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    Barbarian in the Playground
     
    Timeless Error's Avatar

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    Nov 2010
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    Default Waymaker RPG [D&D 3.5 Fix, PEACH]

    Here's a new, heavily edited and revised version of my own take on fixing D&D 3.5 (original can be found here) which I reposted now because I'll be running a session with it in a few weeks. I've called it "Waymaker RPG," in keeping with the pattern of previous well-known D&D 3.5 fixes (Pathfinder and Trailblazer).

    Miscellaneous Changes:
    Spoiler
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    Characters may not have a total amount of class levels beyond 8. After attaining level 8, characters gain a bonus feat for every additional 1,000 XP they gain (idea comes from the E6/E8 system, here, except at a faster rate of advancement).
    There are no XP penalties for multiclassing.
    You add your Constitution score to your hit points at first level, instead of just your Constitution modifier.
    All fractions automatically round up, instead of rounding down like they did in 3.5.
    Use Realms of Chaos's rules for Combat Techniques, found here, except that the Advancement ability is gained at 4th and 8th level, and only humanoid creatures (not humanoid in type, but humanoid in basic shape, as determined by the DM) can use Combat Techniques, unless that creature has levels in a character (PC or NPC) class (if the creature is nonhumanoid, racial levels and class levels do not stack for determining the amount and advancement of combat techniques a character has).
    A character's base amount of attacks of opportunity is equal to half their base attack bonus.
    Characters add their Dexterity modifier to damage with bows.
    Use the Pathfinder Combat Maneuver system, except you may add either your Str or Dex modifier to your CMD and your CMB, but not both. Do not use the PF versions of the Improved Trip, Sunder, etc. feats.
    Power Attack can be used with bows. Treat bows as one handed weapons for the purposes of Power Attack.
    There is no attack penalty for firing ranged weapons into melee.
    Action Points: You have a certain amount of action points that you can use per level (1/2 your character level +5). You can augment any die roll you make by 1d6 per action point spent to enhance that die roll (with the exception of stabilization checks to avoid losing hit points when knocked into negatives - those cannot be enhanced with action points). You can enhance your AC or CMD (against one attack only), or the DC of one spell you cast, in the same way. You may decide to augment die rolls, AC, spell DCs, or CMD after you learn the result of your die roll/the attack/save made against you, but, in the case of AC, not after your opponent rolls damage. Additionally, you can spend one action point to gain an additional swift or immediate action, two action points to gain an additional move action, three action points to gain an additional standard action, or four action points to gain an additional full-round action. You recharge your action points per level (and maybe even gain a new one) when you level up (after you stop leveling, action points recharge every 10 feats you gain).
    Only Player Characters (and possibly a few NPCs chosen by the DM) gain access to action points.
    Shield bonuses to AC apply to Touch, not Flat Footed, AC.
    Spells do not have material components, unless their original 3.5 components cost 100 gp or more.
    Negative levels impose a -1 penalty to all d20 rolls, hit points, AC, and CMD, instead of their 3.5 effect.
    All characters that gain the Evasion class feature, and already have Evasion from another source, instead gain Improved Evasion.
    A character who is denied their Dexterity bonus to AC is always flat-footed, and vice versa.
    All characters are now proficient with their unarmed strikes.


