psionic symbols.
    Spoiler
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    Action: Free action.
    Take 10: Yes.
    Take 20: Yes, if you have time to conduct research. Otherwise, No.

    Recall Information
    You can use the Psi Lore skill to recall information about ancient mysteries, psionic traditions, psychic symbols, cryptic phrases, astral constructs, and naturally psionic creatures. This functions as the Recall Information ability of the Academics skill but only covers this specialized field of study.

    Identify Creatures
    This functions as the Identify Creatures ability of the Academics skill but only covers this specialized field of study. Psi Lore can identify any naturally psionic creature. You can also identify psionic abilities in creatures that are not normally psionic, even if you don't recognize the creature itself.

    Identify Psionic Effects
    A successful Psi Lore check can allow you to identify a psionic power or effect. The base difficulty class to identify any power or effect is 20 + the power's level. Apply the modifiers as given on the Identify Spell Effects table of the Arcane Lore skill to determine the final DC.

    Psi Lore can also identify arcane and divine spells, but attempting to do so increases the DC by +10.

    Identify Psionic Item
    Psi Lore allows you to identify psionic items. This functions like the Indentify Magic Item ability of the Arcane Lore skill but applies only to psionic items.

    Gain Psionic Focus
    A psionic character can use Psi Lore to gain psionic focus. The DC to become psionically focused is 20. Meditating is a full-round action that provokes attacks of opportunity. When you are psionically focused, you can expend your focus to gain the benefit of feats or abilities that require it.

    Once you are psionically focused, you remain focused until you expend your focus, become unconscious or go to sleep, or until your power point reserve drops to 0.

    Stealth (Dex; Armor Penalty)
    You use Stealth when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.
    Spoiler
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    Action: Usually None. A Stealth check is usually made as part of another action or as a reaction.
    Take 10: Yes.
    Take 20: No.

    Avoid Notice
    Your Stealth check is opposed by the Perception check of anyone who might see or hear you. You can move up to one-half your normal speed and stealth at no penalty. When moving at a speed greater than one-half but less than your normal speed, you take a -5 penalty. It’s practically impossible (-20 penalty) to be stealthy while attacking, running or charging.

    You need cover or concealment in order to attempt a Stealth check. Enemies that fail to beat your Stealth check treat you as if you had total concealment.

    If people are observing you, even casually, you can’t use Stealth. You can run around a corner or behind cover so that you’re out of sight and then hide, but the others then know at least where you went. You may use Deception to create a momentary distraction and gain an opportunity to use Stealth, but the Stealth check is made at a -10 penalty because you have to move fast. As a general guideline, the hiding place you move into while creating a distraction has to be within 1 foot per rank you have in Stealth (minimum 5 feet).

    If you are already stealthed, you may leave cover or concealment and remain unnoticed as long as you make another successful Stealth check and end your turn in cover or concealment.

    Sniping
    Attacking normally breaks your stealth; however, if you’ve already successfully used Stealth at least 10 feet from your target, you can make one ranged attack, then immediately hide again. You take a -20 penalty on your Stealth check to conceal yourself after the shot. Using Stealth in this way requires a move action.

    Streetwise (Int)
    Theology (Int)
    Your Theology check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.
    Spoiler
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    Action: Free action.
    Take 10: Yes.
    Take 20: Yes, if you have time to conduct research. Otherwise, No.

    Recall Information
    You can use the Theology skill to recall information about divine magic, gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead, and the planes of existence and their inhabitants. This functions as the Recall Information ability of the Academics skill but only covers this specialized field of study.

    Identify Creatures
    This functions as the Identify Creatures ability of the Academics skill but only covers this specialized field of study. Theology can identify aberrations, undead, and outsiders.

    Identify Spell Effects
    A successful Theology check can allow you to identify a divine spell or effect. The base difficulty class to identify any spell or effect is 20 + the spell's level. Apply the modifiers as given on the Identify Spell Effects table of the Arcane Lore skill to determine the final DC.

    Theology can also identify arcane spells and psionic powers, but attempting to do so increases the DC by +10.
    Last edited by Rizban; 2018-06-13 at 09:31 PM.

