Post by streamofthesky on Aug 16, 2013 16:36:36 GMT -5
· Core only
· Cleric, Druid, Wizard, and Sorcerer are banned. Adept is allowed
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· Monks gain full BAB and at 7th level can apply their bonus flurry attacks to any sort of attack action (including readied attacks, charges, Spring Attack, etc...). Monks can use Wis mod instead of Con for bonus hit points on any Monk HD, and at 3rd level, can use Wisdom to replace Constitution for everything. A monk's unarmed strikes gain a +1 enhancement bonus per 4 monk levels.
· Fighter gets 4 + Int skill points and adds Knowledge (local and history), Listen, Sense Motive, and Spot to his class skills. He reduces acp of his armor and shield by 1 at levels 3, 7, 11, 15, and 19. At level 3 his speed is not reduced in medium armor, nor at level 7 by heavy armor. At level 5, any weapon he wields, shoots, or throws is treated as if it had a +1 enhancement (unless it is higher anyway); this enhancement grows by another +1 at levels 9, 13, and 17. Starting at 6th level, a Fighter can spend a bonus feat to raise an ability score by +2 permanently, but cannot boost the same score more than once in this manner.
· Rogue can sneak attack in non-total concealment and only elementals, oozes, and incorporeal (if the SA is not made w/ a ghost touch weapon) foes are immune to sneak attack damage. Rogues have a d8 HD and good reflex and will saves.
· Barbarian gains 1 Rage per day at levels 1, 4, 7, 10, 13, 16, and 19 instead of the normal progression. The Barbarian gains a +1 bonus on melee damage and on strength-based checks per 3 levels. At level 5, a Barbarian can treat a failed save as a success once/rage, and can do so twice/rage at level 15. Tireless Rage is gained at level 9 and allows multiple rages per encounter. Damage reduction is doubled (ie, DR 2/- at level 7).
· A Paladin's smite lasts until the foe is captured or dead, not just one attack. At 9th level, he gains the ability to declare smite on up to one creature per level, getting a single smite attack on each of them, which must be used within 1 min./level. Paladin spellcasting is Cha-based and CL is equal to level -3, not half level. Paladins gain all non-evil and non-chaotic Cleric spells of 1st to 4th level on their spell list at those levels (unless it was present and lower level already).
· Ranger has d10 HD and gains FE bonus on attack and damage. Animal Companion uses level -3 for effective druid level and CL is level -3, not half level. Rangers gain all Druid spells of 1st-4th level on their spell list at those levels (unless it was present and lower level already).
Adept changes:
· Spellcasting is Int-based. Spells are prepared however you wish to fluff it, not necessarily by praying.
· Add a spell from Cleric or Sorc/Wiz (not Wiz-only spells) lists to spell list at 3rd level and every odd level thereafter. It must be of a level the Adept can currently cast, and must be of the Abjuration, Conjuration [healing or summoning], Divination, Evocation, or Illusion [figment, glamer, or pattern] schools/subschools.
· Gain an additional spell slot for the given spell level at each adept class level: 0th - 1st, 1st - 2nd, 2nd - 6th, 3rd - 10th, 4th - 14th, 5th - 18th and 20th. These bonus slots are class features, not part of the progression (so they are not gained by a PrC that raises CL by 1).
· Adepts can spontaneously convert prepared spells into Cure spells of the same or lower level, just as good clerics can.
· Spell list: The list is below. Removed spells arecrossed out, added spells are bolded.
0th Level: acid splash, create water, cure minor wounds, detect magic, ghost sound, guidance, light, mending, purify food and drink, ray of frost, read magic, touch of fatigue.
1st Level: bless, burning hands, cause fear, color spray, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, endure elements, enlarge person, mage armor, magic fang, magic weapon, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, reduce person, shield of faith,sleep.
2nd Level: aid, animal trance, bear’s endurance, bull’s strength, cat’s grace, cure moderate wounds, darkness, delay poison, fog cloud, fox's cunning, gust of wind, invisibility, make whole, mirror image, owl's wisdom, resist energy, rope trick, scorching ray, see invisibility, searing light, spider climb, web.
3rd Level:animate dead, bestow curse, contagion, continual flame, cure serious wounds, daylight, deeper darkness, dispel magic, fireball, fly, greater magic fang, greater magic weapon, keen edge, lightning bolt, magic vestment, mass cure light wounds, neutralize poison, remove curse, remove disease, stinking cloud, tongues.
4th Level: cure critical wounds, flame strike, cone of cold, death ward, dimensional anchor, enervation, freedom of movement, mass cure moderate wounds, minor creation, polymorph, restoration, sending, solid fog, stoneskin, telekinesis, wall of fire.
