Ravellion
serves Gnome Master
Cleave is one of those feats that can keep you alive through the earlier levels. At least every now and then you can still make use of it later (a free attack is still nice).
Errr... not a very useful post as it stands. More revision facts:
New feats:
Agile - +2/+2 Balance, Escape
Deft Hands - +2/+2 Sleight of Hand, Use Rope
Diligent - +2/+2 Appraise, Decipher Script
Nimble Fingers - +2/+2 Disable Device, Open Lock
Self Sufficient - +2/+2 Heal, Survival
Also, there are no more exclusive skills. Scry has been scrapped as a skill completely and hass been replaced with a will save mechanic (not entirely certain yet)
Halflings get +1 to hit with slings (not just with thrown weapons - this was an unwritten house rule in our campaign IIRC).
'Expertise' is renamed 'Combat Expertise'. There is no change to the feat mechanically however
Monks no longer have two seperate very confusing Base Attack Bonusses any more. Instead, eventually the penalty for their flurry of blows decreases and eventually disappears. At high level, they just get yet another attack with flurry of blows, again with no penalty.
Half Elves gain +2 to Gather Information and Diplomacy checks.
If you use a mighty bow while not having sufficient strength, you get a -2 to attack.
Analyze Dweomer is a L6 Bard/Sor/Wiz spell. It takes 1 standard action to cast and lasts 1 round/level. It tells you pretty much everything mechanical about the item and it only gets a save if it's bearer wills it. The focus is a 1,500 GP ruby or sapphire in a golden loop.
Identify is a L1 Bard spell or a Sor/Wiz L2 Magic spell. 1 Hour to cast, effects 1 object, and once again tells you everything (charges, powers, etc). It's material component is a 100 GP crushed pearl, stirred into wine with an owl feather.
A very Big one: Scribing spells into spellbooks: 100 gp per page. (The same as it was in 3e), but now only 1 page per spell level instead of 2 (cantrips count as 1st level spells for this purpose).
Jurgen, I think the defeated wizard only ahd one spellbook on him
Rav
				
			Errr... not a very useful post as it stands. More revision facts:
New feats:
Agile - +2/+2 Balance, Escape
Deft Hands - +2/+2 Sleight of Hand, Use Rope
Diligent - +2/+2 Appraise, Decipher Script
Nimble Fingers - +2/+2 Disable Device, Open Lock
Self Sufficient - +2/+2 Heal, Survival
Also, there are no more exclusive skills. Scry has been scrapped as a skill completely and hass been replaced with a will save mechanic (not entirely certain yet)
Halflings get +1 to hit with slings (not just with thrown weapons - this was an unwritten house rule in our campaign IIRC).
'Expertise' is renamed 'Combat Expertise'. There is no change to the feat mechanically however

Monks no longer have two seperate very confusing Base Attack Bonusses any more. Instead, eventually the penalty for their flurry of blows decreases and eventually disappears. At high level, they just get yet another attack with flurry of blows, again with no penalty.
Half Elves gain +2 to Gather Information and Diplomacy checks.
If you use a mighty bow while not having sufficient strength, you get a -2 to attack.
Analyze Dweomer is a L6 Bard/Sor/Wiz spell. It takes 1 standard action to cast and lasts 1 round/level. It tells you pretty much everything mechanical about the item and it only gets a save if it's bearer wills it. The focus is a 1,500 GP ruby or sapphire in a golden loop.
Identify is a L1 Bard spell or a Sor/Wiz L2 Magic spell. 1 Hour to cast, effects 1 object, and once again tells you everything (charges, powers, etc). It's material component is a 100 GP crushed pearl, stirred into wine with an owl feather.
A very Big one: Scribing spells into spellbooks: 100 gp per page. (The same as it was in 3e), but now only 1 page per spell level instead of 2 (cantrips count as 1st level spells for this purpose).
Jurgen, I think the defeated wizard only ahd one spellbook on him

Rav
 
				 
 
		 
 
		 ) Oh, technically you can repair destroyed weapons. Basically treat it as an item half the cost. ie: 4000 gp to repair it by an NPC, or 2000 gp and 40(?) xp if someone in the group would have Craft Psionic Arms and Armour and would be willing to fix it for you. Perhaps you could persuade Wulf to use his Craft Magical Arms and Armour feat to create a Magical Bow instead. You would be asking him for precious xps though, so I'm not quite sure if he wants to, and if he does, he might want a 'little extra'
) Oh, technically you can repair destroyed weapons. Basically treat it as an item half the cost. ie: 4000 gp to repair it by an NPC, or 2000 gp and 40(?) xp if someone in the group would have Craft Psionic Arms and Armour and would be willing to fix it for you. Perhaps you could persuade Wulf to use his Craft Magical Arms and Armour feat to create a Magical Bow instead. You would be asking him for precious xps though, so I'm not quite sure if he wants to, and if he does, he might want a 'little extra' 

