
Classes
- Barbarians
-Follow the same literacy rules as all the other classes
- Bards
-Can ignore arcane spell failure from wearing light armor.
-The bard abilities inspire courage, inspire competence, and inspire
greatness can affect the bard herself as well as her allies.
- Clerics
-Their selection of spells will be limited in a similar way as the
sorcerer, only more generous. A table of cleric spells known per
level can be found here.
In addition to the spells in that table clerics will know the spells
from each of their domains as they can cast them. (For example at 1st
level a cleric will know 2 spells plus the 1st level spell from each
of their domains for a total of 4 spells known.)
-Clerics can now prepare domain spells in normal spell slots as well as
their extra domain slot. (They still have to fill their extra domain
slot with a domain spell.)
-Clerics can still spontaneously cast cure or inflict spells
as appropriate even if they don't know those spells (although if they
don't know them they cannot prepare them and will always have to use
a full round action to cast them.) If a cleric does know a cure or inflict
spell they may spontaneously cast that spell as a standard action.
- Druids
-Their selection of spells will be limited in a similar way as the
sorcerer, only more generous. A table of druid spells known per
level can be found here.
-In addition to the spells known from this table, all druids know the
spell animal friendship at 1st level.
- Fighters
-Get intimidate as a class skill.
- Monks
-Have no special multi-classing restrictions.
-Can substitute their unarmed damage for base weapon damage (if
superior) when using monk weapons. For example a 6th level monk
using a +1 kama would deal 1d8+1 points of damage, not 1d6+1
(assuming no strength bonus).
-The quarter staff is now a monk weapon.
- Paladins
-Are replaced with the Holy Warrior class from The Book of the
Righteous. This class allows paladin-like characters for any of
the non-evil churches with different powers based on that churches
domains. Holy Warriors have no special multi-classing
restrictions. More details can be found here.
- Rangers
-No longer get the Ambidexterity and Two Weapon Fighting virtual feats
at first level.
-Instead they get a bonus feat at 2nd level and 4th level that can be
chosen from the following list: [Alertness, Two Weapon Fighting,
Improved Two Weapon Fighting, Weapon Focus, Weapon Finesse, Skill
Focus (wilderness lore or knowledge-nature), Point Blank Shot, Far
Shot, Precise Shot or Rapid Shot] These feats are actual feats
that work in any armor but the character must meet their prerequisites.
-Rangers now have a limited spells known in a similar way as the
sorcerer. A table of ranger spells known per level can be found here.
-In addition to the spells known from this table, all rangers know the
spell animal friendship starting at 4th level.
- Sorcerers
-Get Diplomacy as a class skill.
Skills
- Knowledge-We
will use the D&D 3.5 version of the skill. It gives more
information about what each of the knowledge categories encompass
and more advice on how to adjudicate their use. Click here to see the new text for
this skill as it appears in the 3.5 SRD.
- Tumble- The DC to tumble through a
threatened area while avoiding attacks of opportunity are now 10 + the
base attack bonus of the creature threatening the area. The DC
for avoiding attacks of opportunity while moving through areas
occupied by enemies is now 20 + the base attack bonus of the creature
occupying the area.
- Ancient
Languages- Each of the five great races (humans, dwarves, elves,
gnomes and halflings) spoke their own racial language in the third epoch
of history. All modern languages are thought to be descended from these
five ancient languages. They persist in the current time only in
ancient texts and inscriptions and knowing them is generally the realm
of scholars (think hieroglyphics today). These languages are as
follows:
- Humanis (ancient human)
- Dervish (ancient dwarvish)
- Espruar (ancient elvish)
- Nimmin (ancient gnomish)
- Helfish (ancient halfling)
Unlike normal languages these are treated like
normal skills that you gain ranks in. The relevant ability score is
Intelligence and they are considered a class skill for all classes.
Different passages written in each language will be more or less
difficult to decipher. To determine whether a character understands a
given passage they will have to roll their appropriate language skill
against a DC determined by how difficult the passage is to
decipher. PCs can trade in bonus languages from race or high
intelligence for ranks in one or more of these ancient languages on a
one bonus language for one rank
basis.
Feats
- Skill Focus is
now a +3 bonus to skill checks with selected skill
- Combat Casting is a +5 bonus to
concentration checks made to cast on the defensive.
- Ambidexterity and Two Weapon
Fighting are combined into one feat, called Two Weapon Fighting,
that gives the benefits of both.
- Weapon Finesse now applies to all
appropriate weapons instead of just one.
- Dodge now provides a flat +1 dodge
bonus to AC.
- Deflect Arrows- You no longer need to
have one hand free to take advantage of this feat (you can deflect
arrows with a shield or weapon). Improved Unarmed Strike is also
no longer a prerequisite. The DC for reflex save to deflect the
ranged weapon is now 10 + the attackers base attack bonus. You must
still have one hand free to use the Snatch Arrows feat from Sword
and Fist and Snatch Arrows still requires Improved
Unarmed Strike.
- Endurance will now give +4 on all
checks for: Swim checks, Forced March checks, Starvation and Thirst
checks, Hot and Cold environment checks, and suffocation checks
against non-Lethal damage, +4 on checks to continue running, and you
may sleep in Light or Medium armor without becoming fatigued.
Equipment
- Shields now give a
"shield" bonus to AC instead of an "armor" bonus to AC. This
means that physical shields will be able to benefit those using mage
armor or bracers of armor.
Magic
- Arcane Magic-
Not a house rule but I want to point out that one of the reasons
divine casters are more limited in this campaign rules wise is that
there will be role playing challenges in acquiring new spells for
arcane casters. More details are available in the introduction of the world
section.
- Spontaneous Casters- Bards and
Sorcerers will be considered magicians that are practical casters,
i.e. they now how to cast spells by memorizing the incantations and
gestures but do not necessarily understand the theory behind spell
casting. They do not necessarily have more of an affinity for magic
than a wizard, they just follow a different tradition.
Spells
- Shield- This
spell now provides a flat +4 shield bonus to AC that works in all
directions instead of the directional +7 cover bonus.
- Harm/Heal- Both allow a Fort save for
half damage and have a damage/healing cap of 10x the caster level.
- Detect [Alignment]- These spells and
spell-like abilities only work on races or creatures that have an
absolute alignment (i.e. no souls). So for example detect evil would
detect a troll or a demon (who are both spawns of evil), but not an
evil human merchant. The World section of the
site will provide some more information about souls and free will and
who have them and who does not.