  6. - Top - End - #6
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    Default Re: [3.R] Rizban's Revised Third Edition

    Chapter 4: Feats
    Feat Prerequisites Benefit
    Academic — +2 bonus on all Academics skill checks
    Acrobatic — +2 bonus on all Acrobatics skill checks
    Alertness — +2 bonus on all Perception skill checks
    Animal Affinity — +2 bonus on all Handle Animal skill checks
    Arcanist — +2 bonus on all Arcane Lore skill checks
    Athletic — +2 bonus on all Athletics skill checks
    Deceitful — +2 bonus on all Deception skill checks
    Dodge1, 2 Dex 13. +2 dodge bonus to AC.
    Mobility1 Dex 13, Dodge. Avoid attacks of opportunity while moving.
    Spring Attack1 Dex 13, Dodge, Mobility, base attack bonus +4. Move before and after another action.
    Engineer — +2 bonus on all Engineering skill checks
    Great Fortitude2 — Increase Fort save and hit points.
    Healer — +2 bonus on all Heal skill checks
    Improved Challenge1 Base attack bonus +4, fighter level 1st. Increase challenge bonus.
    Greater Challenge1 Improved Challenge, base attack bonus +8, fighter level 1st. Further increase challenge bonus.
    Master Challenge1 Greater Challenge, base attack bonus +12, fighter level 1st. Further increase challenge bonus.
    Improved Command1 Cha 12, fighter level 4th. Increase command aura bonus.
    Greater Command1 Cha 14, Improved Command, fighter level 8th. Further increase command aura bonus.
    Master Command1 Cha 14, Greater Command, fighter level 12th. Further increase command aura bonus.
    Insightful — +2 bonus on all Insight skill checks
    Intimidating — +2 bonus on all Intimidate skill checks
    Iron Will2 — Increase Will save and resist enchantments.
    Lightning Reflexes2 — Increase Ref save and Initiative.
    Linguist — +2 bonus on all Linguistics skill checks
    Naturalist — +2 bonus on all Natural Lore skill checks
    Performer — +2 bonus on all Perform skill checks
    Persuasive — +2 bonus on all Persuasion skill checks
    Precise Shot1 — Bonus damage, no penalty for shooting into melee.
    Improved Precise Shot1 Dex 19, Close Combat Archery, base attack bonus +11. Ranged attacks penetrate obstacles.
    Professional — +2 bonus on all Profession skill checks
    Psychic — +2 bonus on all Psi Lore skill checks
    Stealthy — +2 bonus on all Stealth skill checks
    Theologian — +2 bonus on all Theology skill checks
    Two-Weapon Fighting1 Dex 15. Gain an off-hand attack.
    Improved Two-Weapon Fighting1 Dex 17, Two-Weapon Fighting, base attack bonus +6. Gain second off-hand attack.
    Greater Two-Weapon Fighting1 Dex 19, Improved Two-Weapon Fighting, base attack bonus +11. Gain third off-hand attack.
    Urbanite — +2 bonus on all Streetwise skill checks
    1 A fighter may select this feat as one of his fighter bonus feats.
    2 You can gain this feat multiple times. Its effects stack.
    3 You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new option.


    Eliminated Feats
    Spoiler
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    The following SRD feats have been eliminated from this revision, either because they are now redundant or they have been merged with other feats.

    • Agile – Removed due to skill list revision.
    • Deft Hands – Removed due to skill list revision.
    • Diligent – Removed due to skill list revision.
    • Improved Initiative – Rolled into Lightning Reflexes.
    • Investigator – Removed due to skill list revision.
    • Magical Aptitude – Removed due to skill list revision.
    • Negotiator – Removed due to skill list revision.
    • Nimble Fingers – Removed due to skill list revision.
    • Point Blank Shot – Merged into Precise Shot.
    • Self-Sufficient – Removed due to skill list revision.
    • Skill Focus – Removed due to skill system revision.
    • Toughness – Rolled into Great Fortitude.
    • Track – Standard ability of the Natural Lore skill.
    • Urban Tracking – Standard ability of the Insight skill.
    • Two-Weapond Defense – Merged into Improved Two-Weapon Fighting.
    • Simple Weapon Proficiency – Merged into Weapon Proficiency.
    • Martial Weapon Proficiency – Merged into Weapon Proficiency.
    • Exotic Weapon Proficiency – Merged into Weapon Proficiency.

