Character Creation
Characters for this game will be created at 1st level. If the average party level exceeds 1st level, characters will start at the average party level rounded down. Characters will be created using the following mechanics.
Ability Scores:
32 Point Buy.
Hit Dice
Maximize 1st.
Average on all others.
(d4 = 2.5, d6 = 3.5, d8 = 4.5, d10 = 5.5, d12 = 6.5)
Races
Aasimar*, Dwarf, Gray Elf, Goliath*, Halfling, Human, Tiefling*.
*Aasimar, Goliaths, and Tieflings are modified.
[sblock=Aasimar]Aasimar as Characters
-2 Constitution, +2 Wisdom, +2 Charisma.
Medium size.
An aasimar’s base land speed is 30 feet.
Racial Skills: Aasimars have a +2 racial bonus on Awareness checks.
Racial Feats: An aasimar gains feats according to its class levels.
Automatic Languages: Common, Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan.
Favored Class: Paladin.
No level adjustment.[/sblock]
[sblock=Goliath]Goliaths as Characters
+2 Strength, -2 Dexterity, -2 Charisma.
Medium size.
A goliath’s base land speed is 30 feet.
Goliath Grip: A goliath can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Racial Skills: Goliaths have a +2 racial bonus on Climb and Sense Motive checks.
Racial Feats: A goliath gains feats according to its class levels.
Automatic Languages: Common, Dwarven. Bonus Languages: Giant, Gnoll, Goblin, Terran, Undercommon.
Favored Class: Barbarian.
No level adjustment.[/sblock]
[sblock=Tiefling]Tieflings as Characters
+2 Dexterity, -2 Constitution, +2 Intelligence.
Medium size.
A tiefling’s base land speed is 30 feet.
Racial Skills: Tieflings have a +2 racial bonus on Bluff and Stealth checks.
Racial Feats: A tiefling gains feats according to its class levels.
Automatic Languages: Common, Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc.
Favored Class: Rogue.
No level adjustment.[/sblock]
Classes
Barbarian, Cleric, Druid, Fighter, Paladin, Ranger, Rogue, Spellthief, Swordsage, Warlock, Wizard.
[sblock=Barbarians]Barbarians gain Diehard as a bonus feat at 1st level even if he does not have the normal prerequisites for that feat. In addition, a barbarian's death threshold increases by 1 per barbarian level. (Ex: A 5th level barbarian would die at -15.)[/sblock]
[sblock=Clerics]Clerics lose their ability to spontaneously cast cure/cause wounds spells and their bonus domain spells per day. Instead, Clerics can spontaneously cast spells from their domains. All Clerics of good deities can select the Healing domain. All Clerics of evil deities can select the Destruction domain. In addition, once per day, clerics have the supernatural ability to smite with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per cleric level. Cleric and Paladin levels stack for the purpose of this smite.[/sblock]
[sblock=Druids]Druids will use the Wild Shape Variant: Aspect of Nature from Unearthed Arcanna.
Druids lose their ability to spontaneously cast summoning spells. Instead, each druid may choose a single domain from the following list: Air, Animal, Earth, Fire, Healing, Plant, Sun, Water, and Weather. Druids can spontaneously cast spells from their chosen domain. The druid also gains the domain's granted power, except as noted below.
* Druids who select the Animal domain or the Plant domain gain Skill Focus (Knowledge [nature]).
* A druid who chooses the Sun domain gains the ability to turn undead 1/day as a cleric of her druid level.
* Druids who select the Weather domain gain Skill Focus (Survival).[/sblock]
[sblock=Fighter]Fighters can change their favored weapon as a full round action. This means that a fighters weapon focus, improved critical, weapon specialization, and similar feats can all be changed in one full round action.[/sblock]
[sblock=Paladin]The four alignment based Paladin variants are available. The paladins Smite ability is not alignment restricted. Instead of turning/rebuking undead, Paladins turn/rebuke outsiders. Good paladins turn neutral and evil outsiders, and rebuke good outsiders. Evil paladins turn good and neutral outsiders, and rebuke evil outsiders. Paladins get the ability to turn/rebuke outsiders at 1st level a number of times equal to their charisma modifier. Paladins turn/rebuke as a cleric of their paladin level.[/sblock][sblock=Ranger]Rangers can switch their combat styles as a full round action.[/sblock]
[sblock=Rogue]Rogues can trade their sneak attack for fighter bonus feats at levels other than 1st.[/sblock]
[sblock=Spellthief]Unaltered.[/sblock]
[sblock=Swordsage]Unaltered.[/sblock]
[sblock=Warlock]Unaltered.[/sblock]
[sblock=Wizard]Wizards cannot specialize (become evokers/enchanters/necromancers/etc.) However, all wizards get to pick one domain from the list below. Wizards can spontaneously cast spells from their domain in place of other prepared spells. The wizard automatically adds each new domain spell to his list of known spells as soon as he becomes able to cast it. These spells do not count against his two new spells known per wizard level.