    Races:
    Spoiler
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    All races are now familiar (as the weapon familiarity racial trait) with any weapon with their race's name in it.
    Dwarves are small with Powerful Build (see the half-giant racial trait, here). However, they do not gain the bonus to Stealth checks for being small-sized. Dwarves gain a +2 racial bonus to Mechanics checks. Dwarves may choose to replace their penalty to Charisma with a -2 penalty to Dexterity (this choice must be made at first level, and may not be changed once it is made).
    Elves may choose to replace their bonus to Dexterity with a +2 bonus to Intelligence, and/or may choose to replace their penalty to Constitution with a -2 penalty to Strength (this choice must be made at first level, and may not be changed once it is made). Elves may cast either the Cat’s Grace spell or the Fox’s Cunning spell, on themselves only, once per day.
    Gnomes may choose not to gain spell like abilities. Instead, they may choose to gain +2 to Deception and Social checks (this choice must be made at first level, and may not be changed once it is made). Gnomes gain a +2 racial bonus to Mechanics checks. Gnomes may choose to gain +2 Charisma instead of +2 Constitution, and/or -2 Wisdom instead of -2 Strength (this choice must be made at first level, and may not be changed once it is made).
    Half-Elves gain +2 to an ability score of choice (this choice must be made at first level, and may not be changed once it is made). Half-Elves gain a +2 bonus to Perception checks instead of +1.
    Halflings gain +2 to a Perform skill of their choice (this choice must be made at first level, and may not be changed once it is made). All action point dice that would normally be rolled as d6’s are instead rolled as d8’s for a Halfing.
    Half-Orcs take either a -2 penalty to Int or a -2 penalty to Cha, not both (this choice must be made at first level, and may not be changed once it is made). Half-Orcs gain a +2 racial bonus on Acrobatics and Athletics checks. Additionally, Half-Orcs may rage (as the Barbarian ability) once per day or +1 time per day if they have levels in Barbarian. Orcs also gain the rage ability.
    Humans do not gain a bonus feat at level one. Instead, they gain +2 to an ability score of choice (this choice must be made at first level, and may not be changed once it is made). All action point dice that would normally be rolled as d6’s are instead rolled as d8’s for a Human.


    Classes:
    Spoiler
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    All base class alignment prerequisites are removed, with the exception of the Paladin's alignment restriction (Paladins must still be Lawful Good, Chaotic Good, Lawful Evil, or Chaotic Evil - see the Paladin variants found here).
    New Core Classes:
    Spoiler
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    Rationale Behind Class Additions:
    Spoiler
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    When designing Waymaker, I looked at the 11 current base classes and started to sort them into four categories - arcane spellcaster, divine spellcaster, warrior, and expert. I noticed that there were two major classes for each character archetype. The Sorcerer and Wizard were arcane spellcasters, the Cleric and Druid were divine spellcasters, the Barbarian and Fighter were warriors, and the (modified) Monk and Rogue were experts. The remaining classes were all fusions of the four categories. The Bard was an arcane-expert, the Paladin was a divine-warrior, and the Ranger was an expert-warrior. There were, however, gaps in this pattern. An arcane-divine, arcane-warrior, and divine-expert were missing. I therefore decided that Waymaker required three new "core" classes - the Spellblade, the Inquisitor, and the Prophet.

    The Inquisitor
    Spoiler
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    Abilities: Charisma, the primary casting statistic of the Inquisitor, is vital to the Inquisitor’s ability to cast divine spells. Intelligence helps Inquisitors disable traps and gives them extra skill points. Dexterity and Constitution are important for defense, since Inquisitors have a fairly low hit die and lack proficiency with medium and heavy armor.
    Starting Age: As Fighter.
    Starting Gold: As Cleric.

    Class Skills
    The Inquisitor's class skills (and the key ability for each skill) are Acrobatics (Dex), Athletics (Str), Bluff (Cha), Fraud (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Linguistics (Int), Mechanics (Int), Perception (Wis), Profession (Int), Sense Motive (Wis), Sleight of Hand (Dex), Social (Cha), Stealth (Dex), and Use Rope (Dex).
    Trained Skills: 6 + Int modifier

    The Inquisitor
    {table=head]Level|Base Attack Bonus|Hit Points|Fort|Ref|Will|Special|0|1st|2nd|3rd

    1st|
    +0
    |
    8
    |
    +0
    |
    +2
    |
    +2
    |Trapfinding, Inquisitor Archetype|2|||

    2nd|
    +1
    |
    12
    |
    +0
    |
    +3
    |
    +3
    |Judgement 1/day|3|0||

    3rd|
    +2
    |
    17
    |
    +1
    |
    +3
    |
    +3
    |Holy Guidance|3|0+1||

    4th|
    +3
    |
    21
    |
    +1
    |
    +4
    |
    +4
    |Mystic Ability, Judgement 2/day|3|1+1|0|

    5th|
    +3
    |
    26
    |
    +1
    |
    +4
    |
    +4
    |Bane|3|2+1|0+1|

    6th|
    +4
    |
    30
    |
    +2
    |
    +5
    |
    +5
    |Judgement 3/day|3|2+1|1+1|

    7th|
    +5
    |
    35
    |
    +2
    |
    +5
    |
    +5
    |Greater Holy Guidance|3|2+1|1+1|

    8th|
    +6/+1
    |
    39
    |
    +2
    |
    +6
    |
    +6
    |Judgement 4/day, Second Judgement|3|2+1|2+1|0+1[/table]

    Class Features
    All of the following are class features of the Inquisitor.