    Feat Descriptions
    Academic [Skill]
    You are well educated.
    Benefit: You gain a +2 bonus on all Academics skill checks.
    Academics becomes a class skill for all of your classes.
    Special: If you have at least 5 ranks in Academics, you gain a +2 bonus on Arcane Lore, Natural Lore, Psi Lore, and Theology skill checks when determining if you know relevant information.

    Acrobatic [Skill]
    You are skilled in performing acrobatic stunts.
    Benefit: You gain a +2 bonus on all Acrobatics skill checks.
    Acrobatics becomes a class skill for all of your classes.
    In addition, you are no longer denied your Dexterity bonus to armor class while attempting to maintain footing.
    Special: If you have at least 5 ranks in Acrobatics, you gain a +2 bonus on Athletics skill checks.

    Alertness [Skill]
    Your senses are finely tuned.
    Benefit: You gain a +2 bonus on all Perception skill checks. Perception becomes a class skill for all of your classes.
    Special: If you have at least 5 ranks in Perception, you gain a +2 bonus on Insight skill checks.

    Animal Affinity [Skill]
    You have a natural skill with animals.
    Benefit: You gain a +2 bonus on all Handle Animal skill checks.
    Handle Animal becomes a class skill for all of your classes.
    Special: If you have at least 5 ranks in Handle Animal, the time it takes to teach, rear, or train an animal is halved.

    Arcanist [Skill]
    You have an affinity for the arcane arts.
    Benefit: You gain a +2 bonus on all Arcane Lore skill checks.
    Arcane Lore becomes a class skill for all of your classes.
    Special: If you have at least 5 ranks in Arcane Lore, the caster level of one of your arcane spellcasting classes increases by 1.

    Athletic [Skill]
    You are more athletic than normal.
    Benefit: You gain a +2 bonus on all Athletics skill checks.
    Athletics becomes a class skill for all of your classes.
    In addition, you are no longer denied your Dexterity bonus to armor class while climbing.
    Special: If you have at least 5 ranks in Athletics, you gain a +2 bonus on Acrobatics skill checks.

    Deceitful [Skill]
    You have a knack for deception.
    Benefit: You gain a +2 bonus on all Deception skill checks.
    Deception becomes a class skill for all of your classes.
    Special: If you have at least 5 ranks in Deception, you gain a +2 bonus on Persuasion and Stealth skill checks.

    Dodge [Fighter]
    Prerequisites: Dex 13.
    Benefit: You gain a +2 dodge bonus to Armor Class.
    Special: A character may gain this feat multiple times. Its effects stack.

    Engineer [Skill]
    Your are adept at manipulating complex objects.
    Benefit: You gain a +2 bonus on all Engineering skill checks.
    Engineering becomes a class skill for all of your classes.
    Special: If you have at least 5 ranks in Engineering, you gain a +2 bonus on Perception skill checks to find traps or notice unusual architecture, such as concealed doors, and on Profession skill checks made to craft and repair complex items.

    Great Fortitude [General]
    Benefit: You get a +2 bonus on all Fortitude saving throws.
    You also gain +1 hit point per Hit Die.
    Special: A character may gain this feat multiple times. Its effects stack.

    Greater Challenge [Fighter]
    Prerequisites: Improved Challenge, base attack bonus +8, fighter level 1st.
    Benefit: Your challenge bonus increases by +1. This stacks with the bonus from Improved Challenge.
    You also gain a second additional daily use of your challenge ability.

    Greater Command [Fighter]
    Prerequisites: Cha 14, Improved Command, fighter level 8th.
    Benefit: Your minor aura bonus increases by +1. This stacks with the bonus from Improved Command.
    Your major aura bonus increases by +1.

