Weapon Specialization is no longer limited to the figther class. Barbarians, Paladins, and Rangers can take the feat upon attaining 6th level. Rogues can take the feat upon attaining 8th level. Clerics worshipping a god of battle and choosing the appropriate domain can gain the feat at 6th level.
Favored Enemy Bonus:
The favored enemy bonus does include the damage bonus as described in version 3.0.
Each character begins the game with d4 (+2 for haflings) Fate Points. New Fate Points can be gained by nomination from the players and, even then, at the discretion of the DM but will generally only be given for tempting fate in a monumental way.
Fate Points can be used to allow for a re-roll of any one die by the character expending the fate point. Alternatively, a fate point may be expended to cause the DM to re-roll any one roll as long as the effect to be re-rolled directly affected the character expending the fate point. Finally, fate points can be given to the DM in exchange to alter specifics of certain events recently passed. The DM can use the fate points as mentioned above but cannot use them to outrightly kill a character.
Spontaneous Casting for Evil Clerics:
Evil clerics do not spontaneously cast inflict spells. Instead, they cast cure spells just as the good and neutral clerics. It stands to reason that evil will be in need of healing too plus, having to touch an enemy for the inflict spell to work can make it difficult considering clerics are not truly a martial class.
Extended Casting Time for Spells:
Both arcane and divine spell casters can benefit from voluntarily extending the casting time of their spells. By focussing their concentration beyond the normal description of the spell, the caster increase the effectiveness or difficulty for resitance of the spell being cast.
In essence, for every full round the caster extends the spell beyond the normal casting time, the caster can choose 1 effect from below:
1. Increase the effective caster level of the spell by 1.
2. Increase the save DC by 2.
3. Add a +1 concentration bonus for overcoming spell resistance.
Of course this comes with some inherent disadvantages. Any damage taken during the extended spellcasting time incurs the same effects as if the spellcaster had been struck during the initial casting. This main difference is that mishap effects (failure by more than 5) are limited to causing mana burn (d4 per level of the spell) to the spellcaster whose spell was disrupted. In addition, the spellcaster will need to make a sucessful concentration check versus a DC of 10 plus the spell level plus 1 per each round extended. This check must be successful each round. For example, a wizard is casting fireball and extending the spell casting time by 3 rounds. During the next 3 rounds, the wizard will need to succeed at concentration checks with a DC of 14 , 15, and 16 respectively.
Added Class Skills:
The following skills are in class for everyone:
Each character will get 3 additional skill points per level (including 1st) to offset these new class skills.
Strength Modifier for the Intimidate Skill:
Given the harsh nature of the realms and the common belief that "might makes right," a character may use their STR modifier instead of their CHA modifier for Intimidate skill checks.
When falling below -10 hit points, the character does not automatically die. Instead, a Fortitude save is granted (DC 15 + amount of damage in excess of -10). Failure indicates the character has died. Success however, means that the character has stabilized but has suffered a grievous permanent injury. d4 points of permanent ability drain which may not be healed via any means short of a wish or miracle. To determine which ability score is affected, a d6 is rolled where 1 = STR, 2 = DEX, 3 = CON, 4 = INT, 5 = WIS, and 6 = CHR.
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- Bumpy-Headed Alien
- Posts: 294
- Joined: Wed Jul 23, 2003 3:00 am
- Location: San Diego (Clairmont Mesa)
Some people are like Slinkies ... Not really good for anything...... But they still bring a smile to your face when you push them down a flight of stairs.
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