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- -Successful reflex save when using shield allows user to block projectiles and touch attacks (base reflex save + shield armor bonus Vs. targets attack or DM DC)
- -Casters require no materials (save for holy items for divine casters), non-spontaneous casters must have a spell/holy book and must find a place to learn the spells
- they want for each level, requiring 1 day per level of the spell learned. To learn the spells, depending on the setting, it can be easier or harder to find spells to learn,
- either being located in arcane colleges, forgotten ruins and tombs, or within other realms/dimensions. Cantrips/Level 0 spells are always considered to be pre-recorded in
- a non-spontaneous casters spell book.
- -Casters are limited to the level of spells they can cast of 10 + (spell level) based on their associated ability score which they use to cast spells, so a Sorcerer with
- 14 Charisma cannot cast 5th level spells.
- -Wizards no longer need to memorize their spells, instead relying on their spellcraft skill. The check to cast a spell for a wizard is 15 + the spells level. While they no
- longer need to remember spells, and can thus cast as many times per day as they like, failure to cast a spell causes a Wizard to take non-lethal damage equal to 1 x
- (spell level).
- -Sorcerers now pick 2 schools of magic that they are magically gifted in (Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, Transmutation)
- and may cast any spell from those 2 schools if they are the proper level, in accordance with their allowed spells per day. For balancing reasons, Universal spells count as
- a "school".
- -Reviving someone does not work if they; died of old age, were decapitated, melted, disintegrated, petrified, cut in half, immolated, exploded, crushed, or eaten (Those who
- are frozen can be revived only if they are not shattered)
- -HP is now based on Constitution score + constitution bonus -/+ size + Hit die. So if a character is medium, has 14 Con and a +2 bonus, they have 16 HP. If they are small,
- they recieve a -1 to HP, if they are tiny they recieve a -2, though if they are Fine they recieve a -4. Like-wise the opposite is true for larger enemies, where Large
- characters have a +1 bonus to total HP, huge have a +2, and doubles as it progresses starting from a difference of -/+1. Characters can not have less than 1 HP.
- -Any form of armor or natural armor now also acts as Damage Reduction. For natural armor, any weaknesses the creature may have nullifies damage reduction from their
- natural armor. Bludgeoning weapons ignore half of any DR rating from regular or natural armor, piercing weapons ignore DR upon a critical hit, slashing weapons may
- dismember limbs upon a successful crit (Fortitude save vs 10 + Damage after damage reduction taken into account)
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