    Weapon and Armor Proficiencies: The Inquisitor is proficient with simple weapons, and with light armor, but not with shields.

    Spells:
    An Inquisitor casts divine spells, which are drawn from the Inquisitor spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, an Inquisitor must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Inquisitor’s spell is 10 + the spell level + the Inquisitor’s Charisma modifier.

    Like other spellcasters, an Inquisitor can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Inquisitor. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: The Inquisitor indicates that the Inquisitor gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

    The Inquisitor has a number of spells known equal to that of a Bard of equal level. The Inquisitor draws spells from the Inquisitor spell list.

    Upon reaching 5th level, and again at 8th level, an Inquisitor can choose to learn a new spell in place of one he already knows. In effect, the Inquisitor "loses" the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level Inquisitor spell the Inquisitor can cast. An Inquisitor may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

    Deity, Domains, and Domain Spells:
    An Inquisitor’s deity influences his alignment, what magic he can perform, his values, and how others see him. An Inquisitor chooses two domains from among those belonging to his deity. An Inquisitor can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.

    If an Inquisitor is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.

    Each domain gives the Inquisitor access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The Inquisitor gets the granted powers of both the domains selected.

    With access to two domain spells at a given spell level, an Inquisitor prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.

    Trapfinding: See the Rogue class feature of the same name.

    Inquisitor Archetype:
    At first level, the Inquisitor chooses one of the following archetypes. This choice cannot be changed after it is made.
    Righteous Investigator: The Inquisitor gains Urban Tracking as a bonus feat adds half his or her Inquisitor level to all Intimidate, Perception, Sense Motive, and Social checks. The Inquisitor adds the following spells to his or her list of spells known:
    1st: Detect Good, Detect Evil, Detect Law, Detect Chaos
    2nd: Zone of Truth, See Invisibility
    3rd: Discern Lies, Locate Creature, Locate Object, Scrying
    Righteous Trickster: The Inquisitor gains +1d6 sneak attack damage adds half his or her Inquisitor level to all Bluff, Fraud, Sleight of Hand, and Stealth checks. The Inquisitor adds the following spells to his or her list of spells known:
    1st: Disguise Self, Obscure Object, Pass Without Trace, Undetectable Alignment
    2nd: Silence, Invisibility, Misdirection
    3rd: Glibness, Nondetection, Zone of Silence

    Judgement (Su): See the Pathfinder Inquisitor class feature here.

    Holy Guidance (Su): Starting at 3rd level, the Inquisitor becomes perpetually under the effect of a protection from [alignment] spell. Good Inquisitors are protected from evil, evil Inquisitors are protected from good, and neutral Inquisitors can choose (this choice must be made at first level and cannot be changed once it is made). Additionally, lawful Inquisitors are protected from chaos, chaotic Inquisitors are protected from law, and neutral Inquisitors can choose (this choice must be made at first level and cannot be changed once it is made). For example, a lawful neutral Inquisitor is protected from chaos and either good or evil.

    Mystic Ability (Su): At level four, an Inquisitor gains one Mystic Ability from the Inquisitor list.

    Bane (Su): See the Inquisitor class feature, here.

    Greater Holy Guidance (Su): Starting at 6th level, all constant protection from [alignment] effects granted to the Inquisitor by the Holy Guidance ability are uprgraded to perpetual magic circle against [alignment] effects.

    Second Judgement: See the Pathfinder Inquisitor class feature here.

    The Prophet:
    Spoiler
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    Abilities: Intelligence and Wisdom are the most important abilities for a Prophet. One is the key statistic for their arcane casting, and the other is the key statistic for their divine casting. A good Dexterity and Constitution will be invaluable for making up for the lack of armor and hit points.
    Starting Age: As Wizard.
    Starting Gold: As Wizard.

