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<blockquote data-quote="kcmopd1913" data-source="post: 4207216" data-attributes="member: 22158"><p>I will be doing another update soon to the setting, so make sure you set the loggin where ever you bought it to recieve emails about updates and I'll make sure I get the copy/paste thing fixed.</p><p></p><p>Here are some info on mechanics to the setting for those who don't have it yet.</p><p></p><p>Races: No more LA. It was too dare confusing, especially for beginners. I hated it, so I did away with it. You can take special racial abilities (like resistances, spell-like abilities, spell resistance, etc....) in place of feat slots. So you can play your favorite races like drow (a.k.a. Night Elves in this setting) at 1st level without problems. Races that were really never played (i.e. the half-orc) are worth playing. Oh by the way, their movement is 40 ft, watch out for the half-orc barbarian with the fast movement talent, 50 ft at level 1. Even worse watch out for a half-orc monk! Ever see a halfling move 30ft without any magical enhancements? You will in this setting. There are many race and sub-races you can play, minotaurs, half-giants, half-ogres, deep gnomes, etc...</p><p></p><p>Classes: There are elven core class in the setting. At every level, every class either gains a talent or a feat, no more dead levels! The Sorcerer was replace by the Warlock, and he kicks a$$. He not a sub-par wizard, like the Sorcerer was.</p><p></p><p>Skills: The skill system is similar to SWSE, but has some of the makings of Pathfinder Alpha 1.0, except the names of the skills are different. It real quick and easy to figure out skills. The "I don't need to roll because I can't fail" mantra is gone (example: Tumbling thru a threatened square, a.k.a. Acrobatics is 10 + the creatures HD). So it can be easier or harder depending on the opponent, and the players don't automatically know if they were successful.</p><p></p><p>Feats: Added some feats and adjusted some others making them worth selecting.</p><p></p><p>Rules: Multiple attacks as a standard action. You can move your normal movement and get a full attack. I believe if you have a high enough BaB, a skilled warrior can move and strike his foe with a full attack. This makes the martial classes just as deadly as spellcasters. The monk's flurry is still a full-round action though. ; Anyways it works great! Here is free hint, beware of trolls!!!! Yes monsters can do the same! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>Special combat maneuvers are simplier (i.e. grapple, sunder, bull rush, etc...). Turn undead deals damage. Undead do not flee, that fight! Well intelligent undead might flee. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> But you can sneak attack and crit them. There are only a few things you can't sneak attack and crit (like oozes, slimes, jellies, etc...).</p><p></p><p>Spells: No more save or suck (die) spells. Their save or dying now.</p><p></p><p>Thats just things off the top of my head. I really hope everyone enjoys it. Feel free to post thing you like or dislike. I'll see how it plays out.</p><p></p><p>On a side note I will be putting out adventures about once a month to every other month for it, including adventure paths.</p><p></p><p>Sincerly,</p><p>Anfalas, the One True God (at least in this setting <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> )</p></blockquote><p></p>
[QUOTE="kcmopd1913, post: 4207216, member: 22158"] I will be doing another update soon to the setting, so make sure you set the loggin where ever you bought it to recieve emails about updates and I'll make sure I get the copy/paste thing fixed. Here are some info on mechanics to the setting for those who don't have it yet. Races: No more LA. It was too dare confusing, especially for beginners. I hated it, so I did away with it. You can take special racial abilities (like resistances, spell-like abilities, spell resistance, etc....) in place of feat slots. So you can play your favorite races like drow (a.k.a. Night Elves in this setting) at 1st level without problems. Races that were really never played (i.e. the half-orc) are worth playing. Oh by the way, their movement is 40 ft, watch out for the half-orc barbarian with the fast movement talent, 50 ft at level 1. Even worse watch out for a half-orc monk! Ever see a halfling move 30ft without any magical enhancements? You will in this setting. There are many race and sub-races you can play, minotaurs, half-giants, half-ogres, deep gnomes, etc... Classes: There are elven core class in the setting. At every level, every class either gains a talent or a feat, no more dead levels! The Sorcerer was replace by the Warlock, and he kicks a$$. He not a sub-par wizard, like the Sorcerer was. Skills: The skill system is similar to SWSE, but has some of the makings of Pathfinder Alpha 1.0, except the names of the skills are different. It real quick and easy to figure out skills. The "I don't need to roll because I can't fail" mantra is gone (example: Tumbling thru a threatened square, a.k.a. Acrobatics is 10 + the creatures HD). So it can be easier or harder depending on the opponent, and the players don't automatically know if they were successful. Feats: Added some feats and adjusted some others making them worth selecting. Rules: Multiple attacks as a standard action. You can move your normal movement and get a full attack. I believe if you have a high enough BaB, a skilled warrior can move and strike his foe with a full attack. This makes the martial classes just as deadly as spellcasters. The monk's flurry is still a full-round action though. ; Anyways it works great! Here is free hint, beware of trolls!!!! Yes monsters can do the same! ;) Special combat maneuvers are simplier (i.e. grapple, sunder, bull rush, etc...). Turn undead deals damage. Undead do not flee, that fight! Well intelligent undead might flee. :) But you can sneak attack and crit them. There are only a few things you can't sneak attack and crit (like oozes, slimes, jellies, etc...). Spells: No more save or suck (die) spells. Their save or dying now. Thats just things off the top of my head. I really hope everyone enjoys it. Feel free to post thing you like or dislike. I'll see how it plays out. On a side note I will be putting out adventures about once a month to every other month for it, including adventure paths. Sincerly, Anfalas, the One True God (at least in this setting :) ) [/QUOTE]
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