Michael Morris
First Post
My players and I decided to do a reset on the game so I've typed up some new house rules to simplify play. The major part of this removing the tracking of skill points in favor of making skills into feats. Here's a copy of the handout I prepared them.
[bq]My comments are in blockquotes[/bq]
Skill Feats
Each of these can be taken twice – first to become trained and again to master the skill. Some Skills now have Prerequisites!
Strength Skills: Climb, Jump, Swim
Dexterity Skills: Balance, Escape Artist, Stealth*, Ride, Sleight of Hand, Use Rope
Constitution Skills: Concentration
Intelligence Skills: Appraise, Craft Weapon, Craft Armor, Craft Item, Decipher Script, Disable Device*, Forgery, Lore, Spellcraft
Wisdom Skills: Heal, Perception*, Sense Motive, Survival
Charisma Skills: Bluff, Diplomacy, Disguise, Gather Information, Handle Animal, Intimidate, Perform, Use Magic Device
New and Changed Skills
Stealth – Merges Hide and Move Silently
Disable Device – Now includes Open Locks
Perception – Merges Listen, Spot and Search
Ability Feats
At each odd ability score starting at 13 a character gains an ability feat related to that ability score. You can use these feat slots on the skill feats above or on any of the below.
Strength:
Dexterity: Dodge, Improved Initiative, Lightning Reflexes, Tumble
Constitution: Diehard, Endurance, Great Fortitude, Run, Toughness, Improved Hit Die*
Intelligence: Speak Language (Racial Bonus Language list only)
Wisdom: Iron Will
Charisma:
[bq]I could use some ideas on strength ability score feats[/bq]
Banned Feats
The following feats are removed. (Basically any feat that grants skill bonuses)
Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Diligent, Investigator, Magical Aptitude, Negotiator, Nimble Fingers, Persuasive, Self-Sufficient, Skill Focus, Stealthy
Changed and New Feats
The following are revised or new feats not listed in the Dusk book or PHB.
Mobility – You may approach foes without provoking an attack of opportunity. You may withdraw as a move-equivalent action instead of a standard action.
[bq]People almost always forget to apply the bonus from this feat. This method removes the addition / subtraction aspect[/bq]
Spring Attack – You may move before and after a single attack.
Tumble – Prerequisites: Balance Mastery. Benefit: Your movement doesn’t provoke attacks of opportunity.
[bq]After 6 ranks or so tumble is almost always guaranteed with a high dex, so why not just forgo the roll and say this[/bq]
Improved Spring Attack -- Prerequistes: Spring Attack, Whirlwind Attack. Benefit: You may make a full attack as a standard action. You may move before, between and after these attacks.
Speak Language: Each language is a feat
Reading / Writing: This is now a feat and prerequisite to Decipher Script and certain uses of the Forgery skill.
Class Changes
Barbarian: A barbarian begins with 4 skill feats which must be spent training or mastering barbarian skills. A barbarian gains a bonus skill feat every 5th level.
Fighter: The fighter begins with 2 skill feats which must be spent training or mastering fighter skills.
Monk: A monk begins with 4 skill feats which must be spent training or mastering monk skills. A monk gains a bonus skill feat every 5th level.
Priest: A priest begins with 4 skill feats which must be spent training or mastering priest skills. A priest gains a bonus skill feat every 5th level.
[bq]This class exists instead of the cleric due to my variant magic system. The druid is a prestige class for the same reason[/bq]
Rogue: A rogue begins with 8 skill feats which must be spent training or mastering rogue skills. A rogue gains a bonus skill feat every even level.
Sorcerer: A sorcerer begins with 2 skill feats which must be spent training or mastering sorcerer skills. The sorcerer begins play with the Eschew Materials feat for free.
Wizard: A wizard begins with Spellcraft mastery. In addition a wizard gains 2 skill feats which must be spent training or mastering wizard skills.
Prestige Classes
The prerequisites of certain prestige classes are changed:
Bard: Base Attack +3, Lore Mastery, Perform Mastery, Ability to cast 1st level blue spell, Red alignment.
Druid: Base Attack Bonus +3, Ability to cast 3rd level green spells, Green Alignment, Survival Mastery, Handle Animal Mastery
Paladin: Base Attack +4, Ride Mastery, Mounted Combat, Ability to cast 1st level white spells, pure white alignment
Ranger: Base Attack +4, Track, Survival Mastery, Ability to cast 1st level green spells, green alignment.
Races
Humans start with 2 feats. All other races are unchanged.
