Shorter and punchier. As before if you have any questions, feel free to ask.
Section #1 Character Generation
All classes and races on my lists are available although you should check with me for any
modifications. Races that are LA+0 will receive 25 points as per the PFSRD, LA +1 races will receive 20 points.
Starting level is 2
Fighters gain 4 points per skill level instead of two.
This rule is designed to help make Wizards a bit more desirable without messing with the game balance.
At level 1 every wizard gains the bonus feat spell mastery however one of the mastered spells must be Read magic.
In addition at every level the Wizard gains spells known or any spell in which the Arcane Study (a homebrew feat) or Spell Perfection has been applied is considered to be mastered. If either of those spells is applied to a spell already mastered, another spell may be selected immediately. Once made this selection may not be changed .
And the very slightly revised Spell Mastery
You have mastered a small handful of spells, and can prepare these spells without referencing your spellbooks at all.
Prerequisite: 1st-level wizard or other spell preparation class that requires a spell book
Benefit: Each time you take this feat, choose a number of spells that you already know equal to your natural Intelligence modifier +1 . From that point on, you can prepare these spells without referring to a spellbook. If your Intelligence modifier is later permanently raised through experience or magic, additional spells equal to the difference may be slected immediately. Once selected these spells cannot be changed.
Normal: Without this feat, you must use a spellbook to prepare any of your spells that are not mastered,
In addition the Wizard is modified as follows
Action points will be used with the the added ability that they may be spent after an enemies to hit roll negate a hit.
Fractional BAB and Saves will be in use
Hit points will Max at L1 and Greyhawk Average after.
Starting money is 1000GP in standard magic campaigns. Items than can be made by the character can
be purchased at half cost.
Superior Items are also available. These items would qualify as Masterwork as the the PFSRD and cost the same . Items that gain an additional +1 and cost twice that.
Traits will be used as per Pathfinder
Keen and Improved Critical and similar effects stack
Better Stat rolls Rule
One thing that always bugged me about the rules as written is the fact that a hulking brute of a fighter is only (minus his magic) maybe 20% better at battering down a door than a Wizard (STR18 vs STR10) this makes no sense to me -- Instead I'd suggest that a bonus equal to the amount over 10 be added to stat rolls. This way Big Fighter Guy (l8 fighter 20 Strength) vs Puny Mage is 50% better at the physical stuff. It also correlates nicely to the old school stat roll (stat against a D20)
Most spells work as per the rules with two key exceptions.
#1 Resurrection Magic.
Bringing the dead back to life in Midrea has been difficult since the Unhallowed War some one
hundred years ago . For some reason the various Gods have stopped allowing resurrection magic of any kind to work . Short of using a Magic Jar or Clone spell and a soul stone (or a few limited class abilities that effect only the caster) it is basically impossible to bring the dead back to life with new magic. Do note though that magic from before this period works normally , so the occasional Scroll (though they can't be scribed) ,Staff of Life or other items work normally.
There are also a couple of artifacts (the Heroes Table, The Life Web and the Rod of Years) that can raise the dead as well. Bottom line, you die and unless you buddies want to quest for you, you stay dead...
Teleport like spells and powers are rather rare and dangerous sorts of magic. The spells work normally however using them involves travel through the the 1st realm and thus risks madness . You an assume almost no one will teleport unless its utterly necessary. Also note that Tree Stride and Fire Stride and similar "nature themed" spells do work normally within the grounds of the Ealven Wood for some reason. So be careful.
Because of these changes Travel Domain Clerics do not gain Dimensional Hop as a power instead gain the following power as per the D20 SRD
SU: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
In addition their spell list is altered as follows
L4 Enduring Flight
L5 Overland Flight
L7 Phase Door
L8 Discern Location
L9 Mass Overland Flight
Many more spells are available in game but all starting spells must be drawn from the Pathfinder SRD
The action sequence has been revised and looks like this.
Every round each character gets the following action
1 Swift as per Pathfinder rules
1 Standard Action as per Pathfinder rules
1 Movement Action as per Pathfinder rules
1 Five Foot Step
If a character as multiple attack they may combine the standard and movement actions and
take however many attack they are entitled too. The five foot step is performed normally.
Also when allowed by the rules a movement and standard action into a run action as per
Pathfinder rules. The five step must be added to the move and provokes Attacks of
Opportunity as usual.
Classic Dungeons and Dragons modules to be reprinted - Well this is interesting: *Goodman Games *has partnered with *Wizards of the Coast* to publish some classic D&D modules in hardback form. Here is the ful...
1 day ago