Sadrik
First Post
MULTI-CLASSING
The multi-classing by feats will be called dual classing.
Multi-classing works as follows:
First Level
You can select up to three classes.
Class Features
You do not gain the “build option” selection but you do gain all other features
Example: A warlock gains: Prime shot, Curse, Shadow Walk but does not gain the pact.
Class Defense Bonuses
Gain 2 points of defense out of the available from the classes
Example: A Fighter/Wizard can put 2 in will or fortitude or 1 in each.
Weapon Proficiency
Proficiency in all available weapons from all classes
Armor Proficiency
Use the class with the worst armor proficiency
Power Selection
Select your powers from all available classes. Ability to use any appropriate class implements. A Wizard picks 2 for his utility and daily as usual.
Hit Points and Surges
Use your best class
Skill Selection
Get the free ones and then your overall total is equal to your class with the highest.
Example: Cleric/Rogue would have religion, thievery and stealth and pick 3 others because a rogue can have a total of 6.
SKILLS
Dungeoneering, Heal, Nature, and Streetwise are Intelligence based skills.
Skill Challenges are less formalized. DM makes up the challenges. I may change this as I have not had a chance to read all of the skill challenge threads or the skill challenge rules themselves in the book.
DEFENSES
Stat Polarity is a big problem here is how it is addressed. I am still experimenting with how this works but this is what I have so far:
STR + 10 + Armor + Shield = AC/Parry
CON + 10 = Fortitude
DEX + 10 - Armor Penalty + Shield = Reflexes/Dodge
INT none (just lots of skills)
WIS none (passive Perception and Insight skills)
CHA + 10 = Will
CLASSES
Fighter- none
Rogue- none
Warlord- none
Wizard- none
Ranger- all attacks key off of DEX (STR is still added to damage on those formerly STR based powers)
Cleric- all attacks key off of WIS (STR is still added to damage on those formerly STR based powers), Turn Undead class feature can be replaced with one of the deity specific feats.
Warlock- all attacks key off of CHA (CON is still added to damage on those formerly CON based powers)
Paladin- all attacks key off of CHA (STR is still added to damage on those formerly STR based powers)
FEATS
The +1 damage with two damage types feats, remove all prerequisites
Weapon Focus +1 to attack rolls with chosen weapon group
Linguist gives 1 bonus language per point of INT modifier, remove prerequisite
New Feats
Weapon Specialization
Prerequisite: Weapon Focus in the same group
Benefit: +1 damage with chosen weapon group
Half Elf [Human]
Prerequisite: 1st level only, Human, human ability modifier must have been placed in Dex or Wis
Vision: Low Light
Dual Heritage: You may select Elf feats.
Parent’s Daily: In place of the bonus at will power race feature a half elf gains the encounter power of their parent race as a daily power.
Special: Because being a half elf is something you are born too, this feat can not be retrained.
Half Eladrin [Human]
Prerequisite: 1st level only, Human, human ability modifier must have been placed in Dex or Int
Vision: Low Light
Dual Heritage: You may select Eladrin feats.
Parent’s Daily: In place of the bonus at will power race feature a half eladrin gains the encounter power of their parent race as a daily power.
Special: Because being a half elf is something you are born too, this feat can not be retrained.
Half Drow [Human]
Prerequisite: 1st level only, Human, human ability modifier must have been placed in Dex or Cha.
Vision: Dark
Dual Heritage: You may select Drow feats.
Parent’s Daily: In place of the bonus at will power race feature a half drow gains the encounter power of their parent race as a daily power.
Special: Because being a half elf is something you are born too, this feat can not be retrained.
Half Orc [Human]
Prerequisite: 1st level only, Human, human ability modifier must have been placed in Str or Con.
Vision: Dark
Dual Heritage: You may select Orc feats.
Parent’s Daily: In place of the human bonus at will power race feature a half orc gains the encounter power of their parent race as a daily power.
Special: Because being a half orc is something you are born too, this feat can not be retrained.
WEAPONS
Greatsword does 1d12 damage
Staff and Quarterstaff are mechanically the same.
Rod and club are mechanically the same.
Superior weapons do not need a feat to be used but all are +2 proficiency except the bastard sword which is still +3.
Weapon sizes are used (similar to 3.5), wrong size and you do not get proficiency.
Superior weapons have +1 to attack rolls for +300 GP (similar to 3.5 masterwork).
MAGIC ITEM SLOTS
They are:
Implement (2) (weapon, shield, holy symbol, wand, rod, staff)
Head (helm, hat, crown)
Body (armor, robe, suit, vest)
Back (cloak, mantle, wings)
Waist (belt, girdle)
Hands (gloves, gauntlets)
Feet (boots, sandals, slippers, shoes)
Miscellaneous (4) (jewelry (necklace, amulet, periapt, gem, stone, pearl, etc), headband, eyes, bracers, mask, ring (limited to one per hand))
RACE
Half elves are now feats so that makes the half-elf into another breed of humans.
Noble Human (Half Elf)
Loses Low Light vision
Loses Dual Heritage feature
Gains a bonus feat as per human
Group Racial Features
Group Perception, Group Diplomacy and Group Insight and any similar abilities will be replaced with the following power:
At-Will
Minor Action, Ranged 5
Targets: one target
Effect: Give a +1 Power bonus to a Perception/Diplomacy/Insight until the end of the targets next turn.
