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<blockquote data-quote="Cbas_10" data-source="post: 3916805" data-attributes="member: 55767"><p><strong>Classes, Feats, and other Character Creation Bits</strong></p><p></p><ul> <li data-xf-list-type="ul"><strong>Character Traits:</strong> Players may choose up to two character traits (as per the <em>Unearthed Arcana</em>) at 1st level and may choose a third at 10th level. Characters are not required to take these traits.</li> </ul> <ul> <li data-xf-list-type="ul"><strong>Flaws:</strong> Players may select flaws in place of one or more of the traits available to take (characters may have a maximum of 2 traits and/or flaws at 1st level and may choose either a trait or a flaw at 10th level). As per the <em>Unearthed Arcana</em>, each flaw provides a bonus feat.</li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong>Weapon Group Feats:</strong> I use the rules for weapon groups instead of the standard class proficiencies (as per the <em>Unearthed Arcana</em>).</li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong>Unearthed Arcana Class level Variants:</strong> I allow the use of these two types of variant levels from the <em>Unearthed Arcana</em>. In fact, I use these instead of allowing the templates from the Monster Manual (such as half-fiends, half-dragons, celestial templates, etc). I also allow the use of variant classes and variations on special abilities.</li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong>Bards and Paladins are Prestige Classes:</strong> Bards and paladins are no longer base classes; they are prestige classes, as described in the Unearthed Arcana.</li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong>Playable Expert Class:</strong> Commonly, players in my games take on roles or expand character concepts into areas outside of the typical “adventurers.” The Expert NPC class from the DMG is a good start for a playable class that centers on skills and occupations for characters. The following changes and additions are to be made to the description in the DMG: <br /> Instead of having only Will saves as the class’s “good” save, the player may choose which one of the save types will be the character’s “good” save. <br /> Instead of a base of 6 skill points, the PC Expert would have a base of 8 skill points. <br /> At 10th and 20th levels, they gain the Skill Mastery ability (as from the Rogue class). <br /> The Expert gains bonus feats at the same rate that fighters get bonus feats (1st, 2nd, 4th, 6th, etc). Bonus feats may be chosen from the following list: any of the feats that give +2 to two different skills, Great Fortitude, Iron Will, Leadership, Lightning Reflexes, Run, Skill Focus, Toughness, and Track (from the Stronghold Builder’s Guide: Landlord, and from the DMG2: Apprentice, Business Savvy, and Mentor). <br /> When multiclassing, the Expert class is never included in any calculations for possibilities of XP penalties due to multiclassing. In fact, this class is mostly built for multiclassing PCs and for a more realistic representation of the real “experts” in various fields.</li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong>Epic Changes:</strong> According to the ELH, it seems that the game changes to a Superheroes game at epic levels. Yes, epic characters are super characters of a sort, but the ELH seems to artificially elevate this. As such, there are a couple of changes I make for 21st level characters and up. First thing: while magical items of that magnitude still require separate feats (and I keep the definitions of what an Epic Item is), I don’t like the sudden multiplier by 10 to all costs. Second thing: Epic spells are gone. If one of those spells are appropriate to a game, I’ll make it a 10th, 11th, 12th, or whatever level spell (and those spells will be available as per normal rules of the Improved Spell Capacity feat and my spell point system). When it comes to epic monsters and epic feats, I take all of these on a case-by-case basis; changes and exclusions would be akin to a book in and of itself.</li> </ul></blockquote><p></p>
[QUOTE="Cbas_10, post: 3916805, member: 55767"] [b]Classes, Feats, and other Character Creation Bits[/b] [list][b]Character Traits:[/b] Players may choose up to two character traits (as per the [i]Unearthed Arcana[/i]) at 1st level and may choose a third at 10th level. Characters are not required to take these traits.[/list] [list][b]Flaws:[/b] Players may select flaws in place of one or more of the traits available to take (characters may have a maximum of 2 traits and/or flaws at 1st level and may choose either a trait or a flaw at 10th level). As per the [i]Unearthed Arcana[/i], each flaw provides a bonus feat.[/list] [list][b]Weapon Group Feats:[/b] I use the rules for weapon groups instead of the standard class proficiencies (as per the [i]Unearthed Arcana[/i]).[/list] [list][b]Unearthed Arcana Class level Variants:[/b] I allow the use of these two types of variant levels from the [i]Unearthed Arcana[/i]. In fact, I use these instead of allowing the templates from the Monster Manual (such as half-fiends, half-dragons, celestial templates, etc). I also allow the use of variant classes and variations on special abilities.[/list] [list][b]Bards and Paladins are Prestige Classes:[/b] Bards and paladins are no longer base classes; they are prestige classes, as described in the Unearthed Arcana.[/list] [list][b]Playable Expert Class:[/b] Commonly, players in my games take on roles or expand character concepts into areas outside of the typical “adventurers.” The Expert NPC class from the DMG is a good start for a playable class that centers on skills and occupations for characters. The following changes and additions are to be made to the description in the DMG: Instead of having only Will saves as the class’s “good” save, the player may choose which one of the save types will be the character’s “good” save. Instead of a base of 6 skill points, the PC Expert would have a base of 8 skill points. At 10th and 20th levels, they gain the Skill Mastery ability (as from the Rogue class). The Expert gains bonus feats at the same rate that fighters get bonus feats (1st, 2nd, 4th, 6th, etc). Bonus feats may be chosen from the following list: any of the feats that give +2 to two different skills, Great Fortitude, Iron Will, Leadership, Lightning Reflexes, Run, Skill Focus, Toughness, and Track (from the Stronghold Builder’s Guide: Landlord, and from the DMG2: Apprentice, Business Savvy, and Mentor). When multiclassing, the Expert class is never included in any calculations for possibilities of XP penalties due to multiclassing. In fact, this class is mostly built for multiclassing PCs and for a more realistic representation of the real “experts” in various fields.[/list] [list][b]Epic Changes:[/b] According to the ELH, it seems that the game changes to a Superheroes game at epic levels. Yes, epic characters are super characters of a sort, but the ELH seems to artificially elevate this. As such, there are a couple of changes I make for 21st level characters and up. First thing: while magical items of that magnitude still require separate feats (and I keep the definitions of what an Epic Item is), I don’t like the sudden multiplier by 10 to all costs. Second thing: Epic spells are gone. If one of those spells are appropriate to a game, I’ll make it a 10th, 11th, 12th, or whatever level spell (and those spells will be available as per normal rules of the Improved Spell Capacity feat and my spell point system). When it comes to epic monsters and epic feats, I take all of these on a case-by-case basis; changes and exclusions would be akin to a book in and of itself.[/list] [/QUOTE]
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