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Unearthed Arcana Variant Rules - Previews and Questions
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<blockquote data-quote="Dark Jezter" data-source="post: 1357424" data-attributes="member: 1015"><p>Here's the checklist of all the variant rules for those who don't want to download the .PDF</p><p></p><p><strong>Chapter 1: Races</strong></p><p></p><p>Aquatic Races</p><p>Arctic Races</p><p>Desert Races</p><p>Jungle Races</p><p>Races of Air</p><p>Races of Earth</p><p>Races of Fire</p><p>Races of Water</p><p>Reducing Level Adjustments</p><p>Bloodlines</p><p>Racial Paragon Classes</p><p></p><p><strong>Chapter 2: Classes</strong></p><p></p><p>Totem Barbarian</p><p>Bardic Sage</p><p>Divine Bard</p><p>Savage Bard</p><p>Cloistered Cleric</p><p>Druidic Avenger</p><p>Thug</p><p>Monk Fighting Styles</p><p>Paladin Variants</p><p>Planar Ranger</p><p>Urban Ranger</p><p>Wilderness Rogue</p><p>Battle Sorcerer</p><p>Domain Wizard</p><p>Specialist Wizard Variants</p><p>Spontaneous Divine Casters</p><p>Favored Environment</p><p>Whirling Frenzy</p><p>Level Check Turning</p><p>Planar Banishment</p><p>Aspect of Nature</p><p>Prestige Bard</p><p>Prestige Paladin</p><p>Prestige Ranger</p><p>Gestalt Characters</p><p>Generic Classes</p><p></p><p><strong>Chapter 3: Building Characters</strong></p><p></p><p>Alternative Skill System</p><p>Complex Skill Checks</p><p>Character Traits</p><p>Character Flaws</p><p>Spelltouched Feats</p><p>Weapon Group Feats</p><p>Craft Points</p><p>Character Background</p><p></p><p><strong>Chapter 4: Adventuring</strong></p><p></p><p>Defense Bonus</p><p>Armor as Damage</p><p>Reduction</p><p>Armor Damage Conversion</p><p>Injury System</p><p>Vitality and Wound Points</p><p>Reserve Points</p><p>Massive Damage</p><p>Death and Dying</p><p>Action Points</p><p>Combat Facing</p><p>Hex Grid</p><p>Variable Modifi ers</p><p>Bell Curve Rolls</p><p>Players Roll All the Dice</p><p></p><p><strong>Chapter 5: Magic</strong></p><p></p><p>Magic Rating</p><p>Summon Monster Variants</p><p>Metamagic Components</p><p>Spontaneous Metamagic</p><p>Spell Points</p><p>Recharge Magic</p><p>Legendary Weapons</p><p>Item Familiars</p><p>Incantations</p><p></p><p><strong>Chapter 6: Campaigns</strong></p><p></p><p>Contacts</p><p>Reputation</p><p>Honor</p><p>Taint</p><p>Tainted Prestige Classes</p><p>Sanity</p><p>Test-Based Prerequisites</p><p>Level-Independent XP Awards</p><p></p><p><strong>Dungeon Master's Guide Variants</strong></p><p></p><p>Roll Initiative Each Round</p><p>Sapient Mounts</p><p>Striking the Cover</p><p>Automatic Hits and Misses</p><p>Defense Roll</p><p>Clobbered</p><p>Massive Damage Based on Size</p><p>Damage to Specifi c Areas</p><p>Weapon Equivalencies</p><p>Instant Kill</p><p>Softer Critical Hits</p><p>Critical Misses (Fumbles)</p><p>Skills with Different Abilities</p><p>Critical Success or Failure</p><p>Saves with Different Abilities</p><p>Spell Roll</p><p>Power Components</p><p>Summoning Individual Monsters</p><p>Free-Form Experience</p><p>Faster or Slower Experience</p><p>What Disabling a Device</p><p>Means</p><p>Upkeep</p><p>New Magic Items</p><p>Separate Ability Loss</p><p>Nonmagical Psionics</p><p>Less Lethal Falls</p></blockquote><p></p>
[QUOTE="Dark Jezter, post: 1357424, member: 1015"] Here's the checklist of all the variant rules for those who don't want to download the .PDF [b]Chapter 1: Races[/b] Aquatic Races Arctic Races Desert Races Jungle Races Races of Air Races of Earth Races of Fire Races of Water Reducing Level Adjustments Bloodlines Racial Paragon Classes [b]Chapter 2: Classes[/b] Totem Barbarian Bardic Sage Divine Bard Savage Bard Cloistered Cleric Druidic Avenger Thug Monk Fighting Styles Paladin Variants Planar Ranger Urban Ranger Wilderness Rogue Battle Sorcerer Domain Wizard Specialist Wizard Variants Spontaneous Divine Casters Favored Environment Whirling Frenzy Level Check Turning Planar Banishment Aspect of Nature Prestige Bard Prestige Paladin Prestige Ranger Gestalt Characters Generic Classes [b]Chapter 3: Building Characters[/b] Alternative Skill System Complex Skill Checks Character Traits Character Flaws Spelltouched Feats Weapon Group Feats Craft Points Character Background [b]Chapter 4: Adventuring[/b] Defense Bonus Armor as Damage Reduction Armor Damage Conversion Injury System Vitality and Wound Points Reserve Points Massive Damage Death and Dying Action Points Combat Facing Hex Grid Variable Modifi ers Bell Curve Rolls Players Roll All the Dice [b]Chapter 5: Magic[/b] Magic Rating Summon Monster Variants Metamagic Components Spontaneous Metamagic Spell Points Recharge Magic Legendary Weapons Item Familiars Incantations [b]Chapter 6: Campaigns[/b] Contacts Reputation Honor Taint Tainted Prestige Classes Sanity Test-Based Prerequisites Level-Independent XP Awards [b]Dungeon Master's Guide Variants[/b] Roll Initiative Each Round Sapient Mounts Striking the Cover Automatic Hits and Misses Defense Roll Clobbered Massive Damage Based on Size Damage to Specifi c Areas Weapon Equivalencies Instant Kill Softer Critical Hits Critical Misses (Fumbles) Skills with Different Abilities Critical Success or Failure Saves with Different Abilities Spell Roll Power Components Summoning Individual Monsters Free-Form Experience Faster or Slower Experience What Disabling a Device Means Upkeep New Magic Items Separate Ability Loss Nonmagical Psionics Less Lethal Falls [/QUOTE]
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