Unwritten Legends: Rule Changes
Unwritten Legends: The Rules



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[ General Rules ] [ Combat Rules ] [ New Maneuvers ] [ Feat Changes ] [ New Skills and Skill Changes ] [ New Special Abilities ] [ Spell Changes ] [ New Spells ] [ Magic Item Changes ] [ Drawbacks and Distinctions ] [ New Domains ] [ Optional Rules being Used ]



New Rules
General Rules:

  1. Armor Check Penalty, Max Dex, and Spell Failure: The worst value of the pieces you are wearing are used for both.

  2. Armor Type: A heroes speed is determined by the torso armor or the leggings, whichever is worse.

  3. Average Dice Rolls: Dice rolls which use ten dice or over will use average dice charts on page 108 ELH. Dice rolls of under ten dice will use the average rounded up. This applies to all dice rolls.

  4. Creating New Prestige Classes: The DC is secret, and characters can spend one day researching it before they learn if it is viable. Heroes roll half their BAB, an applicable attribute, and half their INT bonus against that DC. To research a new prestige class a character must be in an appropriate metropolis with tendancies towards the benefits of the class. The character must be able to contact and study under five experts in the areas of the prestige class. Often those persons will charge for services. Finally, if they learn the research is viable or not, they learn the number of time chits required to spend in the metropolis. Viable is if they can even make the DC check without open-ending. Once the research is started, roll after each time chit is spent. If they succeed, the chit counts towards completion. Failure does not add the chit, but beyond that there is no penalty other than the wasted time. Once one thousand and one people have successfully researched it, it is considered published. Having a person with the prestige class as an expert counts as all five experts, and may give a large bonus (up to their Int plus BAB) to research rolls.

  5. Displeasing Gods: Faithful who have divine powers who displease their patron god will be denied their power (all their powers) for a period of 24 hours just like the Druid who uses weapons they're not supposed too. The GM is the final arbitrater of 'displease'.

  6. Down Time Usage: During one day of "Downtime" a character can do as many as six things, each one thing is represented by a time chit. Some things take more than one chit, like Profession, or Craft skill checks. Six time chits represent a 15 hour waking day. After that normally 8 hours are spent sleeping, with the last hour being wasted for "personal or hygene". So each chit is 2.5 hours.
    If a person sleeps only 4 hours a night, they gain 1 extra time chit per day. If they sleep only 2 hours per night, they gain 2 chits per day. If a person does not sleep, they gain 3 chits per day.
    Time chits can be accumulated to complete a major task; crafting for example. Likewise every time chit used after the first (in the same day) to "Find Things" (See below) grants a +1 on the applicable skill roll.
    Skills or tasks which list a required time of a "day" take 3 time chits to perform, and any task listing a required time of a "day" can only be done once per solar day, except in the case of chits gained from lack of sleep.

    Examples of One Time Chit
    Getting drunk in a bar.
    Buying Stuff at one or a few nearby shops.
    Going to the other side of a metropolis.
    Selling Stuff on a street corner.
    Gathering rumors about the King's dead half-brother.
    Looking for a fence to buy the ruby you lifted off the dead bodies of your enemies.
    Visit an orginization (church, school, guild, etc.)
    Gather herbs.
    Hunt or Forage (usually two chits at a minimum.)
    For example, Grok the Fighter/Blacksmith may want to make a new shortsword as well as a little bit of socializing. Using two chits on the shortsword, he logs two thirds of a day towards the total task, and then he uses other thics to drink, whore, fight in a arena, and paint a picutre. Likewise, Arian may want to go buy a new tunic in the latest fashion, find another knife for his belt, go by and see his friends at the Cooper's guild, take a nap under a fig tree, go to court and woo the queen, take some time practicing with the rapier, and learn the long bow; but he only has time to do six things in one day of downtime.

  7. Distinctions and Drawbacks: Heroes are defined often by their disadvantages as much as their advantages. Send me Drawbacks and Distinctions.
    Notes:
    Characters start with one Distinction point.
    Max number of Drawbacks is 1 + Character level.
    Max number of Distinctions is 5 + (Character levels after 5th). E.G. 5 at 1,2,3,4,&5th levels, then 6 at 6th, 7 at 7th, etc.
    1 Distinction point can be used to buy 1 Feat.
    1 Drawback buys 1 Distinction point.
    Max number of Feats that can be gained from Drawbacks is three at first level, plus one every ten levels after (11, 21, 31, etc.) The max number of feats includes those gained from Flaws. A character can never start with more than three bonus feats.
    At first level, the third distinction used to gain a feat must be used to acquire a feat with ONLY skill bonuses.
    Character can purchase more Distinction points with XP Tithes.
    Flaw Synergy is not in use.
    If characters do not play their flaws in a game session, they loose a percentage of xp that would normally be awared.
    Drawbacks cannot be gained for goods or XP.
    Characters cannot season through age.
    All DC checks imposed by a Drawback are increased by 8 at every level divisible by 10.
    Non-mechanical penalties from Drawbacks will stay universally bad.

  8. Epic Assist: A character can assist another with a task and provide greater than a +2 bonus. For every ten they increase the DC by, they increase their bonus by +1.

  9. Fatigue Rules: Heroes can be fatigued and exhausted per DMG p. 300. Races have a sleep requirement in hours per day (8 for everybody but elves, 4 for elves). In a given day that a character gets less sleep than their sleep requirement, they must make a Fort save after the end of the first hour of sleep they miss (so after a human has been awake 16 hours, they roll). The DC is 10 initially, and increases by one every four hours for the first eight. Then it increases by one every hour until they are fatigued. Once fatigued, the rolls continue until they are exhausted. After they fail three rolls while exhausted, they pass out and sleep double their sleep requirement.

  10. Finding Things: To find things a character makes a Gather Information check, with a DC set below based on what is being looked for and where. Finding things generally takes one time chit.
    To find... DC
    NPC class hireling 10 + NPC Level
    PC class hireling 15 + NPC Level
    Buyer of legal goods 10
    Buyer of illegal goods 15
    Seller of legal normal goods 10
    Seller of illegal goods 25
    Contract worker in one field 15 + Contractors Level
    A contract worker is a specialist in a field that works for but not with a character. An example is a sage, an assassin, or a alchemist to make your items while you're away.
    Seller of alchemical items 15 (+5 for each Augmented Alchemy)
    There are many modifiers to this roll. As shown on the following table.
    Modifier To find... DC Modifier
    Using Knol (Local) locally instead +2
    Using Knol (Local) not locally instead +5
    Using Diplomacy instead +2
    Using applicable Profession skill +3
    Using applicable Craft skill +5
    Goods are "out of season" +5
    Goods are "in season" -5
    You've been the the merchants store before (building with a foundation) -5 *
    You've been there in the last tenday -5 (cumulative with above) *
    Its your first time in the city in question +2 *
    It has been over a year since you last saw the merchant you are looking for+2 *
    There has been a plague, invasion, sacking, war, or fire in the city since you last saw the merchant +1 (cumulative each.) *
    Rulers have changed +1 *
    New taxes have been levied +1
    Sudden changes in the applicable guild for the worse +2
    Sudden changes in the applicable guild for the good -2
    Commodity Demand (A&EG) Oversupplied -5 *
    Commodity Demand (A&EG) Surplus -2 *
    Commodity Demand (A&EG) Undersupplied +2 *
    Commodity Demand (A&EG) Sought +5 *
    Commodity Demand (A&EG) Popular +8 *
    Commodity Demand (A&EG) Needed +10 *
    Commodity Demand (A&EG) Desperate +15 *
    Price of item is above GP Limit +2
    Price is 10 x GP Limit for community +4 (cumulative for each x10, and above)
    * = Applies to Haggle roll for Diplomacy.
    # = Becomes minus when looking for buyer.
    So once you have found a merchant once, it is easier to find him again. But if you are away for a long period, things may have changed. Thus, finding things is generally the precursor to buying or selling things. For buying and selling use Haggling from CAd pp. 98 as modified above (*).

  11. Gems: For gems and precious stones as found in the DMG (Table 7-5), their weight can be calculated through the following.
    Weight is determined by average value of the gem, since size and material are just two factors that effect price. Determine weight based on average value for simplicity, and is figured before rolling for the gems actual value. Also for simplicity, cutting a gemstone or improving any of its qualities will also not meaningfully effect its weight.
    For gems with an Average value of 10 gp the weight in carats is: C = 0.1 * $
    For gems with an Average value of 50 gp the weight in carats is: C = 1/2 * ( -4 + (( 16 + 4 * $ )^0.5 ))
    For gems with an Average value of 100 gp or 500 gp the weight in carats is: C = 1/20 * ( -40 + (( 1600 + 40 * $)^0.5 ))
    For gems with an Average value of 1000 gp or 5000 gp the weight in carats is: C = 1/200 * ( -400 + (( 160000 + 400 * $ )^0.5 ))
    $ = gp / 10
    C = carats
    Ideally, a one-carat gemstone is slightly dome-shaped and about a quarter inch across, which means 16 one-carat stones per square inch. There are 240 carats to the ounce, or 3,840 carats to the pound. This means that the cost of a one-pound sack of one-carat gemstones (average value of 500 gp) -- enough to completely encrust a little over a square foot of surface -- is on average worth 1,920,000 gp, while the cost to do the same with cheap-but-glittering glass (average value of a stone 10gp) is a mere 38,400 gp.

  12. Hardness: is no longer a factor in sundering. It no longer defines what can sunder what, nor does magical enchantment. Therefore a wood shortsword could sunder a epic magic weapon given a long enough time.

