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Community
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*Pathfinder & Starfinder
new rule: Caster Level = Character Level
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<blockquote data-quote="ruemere" data-source="post: 5202481" data-attributes="member: 5515"><p>No problem. Danny has explained his views - I was goading him into making a bit more detailed post, and I am satisfied with his latest reply.</p><p></p><p>Regarding your question, Arcana Unearthed/Arcana Evolved is a d20 variant by Monte Cook. Chief differences from standard 3.x are:</p><p>- canonical four (warrior, thief, priest, wizard) has been disbanded (each class is capable of fighting, using skills, healing or using area attacks, just to different extent) - for example, warrior equivalent of fireball would be a feat granting ability to take a move action and then perform a full attack action</p><p>- still, you do want to have a good spellcaster</p><p>- almost no dead levels (Pathfinder RPG took a step further, removing dead levels completely), i.e. almost every level yields a new ability</p><p>- spellcasters are multiclassing freely (i.e. there is a unified slot progression, and when you multiclass, you simply add new slots to previous ones)</p><p>- spellcasters, at the beginning of each day, choose spells they want to ready, however, they do not assign spells to slot - a readied spell is used in the same manner as sorcerer's</p><p>- when casting a spell, you may choose to do change its effect in several ways: by applying a template (for example: arcane, psionic, divine), by choosing a higher slot to power the spell (heightened spell), lower slot (diminished spell)</p><p>- also, you may combine several slots to cast the spell as normal or in heightened way</p><p>- spells come are assigned to one of three different complexity types: simple (known automatically), complex (learnt by expenditure of feat or by advancing a level in more specialized class) and exotic (feat only). While there is no magic missile in AU/AE, it would fall definitely into exotic category</p><p>- in general, spell effects were toned down (no automatic superkills)</p><p></p><p>In a similar manner, other classes were also changed:</p><p>- classes have special abilities which allow them to shine in new ways </p><p>- weapons and armors can receive templates now (instead of being masterwork)</p><p>- there are feats which allow martial and skill classes to be more effective and counter spellcasters (i.e. standard action of a martial class may be also as effective as standard action of a caster)</p><p></p><p>There are almost no permanent magic items (magic items with charges are more common).</p><p></p><p>And so on. Our campaign took place in Oathbound, my character was an Unfettered (light armored skirmisher with sneak attacks). Our party featured also a Greenbond (plant girl, a healer and killer caster), Warmain (heavy armor/heavy weapon guy) and Magister (dedicated caster). We've had ups and downs (from slaves to slave owners, from wannabe spies to traitors, from travelers to excavators), but each of characters was refreshingly self-sufficient.</p><p></p><p>Regards,</p><p>Ruemere</p></blockquote><p></p>
[QUOTE="ruemere, post: 5202481, member: 5515"] No problem. Danny has explained his views - I was goading him into making a bit more detailed post, and I am satisfied with his latest reply. Regarding your question, Arcana Unearthed/Arcana Evolved is a d20 variant by Monte Cook. Chief differences from standard 3.x are: - canonical four (warrior, thief, priest, wizard) has been disbanded (each class is capable of fighting, using skills, healing or using area attacks, just to different extent) - for example, warrior equivalent of fireball would be a feat granting ability to take a move action and then perform a full attack action - still, you do want to have a good spellcaster - almost no dead levels (Pathfinder RPG took a step further, removing dead levels completely), i.e. almost every level yields a new ability - spellcasters are multiclassing freely (i.e. there is a unified slot progression, and when you multiclass, you simply add new slots to previous ones) - spellcasters, at the beginning of each day, choose spells they want to ready, however, they do not assign spells to slot - a readied spell is used in the same manner as sorcerer's - when casting a spell, you may choose to do change its effect in several ways: by applying a template (for example: arcane, psionic, divine), by choosing a higher slot to power the spell (heightened spell), lower slot (diminished spell) - also, you may combine several slots to cast the spell as normal or in heightened way - spells come are assigned to one of three different complexity types: simple (known automatically), complex (learnt by expenditure of feat or by advancing a level in more specialized class) and exotic (feat only). While there is no magic missile in AU/AE, it would fall definitely into exotic category - in general, spell effects were toned down (no automatic superkills) In a similar manner, other classes were also changed: - classes have special abilities which allow them to shine in new ways - weapons and armors can receive templates now (instead of being masterwork) - there are feats which allow martial and skill classes to be more effective and counter spellcasters (i.e. standard action of a martial class may be also as effective as standard action of a caster) There are almost no permanent magic items (magic items with charges are more common). And so on. Our campaign took place in Oathbound, my character was an Unfettered (light armored skirmisher with sneak attacks). Our party featured also a Greenbond (plant girl, a healer and killer caster), Warmain (heavy armor/heavy weapon guy) and Magister (dedicated caster). We've had ups and downs (from slaves to slave owners, from wannabe spies to traitors, from travelers to excavators), but each of characters was refreshingly self-sufficient. Regards, Ruemere [/QUOTE]
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