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<blockquote data-quote="Ravellion" data-source="post: 941136" data-attributes="member: 538"><p>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).</p><p></p><p>Errr... not a very useful post as it stands. More revision facts:</p><p></p><p>New feats:</p><p>Agile - +2/+2 Balance, Escape</p><p>Deft Hands - +2/+2 Sleight of Hand, Use Rope</p><p>Diligent - +2/+2 Appraise, Decipher Script</p><p>Nimble Fingers - +2/+2 Disable Device, Open Lock</p><p>Self Sufficient - +2/+2 Heal, Survival</p><p></p><p>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)</p><p></p><p>Halflings get +1 to hit with slings (not just with thrown weapons - this was an unwritten house rule in our campaign IIRC).</p><p></p><p>'Expertise' is renamed 'Combat Expertise'. There is no change to the feat mechanically however <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><p></p><p>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.</p><p></p><p>Half Elves gain +2 to Gather Information and Diplomacy checks.</p><p></p><p>If you use a mighty bow while not having sufficient strength, you get a -2 to attack.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>Jurgen, I think the defeated wizard only ahd one spellbook on him <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><p></p><p>Rav</p></blockquote><p></p>
[QUOTE="Ravellion, post: 941136, member: 538"] 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 [/QUOTE]
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