06-08-2007 - Changed all the skills. Now many skills have an "expanded skill abilities" section that explains how to get special things you can do. By spending skill points, you unlock a special ability and can then use that according to the listed description. While I have never purchased Complete Scoundrel, it's been said that this is similar to 'skill tricks'. I'll have to check it out at some point to see if this is true or not.
I also make a few editorial changes that don't significantly impact game play, like typos or removing a few references to 'preparing spells'Hit
points change. For all classes and prestige classes, use the following
conversion: d4 becomes d3+2, d6 becomes d4+2, d8 becomes d6+2, d10
becomes d6+4 and d12 becomes d6+6.
Multi-classing penalties do not
exist (because they were a stupid idea and were included to placate
whiny 2nd edition play-testers). Wow, that was easy. The favored class
mechanic changes two ways. First, every race has two favored classes.
Second, characters are considered to have +1 level for class abilities
when they multi-class with one of their race’s favored class. This only
advances class special abilities. It does not advance base attack
bonus, base save bonus, spellcasting, hit dice, or skills (neither
skill points nor maximum skill ranks). For example, elves have ranger
and druid as favored classes. An elf with 2 levels of ranger and 6
levels of fighter gains class abilities as if he were a 3rd level
ranger. His fighter class abilities remain at his actual class level.
An elf with 4 levels of ranger and 4 levels of druid must choose to have the class abilities of either a 5th level ranger or a 5th level druid. This does not
cover Hit Dice, Base Attack Bonus, Skill Points or Ranks, Spellcasting
or Base Saving Throws.
Part 1: Warrior Classes -Fighter, Barbarian, Knight
Part 2: Rogue Classes - Hexblade, Rogue, Swashbuckler, Eldritch Assassin
Part 3: Spellcasting System
Part 4: Arcane Classes - Bard, Mageblade, Sorcerer (Beguiler, Dread Necromancer, Oracle, Summoner, Transmutist, Warmage), Wizard (Abjurer, Conjurer, Diviner, Enchanter, Evoker, Illusionist, Necromancer, Transmuter)
Part 5: Divine Classes - Cleric, Paladin, Hymnist, Archivist
Part 6: Nature Classes - Druid, Mystic, Ranger, Skald
Part 7: Combat Options
Part 8: Feats - Feat Chart, Combat, Generic, Turning and Metamagic
Part 9: Skills
Part 10:Races, Planetouched races
Part 11: Domains: part 1, part 2
Part 12: Spells
Part 13: Weapons and Armor
Part 14: Cantrips
Part 15: Rituals
Optional: Fumbles
Optional: Food in the Game
Optional: Archived Spellcasting System
For questions, concerns, tips and suggestions, email dsenchuk@gmail.com
Legal Stuff
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