The multi-classing by feats will be called dual classing.
Multi-classing works as follows:
First Level
You can select up to three classes.
Class Features
You do not gain the “build option” selection but you do gain all other features
Example: A warlock gains: Prime shot, Curse, Shadow Walk but does not gain the pact.
Class Defense Bonuses
Gain 2 points of defense out of the available from the classes
Example: A Fighter/Wizard can put 2 in will or fortitude or 1 in each.
Weapon Proficiency
Proficiency in all available weapons from all classes
Armor Proficiency
Use the class with the worst armor proficiency
Power Selection
Select your powers from all available classes. Ability to use any appropriate class implements. A Wizard picks 2 for his utility and daily as usual.
Hit Points and Surges
Use your best class
Skill Selection
Get the free ones and then your overall total is equal to your class with the highest.
Example: Cleric/Rogue would have religion, thievery and stealth and pick 3 others because a rogue can have a total of 6.
SKILLS
Dungeoneering, Heal, Nature, and Streetwise are Intelligence based skills.
Skill Challenges are less formalized. DM makes up the challenges. I may change this as I have not had a chance to read all of the skill challenge threads or the skill challenge rules themselves in the book.
DEFENSES
Stat Polarity is a big problem here is how it is addressed. I am still experimenting with how this works but this is what I have so far:
STR + 10 + Armor + Shield = AC/Parry
CON + 10 = Fortitude
DEX + 10 - Armor Penalty + Shield = Reflexes/Dodge
INT none (just lots of skills)
WIS none (passive Perception and Insight skills)
CHA + 10 = Will
CLASSES
Fighter- none
Rogue- none
Warlord- none
Wizard- none
Ranger- all attacks key off of DEX (STR is still added to damage on those formerly STR based powers)
Cleric- all attacks key off of WIS (STR is still added to damage on those formerly STR based powers), Turn Undead class feature can be replaced with one of the deity specific feats.
Warlock- all attacks key off of CHA (CON is still added to damage on those formerly CON based powers)
Paladin- all attacks key off of CHA (STR is still added to damage on those formerly STR based powers)
FEATS
The +1 damage with two damage types feats, remove all prerequisites
Weapon Focus +1 to attack rolls with chosen weapon group
Linguist gives 1 bonus language per point of INT modifier, remove prerequisite
New Feats
Weapon Specialization
Prerequisite: Weapon Focus in the same group
Benefit: +1 damage with chosen weapon group
Half Elf [Human]
Prerequisite: 1st level only, Human, human ability modifier must have been placed in Dex or Wis
Vision: Low Light
Dual Heritage: You may select Elf feats.
Parent’s Daily: In place of the bonus at will power race feature a half elf gains the encounter power of their parent race as a daily power.
Special: Because being a half elf is something you are born too, this feat can not be retrained.
Half Eladrin [Human]
Prerequisite: 1st level only, Human, human ability modifier must have been placed in Dex or Int
Vision: Low Light
Dual Heritage: You may select Eladrin feats.
Parent’s Daily: In place of the bonus at will power race feature a half eladrin gains the encounter power of their parent race as a daily power.
Special: Because being a half elf is something you are born too, this feat can not be retrained.
Half Drow [Human]
Prerequisite: 1st level only, Human, human ability modifier must have been placed in Dex or Cha.
Vision: Dark
Dual Heritage: You may select Drow feats.
Parent’s Daily: In place of the bonus at will power race feature a half drow gains the encounter power of their parent race as a daily power.
Special: Because being a half elf is something you are born too, this feat can not be retrained.
Half Orc [Human]
Prerequisite: 1st level only, Human, human ability modifier must have been placed in Str or Con.
Vision: Dark
Dual Heritage: You may select Orc feats.
Parent’s Daily: In place of the human bonus at will power race feature a half orc gains the encounter power of their parent race as a daily power.
Special: Because being a half orc is something you are born too, this feat can not be retrained.
WEAPONS
Greatsword does 1d12 damage
Staff and Quarterstaff are mechanically the same.
Rod and club are mechanically the same.
Superior weapons do not need a feat to be used but all are +2 proficiency except the bastard sword which is still +3.
Weapon sizes are used (similar to 3.5), wrong size and you do not get proficiency.
Superior weapons have +1 to attack rolls for +300 GP (similar to 3.5 masterwork).
MAGIC ITEM SLOTS
They are:
Implement (2) (weapon, shield, holy symbol, wand, rod, staff)
Head (helm, hat, crown)
Body (armor, robe, suit, vest)
Back (cloak, mantle, wings)
Waist (belt, girdle)
Hands (gloves, gauntlets)
Feet (boots, sandals, slippers, shoes)
Miscellaneous (4) (jewelry (necklace, amulet, periapt, gem, stone, pearl, etc), headband, eyes, bracers, mask, ring (limited to one per hand))
RACE
Half elves are now feats so that makes the half-elf into another breed of humans.
Noble Human (Half Elf)
Loses Low Light vision
Loses Dual Heritage feature
Gains a bonus feat as per human
Group Racial Features
Group Perception, Group Diplomacy and Group Insight and any similar abilities will be replaced with the following power:
At-Will
Minor Action, Ranged 5
Targets: one target
Effect: Give a +1 Power bonus to a Perception/Diplomacy/Insight until the end of the targets next turn.