ABJURATION DOMAIN
0 - resistance;
1st - shield;
2nd - resist energy;
3rd - dispel magic;
4th - remove curse;
5th - mage's private sanctum;
6th - greater dispel magic;
7th - banishment;
8th - mind blank;
9th - prismatic sphere.
ANTIMAGIC DOMAIN
0 - detect magic;
1st - protection from chaos/evil/good/law;
2nd - obscure object;
3rd - dispel magic;
4th - lesser globe of invulnerability;
5th - break enchantment;
6th - antimagic field;
7th - spell turning;
8th - protection from spells;
9th - mage's disjunction.
BATTLE DOMAIN
0 - daze;
1st - true strike;
2nd - protection from arrows;
3rd - greater magic weapon;
4th - fire shield;
5th - interposing hand;
6th - transformation;
7th - power word blind;
8th - moment of prescience;
9th - time stop.
COLD DOMAIN
0 - ray of frost;
1st - chill touch;
2nd - chill metal (as 2nd-level druid spell);
3rd - sleet storm;
4th - wall of ice;
5th - cone of cold;
6th - freezing sphere;
7th - delayed blast frostball (as delayed blast fireball, but deals cold damage instead of fire damage);
8th - polar ray;
9th - comet swarm (as meteor swarm, but deals cold damage instead of fire damage).
CONJURATION DOMAIN
0 - acid splash;
1st - mage armor;
2nd - web;
3rd - stinking cloud;
4th - summon monster IV;
5th - wall of stone;
6th - acid fog;
7th - summon monster VII;
8th - maze;
9th - gate.
DIVINATION DOMAIN
0 - detect magic;
1st - detect secret doors;
2nd - see invisibility;
3rd - arcane sight;
4th - arcane eye;
5th - prying eyes;
6th - true seeing;
7th - greater arcane sight;
8th - discern location;
9th - foresight.
ENCHANTMENT DOMAIN
0 - daze;
1st - charm person;
2nd - hideous laughter;
3rd - suggestion;
4th - confusion;
5th - hold monster;
6th - greater heroism;
7th - insanity;
8th - mass charm monster;
9th - dominate monster.
EVOCATION DOMAIN
0 - light;
1st - magic missile;
2nd - flaming sphere;
3rd - lightning bolt;
4th - shout;
5th - wall of force;
6th - forceful hand;
7th - mage's sword;
8th - telekinetic sphere;
9th - crushing hand.
FIRE DOMAIN
0 - flare;
1st - burning hands;
2nd - scorching ray;
3rd - fireball;
4th - wall of fire;
5th - cone of fire (as cone of cold, but deals fire damage instead of cold damage);
6th - summon monster VI (fire creatures only);
7th - delayed blast fireball;
8th - incendiary cloud;
9th - meteor swarm.
ILLUSION DOMAIN
0 - ghost sound;
1st - disguise self;
2nd - invisibility;
3rd - major image;
4th - phantasmal killer;
5th - shadow evocation;
6th - mislead;
7th - mass invisibility;
8th - scintillating pattern;
9th - shades.
NECROMANCY DOMAIN
0 - disrupt undead;
1st - ray of enfeeblement;
2nd - false life;
3rd - vampiric touch;
4th - fear;
5th - waves of fatigue;
6th - circle of death;
7th - control undead;
8th - horrid wilting;
9th - energy drain.
STORM DOMAIN
0 - ray of frost;
1st - obscuring mist (as 1st-level cleric spell);
2nd - gust of wind;
3rd - lightning bolt;
4th - ice storm;
5th - control winds (as 5th-level druid spell);
6th - chain lightning;
7th - control weather;
8th - whirlwind (as 8th-level druid spell);
9th - storm of vengeance (as 9th-level cleric spell).
TRANSMUTATION DOMAIN
0 - mage hand;
1st - expeditious retreat;
2nd - levitate;
3rd - haste;
4th - polymorph;
5th - baleful polymorph;
6th - disintegrate;
7th - reverse gravity;
8th - iron body;
9th - shapechange.[/sblock]
Skills
Appraise and Search are now one skill. (Identify)
Diplomacy and Gather Information are now one skill. (Diplomacy)
Handle Animal and Ride are now one skill. (Handle Animal)
Hide and Move Silently are now one skill. (Stealth)
Listen and Spot are now one skill. (Awareness)
The synergy bonus from Handle Animal to Ride does not exist.
Feats
All non-core feats are by approval. The following feats no-longer exist: Alertness, Animal Affinity, Stealthy.
Prestige Classes
All prestige classes are by approval.
Wealth
Barbarian - 100
Cleric - 125
Druid - 50
Fighter - 150
Paladin - 150
Ranger - 150
Rogue - 125
Spellthief - 125
Swordsage - 125
Warlock - 75
Wizard - 75