  13. Hero Points:
    The first change from the standard procedure is to award hero points throughout a session. These points can be spent in play to generate a number of high-octane effects by the players in a heroic cinematic campaign. When used in this fashion Hero Points! (HP!s), and the player can shift the odds to his character's (or even another's) benefit, change the circumstances of a situation, or boost a character's abilities for the duration of an action or scene. While the GM has the final approval or veto of a HP! expenditure, the GM will allow any change that does not utterly or irreparably damage the playing experience. So long as the change is fun and not illogical or incongruous (in the GM's opinion), it should be fair game.
    The GM will not use this ability for NPCs, unless they are Heroes too.
    Awarding HP!s
    HP!s should be given by the GM throughout play for especially exciting, risky, entertaining, or amusing PC actions. It should be noted that only exciting, risky, entertaining, or amusing action IN CHARACTER, receive HP!'s. Out of character stuff does not get HP!'s. All characters begin each session with one HP!, if they do not have one, they are awarded one; but if they do have one, they don't get another (i.e. this is incentive to use the ones you have). A recommended breakdown of rewards appears below:
    HPs Reason for Award
    1 Taking a purposeful, substantial risk; clever dirty fighting; clever use of scenery; spellcasting with flair; activating magic items in cool ways; amusing in-character witticism or action.
    2 Taking a purposeful, tremendous risk that moves the action of the game forward; cool dirty fighting; cool use of scenery; memorable quote or stylish action; in-character action that causes laughter and approval of players and/or GM.
    3 Taking a ludicrous and entertaining risk in character; an amusing quote or action that will recur again and again in gaming war stories; utterly suprising act of heroics; in-character action that causes game-stopping hilarity or applause of players and/or GM.
    Spending HP!s
    Players cannot simply tell the GM what they wish to spend their hard-won HP!s on and erase them from their character sheets, that is pretty dull. Spending HP!'s without panache is not spending HP!'s. PC's need to describe, in detail, how their CP!s are taking effect. Entertaining descriptions of HP! expenditures are not merely their own reward -- they could lead to plot complications, character development, or even further HP! awards. If players are reluctant to do this (from shyness or lack of inspiration), the GM will do so for them -- but then can feel free to add a plot complication or an additional requirement to the expenditure.
    Example: While climbing a towering ziggeraunt to an eviel deity, Jill has failed on her Climbing roll. Her player decides to spend 1 HP! on Scenery!, to allow her a chance of survival. If Jill's player says "I grab for a flagpole as I fall past it," the GM may say that Jill has snagged the flagpole safely. If Jill's player says nothing, and leaves it up to the GM to invent said flagpole (or ledge, awning, or gargoyle), the GM is perfectly within his rights to ask that Jill make another Climbing roll or a DEX check, to permit Jill to grab the flagpole... which then buckles under her weight, or allowing Jill to land on the flagpole roughly, knocking the wind out of her and stunning her for a round. If you pay your points without describing them, you take your chances; and some GM's are deviously creative.

    Cinematic Rules, or Things to Do With HP!s

    Especially potent cinematic actions are marked in red. Rules that are effective for a single action or throughout a scene are marked in bold; rules that can be effective for a single action only are marked in italics, and rules that are only effective between scenes or are a scene of their own are marked in bold-italics.

    A "scene" here is defined as a short collection of related actions or events in a logical progression, it roughly equates to one encounter. A punch in the middle of melee is simply an action; but scamming your way past the castle guards, from drawbridge until the King's Chamber doors close behind you, is generally a scene.

    Anyone Else Have a Bonus!: Spend 1 HP! to gain a bonus die roll. Roll 1d6 at levels 1-7; roll 2d6 at levels 8-14; roll 3d6 at 15-20; and roll one more d6 every 6 levels after.
    Boomerang Payback!: The character can dish it out as well as he can take it! Any turn a PC takes damage, he can "save" that amount to add to the damage roll of his next successful attack for 1 HP!. Note that the character is still wounded, and possibly suffering other penalties. The returned damage does not have to be in the same format of the damage received. If Og gets winged by crossbow botls from Black Garret's shooter for 30 points, he can add those 30 points to the damage he rolls for his powerful right cross to the bandit's jaw.
    Dramatic Entrance/Exit/Pose!: "The door crashes open! There, heralded by a flash of lightning and a boom of thunder, cloak flapping in a gust of wind from the storm, Lady Vouzandra stands, her shortsword unsheathed. 'You!' she roars, pointing her blade at the Count..." By spending 1 HP!, a character may make an impressive entrance, stunning (or causing Fear Checks) any onlookers momentarily.
    Flesh Wounds!: Any time when combat is not actually going on, a PC can be healed back to full hit point by spending 1 HP! This heals all damage except attribute damage, wounds, and grevious wounds..
    Flurry of Blows!: In combat, a PC may spend 1 HP! to gain an extra attack if they take the full attack action.
    Flurry of Blocks: In combat, a PC may spend 1 HP! to gain a +8 Dodge or double the benefits for fighting defensively (or totally defensively) for extra defense that round. Note, the PC never knows the result of rolls. If Jack Moonbeam hit with his unarmed attack while mixing it up with Kent, Kent may spend HP! if he thinks the bad guy didn't miss by much!
    I Am The Wind!: By spending 1 HP!, the PC may move cinematically to a distance of twice their Run Speed. This includes, but is not limited to, swinging from chandeliers, quickly vanishing from view right from under the noses of others, running through a hail of repeating crossbow fire unscathed, appearing out of the shadows behind a foes, leaping to escape an explosion, and so forth.
    I Didn't Know it was Tomorrow!: Spend 1 HP! to gain another use of an ability that has a limited number of uses per day.
    I Change My Feats in Combat!: In combat, a hero may spend 1 HP! to change one of their feats for another feat. They may spend 3 HP! to gain a feat they do not have. The changes or additions last until the end of the scene or fight. They must satisfy all prerequisites for feats they change to or add.
    Make It Count!: When it's crunch-time, a PC can buckle down and really concentrate on the task at hand. By spending 1 HP!, he can add 10 to his skill level for the next action or scene.
    Props!, Scenery!, and Extras!: For those times when the right tool is not at hand, the PC can find it with Props. Wish the road ahead of horse was a bit more winding? Change it, with Scenery. Never a city guard around when you need one? Sure there is, with Extras.
    Props! are objects that can be picked up, moved around, or controlled by a PC -- tools, small appliances, containers, and so forth. Scenery! is the location and appurtenances thereof -- chandeliers, rugs, furniture, quality of road, kitchen sink.
    Extras! are the folks wandering around -- pedestrians, clerics, waitstaff, theater ushers, etc. Note that summoning an Extra! should usually take place between scenes or as a scene of its own; however, some GMs may wish to allow Extras! to walk-on in the middle of another scene.
    Objects, location alterations, or people that would definitely be in a location (a hay bales in a barn, or a barkeep in a tavern) can be "revealed" by the PC spending 1 HP! Things, place changes, or individuals that could be in an area (arrows at a archery range, a hammer in a blacksmith shop, or bottles in a tavern) should cost 2 HP!s. Objects that probably wouldn't, but still might in theory be in the area (a monster in a tavern, a hidden root cellar in the barn, or a Paladin in a festhall) costs 3 HP!s. Outrageously out-of-place stuff (Tiamet in the tavern, a royal throneroom inside the barn, or a Deity in the saloon) just can't be there, no matter how many HP!s are spent.
    Roll With It!: "Grasshopper, in storm be like reed, not like oak." Whenever PCs are hit for damage, they can instinctively roll with the blow, reducing the d type one step or reduced damage by 20 per HP! spent.
    Scene Blocking!: For 2 HP!s, a character may manipulate the position of one character within a scene. "As the door opens, the guard catches you in front of the bookshelf with the beam of his flashlight." "I call Scene Blocking! -- when the guard opens the door, I'm actually beside the bookshelf, partially hidden by its shadow."
    Second Wind!: Works exactly like Flesh Wounds! (above), but can be triggered in the middle of combat, for 3 HP!s.
    Slo-Mo Sequence!: The film starts to slow down and time seems to stand still as the character moves with blinding speed! For each 3 HP!s used, the PC gains an additional action. Not just useful in combat, either -- handy for athletic competitions, last minute grabs for allies falling to their doom, or escaping from pursuit.
    Special Delivery Damage!: The character knows just where to punch, kick, or aim to do a little bit more damage, just has their dander up enough to put some real hurtin' on their opponent, or maybe the Forces of Right are on their side. For each HP! spent, the character upps the d type by one for their next damage roll or adds +20 to damage.
    Sure, I Can Do That!: Has a character been presented with a situation -- say, climbing down the Spine of the World while avoiding Melf's Acid Arrows from wand weilding Assassin Gnolls? -- and discovered that they lack the relevant skill (in this case, climbing)? Well, fear not, Action Hero(ine)! All you need to do is spend 1 HP! to allow a roll with 15 ranks to cover for the lack of a particular mundane skill for the duration of a scene. Additional HP!'s add 15 ranks.
    Take That!: You don't just have leverage, leverage is your cohort. A PC may increase the Knockback of a strike in combat by 5 feet per HP! spent. Useful for "accidentally" knocking pesky Mad Wizards into the calderas of active volcanoes.
    Spell Up Yours!: Spend 1 HP! to increase the effective caster level of one of your spells by 2.
    Total Recall!: Spend 1 HP! (if you're a caster that prepares spells in advance) to recall any spell just cast, and it must be spent in the same round they just cast it. Spontaneous casters can cast 1 spell without using one of their daily spell slots. That can only be done while the spell is being cast.
    Rock of Gribralter!: Any time a character is dying, you can spend 1 HP! to stabilize them at their current hit point total.


    In Easy Table Format for printing.

  14. Heroic Luck: Heroes are by nature lucky. A hero may reroll one d20 roll per game session. The results of the second roll are binding.

  15. Intelligence Bonus: The intelligence bonus to skills is retroactive, but items which are not permenant do not grant bonus skills or languages, no matter how long they are worn.

