Post by streamofthesky on Jul 10, 2010 13:32:32 GMT -5
Just on my mind...
Classes
Greenbond
Mage Blade
Magister
Oathsworn
Warmain
Witch
Skills
Athletics: This skill combines the skills Climb, Jump, and Swim.
Acrobatics: This skill combines Balance and Tumble. Balance loses its synergy bonus from tumble. Tumble DCs and circumstance penalties will be the same as 3.5E, along with my houserules on counter-tumbling (short version: the tumble skill can stop tumbles; new options for Combat Reflexes).
Concentration: The DC to cast defensively will be 10 + 3*(spell level). So... DC 10, 13, 16, etc...
Disable Device: Open Locks is consolidated into this skill.
Inspect: This skill combines Appraise and Search.
Perception: This skill combines Spot and Listen, to match Sneak.
Sense Motive: Innuendo is consolidated into this skill and no longer gains a synergy bonus from Sense Motive.
Sleight of Hand: Use Rope is consolidated into this skill.
Classes
Greenbond
- Add all "Cure" spells from 3.5E to the game as Exotic positive energy spells. Thus Greenbonds have automatic access to them all and are much better healers.
- Give good fortitude saves. Seriously...this class looks unappealing...
Mage Blade
- "Downshift" saves one level. In other words, start at level 1 with all +1 saves, they become +2 at level 3, and so on... I think that puts saves more closely "halfway" between the good and bad progressions
Magister
- Hit Die reduced to a d4
- Weapon proficiencies include all weapons 3.5E wizards come with
Oathsworn
- No matter how many times an Oathsworn loses her class features, she never loses them permanently. (BAD rule!!!)
- An Oathsworn has a "grace period" after successfully completing an oath before facing loss of class features due to not choosing a new oath. This grace period lasts for day/level, or one week, whichever is longer.
- Shattering Blow is a standard action
Warmain
- Gains the Weapon Aptitude ability of a Warblade, to alter weapon-related feats each day if desired.
Witch
- HD changed to a d8
- New bonus class skills
Iron Witch: Disable Device + Sleight of Hand
Mind Witch: Diplomacy + Intimidate
Sea Witch: Perception + Athletics
Wind Witch: Acrobatics + Perception
Winter Witch: Handle Animal + Survival
Wood Witch: Athletics + Survival
Skills
Athletics: This skill combines the skills Climb, Jump, and Swim.
Acrobatics: This skill combines Balance and Tumble. Balance loses its synergy bonus from tumble. Tumble DCs and circumstance penalties will be the same as 3.5E, along with my houserules on counter-tumbling (short version: the tumble skill can stop tumbles; new options for Combat Reflexes).
Concentration: The DC to cast defensively will be 10 + 3*(spell level). So... DC 10, 13, 16, etc...
Disable Device: Open Locks is consolidated into this skill.
Inspect: This skill combines Appraise and Search.
Perception: This skill combines Spot and Listen, to match Sneak.
Sense Motive: Innuendo is consolidated into this skill and no longer gains a synergy bonus from Sense Motive.
Sleight of Hand: Use Rope is consolidated into this skill.