Unearthed Arcana Variant Rules - Previews and Questions

Tarril Wolfeye said:
Human Paragon: 3 level-class, med base attack, good will save, d8 hp, any ten class skills, skill points: 4+Int mod, simple weapons, one martial weapon, light armor, spells/day +1 in lvl 2+3, lvl1:Adaptive Learning - choose one skill to be permanent class skill, lvl2:bonus feat, lvl3:Boost one ability by 2 points.

Could be much better for a Wizard than everyone else... you lose 1 level of spellcasting and in exchange you get +1 BAB, more hp, 6 sp, one martial weapon, one more class skill, one bonus feat (but you delay your own bonus feats) and +2 Int ;)
 

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Omega Minus said:
Every spellcaster has a reserve of spell points based on class and level, and also gain bonus spell points from a high ability score. The caster spends a number of spell points appropriate to the spell's level to cast the spell.

- A spellcaster who normally prepares his spells is now setting his list of spells known for the day. He can cast any combination of his prepared spells each day.
- A spellcaster who cast all his spells spontaneously doesn't have to prepare spells. He can cast any spell he knows.
- A spellcaster who can cast a limited number of spells spontaneously are always treated as having those spells prepared without spending any spell slots to do so.
- A spellcaster who normally receive bonus spells form a class feature can instead prepare extra spells of the appropriate level, domain, and/or schools. He doesn't get any extra spell points.

Metamagic:
A spellcaster need not specially prepare metamagic versions of his spells, he can apply a metamagic effect at the time of spellcasting and must pay for the adjusted spell level(*). This does not increase the casting time. The normal limit for maximum spell level applies.

*) Variant: without any additional cost, 3/day.

Spell points per day:

Bard: 0,0,1,5,6,9,14,17,22,29,34,41,50,57,67,81,95,113,133,144
Cleric, Druid, Wizard: 2,4,7,11,16,24,33,44,56,72,88,104,120,136,152,168,184,200,216,232
Paladin, Ranger: 0,0,0,0,0,1,1,1,1,4,4,9,9,10,17,20,25,26,41,48
Sorcerer: 3,5,8,14,19,29,37,51,63,81,97,115,131,149,165,183,199,217,233,249

Bonus spell points: (same as bonus power points, PsiHB p.7)

Spell point costs: 1,3,5,7,9,11,13,15,17 (a spellcaster capable of casting 0-level spells can cast a number of them each day equal to 3+spell points gained by class at 1st level)


Interesting.
If the XPH doesn't update the PP for the psion, the Sorcerer now has 249 PP at 20th, and the Psion only 183...

No more reasons to play a Psion, especially reading the psionic focus previews...

I hope I'm wrong...
 

Fighter variant:Thug

+class skills: Bluff, Gather Information, Knowledge(local), Sleight of Hand
skill points 4+Int mod
All simple and martial weapons, light armor
No fighter bonus feat at 1st level
May choose Urban Tracking as a fighter bonus feat

Urban Tracking is like Track using Gather Information checks instead of Survival.
The bigger the Community the longer it takes (1 check/hour) and the higher the DC (village or smaller 5, town 10, city 15, metropolis 20). There's even some conditional modifiers.
 

Vecna said:
Interesting.
If the XPH doesn't update the PP for the psion, the Sorcerer now has 249 PP at 20th, and the Psion only 183...

No more reasons to play a Psion, especially reading the psionic focus previews...

I hope I'm wrong...
Well I wouldn't use it together with psionics, because in effect it already IS psionics.
One mitigating factor is that a spell's damage does not scale with level in this variant. You may spend more spell points go get more damage though...
 

I wonder if one of you kind people would be able to give me some information about any of the following elements?


Planar Banishment
Spelltouched Feats
Action Points
Spontaneous Metamagic
Test-Based Prerequisites
Level-Independent XP Awards

(and anyone wonder why we might want *less* lethal falls? I'm surprised there isn't a more lethal falls variant!)

Cheers
 


Plane Sailing said:
(and anyone wonder why we might want *less* lethal falls? I'm surprised there isn't a more lethal falls variant!)
IMC we use a "more lethal" variant for falling: in addition to the standard damage there is a Fort save or die (DC=2 per 10 feet fallen). When you combine this with the option that forces you to keep rolling when you roll a 1 (or a 20) even 20th level barbarians (with some really REALLY bad luck) could die on a 10 ft drop...
 

Omega Minus said:
Bardic Sage: neutral good/neutral/neutral evil, good will, poor fortitude, poor reflex, additional divination spell known for each spell level, same number of spells per day, needs Intelligence score (not charisma score) equal to at least 10 + spell level (all other spellcasting factors still determined using Charisma), expanded spell list, bardic knowledge +2, bardic music lasts only 3 rounds after ally can no longer hear bardic sage sing

Oh, yeah.

It occurs to me that gestalt classes would be great for a martial arts campaign --- everybody picks up a level of monk abilities along with their regular abilities. This is a terrific way to model kung fu movies, where eveybody who's anybody knows kung fu. Fighters become Wudan Warriors, sorcerers wield mysterious ki powers...heck, bend the alignment requirements and you could play a pretty cool Bardic Sage / Monk, always quoting ancient wisdom and lecturing on the virtues of his Seven Scholars Boxing Technique as he fights the bad guys.
 


Stormborn said:
Tarril Wolfeye said:
Bloodlines - lots of pages, seems to be some kind of multiclassing with bloodline traits.


Kai Lord:

Bloodlines (take 2) - Ancestors available: Celestial, Demon, Devil, Doppelganger, Black Dragon, Blue Dragon, Brass Dragon, Bronze Dragon, Copper Dragon, Gold Dragon, Green Dragon, Red Dragon, Silver Dragon, White Dragon, Air Elemental, Earth Elemental, Fire Elemental, Water Elemental, Fey, Djinni, Efreeti, Janni, Cloud Giant, Fire Giant, Frost Giant, Hill Giant, Stone Giant, Storm Giant, Githyanki, Githzerai, Hag, Lycanthrope, Minotaur, Ogre, Slaad, Titan, Troll, Vampire, Yuan-ti.
There are three bloodline strength - minor, intermediate, and major, giving 5, 10, or 20 special abilities.
All of that uses up 13 pages.
QUOTE]

Thanks Wolfeye, but I have to admit that I am dying to know how the Bloodlines presented here compare to the Sorcerer Bloodlines present in Dragon. Ugh, can't wait for Friday!

See, I was just the other day trying to stat up a dwarf with an earth elemental ancestor...
 

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