  16. Karma: The powers that be believe in Karma. Heroes have good Karma and bad guys have bad karma. To the Powers That Be, it will fill may uses for purposes of arbitration.

  17. Magic Item communication with owner and activation of powers: Intelligent items are a powerful boon to their owner, and how well the two work together can mean the diffrence between life and death. It also depends on how they communicate.
    Items without telepathy and an Int of 18, act like another person, and can be asked to turn on abilities as move equivelant actions. If the owner has an Int of 18 or less, it takes them a standard action to follow the items directions or gain the use of its senses as it tries clumsily to direct the owners actions.
    Items with telepathy and an Int greater than 18 are able to respond to a free action by the owner and begin giving direction very efficiently. Unless the owner also has and Int score of greater than 18 it takes them a standard action to take directions.
    Owners can ask their items to force an Ego check. It is a free action to ask an Item to do so, but a standard action to give them directions. It is a full round action to give them directions and specifications of when to relinquish control. The item is always played by the DM.
    Finally, the item can activate powers on its own, but those are up to the DM.

  18. Open Ended D20: If a twenty is rolled, reroll and add twenty to the result. If a twenty is rolled again, add fourty and so on. If a one is rolled, reroll and subtract twenty. If another one is rolled, subtract fourty and reroll, and so on. You cannot reverse direction.

  19. Mortal Wounds: individuals who fail a Massive Damage save by 5 or less, die of a grevious wound, or die as a result of lost hit points (but are not below -20 or -3xHD) are mortally wounded. They are helpless, cannot move, cannot take actions (other than free actions to speak), or roll to stabalize. They are already dead, they just hang on a little longer. If they have survived this long (and made the CON rolls to stay conscious) they stop having to make them. They expire after no more than 2 minutes, but sometimes sooner. No known healing magic will save them, their heart is stopped, and the spirit is already out of them, albeit nearby allowing speach.

  20. Recognizing People with Renown:
    People with renown are noticed in two ways; at random and after a deliberate search.
    Recognizing a non-player characters at random is the same as having someone recognize the character at random. It is simply a percent chance based on the characters Reputation plus Character Level. (e.g. a Tenth level fighter character with seven Reputation has a 17% chance of being recognized at random.)
    A deliberate search can notice people, even if it is a very short search, such as asking, "Do I recognize the guy trying to crack my skull?" A deliberate search is a Gather Information check (which can be done untrained) + half (rounded down) of the Reputation of the Target of the check. The DC depends on the type of information sought, as shown on the table below. This check is made by the GM since the character never knows the reputation of the target, failure may result in confusion or errors. Rechecks are allowed at GM discretion.
    <font size=-1>Gather Information Check DC
    Information known DC
    Name, general level (epic, high, med, low), highest class20
    Oath circle if applicable, City from, 15
    Associates Names 20
    Largest Victory25
    Primary Talent or Tactic 30
    Smallest Victory, or Earliest Victory 40
    Minor Talent or little used Tactic 50

    Modifier DC
    Lack of basic knowledge of target +15
    Under pressure +5
    Doing on the spot recognition (walking by on the street) +10
    Target has a halmark -5
    Avoiding suspicion -20
    Target is not from your region +5
    Target is not of your race/subrace +5
    Target in Disguise + the result of Disguise check
    Target keeps a low profile + Half the result of untrained Disguise check (using INT or CHR).
    Distance between your home region/city and the target's + square root of distance.
    Years since targets last major endeavor + half the square roof of years passed.

  21. Rule of 1 and 20: Ones are no longer automatic failures on any roll and twenties are no longer automatic successes on any roll.

  22. Running: Characters can run per the normal rules (pp. 144 PHB). A character who stops running after failing the CON check is fatigued, takes 1d6 subdual from fatigue, and takes 1 point of temporary CON damage, which cannot be healed by magic (per fatigue rules above). To recover from the fatigue, they can make a Fort save DC 40, the DC goes down 1 every minute of rest. When the save is successfully made, the character can run again, but the temporary CON damage and subdual damage are not healed until a rest cycle is completed enough to recover hit points and attribute damage normally.

  23. Six Second Rule: Character actions will be declared, and movement completed, within six seconds of their turn starting.
    Movement Completed means being at the place on the hex where you will carry out your action; so it is necessary to count out and make the move in 6 seconds.
    Declare your action in game terms, e.g. Casting, Full Attack, Standard Attack, Charge, Run, Double Move, etc.
    Once you've done that you've met the requirements.
    Rolling dice, picking spell targets or areas, determining AoO's, using Scenery or making wild descriptions of what you're doing should all go after the simple task of putting the mini where you're going to do all that, and stating your action.

  24. Sunder: When one weapon sunders another weapon the sundering weapon takes half damage of the strike. Hardness still applies to the damage both take. When a weapon sunders an inanimate object, it takes one point of damage every Hardness rounds, and Hardness does not apply. So when an admantium hammer is swung to chip away stone, it takes one point of damage every 40 rounds, and its Hardness does not reduce that one point of damage.

  25. Teaching: Any form of instruction (feats, leveling, presigte class, etc) under an instructor requires the instructors presence for the entire duration of the class. At the very least, the instructor only gives a bonus while they are present. An instructor can teach a class of up to their Intelligence Score in size.

  26. Take 10: Taking ten is barred, as in it cannot be done.

  27. Take 20: Taking twenty is barred, as in it cannot be done.

  28. Training: Training is needed to go up levels, and levels are an "in game" term refered to as Order. E.G. a character could be a 20th Order Fighter, and a 20th Order Giant Killer, and being that would garner much respect. Characters are referred to by their order, order equals level. Order is referred to like Character level. While class level is called out as Order. So a twentieth level character who is tenth fighter/tenth wizard is a Twentieth Order person, and is a Tenth Order fighter, and a Tenth Order Wizard
    Training can be done one of three ways: Instructor, Spirit Mentor, and Self-Instruction.
    Going to an instructor is fastest but cost is whatever the instructor wants. Generally an instructor will charge 100gp per new character level for you to train plus 100gp per trainer character level, and it takes one hour per new level. You can only be trained by an instructor who is a higher class level than you. You must also find an instructor of your alignment, or training takes twice as long for every step of diffrence between you and your instructor because of personality conflict. A double of a doubling is not a trippling, math works normal for this one.
    Using a spirit mentor is slower, and requires minimal cost. Summoning a spirit requires a ritual in a quiet place, using incense and candles worth 10 gp each day. The spirit must be summoned daily and it will train you in one day per character level you are training up to. You must train for six time chits every day until done, an interruption requires restarting the ritual from the beginning.
    Finally you can train yourself, this costs nothing but requires nine time chits per new character level.

  29. Treasure Charts: Expect the amount of treasure to be reduced drastically in the world without magic items. Table 5-1 on page 145 of the DMG is not used. Above first level, average gold of PCs is so variable as to be beyond any reasonable or meaningful equation. For purposes of creating characters after first level see Advanced Character Creation.

Combat Rules: In an easy Combat Table.

  1. Aim: Is now a combat maneuver for missile weapons. The first Full Round Action spent aiming grants +4 Aim bonus to strike with missile weapons (and +2 with thrown weapons), the second Full Round Action spent aiming gives an additional +3 Aim bonus to strike. This may only be taken for two rounds, further rounds will not give more bonus. The bonuses are kept until the target gains 100% cover. If the target emerges the aiming must be started over. Character cannot take partial actions while aiming, and cannot move further than 5' while aiming.

  2. Bleeding: When a character has taken taken damage they bleed for one more point of damage every 20 rounds until they stabalize or get a Heal check. This is not per point taken, but an aggragate of all the damage they have taken. Taking damage to the veins or arteries, doubles this bleeding for every artery/vein location that is hit (up to a maximum of 4).

  3. Blunt Weapons: The penalty to attacking to do subdual no longer apply to Blunt Weapons.

  4. Bull Rush: A character's bull rush has a chance to push the target back, but it also automatically threatens a knockdown (see below). Damage for a bull rush is per an unarmed strike (or a gauntled strike if using a shield). It automatically threatens a critical for damage (20, x2), and if slamming the target into a solid object the crit multiplier is x3.

  5. Called Shots: can be made by adding the Size armor class bonus to the other protections present on that part of the body (deflection, cover, armor, natural, size, etc) and then making a attack roll. If the attack misses the location in question, it misses the whole body.

  6. Collisions: When one person or object is forced into another object or person, roll a Bullrush attempt. The target (or person standing there) sets the DC to resist a Bullrush attempt normally. The attacker (person or object being forced into them) rolls their Bullrush attempt using their speed divided by 10, plus their weight divided by 30. If the attacker wins they end the attack in whatever position they were going to before the attack, and the target is prone. If the target wins they remain standing and the attacker ends in the position they were going to before the collision. Thus it is possible for a person to be bullrushed into another, for them to knock that person down, and that they remain on their feet.

  7. Cover: Soft Cover, pp 151 PHB does not prevent attacks of opportunity.

  8. Crawling Over the Bodies: Bodies of the fallen count as Difficult Terrain or Obstacles. A body of the character's size counts as Difficult Terrain. Four bodies in a square of the characters size count as an Obstacle. Divide the number of bodies in one square by four for every size category larger the character is, or multiply by four for every size the character is smaller than the bodies they are moving through. Example: A human is charging an enemy who has slain many of his human companions, all the squares in his path have four bodies in them, this counts as Obstacles he must cross before he can get to his enemy. Second, if that opponent were an Ogre (Large) he would only be moving through Difficult terrain if he decided to charge the human (four in every square divided by four, is the equivelant of one large body to the Orge.)