5th Level: acid fog, baleful polymorph, break enchantment, chain lightning, commune, disintigrate, greater dispel magic, heal, major creation, mass cure serious wounds, plane shift, raise dead, teleport, true seeing, wall of stone.
· Cleric, Druid, Wizard, and Sorcerer are banned. Adept is allowed
·
·
·
· Monks gain full BAB and at 7th level can apply their bonus flurry attacks to any sort of attack action (including readied attacks, charges, Spring Attack, etc...). Monks can use Wis mod instead of Con for bonus hit points on any Monk HD, and at 3rd level, can use Wisdom to replace Constitution for everything. A monk's unarmed strikes gain a +1 enhancement bonus per 4 monk levels.
· Fighter gets 4 + Int skill points and adds Knowledge (local and history), Listen, Sense Motive, and Spot to his class skills. He reduces acp of his armor and shield by 1 at levels 3, 7, 11, 15, and 19. At level 3 his speed is not reduced in medium armor, nor at level 7 by heavy armor. At level 5, any weapon he wields, shoots, or throws is treated as if it had a +1 enhancement (unless it is higher anyway); this enhancement grows by another +1 at levels 9, 13, and 17. Starting at 6th level, a Fighter can spend a bonus feat to raise an ability score by +2 permanently, but cannot boost the same score more than once in this manner.
· Rogue can sneak attack in non-total concealment and only elementals, oozes, and incorporeal (if the SA is not made w/ a ghost touch weapon) foes are immune to sneak attack damage. Rogues have a d8 HD and good reflex and will saves.
· Barbarian gains 1 Rage per day at levels 1, 4, 7, 10, 13, 16, and 19 instead of the normal progression. The Barbarian gains a +1 bonus on melee damage and on strength-based checks per 3 levels. At level 5, a Barbarian can treat a failed save as a success once/rage, and can do so twice/rage at level 15. Tireless Rage is gained at level 9 and allows multiple rages per encounter. Damage reduction is doubled (ie, DR 2/- at level 7).
· A Paladin's smite lasts until the foe is captured or dead, not just one attack. At 9th level, he gains the ability to declare smite on up to one creature per level, getting a single smite attack on each of them, which must be used within 1 min./level. Paladin spellcasting is Cha-based and CL is equal to level -3, not half level. Paladins gain all non-evil and non-chaotic Cleric spells of 1st to 4th level on their spell list at those levels (unless it was present and lower level already).
· Ranger has d10 HD and gains FE bonus on attack and damage. Animal Companion uses level -3 for effective druid level and CL is level -3, not half level. Rangers gain all Druid spells of 1st-4th level on their spell list at those levels (unless it was present and lower level already).
Adept changes:
· Spellcasting is Int-based. Spells are prepared however you wish to fluff it, not necessarily by praying.
· Add a spell from Cleric or Sorc/Wiz (not Wiz-only spells) lists to spell list at 3rd level and every odd level thereafter. It must be of a level the Adept can currently cast, and must be of the Abjuration, Conjuration [healing or summoning], Divination, Evocation, or Illusion [figment, glamer, or pattern] schools/subschools.
· Gain an additional spell slot for the given spell level at each adept class level: 0th - 1st, 1st - 2nd, 2nd - 6th, 3rd - 10th, 4th - 14th, 5th - 18th and 20th. These bonus slots are class features, not part of the progression (so they are not gained by a PrC that raises CL by 1).
· Adepts can spontaneously convert prepared spells into Cure spells of the same or lower level, just as good clerics can.
· Spell list: The list is below. Removed spells are
0th Level: acid splash, create water, cure minor wounds, detect magic, ghost sound, guidance, light, mending, purify food and drink, ray of frost, read magic, touch of fatigue.
1st Level: bless, burning hands, cause fear, color spray, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, endure elements, enlarge person, mage armor, magic fang, magic weapon, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, reduce person, shield of faith,
2nd Level: aid, animal trance, bear’s endurance, bull’s strength, cat’s grace, cure moderate wounds, darkness, delay poison, fog cloud, fox's cunning, gust of wind, invisibility, make whole, mirror image, owl's wisdom, resist energy, rope trick, scorching ray, see invisibility, searing light, spider climb, web.
3rd Level:
4th Level: cure critical wounds, flame strike, cone of cold, death ward, dimensional anchor, enervation, freedom of movement, mass cure moderate wounds, minor creation, polymorph, restoration, sending, solid fog, stoneskin, telekinesis, wall of fire.
5th Level: acid fog, baleful polymorph, break enchantment, chain lightning, commune, disintigrate, greater dispel magic, heal, major creation, mass cure serious wounds, plane shift, raise dead, teleport, true seeing, wall of stone.