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Unearthed Arcana Variant Rules - Previews and Questions

Nifelhein said:
Thanks for the info on VP and WP, seem they did not address something we have found out in about 10 posts... sneak attacks... and critical its with spells...

I wish Hasbro never bougth WotC...
Methink you are too quick to judge. Then again, perhaps, be glad that the sacred cow that is the hit point system remains part of the core rules. And WotC don't need Hasbro to tell them that. In fact, I doubt Hasbro have any influence over what kind of health system is appropriate for Star Wars RPG, other than the fact that many agree, including myself, the hit point system will not work with Star Wars RPG cinematic roleplaying ... ever.

;)
 

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Tarril Wolfeye said:
Here's just the names of the variants for now:
SNIP

Transmuter:
Enhance Attribute
Spell Versatility
Transmutable Memory


Some more: the specialist wizard gives up some class feature when choosing the variants - taking the first variant loses him his ability to obtain a familiar, with the second variant he loses his wizard banus feats (except the enchanter, he just gets another list of bonus feats), someone using the third variant does not gain additional spells per day for being a specialist wizard.
This wizard specialist variant sound very interesting, specially this last one, could you tell us what is the last two special abilities of the variant trasmuter?

thanks :)
 

JPL:
I made a mistake, there is an Ogre Mage Bloodline, it's just the Intermediate Ogre Bloodline:
+2 on Climb checks
Power Attack
Strength +1
+1 to natural armor
Ogre Affinity +2
Darkness 1/day
+2 on Concentration checks
Invisibility 1/day
Charisma +1
Fly 1/day


FireLance:
I didn't find any prerequisites at all for any paragon class (apart from the race)


FabioMilitoPagliara:
Spell Versatility - at 5th level, this transmuter may, for every five levels he gains, choose one non-transmutation spell and forever after treat it as a transmutation spell. This spell may also be chosen from his prohibited schools. As I said above you lose your Wizard bonus feats with this variant.
Transmutable Memory - 1/day give up a number of prepared spell levels (max. half class-level) and prepare different spells in their place as long as the number of newly prepared spell levels is equal or less than the number of spell levels given up. This requires a number of minutes concentration equal to these spell levels. You lose your additional spells/day for being a specialist, when using this variant.
 

Tarril Wolfeye said:
snip
FabioMilitoPagliara:
snip
Transmutable Memory - 1/day give up a number of prepared spell levels (max. half class-level) and prepare different spells in their place as long as the number of newly prepared spell levels is equal or less than the number of spell levels given up. This requires a number of minutes concentration equal to these spell levels. You lose your additional spells/day for being a specialist, when using this variant.
WOW, interesting. The Transmutable Memory remembers me of a glantrian capability. Do you need your spellbook when changing spells around?

thanks
 

FabioMilitoPagliara said:
WOW, interesting. The Transmutable Memory remembers me of a glantrian capability. Do you need your spellbook when changing spells around?

thanks
It doesn't say so, but as you're preparing new spells you'll probably need your spellbook for that.
 

I'm really interested in the Gestalt classes. If you have say, a fighter5/wizard5, how would you do experience? Would you treat the character as 1.5 x his level, say, ECL 7? And what would be an appropriate encounter for these guys? Cr7 or 8?


BTW, thanks to you guys for taking the time to enlighten us!
 

Ranger REG said:
Methink you are too quick to judge. Then again, perhaps, be glad that the sacred cow that is the hit point system remains part of the core rules. And WotC don't need Hasbro to tell them that. In fact, I doubt Hasbro have any influence over what kind of health system is appropriate for Star Wars RPG, other than the fact that many agree, including myself, the hit point system will not work with Star Wars RPG cinematic roleplaying ... ever.

;)
Well, it may be that is why I asked about the table of contents for the VP/WP system there, and yes, it is equal to the one found on the site, unless they have taken care of sneak attack somewhere there, and spells too.

Is that the case, Tarril?

Anyway, I am not against this book, I like options, I dislike the power that is now centered in Andy Collins' hands and the many lay offs that WotC did because it was bought by Hasbro, or the later did, for that matter. ;)
 

Nifelhein said:
Well, it may be that is why I asked about the table of contents for the VP/WP system there, and yes, it is equal to the one found on the site, unless they have taken care of sneak attack somewhere there, and spells too.

Did you read the vp/wp stuff carefully? It says that sneak attack (and any other bonus dice damage) is applied to wounds on the basis of 1pt per die. So they do take care of sneak attack there.
 

Could someone please tell me the spells known for a cleric with spontaneous casting?

I know this has been asked and answered previously in this thread, but the answer was: "just like a sorceror + 2 spells/ level due to domains."

But this doesn't really fit since the spell progression for clerics and sorcs are different, clerics get the ability to cast higher level spells before sorcs do, for instance a level 13 cleric can cast 7 level spells, a level 13 sorc can't.

So... what's the answer here?

thank you in advance
 

Yes, I noticed the sneak attack, but there is no spells in the mix, sorry, I have overlooked it before... anyway it pisses me when I read a phrase that reads:

some other things may not work well and need tweaking, go for it!

And that is what they do in that behind the curtain box... at the end of the sneak attack paragraph... :(
 

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