  9. Dirty Fighting: Characters may do extraordinary things with their move actions, standard actions, and full round attacks. Any maneuver can be tried, from fighting between the rungs of a ladder, to swinging from ropes in a belltower. Physical skills will be used in conjunction with this, for the above two the skills would be climbin and rope use, respectively. DC's are usually 10, or 15 if the maneuver is extreme. The important part is player description. The more descriptive the player is of the action, the larger the bonus. Creativity counts, so what got a high bonus once, will get a lower bonus the second time, even less the third, etc. Bonuses will range from +8 to +1 to hit. Describing the appropriate actions can also confer a bonus to damage, or AC. Likewise a penalty to the targets AC can be attempted. Failure on a skill roll merely means you gain no bonus. Players should aim for one quick sentence for each part of their action, with perhaps no more than one "and" to join them together. If the idea is any more complicated than that, chances are too much is being attempted in one round. This description of actions also includes scenery and items in the area, just because it hasn't been explicitly described as being present, does not mean that it is not there, players are encouraged to wing it if the item is reasonable.

  10. Epic Assist: By using the normal Assist action, a character can assist more by raising the target DC. For every +10 to the DC check is increased by, that character can assist by +2 more to either AC or Strike as normal. The bonus cannot be split between allies, or bonus types.

  11. Evasion: For both evasion and improved evasion feats and special abilities only; when the evasion roll is made, you are forced out of the blast. This is akin to being thrown by an explosion or diving for cover. If you cannot escape the Area of Effect (AoE) by virtue of interveaning material, you cannot use evasion (or improved). You also must come up 5 feet out of the AoE or face the 50% edge effect. If you fail the save or if you do not have evasion you are not forced out. But any successful use of evasion causes you to be forced out of the AoE, one of four ways, whichever is shortest; radially from the center, perpendicularly from the line of action, oppsite the line of action, or around the center and out an opposite side. Otherwise you're not evading. Simply put, if you can't get out, you can't evade. This forcing out does not provoke AoO's.

  12. Feint: As a standard action, a person in combat can attempt to feint their opponent. It is a contest between the attacker's attack roll (Luck bonuses + Base attack + ST or DX) or Bluff skill, versus the defender's attack roll (Luck bonuses + Base attack + ST or DX) or Spot skill. If the attackers roll is higher than the defender's roll, the defender looses their dex bonus and is considered flat footed for attacks made by that attacker until the end of their next round.

  13. Grevious Wounds: Whenever a character is struck with a natural 20 which is then confirmed they must roll on the following Grevious Wounds table. Weapons with expanded crit ranges only inflict Grevious Wounds on a roll of 20.
    Any time a character is struck for massive damage they must make a Fort save against a DC of 20 + (1 per 5 points of damage). Success means no additional effect, failure means roll on the Grevious Wounds table.

    Grevious Wounds Table
    d% Roll Example Effect Bludgeoning Piercing Slashing
    01-25 No additional effect -- -- --
    26-32 target dazed for 1 round -- -- --
    33-37 Target stunned for 1d4 rounds -- -- --
    38-43 CON damage = half weapon die type -- -- --
    44-54 -1 penalty to attack rolls, Balance, Climb, Escape Artist, Jump, Move Silent, Ride, Swim, and Tumble checks. Torso bruised Gut wound Torso sliced open
    55-65 -2 penalty to AC, Balance, Climb, Jump, Move Silently, and Tumble checks. Bruised leg Pierced leg Cut leg
    66-76 -2 penalty to Climb, craft, Disable device, Escape artist, Forgery, Open lock, Sleight of hand, and Use rop checks. If sheild, treat as 26-32. Bruised arm Stabbed arm Cut arm
    77-78 -2 penalty to Initiative rolls, Balance, Listen, and Concentration checks. Intelligence damage equal to one half weapon die type. Bruised jaw Face jabbed Cut scalp
    79-83 -5 penalty to attack rolls, Balance, Climb, Excape artist, Jump, Move silently, Ride, Swim, and Tumble checks. Broken ribs, loose 1 CON permanently. Punctured chest Torn torso
    84-88 -8 penalty to Climb, Craft, Disable Device, Escape Artist, Forgery, Open Lock, Sleight of Hand, and use Rope checks. If shield, treat a 38-43 and destroy shield. Broken arm, loose 1 DEX permanently. Punctured arm Loss of 1d4 fingers
    89-95 Halve speed, -8 penalty to Balance, Climb, Jump, Move Silently, and Tumble checks. -4 penalty to AC. Broken leg Pierced leg Slashed leg
    96 Fall unconscious for 1d4x10 rounds. Permanent reduction to half speed. CON damage equal to weapon die type. Leg useless Leg useless Foot severed
    97 Fall unconscious for 1d4x10 rounds. CON damage equal to weapon die type. If shield, treat as 44-54 result and shield destroyed. One arm permanently useless/ruined/severed. Hand useless Hand ruined Hand severed
    98 Blinded, -4 penalty to initiative rolls, Balance, Listen, and Concentration. Int damage equal to weapon die type. Cannot Spot. Concussion. Loose 1 INT permanently. Jabbed in eyes Eyes slashed
    99 Victim disabled and dies in # of rounds = to CON modifier. Crushed ribcage Heart pierced Disemboweled
    00 Victim disabled and dies in # of rounds = to CON modifier. Crushed head Pierced through face Throat slashed open

    Easy web Grevious Wounds Table.

  14. Infection: Any time a character takes Constitution damage from a weapon or a grevious wound (see above) they risk infection. At the end of the encounter, a character must attempt a Fort save against a DC equal to half the damage dealt to them, including Con damage. If treated during combat the healer may substitute a Heal roll for the Fort save, whichever is higher.
    On a successful save, the character heals normally. On a failed save, the damage heals twice as slow (including magic, which is then half as effective). When the character is healed fully, the infection is gone. if the save fails by 10 or more, the wounds turn septic. Each day the victim must succeed a DC 15 fort save. Succes means healing at half rate per a normal infection. Failure means no healing for the day and take 1d3 STR, DEX, and CON damage. After three saves are succeeded in a row, the worst of the infection is beaten and the wounds heal like a normal infected wound.

  15. Hard to Kill: Heroes are hard to kill. Instead of dying at -10 hit points, they die at -20 hit points or -2 x level (or HD). Abilities that allow them to go below 0 hit points, now allow them to go 10 points lower.
    Note:When below 0 hit points, the hero is Staggered, in addition, their DEX is halved, their move is halved, they cannot run, and they are -4 to all attacks and AC.

  16. Harried: If more than three persons are attacking per defender's brain, then the person is considered flanked. In this manner even a person which cannot be flanked can be, but the number of attackers (3 per brain) must all be four levels higher than the defender.

  17. Hit Locations: Will now be used. Targeting a hit location bypasses the Armor Class and Damage Reduction of other locations, and uses just the Armor Class and Damage Reduction of the location hit. Damage to a hit location goes to main hit points.
    • Brain (3-4): +12 AC (Size). See: Knockout.
    • Eyes (-): +10 AC (Size). See: Knockout.
    • Head/Face (5): +12 AC (Size). See: Knockout.
    • Nose (-): +6 AC (Size). See: Knockout.
    • Jaw (-): +4 AC (Size). See: Knockout.
    • Neck (-): +4 AC (Size). See: Knockout.
    • Veins/Arteries (-): +8 AC (Size) (radial/femoral). See: Knockout.
    • Veins/Arteries (-): +10 AC (Size) (jugular).
    • Torso (9-11): No size penalty.
    • Near Arm (8): +4 AC (Size). Drop item held if fail Fort save DC 10 + damage done.
    • Far Arm-Shield (6): +4 AC (Size). Drop item held if fail Fort save DC 10 + damage done (but not a shield).
    • Hands (7): +6 AC (Size). Drop item held if fail Fort save DC 18 + damage done.
    • Heart (17): +12 AC (Size).
    • Kidneys (18): +8 AC (Size). See: Knockout.
    • Groin (-): +6 AC (Size). CON check DC 10 + damage or loose next three actions.
    • Legs (12-14): +4 AC (Size).
    • Feet (15-16): +6 AC (Size).
    Effects of Hit Locations: In addition to knockout (see above) striking hit locations has other effects.
    Legs: Each Wound inflicted to a leg location reduces move by 5 ft. If a leg is struck and a massive damage save is made, the leg is crippled and the target and can only crawl. If the save is failed (and the attack was made with a S/B type weapon), the leg is severed, in place of the normal Massive damage effects.
    Arms: If an arm is struck and a massive damage save is made, the arm is crippled and now useless. If the save is failed (and the attack was made with a S/B type weapon), the arm is severed, in place of the normal Massive damage effects.
    Neck, or Head: Striking the head (with a S/B type weapon) and incurring a Massive Damage save will sever the head if the save is failed by 5 or more.
    Things without a CON, use CHR for purposes of severing only. Making the save does not incur the penalties above, only failure.

  18. Massive Damage: Massive damage threshold is changed to CON + HD. When a character is hit for this ammount or more they roll a Fort same of DC 15 + (1 per 5 points of damgage of Massive Damage Threshold). If the save is failed they are dropped to 0 hit points, unconsciousness, and their wound is unstabilized. Also see Grevious Wounds.

  19. New Maneuver: Back-to-Back: On your turn you can choose to fight back-to-back with an ally as a free action. The ally must be within five feet, and must choose to fight back-to-back with you. While fighting back-to-back, you and your ally work to protect each other -- shoring up each other's defense and, literally, watching each other's back. You and your ally make attacks at a -2 penalty while fighting back-to-back, but so long as you are fighting back-to-back you cannot be flanked.
    Note: You can fight back-to-back with multiple allies. However, in order to fight back-to-back with multiple allies, all your allies not only need to be within 5 feet of you, but within five feet of each other.

