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<blockquote data-quote="bloodtide" data-source="post: 9578685" data-attributes="member: 6684958"><p><strong>Divine Approval</strong>: All Divine Magic is approved by your deity. If it follows your deities ethos they will add a boon, if it goes against they will add a bane. Or the deity might be neutral. </p><p></p><p>---</p><p><strong></strong></p><p><strong>Mundane Magic Item Crafting</strong></p><p></p><p>At 3rd level all non spellcasting classes gain the Create Magic Item Ability. This ability allows them to take magic item creation feats. They may pick one at 3rd level and one more every three levels. Magic item creation is essentially unchanged from the way a spell caster does it. Except that the spell need not be cast by them, or they can drain the spell from a scroll or magic item(destroying the item in the posses).</p><p></p><p>All magic items need three components: Mundane, Rare and Exotic.</p><p></p><p>*The mundane component is simply the physical form of the object. It must be made out of special materials to hold the magic.</p><p></p><p>*The rare component is something that locks the magic effect into the item. This is most often a creature part, but can be any physical thing.</p><p></p><p>*The exotic component is not physical thing, it is a process. It is what needs to be done to finish the item. It is a process of what to do at a set time and maybe place.</p><p></p><p>----</p><p></p><p><strong>Skill Expertise</strong>- Non-spellcasting characters gain a bonus every three levels. This can either take the form of adding a single skill to their list of class skills or adding a +4 untyped bonus to any skill they have.</p><p>-------</p><p><strong>Action Boost</strong>-A non-spellcasting character gains a pool of points equal to their level, plus their constitution modifier that can be used every round. Cost 5=1 round action,4=full round action, 3=standard action, 3=move action and 2=swift action. These actions don’t count against the normal actions the character can take in a round.</p><p>-------</p><p><strong>Shields Shall Be Splintered</strong>:Whenever you take damage, you can opt to have the damage absorbed by your shield. Fighters can splinter the shield after the damage has been rolled, everyone else must do so before the roll. The shield is splintered and destroyed, but you don’t take any damage from the blow. (from OSR)</p></blockquote><p></p>
[QUOTE="bloodtide, post: 9578685, member: 6684958"] [B]Divine Approval[/B]: All Divine Magic is approved by your deity. If it follows your deities ethos they will add a boon, if it goes against they will add a bane. Or the deity might be neutral. --- [B] Mundane Magic Item Crafting[/B] At 3rd level all non spellcasting classes gain the Create Magic Item Ability. This ability allows them to take magic item creation feats. They may pick one at 3rd level and one more every three levels. Magic item creation is essentially unchanged from the way a spell caster does it. Except that the spell need not be cast by them, or they can drain the spell from a scroll or magic item(destroying the item in the posses). All magic items need three components: Mundane, Rare and Exotic. *The mundane component is simply the physical form of the object. It must be made out of special materials to hold the magic. *The rare component is something that locks the magic effect into the item. This is most often a creature part, but can be any physical thing. *The exotic component is not physical thing, it is a process. It is what needs to be done to finish the item. It is a process of what to do at a set time and maybe place. ---- [B]Skill Expertise[/B]- Non-spellcasting characters gain a bonus every three levels. This can either take the form of adding a single skill to their list of class skills or adding a +4 untyped bonus to any skill they have. ------- [B]Action Boost[/B]-A non-spellcasting character gains a pool of points equal to their level, plus their constitution modifier that can be used every round. Cost 5=1 round action,4=full round action, 3=standard action, 3=move action and 2=swift action. These actions don’t count against the normal actions the character can take in a round. ------- [B]Shields Shall Be Splintered[/B]:Whenever you take damage, you can opt to have the damage absorbed by your shield. Fighters can splinter the shield after the damage has been rolled, everyone else must do so before the roll. The shield is splintered and destroyed, but you don’t take any damage from the blow. (from OSR) [/QUOTE]
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