I General
1. Rule 0 is in effect
II. Races
Elf: Immunity to Sleep is replaced by +10 save to save vs sleep (Sean Reynold's
Fewer Absolutes )
Half Elf- Immunity to Sleep is replaced by +10 save to save vs sleep (Sean Reynold's
Fewer Absolutes )
III Classes
1. Barbarian: Barbarians must come from a culture in the campaign. The choice of culture determines the following:
a) A barbarian's culture determines weapon's of proficiency in the form of cultural weapon groups (nod to 1e)
b) Whether or not a barbarian rages. Barbarians that do not rage use the Hunter variant (UA). A barbarian using the hunter variant automatically has favored terrain (UA) instead of favored enemy
2. Cleric
a) Cleric's must have a god
b) cleric's changed as follows
-Hit Die: d6
-BAB: Poor
-Good Save: Will only
-Armor Proficiency: Light armor only
-Spontaneous Divine Casting (UA)
-Divine Grace at 2nd Level as Paladin
-Turn/Rebuke Undead at 3rd level as Paladin unless the ability is granted as a domain ability
-Deity Specific spell list
3. Druid
-BAB: Poor
-Hit Die: d6
-Save: Will
-Armor: Light only
-spontaneous divine casting UA
-must use shapechange option from PHB2
-Venom Immunity: Immunity is replaced by +10 save (Sean Reynold's
Fewer Absolutes "
4. Fighter
a)does not start proficient in Heavy armor. heavy armor granted at 3rd level. If the fighter has already gained proficient in heavy armor, they may take another fighter bonus feat.
5. Monk:
-Replaced by a variant of the OA Shaman (for current campaign)
Otherwise:
-Purity of Body: Immunity is replaced by +10 Save vs nonmagical disease(Sean Reynold's
Fewer Absolutes )
-Diamond Body: Immunity is replaced by +10 Save vs. Poison (Sean Reynold's
Fewer Absolutes )
6. Paladin: The paladin is currently a PrC. In the past,
- Detect Unholy: replaces detect evil: As per Detects Evil except detects Evil Undead, Evil Outsiders, Evil Elementals, Evil Divine casters, and people and places under the effects of evil divine magic.
-Aura of Courage: Immunity is replaced by +10 Save vs. Fear (Sean Reynold's
Fewer Absolutes )
- does not start proficient in Heavy armor. heavy armor granted at 3rd level
7. Ranger: The ranger is currently a PrC. The barbarian and the wilderness rogue currently take its role as wilderness classes.
8.Sorcerer
-Bluff, Intimidate, and UMD are class skills
-Eschew Materials for free at first level
-Bonus metamagic at 5,10,15,20
9.Wizard
-Speak Language is a class skill
-use vitalizing spell points (UA)
- The spells a wizard may automatically add to his or her book upon gaining a level must be a spell that the wizard has either on a scroll or another wizard's spellbook to which the wizard has access.
10. Wizard Specialists
-must use the Variant Specialist Wizard Abilities (UA)
11. Class variants
Barbarian: Hunter (UA), Urban (house)
Bard: Bardic Sage(UA), Divine (UA), Savage (UA)
Cleric: Champion of Good (UA), Cloistered Cleric (UA)
Druid: Ollave "True Druid" (house)
Fighter: Thug (PHB), several variants that use thug as a starting point, but with different skills
Monk: Monk Fighting Styles (UA)
Rogue: Martial Rogue, Wilderness Rogue (UA)
Sorcerer: Battle Sorcerer (UA)
12. Classes (non core)
Assassin
Courtier
Healer
Knight (Hong's Knight)
Myrmidon (AEG's Mercenaries)
Noble
Psychic (Green Ronin's Psychic's Handbook)
Shaman (Green Ronin's Shaman's Handbook)
Shaman OA (Oriental Adventures)
Swashbuckler
Witch (Green Ronin's Witch's Handbook)
13. Multiclassing
a. 3.0 Apprentice Level
b. After first level, learning a new base class has prequisites. The prerequisies are either
-Continue Adventuring: The character needs a trainer (which may be another PC) and must meet certain feat and skill requirements similar those of a PrC, but less stringent.
-The character spends a specific amount of time away from the campaign at an academy, monastery, living with a barbarian tribe or clan.
14. NPC classes
The only NPC classes are commoner or expert. The latter is further broken down by type (craftsmen, merchant, performer, professional, scholar). All other NPC classes use applicable PC classes (or class variants).
VI Skills
1. Most Trained only skills can be used Untrained
Fewer Absolutes )
2. Knowledge Skills
- Knowledge (local): Must specificy country or city
- knowledge (Region): Must specify region
- if a knowledge skill is used untrained, one cannot gain more than knowledge available at DC10
3. UMD does not allow one to ignore race or alignment restrictions.
4. New Skills
- Knowledge (Politics)
- Knowledge (Streetwise)
- Knowledge (Warfare)
- Navigate (d20 Modern)
- Research (d20 Modern)
- Urban Survival
5. Background Skills
- all characters begin with 3 ranks in both knowledge (own culture) and Knowledge (own region) borrowed from ICE's Rolemaster Standard System
VII. Action Points (UA)
VIII. Combat
1. class based defense
2. Armor as DR (UA)
3. Mass Damage with reduced threshold (UA)
4. Fatigue:
__50% of hit point lost: Fatigued
__75% of hit points lost: Exhausted
IX. Poison
URL=http://www.seankreynolds.com/rpgfiles/misc/variantcontinuingpoison.html]a)continuing poison[/URL] ) (Sean Reynolds)
URL=http://www.seankreynolds.com/rpgfiles/misc/poisondesignator.html]b)poison as spell designator[/URL] ) (Sean Reynolds)
XI. Magic Item Creation
URL=http://www.seankreynolds.com/rpgfiles/misc/variantforgering.html]a) Forge Ring Variant[/URL] ) (Sean Reynolds)
URL=http://www.seankreynolds.com/rpgfiles/misc/recharging items.html]b)Recharging Magic Items[/URL] ) (Sean Reynolds)