  20. New Maneuver: Drive Back As a melee attack, you can attempt to drive back your opponent. In doing so, you are attacking in a way that should force your opponent to back away from you. When you perform the drive back maneuver, your opponent can either choose to move five feet directly away from you or remain where he is. If your opponent chooses to remain where he is, you may choose to force him to step back instead taking an attack. You and your opponent must make an opposed attack roll. If you succeed, your opponent must move back.
    Note: The movement taken as part of the drive back does not count against your movement or your opponent's movement for the round. Your movement does not provoke an attack of opportunity from your opponent, nor does his movement provoke an attack of opportunity from you. However, this movement may provoke attacks of opportunity from other combatants.

  21. New Maneuver: Engage As a melee attack you can choose to engage one opponent. If an engaged opponent attempts to move away from you before your next turn, you may take an attack against him at the same Base Attack Bonus as the attack you used to engage them (this attack is in addition to any attacks of opportunity you would normally be able to take).
    Note: Even if you have more than one attack per round, you cannot engage a single opponent more than once (although you can engage multiple opponents at once).

  22. New Maneuver: Knockback: As part of a melee, ranged, or elemental type spell attack, if the attack strikes for more damage than the targets CON (or STR, DEX, INT, WIS, or CHA in that order should they lack CON), after DR, they are knocked back one 5' hex for every 10 full points of damage. Dex DC is Damage - CON. The target gains modifiers to the roll as if it were a Bullrush.

  23. New Maneuver: Knockdown: As part of a melee, ranged, or elemental type spell attack, if the attack strikes for more damage than the targets CON (or STR, DEX, INT, WIS, or CHA in that order should they lack CON), before DR, they are knocked prone. Str DC is 10 + Damage - CON. The target gains modifiers to the roll as if it were a Bullrush.

  24. New Maneuver: Parry On your turn you can choose to use one or more of your attacks as a parry. If anyone attempts to perform a melee attack against you before your next turn, you may use one of your parries. Doing so allows you to apply the attack bonus of the attack you sacrificed as a bonus to your Armor Class against that one attack.
    Note: You cannot parry an armed attack while unarmed, unless you have the Improved Unarmed Strike feat (or similar class ability). This also means that you cannot parry an unarmed attack from someone who possesses the Improved Unarmed Strike feat (or similar class ability), unless you also possess the Improved Unarmed Strike feat (or similar class ability).

  25. New Maneuver: Ranged Disarm You may make a disarm attempt against opponents within your first three range bands at a -6 penalty to strike as a Full Round action.

  26. New Maneuver: Ranged Pin You can perform a ranged grapple against an opponent. The target must be within 5 feet of a solid object your projectile can penetrate into, as well as the opponent must be between you and said object. You must succeed at a ranged attack at a -4 penalty to strike, and then succeed at an opposed grapple check (size modifiers still apply) but you and the target may use the better of DX or ST. To break free the victim must make a DC 15 Strength check or a DC 15 Escape Artist check as a standard action.

  27. New Maneuver: Ranged Sunder When attacking objects you can deal half damage when using a slashing or bludgeoning ranged weapon or deal quarter damage when using a piercing ranged weapon.

  28. New Maneuver: Throw When grappling an opponent, you can attempt to throw him as an attack (in addition to the other options presented in the standard d20 System). To do so, make an opposed grapple check. If you succeed, make an opposed Strength check. You throw your opponent five ft. + 1 ft./2 points above 10 on this check, to a maximum distance of your Height x2.
    Characters who are thrown for 10 feet or more suffer damage as if they had fallen a distance equal to the throw. As with falling damage, a successful Tumble check (DC 15) allows a character to ignore the first 10 feet. A character who is thrown into another is treated as a collision.

  29. Non-Lethal Damage: Non-lethal damage gained from non-combat, or non-spellcasting reasons cannot be cured until the condition which caused them and any fatigue they have incured is recovered from naturally. Cure thus only cures fatigue, exhaustion, etc caused magically.

  30. Scenery: The DM has a limited amount of time to describe each scene and setting. There are also an infinite number of things that could be described in each scene or setting. Therefore short, possibly evocative descriptions will be given, and the small things will be glossed over. Heroes do not need to ask if there are mundane or everyday things in a given setting.

  31. Shield Rush: A character receives a +4 to Bull Rush if they are using a shield. They are at a -4 if their opponent has a shield.

  32. Shields: Since facing is being used, shields only defend against a limited number of attackers per round. Large shileds are good against all attackers from the front and shield side; Small Shields are good against two attackers from the front or the shield side in one round; and bucklers are good against just one attacker from the front or shield side in a round.

  33. Spell Effects on adjacent hexes: Spell which have an area effect, have a 50% chance of fully effecting anyone adjacent to the area.

  34. Temporary CON Damage: Cold Dangers (DMG pp 302), Falling (DMG pp 303), Heat Danger (DMG pp 303), Smoke Effects (DMG pp 304), Starvation and Thirst (DMG pp 304), and water pressure damage in Water Dangers (DMG pp 304) all do temporary CON damage. Instead of taking x d6 of lethal or nonlethal damage, a character takes x temporary CON damage (d3 accumulates CON damage at half the rate, usually every other round). Thirst rolls are made every day, not every hour.
    A character whose Constitution score is reduced to three-quarters of his starting score (rounded down) is fatigued. A character whose Constitution score is reduced to one-quarter of his starting score (rounded down) is exhausted. Fatigue and exhaustion due to Constitution score loss can only be removed by restoring the lost Constitution points.

  35. Unconsciousness: When a character goes below 0 Hit Points they may be knocked unconscious if they fail a Fort save DC 5 - current hit points. When a character is struck in the head, brain, eyes, nose, neck, jaw, or femoral artery they may go unconscious if they fail a Forst save DC 10 + (1/2 damage done). Fort saves are made after each hit to the specified locations, or at the beginning of each round when below 0 hit points.
    Note:When below 0 hit points, the hero is Staggered, in addition, their DEX is halved, their move is halved, they cannot run, and they are -4 to all attacks and AC.

  36. Wait: Is rewritten so that a character can either move and wait, or just wait. If a character takes a move action and then waits they can only take a standard action on their wait maneuver. It a character just waits they may take a full action on their wait. An action or contingency does not need to be declared. Instead a character can interrupt as they see fit. To determine if they act just before or just after their chosen time, a contest of basic attack is taken between the interrupting character and the one they are interrupting, using ST or DX whichever is best. The person that waited then moves to an initiative step just before, or just after the step they are interrupting, depending on success or failure respectively.

  37. Wounding: If a single hit exceeds Wound Threshold, (WT) Wound Threshold is defined as a character's CON score, then they are wounded. Each wound applies a -1 to your attack, damage, skill, and save rolls as well as reducing your max hit points by 1. So you cannot have more wounds than you have hit points. You are also not fully healed then if you have wounds.

    • Wounds heal naturally at the rate of hit point recovery (normally one per day of rest, plus Heal checks and supervision).
    • A cure spell will recover wounds equal to its level.
    • Fast Heal will recover an extra number of wounds per day equal to the level of Fast Heal the person has.
    • Regeneration will recover wounds at a rate of one per minute per five points of Regeneration that the person has.
    • Restorations does nothing.


Feat Changes

Ancestral Relic - Once a power is added, or awakened, it cannot be changed. Max GP Relic value is the limit it can be enchanted to, but not the cost that is paid. The cost paid is in a ritual form that takes two time chits per level being enchanted, and 100 gp per level being enchanted. The items used in the ritual are incense, candles, and prescious herbs. Each time an enchantment is added, the ritual must be repeated at the level of value the item has. Rituals do not need to be be completed sequentially. Relics are harder to dispel, the items effective caster level is that of the creator +4.
For ancestral relics above 20th level:

Level Max GP Relic
21st 430,000
22nd 490,000
23rd 550,000
24th 620,000
25th 700,000
26th 790,000
27th 890,000
28th 1,000,000
29th 1,120,000
30th 1,260,000
31st 1,420,000
32nd 1,600,000
33rd 1,800,000
34th 2,020,000
35th 2,270,000
36th 2,550,000
37th 2,860,000
38th 3,210,000
39th 3,600,000
40th 4,040,000
41st 4,530,000
42nd 5,080,000
43rd 5,690,000
44th 6,380,000
45th 7,150,000
46th 8,010,000
47th 8,980,000

Deflect Arrow - There is a Reflex save to deflect the arrow of 10 + 1/2 the HD of the shooter + the Arrow Enchantment.

Dire Charge - It can be used once per round as part of a charge attack.

Distant Stot - This feat negates range penalties up to 20x the range increment. Each range increment beyond that incurs a -1 cumulative penalty.

Epic Counterspell - Each use after the second in the same round inflicts 10 subdual damage from fatigue.

Epic Leadership and Leadership - Reputation is added to a heroes Leadership Score, instead any of the Leader's Reputation modifiers on pp. 106 DMG 3.5.

Epic Leadership and Legendary Commander - Charisma prerequisite is reduced to Chr 20.

Epic Spell Focus - Prerequisite of Sor level 21, Wiz level 23, Brd/Clr/Drd level 25, or other casting Class Level 28.

Epic Spell Penetration - Prerequisite of Sor level 21, Wiz level 23, or Brd/Clr/Drd level 25, or other casting Class Level 28.

Epic Spellcasting - Divine epic casters may use WIS instead of INT for Spellcraft checks when researching Seeds or casting epic spells.
and
The DC for any Epic Spell cannot be below the base seed or seeds used in its creation.

Exceptional Deflection - Deflecting more than half your body weight in a single attack inflicts subdual damage equal to half the excess.

Greater Spell Focus - Prerequisite of Sor level 10, Wiz level 12, Brd/Clr/Drd level 14, or other casting Class Level 16.

Greater Spell Penetration - Prerequisite of Sor level 10, Wiz level 12, or Brd/Clr/Drd level 14, or other casting Class Level 16.

Improved Combat Reflexes - Each use above the limits of Combat Reflexes +1 in the same round inflicts 10 subdual damage from fatigue.