    Greater Two-Weapon Fighting [Fighter]
    Prerequisites: Dex 19, Improved Two-Weapon Fighting, base attack bonus +11.
    Benefit: When making a full attack, you get a third attack with your off-hand weapon, albeit at a -10 penalty.

    In addition, the shield bonus gained while wielding a double weapon or two weapons increases to +2 (to +4 when fighting defensively or using the total defense action).

    Healer [Skill]
    You know how best to heal injury.
    Benefit: You gain a +2 bonus on all Heal skill checks.
    Heal becomes a class skill for all of your classes.
    Special: If you have at least 5 ranks in Heal, spells and effects that you use to heal hit point damage heal 1 additional hit point per die of healing.

    Improved Challenge [Fighter]
    Prerequisites: Base attack bonus +4, fighter level 1st.
    Benefit: Your challenge bonus increases by +1.
    You also gain an additional daily use of your challenge ability.

    Improved Command [Fighter]
    Prerequisites: Cha 12, fighter level 4th.
    Benefit: Your minor aura bonus increases by +2.

    Improved Precise Shot [Fighter]
    Your attacks pierce through obstacles to find your target.
    Prerequisites: Dex 19, Close Combat Archery, base attack bonus +11.
    Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks, but you can pierce through total cover provided by a tower shield.

    You can aim your ranged attacks so that they pass through a single opponent of your size category or smaller to strike both that opponent and the next target in your projectile's path.

    In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.

    Improved Two-Weapon Fighting [Fighter]
    Prerequisites: Dex 17, Two-Weapon Fighting, base attack bonus +6.
    Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty. You must make a full attack to gain this second attack.

    When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. See the Two-Weapon Fighting special attack. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

    Insightful [Skill]
    You have a deeper insight than most.
    Benefit: You gain a +2 bonus on all Insight skill checks.
    Insight becomes a class skill for all of your classes.
    Special: If you have at least 5 ranks in Insight, you gain a +2 bonus on Deception and Persuasion skill checks.

    Intimidating [Skill]
    You are skilled at playing on the fears of others.
    Benefit: You gain a +2 bonus on all Intimidate skill checks.
    Intimidate becomes a class skill for all of your classes.
    Special: If you have at least 5 ranks in Intimidate, you gain a +2 bonus on Persuasion skill checks.

    Iron Will [General]
    Benefit: You get a +2 bonus on all Will saving throws.
    If you fail a save against an enchantment effect, you may make one additional save attempt in the following round.
    Special: A character may gain this feat multiple times. The bonus to Will saves stacks.

    Lightning Reflexes [General]
    Benefit: You get a +2 bonus on all Reflex saving throws.
    You also get a +2 bonus on initiative checks.
    Special: A character may gain this feat multiple times. Its effects stack.

    Linguist [Skill]
    You are a natural linguist.
    Benefit: You gain a +2 bonus on all Linguistics skill checks.
    Linguistics becomes a class skill for all of your classes.
    Special: If you have at least 5 ranks in Linguistics, you gain a +2 bonus on Academics and Persuasion skill checks.

    Master Challenge [Fighter]
    Prerequisites: Greater Challenge, base attack bonus +12, fighter level 1st.
    Benefit: Your challenge bonus increases by +1. This stacks with the bonus from Improved Challenge and Greater Challenge.
    You also gain a third additional daily use of your challenge ability.

    Master Command [Fighter]
    Prerequisites: Cha 14, Greater Command, fighter level 12th.
    Benefit: Your minor and major aura bonus increases by +1. This stacks with the bonus from Improved Command and Greater Command.

    Mobility [Fighter]
    Prerequisites: Dex 13, Dodge.
    Benefit: You gain a +2 bonus to Acrobatics skill checks made to move through threatened spaces and a +4 dodge bonus to AC against attacks of opportunity caused by movement.

    Naturalist [Skill]
    You have an affinity for the natural world.
    Benefit: You gain a +2 bonus on all Natural Lore skill checks.
    Natural Lore becomes a class skill for all of your classes.
    Special: If you have at least 5 ranks in Natural Lore, you gain a +2 bonus on Handle Animal skill checks.