    Class Skills
    The Prophet's class skills (and the key ability for each skill) are Knowledge (all skills, taken individually) (Int), Linguistics (Int), Mechanics (Int), Perception (Wis), Profession (Int), Sense Motive (Wis), and Social (Cha).

    Skills Trained: 2 + Int modifier

    The Prophet
    {table=head]Level|Base Attack Bonus|Hit Points|Fort Save|Ref Save|Will Save|Special

    1st|
    +0
    |4|
    +0
    |
    +0
    |
    +2
    |Spells, Mystic Ability

    2nd|
    +1
    |6|
    +0
    |
    +0
    |
    +3
    |Theurgy 1/day, Bonus Metamagic Feat

    3rd|
    +1
    |9|
    +1
    |
    +1
    |
    +3
    |Prophecy

    4th|
    +2
    |11|
    +1
    |
    +1
    |
    +4
    |Theurgy 2/day, Greater Theurgy 1/day

    5th|
    +2
    |14|
    +1
    |
    +1
    |
    +4
    |Great Prophecy

    6th|
    +3
    |16|
    +2
    |
    +2
    |
    +5
    |Theurgy 3/day, Bonus Metamagic Feat

    7th|
    +3
    |19|
    +2
    |
    +2
    |
    +5
    |Dread Prophecy

    8th|
    +4
    |21|
    +2
    |
    +2
    |
    +6
    |Theurgy 4/day, Greater Theurgy 2/day[/table]

    Class Features
    All of the following are class features of the Prophet.

    Weapon and Armor Proficiencies: The Prophet is proficient with simple weapons, but with no armor or shield.

    Spells:
    The Prophet gains access to both arcane and divine spells. Prophets draw arcane spells from the Wizard spell list, but may only choose three schools from which spells may be drawn. He also gains access to the Divination school for free. The Prophet has a number of spells known equal to a Sorcerer of his level. Prophets also draw divine spells from three Cleric domains of choice. He knows all the spells of his three domains. Prophets may not choose domains that do not match his alignment (for example, a good Prophet may not choose evil as one of his domains). Since domains do not have 0-level spells (orisons), Prophets may choose orisons from the Cleric, Druid, and Inquisitor spell list. He has a number of orisons known equal to twice his Prophet level.

    Prophets use Intelligence to determine the number of bonus arcane spells per day they have, and the DCs of arcane spells, and use Wisdom to determine the number of bonus divine spells per day they have, and the DCs of divine spells.

    Prophet Spells Per Day:
    {table=head]Arcane|Divine
    {table=head]0|1st|2nd|3rd|4th
    2|0|||
    3|1|||
    3|1|||
    3|2|0||
    3|2|1||
    3|2|2|0|
    3|3|2|1|
    3|3|2|2|1[/table]|{table=head]0|1st|2nd|3rd|4th
    2|0|||
    3|1|||
    3|1|||
    3|2|0||
    3|2|1||
    3|2|2|0|
    3|3|2|1|
    3|3|2|2|1[/table][/table]

    Mystic Ability: At level one, the Prophet chooses one Mystic Ability from the Prophet list.

    Theurgy (Su): A number of times per day shown on the table, a Prophet who applies a metamagic feat he has to a spell (either divine or arcane) and casts another spell that is of the opposite type (divine, if the previous round's spell was arcane, or vice versa) in the following round, he may apply the same metamagic feat to that spell with a reduced (by one half level) spell adjustment. For example, Maelojas is a sixth level Prophet with the Empower Spell feat. Maelojas casts an Empowered Ray of Enfeeblement in the first round of combat, and casts an Empowered Cure Serious Wounds in the second. Empowering a spell takes up a spell slot two levels higher than the spell would normally use, but Maelojas may apply it at a reduced (-3 from half Maelojas's level) cost because of his Theurgy ability.

    Bonus Metamagic Feat: At the indicated levels, a Prophet gains a bonus metamagic feat that he qualifies for.

    Prophecy (Sp): Starting at third level, a Prophet may use augury as a spell like ability a number of times per day equal to his Prophet level.