Improved Whirlwind Attack - You can attack every target you threaten, but at a cost. Each attack made that would not be allowed with Whirlwind Attack alone in the same round inflicts 5 subdual damage from fatigue.

Infinite Deflection - Each use after second in the same round inflicts 10 subdual damage from fatigue.

Jotunbrund - Also grants a +1 racial Strength bonus.

Legendary Tracker - Beings which do not leave tracks can be tracked using this feat, like those with Trackless Step, and they are considered a terrain type. The base DC for this terrain is DC 80.

Mage Slayer - Each use inflicts 5 subdual damage from fatigue.

Magic Training - Includes Prestidigitation in the list known. It also makes one arcane class a favored class for those with magic training.

Multispell - Each use after the first in the same round inflicts 10 subdual damage from fatigue.

Pierce Magical Concealment - Each use inflicts 10 subdual damage from fatigue.

Pierce Magical Protection- Each use inflicts 10 subdual damage from fatigue.

Polyglot - Prerequisites changed to 25 ranks in Speak Languages.

Stigmata - Old prereqs dropped. New: Prereqs: GM award as bonus feat to player.

Storm of Throws - When attacking more opponents than you have base attacks plus two, this inflicts 5 subdual damage as fatigue for each additional target.

Stunning Fist / Strike - The Fort save DC is changed to DC 5 + Damage Done.

Swarm of Arrows - When attacking more opponents than you have base attacks plus two, this inflicts 5 subdual damage as fatigue for each additional target.

Tracking - DCs are modified as follows: Firm Ground 20, Hard Ground 40, Very Hard Ground 60, Being without Tracks 80. Very hard ground would be a polished marble floor that is indoors, clean, and does not scuff; as opposed to Hard ground which does scuff, all you are tracking is material left by the target. Being without tracks is like a Pass without Trace. Additional modifiers: Each other person passing over the trail +1, Tracked party hides trail (moves half speed) +1/2 their Track roll, Tracked party hides trail (moves 3/4 speed) +1/4 their Track roll.

Uncanny Accuracy - Each use inflicts 10 subdual damage from fatigue.

Item Creation - Item Creation feats from the all books are now epic feats. Epic Item Creation feats no longer have the basic feats as prerequisites. Selling a created item is x2 book cost. Creation cost is still half book cost. XP cost is 5% (1/20th) now. Finally researching items created is required (and this is done for free by the person doing the creating) with a Spellcraft check DC 20. This tells the creator if the item is viable or not. Attempting to create an unviable item results in a cursed item. See also Magic Item Creation


New Skills and Skill Changes

Appraise: New modifiers for the skill.
Each level of masterwork above Fine, +5 DC.

Bardic Knowledge: Bardic Knowledge and any other similar Lore skill is treated as a skill for synergy effects on other Knowledge skills. It represents knowledge outside that of other skills. E.g. Childhood nicknames of powerful mages, stories about the cottage at the end of the trail in the dark woods, etc. The bonus is +2 when a bard has 5 levels of Bardic Knowledge or Lore. The bonus increases +2 every 5 levels above that. Abilities which are based on bardic knowledge work ths same way as this, and stack.

Craft (Bookbinding): This is an additional craft specialization which is used to join the covers, bindings, and slip case, with the pages and the writing on the pages. It is not used to make this material, it is assumed that all of that is purchased. Creating each part is just like a regular crafting roll, except the full value is paid for materials, as shown on the equipment table. The base DC's are listed in the equipment section. A penalty (meaning that it is only taken into account when making the book, not selling it) to cost is applied based on the source material and how that relates to the creators native toungue, region, and the type of language. This penalty is only applied to the pages, because it effects writing (any writing on the cover, binding, or slip is considered inconsequential, unless it is a full page, then just add the equivelant pages to the page count for the internal pages). Any alchemical or spell protection put on the books is done using Craft (Alchemy) or other skill, such as Pungent, Waterproof, etc.
Cost Penalties: +50gp if language is not your native language (or a bonus language from your home region), +50gp if language is not using the same alphabet as your native language, +100gp if the language cannot be bought with Speak Language (indicating it is a difficult one). Penalties are cumulative.

Decipher Script: is a difficult and slow process, usually only posessed by the most brilliant savants (those that can look at a page and decipher it instantly). Modifiers:
Decipher a line of text (half the time after first line):
  • In a round DC +30
  • In a minute DC +10
  • In five minutes DC +0
Decipher a page of book text (half time after first page):
  • In a round DC +50
  • In a minute DC +30
  • In five minutes DC +10
  • In ten minutes DC +0

Heal: The Heal skill now requires the use of a Healers Kit to be performed without penalty. Without a healer's kit, the character is at a -4 to the skill roll. Performing the skill check with an improvised healer's kit is a -3 to -1 penalty at the GM's discretion.

Knowledge (all): A Knowledge check is instant per PHB, unless a library is used, in which case each check takes 1/5 of a chit (or half an hour).

Knowledge(Astrology): Knowledge of the relation of the position of the stars, moon, sun, and planets, can be used to make many kinds of horoscopes. GM rolls secretly and informs players what they believe is correct. This skill is widely used for determining the meanings of omens, signs, stars, and days for which endevors should be carried out. Astrology cannot be used untrained.

Knowledge(Divination): Interpretation of diffrent signs can give characters knowledge of upcoming events. Each individual method is a seperate skill. So someone could take Knowledge(Libranomancy) and put 10 points in it, but that would give them zero points in Knowledge(Haruspication). Divinations usually take one hour to work up, but taking longer or going faster give bonuses or incur penalties respectively. If repeated questions are asked about the subject the same day, the "vibes" are muddled and incurs a medium penalty. Questions about the past and future are harder as well the further in the future or past they are. Divinations cannot be used untrained.
Types of Divination:

  • Taliomancy, is divination through the Talis Deck, giving yes-or-no answers and sometimes hints about the motivations and physical appearance of those important to the subjects future. The only equipment required is a Talis deck of cards. It is highly personal and incurs -5 penalty when not performed in their presence. It is a personal divination and answers questions about a person or a couple.
  • Haruspication is divination by examining the entrails of slaughtered animal (must be at least 20 lbs). It is illegal in many areas, particularly elven areas. Only one question per animal.
  • Molybdomancy is divination by examining the shape taken by molten metal when poured into cold water. Requires forge, metal, and cold water. Common among dwarves.
  • Oneiromancy is interpretation of the user's own dreams. Only one question per night, and there is a 50% chance that the character will dream at all.
  • Pyromancy is divination by staring into fire. It may produce a vision or sounds of a voice from the flames. Small amounts of rare herbs (10 gp per attempt) must be burned, and questions are at a penalty to skill unless something pertaining to the question is also burned.
  • Rune Casting is divination by means of runestones. The user must have a bag of 25 runestones which is a complete set.
  • Arithmancy or numerology is a personal divination, and is divination by the various numbers that define an individual, including those derived from name, and birthday. If the birthday is not known, there is a large penalty to skill.
  • Chiromancy is divination by reading the lines on a persons left hand. It is a personal divination. If for some reason the left palm is unavailable, there is a large penalty.
  • Graphology is reading the handwriting of someone to gain information about them. At least 30 words are required and the signature must be among them. It is a personal divination.
  • Pedomancy is divination by examining the footprint of the person. It is a personal divination. The footprint shold be done in clay. If not in clay there is a small divination.
  • Geomancy is divination by examining the earth. This may only be practiced on bare ground, and requires an area of open soil at least 3 feet by 3 feet. Divination is by examining the reaction of soil left to traces of paterns in it. It also requires a silver rod (10gp) to properly trace the symbols, without that there is a large penalty. Likewise overly wet or dry earth is at a small penalty to a large penalty.
  • Aeromancy is divination by air. It is performed outdoors, in solitude, but need not be on the ground. In fact, being on a tall building might help. Information gained is in the form of visions or voices.
  • Hydromancy is divination by water, or more specifically, the motion of water. This is not the same as using water as a substitute for a crystal ball. Normally a brook or river is observed, but underwater rivers work too. If a tub or basin is used, 800gp of blue or clear gemstones is required, and they must be dropped in to create the motion. Unlike herbs used for pyromancy, these can be reused. Hydromancy can be used in any setting and does not require solitude.
  • Belomancy is divination by tossing a handfull of arrows and examining the pattern they form as they fall. It requires at least 20 arrows.
  • Botanomancy requires the burning of the branches and leaves of a tree, about 2 pounds worth, and the observation of the burning and the ashes.
  • Gastromancy requires a willing subject. The subject is placed in a trance, after which he will utter things in a prophetic and cryptic nature. After the divination, the subject is fatigued.
  • Lithomancy is divination by the examination of cast gemstones on black cloth. The black cloth must be worth 100 gp, and the gems 2000 gp, but colored glass can be substituted at a large penalty.
  • Libranomancy is divination through the examination of smoke from incense. It requires 5 gp of incense, and still air while the divination takes place.
  • Retromancy is unknown.

Knowledge (Local): Of each individual city or geographical feature is gained for every two points in the skill, much like Perform. It must be specified. E.G. Chondath, The North, Mallory, etc. This is a class skill for everyone.

Knowledge (Religion): New uses for the skill.
Identify greater holy day of your own religion, DC 10. 1 step down from highest, +5 DC. 2 steps down from highest, +10 DC
Identify greater holy day of other Greater Gods within your pantheon DC 15. Intermediate Gods, your pantheon DC 20. Lesser God, your Pantheon DC 25. Gods not of your alignment +10 DC. Gods not in your pantheon +10 DC. If god has Trickery Domain +10 DC.
Identify Dogma or Profile as above but +5 DC. This also tells holy symbol, favored weapon, and basic knowledge of god.
Identify Domains as above but +5 DC. This provides more detailed knowledge than the Dogma or Profile.