    Performer [Skill]
    You are skilled at entertaining others.
    Benefit: You gain a +2 bonus on all Perform skill checks.
    Perform becomes a class skill for all of your classes.
    Special: If you have at least 5 ranks in a single Perform skill, the bonus for that skill increases to +4.

    Persuasive [Skill]
    You are able to easily persuade others.
    Benefit: You gain a +2 bonus on all Persuasion skill checks.
    Persuasion becomes a class skill for all of your classes.
    Special: If you have at least 5 ranks in Persuasion, you gain a +2 bonus on Deception and Intimidate skill checks.

    Precise Shot [Fighter]
    You are highly adept at ranged combat even at close range.
    Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
    In addition, you get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

    Professional [Skill]
    You are highly trained in your chosen profession.
    Benefit: You gain a +2 bonus on Profession skill checks for one profession of your choice.
    Profession becomes a class skill for all of your classes.
    Special: If you have at least 5 ranks in your chosen profession, the bonus for that skill increases to +4.

    Psychic [Skill]
    Your natural psionic abilities are sharper than usual.
    Benefit: You gain a +2 bonus on all Psi Lore skill checks.
    Psi Lore becomes a class skill for all of your classes.
    Special: If you have at least 5 ranks in Psi Lore, the manifester level of one of your psionic manifesting classes increases by 1.

    Spring Attack [Fighter]
    Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.
    Benefit: When you take a move action, you may take a standard action at any point during the movement. You cannot take a second move action during a round when you make a spring attack.

    Stealthy [Skill]
    You are easily able to avoid unwanted attention.
    Benefit: You gain a +2 bonus on all Stealth skill checks.
    Stealth becomes a class skill for all of your classes.
    Special: If you have at least 5 ranks in Stealth, you gain a +2 bonus on Deception skill checks.

    Theologian [Skill]
    You are educated in the ways of the divine.
    Benefit: You gain a +2 bonus on all Theology skill checks.
    Theology becomes a class skill for all of your classes.
    Special: If you have at least 5 ranks in Theology, the caster level of one of your divine spellcasting classes increases by 1.

    Two-Weapon Fighting [Fighter]
    You can fight with a weapon in each hand, making one extra attack each round with the second weapon.
    Prerequisites: Dex 15.
    Benefit: When attacking, you may make an additional attack with the weapon in your off hand. This attack is made at your highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity you might make before your next action. When your base attack bonus reaches +5, the penalty lessens to -1, and at +10 it disappears. You may make an off-hand attack with any standard action attack or full attack, including when charging, but not when making a special attack (such as a trip or grapple attempt) or when initiating a martial maneuver.

    If wielding a weapon heavier than light in your off hand, the penalty increases to -4 (-3 at +5 base attack bonus, -2 at +10).

    Normal: Without this feat, the penalties for fighting with two weapons is -6 (or -8 if the off-hand weapon is heavier than light), are not reduced as you increase your base attack bonus, and you must use a full attack to attack with more than one weapon in a round.

    Special: A character with Improved Unarmed Strike and this feat gains an off-hand attack with his unarmed strike, using only one half Strength bonus as normal for off-hand attacks. A monk may add her full Strength bonus to unarmed strikes made with her off-hand.

    A creature with more than two arms with this feat may still make only the one extra attack as a standard action, but it may choose which weapons to use in the attack. On a full attack, It gains the other benefits of this feat and may attack with all weapons it wields.

    Urbanite [Skill]
    You are well versed in local culture.
    Benefit: You gain a +2 bonus on all Streetwise skill checks.
    Streetwise becomes a class skill for all of your classes.
    Special: If you have at least 5 ranks in Streetwise, the bonus increases to +4.
    Last edited by Rizban; 2018-06-18 at 09:13 AM.

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    [Extra space for feats]
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    Chapter 5: Equipment and Supplies
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    Chapter 6: Adventuring and Combat
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    Chapter 7: Magic and Spells
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