Classes/Feats to allow in AU? Here's the ones I picked from the 5 original 3E splatbooks (Sword & Fist, Tome & Blood, Song & Silence,
Defenders of the Faith, Masters of the Wild) that I thought fit well with the feel fo the game. Changes needed to fit AU in parentheses
Prestige Classes:Sword & Fist:
Cavalier
Drunken Master (Combat Reflexes instead of Evasion)
Duelist
Gladiator
Halfling Outrider (Rename Faen Batrider, Faen not Halfling)
Lasher
Order of the Bow Initiate
Weapon Master (ignore all references to ki as no Asian style areas in game, WM is just someone very focused on their chosen weapon)
DMG: (Alterations as stated in The Diamond Throne)
Assassin
Loremaster
Shadowdancer
Masters of the Wild:
Geomancer (Knowledge Arcana and Nature 8, 3rd level simple spells)
Tempest (Defensive Move instead of Dodge, 2 Wpn Defense instead of Spring Attack)
Song & Silence:
Dread Pirate (Knowledge Sailing instead of Profession Sailor)
Dungeon Delver (Sneak/Tumble instead of Hide/Move Silently, Intuitive Sense not Blind Fight)
Thief-Acrobat (Combat Reflexes not Evasion) *alternately make Evasion a feat requiring Dex 15+*
Tome & Blood:
Acolyte of the Skin (No alignment needed, Knowledge Cosmology not Planes:Outer Planes)
*this feels right as there seem to be several concepts of trading power for responsibility or giving up bits of yourself.*
Pale Master (No alignment needed, Knowledge (Ceremony) not Religion)
Feats:Sword & Fist:
Circle Kick
Close Quarter Fighting
Death Blow
Dirty Fighting
Dual Strike
Eagle Claw Attack
Extra Stunning Attacks
Eyes in the Back of Your Head
Feign Weakness
Fists of Iron
Hold the Line
Improved Overrun
Improved Sunder
Knockdown
Monkey Grip
Off Hand Parry
Pain Touch
Pin Shield
Power Lunge
Prone Attack
Rapid Reload
Remain Conscious
Sharp Shooting
Shield Expert
Snatch Arrows
Throw Anything
Zen Archery
Masters of the Wild:
Brachiation (seems best for southern jungles)
Clever Wrestling
X Toughness
Greater 2 Wpn Fighting
Improved Swimming
Off Hand Parry
Wingover
Tome & Blood:
Arcane Defense
Augment Summoning
Extra Slot
Extra Spell
Greater Spell Penetration
Defenders of the Faith:
Improved Shield Bash
Shield Charge
Song & Silence:
Arterial Strike
Chink in the Armor
Expert tactician
Flick of the Wrist
Hamstring
Multicultural
Pyro
Quicker Than the Eye
Shadow
Snatch Weapon
Any opinions on these choices? Yes I know it all comes down to what I want in my game, but I'm just trying to look at it as what will give my players a good bit of diversity when they are ready to start picking up prestige classes. This won't take long as I'm in full agreement with Monte about starting games at level 5 instead of lower.
I also pointed avoided the normal descriptive (+2 to X and Y skill) feats as we already have a ceremonial feat that handles this wonderfully.
Hagen
Defenders of the Faith, Masters of the Wild) that I thought fit well with the feel fo the game. Changes needed to fit AU in parentheses
Prestige Classes:Sword & Fist:
Cavalier
Drunken Master (Combat Reflexes instead of Evasion)
Duelist
Gladiator
Halfling Outrider (Rename Faen Batrider, Faen not Halfling)
Lasher
Order of the Bow Initiate
Weapon Master (ignore all references to ki as no Asian style areas in game, WM is just someone very focused on their chosen weapon)
DMG: (Alterations as stated in The Diamond Throne)
Assassin
Loremaster
Shadowdancer
Masters of the Wild:
Geomancer (Knowledge Arcana and Nature 8, 3rd level simple spells)
Tempest (Defensive Move instead of Dodge, 2 Wpn Defense instead of Spring Attack)
Song & Silence:
Dread Pirate (Knowledge Sailing instead of Profession Sailor)
Dungeon Delver (Sneak/Tumble instead of Hide/Move Silently, Intuitive Sense not Blind Fight)
Thief-Acrobat (Combat Reflexes not Evasion) *alternately make Evasion a feat requiring Dex 15+*
Tome & Blood:
Acolyte of the Skin (No alignment needed, Knowledge Cosmology not Planes:Outer Planes)
*this feels right as there seem to be several concepts of trading power for responsibility or giving up bits of yourself.*
Pale Master (No alignment needed, Knowledge (Ceremony) not Religion)
Feats:Sword & Fist:
Circle Kick
Close Quarter Fighting
Death Blow
Dirty Fighting
Dual Strike
Eagle Claw Attack
Extra Stunning Attacks
Eyes in the Back of Your Head
Feign Weakness
Fists of Iron
Hold the Line
Improved Overrun
Improved Sunder
Knockdown
Monkey Grip
Off Hand Parry
Pain Touch
Pin Shield
Power Lunge
Prone Attack
Rapid Reload
Remain Conscious
Sharp Shooting
Shield Expert
Snatch Arrows
Throw Anything
Zen Archery
Masters of the Wild:
Brachiation (seems best for southern jungles)
Clever Wrestling
X Toughness
Greater 2 Wpn Fighting
Improved Swimming
Off Hand Parry
Wingover
Tome & Blood:
Arcane Defense
Augment Summoning
Extra Slot
Extra Spell
Greater Spell Penetration
Defenders of the Faith:
Improved Shield Bash
Shield Charge
Song & Silence:
Arterial Strike
Chink in the Armor
Expert tactician
Flick of the Wrist
Hamstring
Multicultural
Pyro
Quicker Than the Eye
Shadow
Snatch Weapon
Any opinions on these choices? Yes I know it all comes down to what I want in my game, but I'm just trying to look at it as what will give my players a good bit of diversity when they are ready to start picking up prestige classes. This won't take long as I'm in full agreement with Monte about starting games at level 5 instead of lower.
I also pointed avoided the normal descriptive (+2 to X and Y skill) feats as we already have a ceremonial feat that handles this wonderfully.
Hagen