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<blockquote data-quote="Ghostknight" data-source="post: 1418901" data-attributes="member: 15338"><p><strong>Info posted in other thread. Please use thise thread from now on until IC play start</strong></p><p></p><p>So far we have four players. I will take a couple more and then close recruitment and will just list alteranates</p><p></p><p>Fangor: Sounds Fine</p><p></p><p>PugioilAudacio: Don't worry about the FR stuff. I only listed it because I am pulling the stats for the Aasimer and Tiefling from there. A couple of the regional feats also fit in but nothing major in terms of game mechanics. The rest of the book is ignored. So I am talking about maybe four or five pages, at this point it looks like I will be the only one using them for my development (evil DM thought - players without reference material <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite6" alt=":cool:" title="Cool :cool:" loading="lazy" data-shortname=":cool:" /> )</p><p></p><p>Jemal: Nope 3.5. For the notes on FR look above. The little bit that I am taking does not need conversion to 3.5. Also, no regional restrictions on feats but if you want a specific feat from the FR book let me know what it is first. </p><p></p><p>A quick list of included feats is:</p><p></p><p>Artist (+2 bonus perform checks and to one craft skill of your choice)</p><p>Blooded (+2 initiative, +2 on spot)</p><p>Bloodline of fire (1st level only, +4 bonus on save vs Fire, +2 DC to sorcerer spells with fire descriptor)</p><p>Daylight adaptation (Removes daylight penaties if you are a race with such penalties e.g. Drow)</p><p>Imporved Familiar (see book for details)</p><p>Innate Spell (Pre: Quicken Spell, Silent Spell, Still Spell. Effect: Cast spell as innate ability. Spell is cast once per round as a spell like ability. Uses a slot eight levels above spell level. XP cost per spell paid if necessary, focus not needed, negligble cost material component not needed.)</p><p>Luck of heroes (+1 bonus on all saving throws)</p><p>Magical Artisan (Pre: Any item creation feat. Effect: 75% cost in XP and raw materials for one item creation feat. May be taken multiple times for additional item creation feats.)</p><p>Resist poison (take at 1st level only, +4 Fort save vs poison)</p><p>Signature Spell (Pre: Spell Mastery. Effect: Choose a spell that you have spell mastery. Can convert other spells of that level into that spell as cleric does with cure spells)</p><p>Snake blood (Yuan Ti blood with no visible signs. 1st level only. +2 Fort save vs poison, +1 bonus on reflex saves)</p><p>Stealthy (+2 bonus on hide and move silently checks)</p><p>Strong Soul (+1 bonus on Fort and Will saves and an additional +1 bonus vs energy draining and death effects.)</p><p>Survivor (+1 bonus on fortitude saves and +2 bonus on Wilderness lore checks).</p><p></p><p>As for hit points - take max to third level. Thereafter the die result below plus con modifier i.e for d4 - 3, d6 - 4, d8 - 6, d10 - 8, d12 - 10</p></blockquote><p></p>
[QUOTE="Ghostknight, post: 1418901, member: 15338"] [b]Info posted in other thread. Please use thise thread from now on until IC play start[/b] So far we have four players. I will take a couple more and then close recruitment and will just list alteranates Fangor: Sounds Fine PugioilAudacio: Don't worry about the FR stuff. I only listed it because I am pulling the stats for the Aasimer and Tiefling from there. A couple of the regional feats also fit in but nothing major in terms of game mechanics. The rest of the book is ignored. So I am talking about maybe four or five pages, at this point it looks like I will be the only one using them for my development (evil DM thought - players without reference material :cool: ) Jemal: Nope 3.5. For the notes on FR look above. The little bit that I am taking does not need conversion to 3.5. Also, no regional restrictions on feats but if you want a specific feat from the FR book let me know what it is first. A quick list of included feats is: Artist (+2 bonus perform checks and to one craft skill of your choice) Blooded (+2 initiative, +2 on spot) Bloodline of fire (1st level only, +4 bonus on save vs Fire, +2 DC to sorcerer spells with fire descriptor) Daylight adaptation (Removes daylight penaties if you are a race with such penalties e.g. Drow) Imporved Familiar (see book for details) Innate Spell (Pre: Quicken Spell, Silent Spell, Still Spell. Effect: Cast spell as innate ability. Spell is cast once per round as a spell like ability. Uses a slot eight levels above spell level. XP cost per spell paid if necessary, focus not needed, negligble cost material component not needed.) Luck of heroes (+1 bonus on all saving throws) Magical Artisan (Pre: Any item creation feat. Effect: 75% cost in XP and raw materials for one item creation feat. May be taken multiple times for additional item creation feats.) Resist poison (take at 1st level only, +4 Fort save vs poison) Signature Spell (Pre: Spell Mastery. Effect: Choose a spell that you have spell mastery. Can convert other spells of that level into that spell as cleric does with cure spells) Snake blood (Yuan Ti blood with no visible signs. 1st level only. +2 Fort save vs poison, +1 bonus on reflex saves) Stealthy (+2 bonus on hide and move silently checks) Strong Soul (+1 bonus on Fort and Will saves and an additional +1 bonus vs energy draining and death effects.) Survivor (+1 bonus on fortitude saves and +2 bonus on Wilderness lore checks). As for hit points - take max to third level. Thereafter the die result below plus con modifier i.e for d4 - 3, d6 - 4, d8 - 6, d10 - 8, d12 - 10 [/QUOTE]
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