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<blockquote data-quote="Humanophile" data-source="post: 170762" data-attributes="member: 1049"><p>Every level after first, roll hit points normally, except you can chose to discard that roll to roll one dice size less, but if that roll is under what you rolled before, you can't go back. (Note that if you really want to, you can repeat this another dice down, all the way down to d4, d3, and d2.)</p><p></p><p>Fiddle around with a couple of the races, with a special eye towards removing darkvision. In compensation, half orcs get a free scent feat, and dwarves get free, at will use of the My Light psionic power. (Darkvision and infravision before it always irked me as encouraging a "why should I worry about the rest of the party and their torches" attitude.) Orcs also get cultural/racial bonuses to intimidate and wilderness lore (+2 for full orcs, +1 for half orcs). Dwarves get a -2 DEX instead of -2 CHA</p><p></p><p>Leaf through the books, and give every character who can use them "free" access to the following feats; Off Hand Parry, Pin Shield, Arcane Preparation, Cooperative Spell, Sanctum Spell, and anything else where using the feat by itself is sufficient cost.</p><p></p><p>Swap the base divine and wizardly spell charts (base divine is the druid's, or the clerics without domain spells). Halve the base cost to scribe a spell to your spellbook, copying a "backup" of a spell you know merely takes 16 gold pieces per page: the cost of high quality, colored inks. To compensate the sorcerer, give them another third level spell knownat 13th level, and another sisxth level spell known at 17th level. To compensate clerics and druids, point out everything they already have.</p><p></p><p>Fighters and sorcerers have intimidate as a class skill. Fighters also have a +2 compotence bonus to sense motive when used to avoid being bluffed (feinted) in combat. If it comes up, warriors gain a +1 compotence bonus.</p><p></p><p>Give 1 XP for every gold earned with a craft, perform, or profession skill. For these purposes (both money and XP), alchemy is considered a craft skill, and heal a profession. Other skills may be used if circumstances allow, but most of the time at a penalty.</p><p></p><p>The ubiquitous +3 skill focus. If anyone wanted one of the very limited +4 feats, I wouldn't mind upping it to +5.</p><p></p><p>And special if new characters come in...</p><p></p><p>No more than half of a beginning character's levels may be in spellcasting classes (round up here). This is to prevent both the player and DM getting overloaded in having to keep up with new spells, as well as to prevent the "I play a barbarian at low levels, kill him off at middle-high levels, and come in as a caster" attitude to have the most powerful character for a given play level. Of course, levels earned in game may be in any class the player choses. (Of course part two: background and PRC prerequisites allowing.)</p><p></p><p>The bonus stat point every 4 levels is seen as a reward for playing, not an inherent powerup. As such, said "every 4 levels" is counted from the level you start play with. Gold is rolled once for every class-level you have. (A fourth level paladin, fourth level sorcerer has [6d4 x 10] x 4 + [3d4 x 10] x 4, f'rex.) This assumes that the party will reallocate the previous character's equipment. Feats and all other level bonuses are based on total character level.</p></blockquote><p></p>
[QUOTE="Humanophile, post: 170762, member: 1049"] Every level after first, roll hit points normally, except you can chose to discard that roll to roll one dice size less, but if that roll is under what you rolled before, you can't go back. (Note that if you really want to, you can repeat this another dice down, all the way down to d4, d3, and d2.) Fiddle around with a couple of the races, with a special eye towards removing darkvision. In compensation, half orcs get a free scent feat, and dwarves get free, at will use of the My Light psionic power. (Darkvision and infravision before it always irked me as encouraging a "why should I worry about the rest of the party and their torches" attitude.) Orcs also get cultural/racial bonuses to intimidate and wilderness lore (+2 for full orcs, +1 for half orcs). Dwarves get a -2 DEX instead of -2 CHA Leaf through the books, and give every character who can use them "free" access to the following feats; Off Hand Parry, Pin Shield, Arcane Preparation, Cooperative Spell, Sanctum Spell, and anything else where using the feat by itself is sufficient cost. Swap the base divine and wizardly spell charts (base divine is the druid's, or the clerics without domain spells). Halve the base cost to scribe a spell to your spellbook, copying a "backup" of a spell you know merely takes 16 gold pieces per page: the cost of high quality, colored inks. To compensate the sorcerer, give them another third level spell knownat 13th level, and another sisxth level spell known at 17th level. To compensate clerics and druids, point out everything they already have. Fighters and sorcerers have intimidate as a class skill. Fighters also have a +2 compotence bonus to sense motive when used to avoid being bluffed (feinted) in combat. If it comes up, warriors gain a +1 compotence bonus. Give 1 XP for every gold earned with a craft, perform, or profession skill. For these purposes (both money and XP), alchemy is considered a craft skill, and heal a profession. Other skills may be used if circumstances allow, but most of the time at a penalty. The ubiquitous +3 skill focus. If anyone wanted one of the very limited +4 feats, I wouldn't mind upping it to +5. And special if new characters come in... No more than half of a beginning character's levels may be in spellcasting classes (round up here). This is to prevent both the player and DM getting overloaded in having to keep up with new spells, as well as to prevent the "I play a barbarian at low levels, kill him off at middle-high levels, and come in as a caster" attitude to have the most powerful character for a given play level. Of course, levels earned in game may be in any class the player choses. (Of course part two: background and PRC prerequisites allowing.) The bonus stat point every 4 levels is seen as a reward for playing, not an inherent powerup. As such, said "every 4 levels" is counted from the level you start play with. Gold is rolled once for every class-level you have. (A fourth level paladin, fourth level sorcerer has [6d4 x 10] x 4 + [3d4 x 10] x 4, f'rex.) This assumes that the party will reallocate the previous character's equipment. Feats and all other level bonuses are based on total character level. [/QUOTE]
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