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Arcana Evolved - Thoughts?
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<blockquote data-quote="Henry" data-source="post: 2088867" data-attributes="member: 158"><p>I wrote up a thread in the d20 Systems forum that tells about the most major changes. But in a nutshell:</p><p></p><p>Evolved Levels - the returned Dragons can use mysterious powers to "evolve" all races including humans to 3 extra racial levels.</p><p></p><p>New race - the Dracha - think weaker half-dragons. At 4-6th racial levels they breathe fire.</p><p></p><p>Mojh - added INT and caster level boosts to race levels, took away fire breath.</p><p></p><p>All classes get abilities out to 25th level; hit dice and BAB keeps improving, unlike Epic levels.</p><p></p><p>New class - Ritual Warriors. They have combat rituals - Free action abilities, max 1/round, gives them bonuses.</p><p></p><p>Warmains get some limited combat rituals at 13th level and up.</p><p></p><p>10th level spells now - everything from MASS DEVASTATION to permanently raising a castle overnight.</p><p></p><p>Minor tweaks to feats and skills here & there; all errata is now included.</p><p></p><p>I'm sure I missed something, but these are the highlights.</p><p></p><p>Oh, yeah, and metaplot advancement - the Dragons came back, said to the giants, <em>"Thanks for kicking out those nasty Dramojh; now git off'n of our lawn, ya mangy varmints. Go back to the east where ya belong!"</em></p><p></p><p>The Giants have, needless to say, not yet tendered a response.</p></blockquote><p></p>
[QUOTE="Henry, post: 2088867, member: 158"] I wrote up a thread in the d20 Systems forum that tells about the most major changes. But in a nutshell: Evolved Levels - the returned Dragons can use mysterious powers to "evolve" all races including humans to 3 extra racial levels. New race - the Dracha - think weaker half-dragons. At 4-6th racial levels they breathe fire. Mojh - added INT and caster level boosts to race levels, took away fire breath. All classes get abilities out to 25th level; hit dice and BAB keeps improving, unlike Epic levels. New class - Ritual Warriors. They have combat rituals - Free action abilities, max 1/round, gives them bonuses. Warmains get some limited combat rituals at 13th level and up. 10th level spells now - everything from MASS DEVASTATION to permanently raising a castle overnight. Minor tweaks to feats and skills here & there; all errata is now included. I'm sure I missed something, but these are the highlights. Oh, yeah, and metaplot advancement - the Dragons came back, said to the giants, [I]"Thanks for kicking out those nasty Dramojh; now git off'n of our lawn, ya mangy varmints. Go back to the east where ya belong!"[/I] The Giants have, needless to say, not yet tendered a response. [/QUOTE]
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