Knowledge (Tactics): Is a new Knowledge skill that is used to determine initiative in combat between sides. The person with the highest skill on each side rolls, with others assisting (or epic assisting) if desired. The winner goes first and gets Tactics bonuses equal to a Bless Spell for as long as they are conscious and as long as the combat lasts. This is a class skill for Fighthers, Warriors, Rangers, and Paladins.

Perform(Dance) is class skill for all

Perform(Comedy) is class skill for Halflings

Perform(Sing) is class skill for Elves

Perform(Oratory) is class skill for Dwarves

Perform(Comedy) is class skill for Gnomes

Perform(one of choice) is class skill for humans

Profession (Herbalism) gives a +2 to Heal checks if you have the requisite materials.

Profession (Scribe) can be used to copy or craft the writing on new pages of a book. Cost is per the material and the source material, as Craft (Bookbinding), but only for copying the pages.

Spellcraft: New modifiers for the skill. Illusion spells are always considered exotic and as seen for the first time, unless you're looking at an identical illusion. Spells with a persons name in the title are considered exotic. Common spells are usually 4th level or less, rare spells are 5th through 7th level, and exotic spells are 8th level and higher. Spells not from a "complete" book or the PHB are one category higher.
Identify a spell cast that is not on your spell list, +5 DC.
Identify a spell cast that you do not know, +5 DC.
Identify a spell you are seeing for the first time, +10 DC.
Determine just the school, and subtypes of the spell, -15 DC.
Identify a spell, item or power using a "common" spell, +0 DC.
Identify a spell, item or power using a "rare" spell, +10 DC
Identify a spell, item or power using a "exotic" spell, +20 DC

Spot is used as a free action.

Spot and Listen: Range penalties are change to +1 to DC for every 10 ft up to 100 ft, +1 to DC for every 100 ft after that to 1000 ft, +1 to DC for every 1000 ft after that to 10,000 ft, etc. Size modifiers are added so that every 10 ft of size over 10 ft is -1 to DC up to 100 ft, then another -1 for every 100 ft over 100 ft up to 1000 ft, etc.

Tumble - The tumble check now sets a DC for a Reflex save equal to 10 + the Tumble result. If the defender makes it, they get an Opportunity Attack as normal. Tumblers still move at half speed, but the DC no longer goes up for each opponent; though they must reroll for each opponent they move past.


New Special Abilities and Special Ability Changes

Voluntary Poverty: Two of the powers of Voluntary Poverty (BoED pp. 29-31) are herin changed. Sustenence (Ex) gained at fifth level does not remove the need to eat and drink, instead it provides the character a Spiritual Endurance, which is like the feat Endurance, except the bonus is a Insight bonus. Second, Greater Sustenence (ex) gained at 12th levelno longer removes the need to breathe, instead it increases the Insight bonus gained previously to a +8.

Spell Resistance: Against energy type attacks (acid, cold, electricity, fire, and sonic) Spell Resistance does not attack.

Hide in Plain Sight: Melee attacks can make use of the sniping rule, and drop right back into the shadows with the -20 modifier after the attack. Using Spring Attack eliminates the penalty. Sniping only allows a single melee attack because the attacker must start more than 10 ft. away; same with Spring Attack. To move, full attack, and then move back again requires something similar to Dire Charge and Heroic Surge, and would still take the -20 penatly.

Oath Circle: This is the ability granted to each member of the circle once the applicable Ritual is completed. All members get the oath bonuses listed below. Bonus Oath feats are gained every twelve levels (at 12th, 24th, 36th, etc). Heroes must have completed Rite of One to gain the bonus 12th level feat. Feats can be gained retroactively. Completion of the Rite of One allows members to form an Oath Mythal.
The oath is: "Unto death, that each of us will fight for the other; never leaving one behind; fighing for the safety, freedom, and protection of the people of <insert the Circle's region here>." Breaking the oath prevents further acquisition of xp, and incurs two negative levels and the loss of all benefits (including the feats and access to Oath Mythal) from the special ability, that cannot be regained until it is atoned for suitably.

At least two members of an Oath Circle must survive for new mythals to be created.

The ceremony for creating an Oath Circle must be done at a place of power, and consecrated to the patron dieties of each of the members (thus it requires a cleric of the faith of each member or member to be). Each ceremony must be preeceeded by twenty-four hours of fasting, and drinking nothing but water. The ceremony itself lasts twenty-four hours and eleven minutes, and each partisipant must give all of their spells or available spell slots, as well as dance, sing, chant for the whole duration (or until they pass out). At the completion of the ceremony, each member is woken and they gather in a circle and recite the oath as a whole. When the last word is spoken, the ritual is complete. Any interruption requires the ritual to be started over. Rituals also involve great celebrations held by the participants for the friends and faithful involved. Cost is level x 500gp. After the first time a ritual is completed cost for celebrations is halved.

The rituals are:

  1. Initiation Rite Minimum level 2; +2 save vs. fear effects.

  2. Rite of Responsibility Minimum level 5; +2 save against Death Effects.

  3. Rite of Maturity Minimum level 8; +2 bonus to initiative.

  4. The Rite of One Minimum level 11; the first Oath Feat can be gained after this.

  5. The Rite of the Bond Minimum level 14; a +5 to Charisma for Reputation tests.

  6. The Rite of the Oath Minimum level 17; a +2 Dodge bonus to armor.

The rituals must be completed in order. A maximum of one ritual can be completed per level. You can only be a member of one Oath Circle at a time. The bonuses above are gained upon completion of the given Ritual. It is believed there are more Oaths beyond this, though what they are is not known by most.

To join an Oath Circle or replace a lost member is as above, but the person must be with them for a period (minimum of one level). Cohorts and followers can join an Oath circle in the same manner as a new person replacing a lost member. The entire circle must agree to allow admitance, and the new members must make the oath. The entire circle must then go through the ritual again.

Oath Mythal (Su): Members of a circle may create an Oath Mythal as a single magic item (according to all rules in the DMG and the God of Magic's approval) which all members gain the benefit of. There is no physical object, but a connection to the Weave they all share. Oath circle members must pay gp cost like it is an ancestral relic for the enchantments, the cost is shared evenly among oath circle members. The total xp cost is divided by the number of oath members at the time. The limit on enchantments is as an Ancestral Relic, where the level is the number of Rites they have completed plus three. An Oath Mythal is considered a new slot for cost purposes.

Fletching: (Peerless Archer Special Ability) There is no gp cost for enchanting arrows, and construction costs are halved. XP cost is then based off of the new cost of construction.


Spell Changes

Spells: Spells from PHB, BoED, CA, CD, CAd, RoS, RoD, RotW, LM, Dra, FRC, PGtF, MoF, RoF, FaP, SiM, and UaE books are all allowed, though see Unknown Spells below.

Spells which are Unknown: Beings who are not Lords of an Inner or Outer Plane cannot yet use the following spells:

Outsiders of 10 HD or more can still use spells marked with *

Aerial Alacrity Aerial summoning dance Alter Self Anticipate Teleportation
Anticipate Teleportation, Greater Arrow Mind Arrow Storm Astral Projection *
Binding Chain of Fate Blade Storm Blink, Greater Brilliant Aura
Brilliant Blade Circle of Healing City Stride Cloak of the Sea
Cloudwalkers Comprehend Languages Cure/Inflict Critical Wounds, Mass Cure/Inflict Serious Wounds, Mass
Daggerspell Stance Death Pact Dimension Door Dragon Flight
Duelward Earth Hammer Earth Glide Eladrin Form
Elminster's Effulgent Epuration Enduring Flight Energy Drain Ensul's Soultheft
Ethreal Jaunt * Ethrealness Eye of Stone Fiendform
Fire Stride Fire Wings Flight of the Dragon Fly
Fly, Mass Gate * G'elsewhere Chant Gemjump
Ghostform Guided Shot Harm Halaster's spells et al
Harmonize Harmonize, Greater Heal Heal, Mass
Improved Blink Jhanifer's Deliquescence Jumpgout Khelben's Dweomerdoom
Laeral's Crowning Touch Laeral's Silver Lance Last Breath Lively Step
Lutzaen's Frequent Jaunt Master Air Master Earth Mastery of the Sky
Mordenkainen's Disjunction Nightstalkers Transformation Overland Flight Phantom Steed
Phantasmal Stag Plane Shift * Polymorph * Polymorph Any Object *
Quickshift Raise Dead Refuge Reincarnate
Remedy Moderate Wounds Renewal Pact Repair Critical Damage Repair Moderate Damage
Repair Serious Damage Restoration, Greater Restoration, Mass Resurrection
Second Wind Shapechange * Sheltered Vitality Simbul's Synostodweomer
Soul Bind Speechlink Spiderform Spidershapes
Stonewalk Stormrage Teleport Teleport Circle
Teleport Greater Teleport Object Timestop Tongues
Translocation Trick Transport Via Plants Tree Stride Trobriand's Baleful spells et al
True Creation True Resurrection Vigor Vigor, Greater
Vigor, Leser Vigor, Mass Lesser Vigorous Circle Walk the Mountain's Path
Wind at back Wind Walk Winged Mount Word of Recall
Wraithstrike


Nor can they use spell like abilities, extraordinary, or supernatural abilities which make use of these spells.

  1. Convert Wand (BoED): Wands of a given spell level convert to the equivelant level spell from the Healing Domain.

  2. Detect Alignment: The four types of alignment detection spells cannot be used on creatures of your type who have 'moderate' alignments. Thus undead cannot detect alignment of other undead who have moderate or faint auras. Likewise humanoids cannot detect alignment of other humanoids who have moderate or faint auras.

  3. Detect Magic: The spell works as described except with relation to Illusion auras. It will only acknowledge the presence/absence of Illusion auras. They are not counted in the number of different auras or indicated as the most powerful aura. Last their strength and location is not determined, so they cannot be identified with a Spellcraft check.