Final Notes
All classes gain 1 feat every odd level in addition to any bonus feats gained from classes.
[bq]My comments are in blockquotes[/bq]
Skill Feats
Each of these can be taken twice – first to become trained and again to master the skill. Some Skills now have Prerequisites!
Strength Skills: Climb, Jump, Swim
Dexterity Skills: Balance, Escape Artist, Stealth*, Ride, Sleight of Hand, Use Rope
Constitution Skills: Concentration
Intelligence Skills: Appraise, Craft Weapon, Craft Armor, Craft Item, Decipher Script, Disable Device*, Forgery, Lore, Spellcraft
Wisdom Skills: Heal, Perception*, Sense Motive, Survival
Charisma Skills: Bluff, Diplomacy, Disguise, Gather Information, Handle Animal, Intimidate, Perform, Use Magic Device
New and Changed Skills
Stealth – Merges Hide and Move Silently
Disable Device – Now includes Open Locks
Perception – Merges Listen, Spot and Search
Ability Feats
At each odd ability score starting at 13 a character gains an ability feat related to that ability score. You can use these feat slots on the skill feats above or on any of the below.
Strength:
Dexterity: Dodge, Improved Initiative, Lightning Reflexes, Tumble
Constitution: Diehard, Endurance, Great Fortitude, Run, Toughness, Improved Hit Die*
Intelligence: Speak Language (Racial Bonus Language list only)
Wisdom: Iron Will
Charisma:
[bq]I could use some ideas on strength ability score feats[/bq]
Banned Feats
The following feats are removed. (Basically any feat that grants skill bonuses)
Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Diligent, Investigator, Magical Aptitude, Negotiator, Nimble Fingers, Persuasive, Self-Sufficient, Skill Focus, Stealthy
Changed and New Feats
The following are revised or new feats not listed in the Dusk book or PHB.
Mobility – You may approach foes without provoking an attack of opportunity. You may withdraw as a move-equivalent action instead of a standard action.
[bq]People almost always forget to apply the bonus from this feat. This method removes the addition / subtraction aspect[/bq]
Spring Attack – You may move before and after a single attack.
Tumble – Prerequisites: Balance Mastery. Benefit: Your movement doesn’t provoke attacks of opportunity.
[bq]After 6 ranks or so tumble is almost always guaranteed with a high dex, so why not just forgo the roll and say this[/bq]
Improved Spring Attack -- Prerequistes: Spring Attack, Whirlwind Attack. Benefit: You may make a full attack as a standard action. You may move before, between and after these attacks.
Speak Language: Each language is a feat
Reading / Writing: This is now a feat and prerequisite to Decipher Script and certain uses of the Forgery skill.
Class Changes
Barbarian: A barbarian begins with 4 skill feats which must be spent training or mastering barbarian skills. A barbarian gains a bonus skill feat every 5th level.
Fighter: The fighter begins with 2 skill feats which must be spent training or mastering fighter skills.
Monk: A monk begins with 4 skill feats which must be spent training or mastering monk skills. A monk gains a bonus skill feat every 5th level.
Priest: A priest begins with 4 skill feats which must be spent training or mastering priest skills. A priest gains a bonus skill feat every 5th level.
[bq]This class exists instead of the cleric due to my variant magic system. The druid is a prestige class for the same reason[/bq]
Rogue: A rogue begins with 8 skill feats which must be spent training or mastering rogue skills. A rogue gains a bonus skill feat every even level.
Sorcerer: A sorcerer begins with 2 skill feats which must be spent training or mastering sorcerer skills. The sorcerer begins play with the Eschew Materials feat for free.
Wizard: A wizard begins with Spellcraft mastery. In addition a wizard gains 2 skill feats which must be spent training or mastering wizard skills.
Prestige Classes
The prerequisites of certain prestige classes are changed:
Bard: Base Attack +3, Lore Mastery, Perform Mastery, Ability to cast 1st level blue spell, Red alignment.
Druid: Base Attack Bonus +3, Ability to cast 3rd level green spells, Green Alignment, Survival Mastery, Handle Animal Mastery
Paladin: Base Attack +4, Ride Mastery, Mounted Combat, Ability to cast 1st level white spells, pure white alignment
Ranger: Base Attack +4, Track, Survival Mastery, Ability to cast 1st level green spells, green alignment.
Races
Humans start with 2 feats. All other races are unchanged.
Final Notes
All classes gain 1 feat every odd level in addition to any bonus feats gained from classes.