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<blockquote data-quote="Sammael" data-source="post: 207519" data-attributes="member: 4475"><p>Only five? Nah.</p><p></p><p>-Bonus spells for high primary spellcasting ability scores replaced by bonus spell levels (e.g: a wizard with Int 20 (+5) has 5 bonus spell levels, meaning that he could memorize ten bonus cantrips, or five bonus first-level spells, or one bonus fifth-level spell, or a combination of spells of different levels. This makes low-level casters more powerful but balances the power out at higher levels.</p><p></p><p>-HP changed to grant at least average HP (for monsters and NPCs as well): </p><p>d4>1+d3</p><p>d6>2+d4</p><p>d8>3+d5</p><p>d10>4+d6</p><p>d12>4+2d4</p><p></p><p>-optional ranger based on Monte’s modification, but with further tweaks (to make it more balanced).</p><p></p><p>-Knowledge: Arcana can be used to ID permanent non-charged magic items. Bards may add their level to the check. Alchemy and Spellcraft can be used to ID charged or non-permanent magic items (potions, wands…).</p><p>-Wands can be recharged.</p><p>-Hidden attackers are effectively invisible. </p><p>-A defender can ignore one attacker to prevent the flanking bonus, but he treats that attacker as invisible.</p><p>-Bluff can be used to prevent attacks of opportunity (even from multiple threatening opponents).</p><p>-Knowledge: Creature skill added to the game. Successful check reveals some characteristic monster info. May be used untrained (common knowledge – red dragons breathe fire).</p><p>-Various custom feats and prestige classes.</p><p>-In Planescape-based campaigns, Knowledge: The Planes is a class skill for all classes. Faction members are treated as having ECL+1 templates which grant them minor special abilities and access to faction-specific feats.</p><p>-All divine spellcasters must worship a deity. </p><p>-Great Wheel cosmology is used in FR campaigns.</p><p>-Half-dragons, half-fiends, and half-celestials are playable as ECL+3 races (seems to be working perfectly for now, no need to increase the ECL adjustment). </p><p>-ECL+1 characters can start at first level, but they need 3,000 xp for level 2. </p><p>-Optional parry rule (forego one or more attacks per round to substitute an opposed attack roll for the AC against one or more attacks in that round).</p><p>-Half-elves get +1 skill point per level (like humans) but have to choose a favored class at the beginning</p><p>-Half-orcs get a +4 bonus to Intimidate</p><p>-Ye Spell Focus 3 Pointe Rule <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Sammael, post: 207519, member: 4475"] Only five? Nah. -Bonus spells for high primary spellcasting ability scores replaced by bonus spell levels (e.g: a wizard with Int 20 (+5) has 5 bonus spell levels, meaning that he could memorize ten bonus cantrips, or five bonus first-level spells, or one bonus fifth-level spell, or a combination of spells of different levels. This makes low-level casters more powerful but balances the power out at higher levels. -HP changed to grant at least average HP (for monsters and NPCs as well): d4>1+d3 d6>2+d4 d8>3+d5 d10>4+d6 d12>4+2d4 -optional ranger based on Monte’s modification, but with further tweaks (to make it more balanced). -Knowledge: Arcana can be used to ID permanent non-charged magic items. Bards may add their level to the check. Alchemy and Spellcraft can be used to ID charged or non-permanent magic items (potions, wands…). -Wands can be recharged. -Hidden attackers are effectively invisible. -A defender can ignore one attacker to prevent the flanking bonus, but he treats that attacker as invisible. -Bluff can be used to prevent attacks of opportunity (even from multiple threatening opponents). -Knowledge: Creature skill added to the game. Successful check reveals some characteristic monster info. May be used untrained (common knowledge – red dragons breathe fire). -Various custom feats and prestige classes. -In Planescape-based campaigns, Knowledge: The Planes is a class skill for all classes. Faction members are treated as having ECL+1 templates which grant them minor special abilities and access to faction-specific feats. -All divine spellcasters must worship a deity. -Great Wheel cosmology is used in FR campaigns. -Half-dragons, half-fiends, and half-celestials are playable as ECL+3 races (seems to be working perfectly for now, no need to increase the ECL adjustment). -ECL+1 characters can start at first level, but they need 3,000 xp for level 2. -Optional parry rule (forego one or more attacks per round to substitute an opposed attack roll for the AC against one or more attacks in that round). -Half-elves get +1 skill point per level (like humans) but have to choose a favored class at the beginning -Half-orcs get a +4 bonus to Intimidate -Ye Spell Focus 3 Pointe Rule :D [/QUOTE]
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