  4. Disintegrate: The spell works like the 3.0 spell, disentegrating the whole target, but with damage based on level per 3.5 rules.

  5. Dispel Magic, and Greater: In the spell (PHB pp. 223), the only two options available are Targeted Dispel, and Counterspell; and if the spell is used as a Targeted Dispel it is only against one spell or magic item at a time. It cannot dispel every spell on a creature at once. They can be targeted as "The highest spell on the target x" or "I dispel his Haste". If attempting a specific spell, it must be known via a Spellcraft Check or Arcane Sight, otherwise if a spell is mis-named, the entire Dispel fails.

  6. Domain Spells: Some domain spells are changed as follows:
    Family 7 -> Mordenkainen's Mansion.
    Community 7 -> Mass Spell Resistance.
    Magic 9 -> Srinshee's Spell Shift (Lost Empires of Faerun)
    Travel 3 -> Traveler's Mount.
    Elf 4 -> Celebration.
    Healing 1 -> Delay Poision.
    Healing 2 -> Cure Minor Wound.
    Healing 3 -> Cure Light Wound.
    Healing 4 -> Cure Moderate Wound.
    Healing 5 -> Cure Serious Wound.
    Healing 6 -> Cure Critical Wounds.
    Healing 7 -> Restoration.
    Healing 8 -> Cure Light Wounds, Mass.
    Healing 9 -> Cure Moderate Wounds, Mass.
    Travel 4 -> Safe Clearing (MoF)
    Travel 5 -> Detect Crossroads and Backroads (MoF)
    Travel 7 -> Wind at Back (MoF)
    Travel 8 -> Control Weather
    Travel 9 -> Create Crossroads and Backroads (MoF)

  7. Freedom of Movement: Using the spell to break out of a grapple or pin ends the spell. The spell user can decide if they want to use this as a free action. This makes the spell (D) effectively.

  8. Healing: done through magic items, feats, special abilities, spell-like abilities, supernatural abilities, or extradorinary abilities is now modified as follows.
    • These abilities are dropped which duplicate spells that are banned (as above). For those abilities dropped an equivelant level spell (as close as possible) is given from the healing domain.
    • These abilities which use spells listed below are gained at two levels higher per level the spell is raised (this may make some epic or negate the ability.)
    • These abilities which just provide healing without listing a spell, are gained at six levels later as well.
    • Potions using healing spells (see below) cost half book cost to create.
    • Other magic items using any available healing spell (see below) are highly secret, never for sale, and coveted because of the extensive research required. At use, daily use, command word and other items are not known to have been created.
    • Epic Spells using the Heal or Life seeds increase their DC by x10 (none are known to have been created).
    • Innate spells cannot be healing spells.

    A Potion of Cure Minor Wouns is priced at 300 gp on the open market (and costs 75 gp to make).
    A Potion of Cure Light Wounds is priced at 1500 gp (and costs 375 gp to make).

  9. Healing Spells:
    The following spells are now two levels higher, cast as full round actions, and require a M and S component as described below:
    Aid * Cure/Inflict Light Wounds Cure/Inflict Minor Wounds Cure/Inflict Moderate Wounds
    Cure/Inflict Serious Wounds Delay Death * Estanna's Stew & Faith Healing
    Healing Touch (BoED) Healthful Rest & Insignia of Healing & Remove Addiction &
    Remove Blindness/Deafness & Remove Curse & Remove Disease & Remove Paralysis &
    Restoration, Lesser #


    The following spells are now three levels higher, cast as ten full round actions, and require a M and S component as described below:
    Blood of the Martyr (BoED) * Cure/Inflict Light Wounds, Mass Cure/Inflict Critical Wounds Death Ward *
    Energetic Healing (BoED) * Neutralize Poision # Refreshment (BoED) # Regenerate
    Rejuvination Cocoon (CD) * Remove Fatigue (BoED) # Repair Light Damage * Repair Minor Damage *
    Restoration # Revenance * Warding Gems *
    * = Not changed with S and M component below.
    & = Not changed with M component below.
    # = M component is cool wine, mead or water (1/4 gallon) not bandages.

    The somantic (S) component gained is the application of the material components (M) after a successful Healing check (DC 15) (S) to apply first aid and determine the nature of the wounds. The Healing check can be skipped but the healing spell will be half as effective (round down). The material components are 2 gp of bandages, gauze, poltice, or other simalcrum of a Healing Kit. Not using the M components halves the effectiveness of the spell (cumulative with above, so doing neither will have one fourth the effect of doing both.) Also see the Healing Domain.

  10. Meteor Swarm: Now does d8.

  11. Protection Spells: Protection from and Magic Circle Against spells protect those the opposite alignment component against all others. E.G. A Protection from Evil spell protects good people against people without the good component (neutral and evil people). I.E. Neutral people cannot be protected with these spells.

  12. Spell Immunity: is also Sor/Wiz 3.

  13. Greater Spell Immunity: is also Sor/Wiz 7.

  14. Traveler's Mount: does not negate damage from hustling or fatigue. The caster has the option of allowing their mout to mak no attacks for the duration of the spell and doubling the duration, or not.

  15. Spell Resistance: is also Sor/Wiz 4.

  16. Summon Spells: See Individualized Summoning Lists.

  17. Telekenetic Sphere: Each minute of flight, or part of a minute of flight, will reduce the duration by ten minutes.

  18. Wish: can be cast with great periods of time passing between each casting, and the bonuses still stack. However, no more than two wishes can be used on a stat until a level raise has been spent on that attribute.

  19. Learning New Spells: Spells of sixth level or greater can never be purchased, and guilds do not just sell them. All spells must be cleared with the GM before they are added to the spellbook or spell list of the caster.
    Step 1: Decipher Spell (Read Magic or Spell Craft DC 20 + spell level)
    Step 2: Study Spell (takes 1 day = 6 chits) Spell Craft check (DC15 + spell level) [incl +2 in appropriate specializiation]
    Step 3: Write Spell into book. 1 day + 1 day per spell level (0 level takes 1 day). Takes 2 pages per spell level, costs 100gp per page.
    In most cases, wizards charge a fee for the privilege of coyping spells from their spellbooks. This fee is usually equal to the spell's level x 50gp, though many wizards jealously guard their higher-level spells and may charge much more, or even deny access to them altogether. Wizards friendly to one another often trade access to equal-level spells from each other's spellbooks at no cost.

  20. Creating New Spells: Creating new spells requires a Spellcraft Check and the approval of the god of Magic. The Spellcraft DC is 20 + (spell level x 10). DC Modifiers: +20 if you do not have Spell Focus in the school being researched, -10 if you have Epic Spell focus in the school being researched, -10 if you have Greater Spell Focus in the spell being researched; modifiers are cumulative. An Arcane labratory and a Arcane library are required to do this work. Cost: Spell research takes sixty time chits per spell level. It costs 1,000 gp per spell level; success or failure consumes the entire amount. XP cost is 1/25 of the gp cost. Time to record a newly researched spell is double normal.

  21. Maximum Spell Effects

    Spells have effects based on caster level but don't list a "cap" to these effects. Consider adding the following maximum spell effect caps to your game to keep these spells in line with their appropriate power level. Level eight spells raise the maximum damage to xd8+25.

    Augury: The base chance for receiving a meaningful reply is 70% +1% per caster level, to a maximum of 90% at 20th level or higher.

    Bigby's Clenched Fist/Bigby's Grasping Hand: The attack bonus of either spell is equal to your level up to 20th, then +1 per 2 levels thereafter. (Effectively, the attack bonus is equal to the base attack bonus of a fighter of your caster level.)

    Fire Shield: The damage dealt to attackers tops out at 1d6+20 points of damage.

    Protection from Elements: This spell's maximum amount of damage absorbed tops out at 20th level (240 points).

    Regenerate: This spell cures a maximum of 1d8+35 points, rather than 1d8+20.

    Wall of Ice: Just as for wall of fire, a creature passing through a wall of ice should suffer a maximum of 1d6+20 points of damage.

  22. Ceremonies and Rituals: Will be available to all applicable casters per rules in Spells and Spellcraft by FFG p. 73-83.

  23. Wards: Will be available to those with the feat per rules in Spells and Spellcraft by FFG p. 84-88.


Magic Item Changes

Magic Item Creation: When a single additional power, and for every additional power, that is added to a magic item, double the cost of every power on the item. The only features that are not doubled are weapon and armor special abilities, and weapon and armor enchantment bonuses.
E.G.
- Putting jumping and climbing on a ring double the cost of each.
- Putting jumping on a sword +1 Keen doubles the cost of jumping but neither the +1 or Keen.
- Putting jumping and climbing on a suit of celestial +1 chainmail doubles the cost of the jumping and climbing but neither the celestial or +1.
As always seek GM approval for items and Research them.


Drawbacks and Distinctions



New Domains

Human Domain

Deities: Azuth, Chauntea, Deneir, Eldath, Gond, Helm, Ilmater, Lathander, Lliira, Milil, Mystral, Oghma, Selune, Silvanus, Sune, Tempus, Torm, Tymora, Tyr, Waukeen, Bhall, Bane, Myrkul, Mask.
Granted Power: One bonus feat.

Human Domain Spells
1 Magic Weapon
2 False Life
3 Heroism
4 Spell Enhancer (MoF)
5 Leomund's Secret Chest
6 Improvisations (S&S)
7 Fortunate Fate (MoF)
8 Moment of Prescience
9 Wish



New Spells



Optional Rules being Used

Pages are from Unearthed Arcana. Rules not cited here are not being used.




E M P O W E R E D _ by GURPS by Steve Jackson Games



© Perpetual copyright 5,000 B.C. (Sumerian copyright) to and including 2057 A.D., Jeff Brawley, Minneapolis, Minnesota, United States. All rights reserved under penalty of whatever I can get in the cheapest court, with the meanest judge, in your jurisdiction.