    Greater Theurgy (Su): A number of times per day shown on the table, when a Prophet uses his Theurgy ability, he may, instead of casting the next spell in the following round, Quicken it for free (as if using the Quicken Spell feat, but without the spell slot adjustment).

    Great Prophecy (Sp): Starting at fifth level, a Prophet may use divination as a spell like ability a number of times per day equal to half his Prophet level.

    Dread Prophecy (Sp): Starting at seventh level, a Prophet may use commune once per day as a spell like ability.

    The Spellblade
    Spoiler
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    As the Magus class, except the Spellblade:
    a) has a spells per day progression of a Bard of equal level. Spellblades may scribe a number of spells in their spellbook equal to 3 x the Bard's spells known (but they still prepare spells).
    b) gains a full base attack bonus.
    c) gains Melee or Ranged Focus as a bonus feat at level 1 (unless multiclassing into Spellblade from another class).
    d) does not gain a good Fortitude save.
    e) gains a Mystic Ability from the Spellblade list at level 4.


    Changes to Old Core Classes
    Spoiler
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    Barbarian
    Barbarians gain either Melee or Ranged Focus as a bonus feat at level 1. However, a character multiclassing into Barbarian from another class does not gain this bonus feat.
    Barbarians gain a good Reflex save.
    Tough it Out: A number of times per day equal to half the Barbarian’s highest Base Attack Bonus, rounded up, a Barbarian of second level or higher who has taken damage may immediately attempt a Fortitude save (DC equal to 7 + damage dealt). If successful, the Barbarian converts the damage to non lethal damage.
    Since skill points no longer exist, becoming literate requires the Barbarian to be trained in Linguistics.
    Barbarians gain pounce at level 6. If the Barbarian gains Greater Mastery of the Blitz Combat Technique at level 8, he exchanges this ability for a bonus feat at that point (but no sooner).
    Barbarians gain Tireless Rage at level 8.
    Bard
    Bards gain the Pathfinder Bard's Distraction class feature at level 1.
    Bards do not gain 3rd level spells at 7th level. Instead, they gain a single 3rd level Bard spell known, and a single 3rd level spell per day, at level 8.
    Bards gain the Trapfinding class feature at level 1.
    Bards gain the Dabbler feat at level 4.
    At level four, a Bard gains one Mystic Ability from the Bard list.
    Bards gain their suggestion class feature at level 7.
    Cleric
    Clerics have spells known from the Cleric spell list equal to 3 x the Sorcerer’s spells known (but they still prepare spells). Since Sorcerers learn spells of a new level a level later than other classes, treat the Cleric as having 1 2nd-level spell known at 3rd level, and 1 3rd-level spell known at 5th level. Additionally, Clerics gain Cure (or Inflict) Minor Wounds and Cure (or Inflict) Light Wounds as bonus spells known at level 1, Cure (or Inflict) Moderate Wounds as a bonus spell known at level 3, and Cure (or Inflict) Serious Wounds as a bonus spell known at level 5.
    At level one, a Cleric gains one Mystic Ability from the Cleric list.
    Druid
    Druids have spells known from the Druid spell list equal to 3 x the Sorcerer’s spells known (but they still prepare spells). Since Sorcerers learn spells of a new level a level later than other classes, treat the Druid as having 1 2nd-level spell known at 3rd level, and 1 3rd-level spell known at 5th level. Additionally, Druids gain Summon Nature’s Ally I as bonus spells known at level 1, Summon Nature’s Ally II as a bonus spell known at level 3, and Summon Nature’s Ally III as a bonus spell known at level 5.
    Like Barbarians, Druids start off play with the Illiteracy class feature. Since skill points no longer exist, becoming literate requires the Druid to be trained in Linguistics.
    Druids gain Wild Shape 1/day at level 4, Wild Shape 2/day at level 6, and Wild Shape 3/day at level 8.
    Druids do not gain an animal companion.
    At level one, a Druid gains one Mystic Ability from the Druid list.
    Use the Pathfinder Wild Shape Rules for the Druid Wild Shape ability.
    Fighter
    Fighters gain either Melee or Ranged Focus as a bonus feat at level 1. However, a character multiclassing into Fighter from another class does not gain this bonus feat.
    Add Knowledge (Social), Mechanics, Perception, Sense Motive, Social, and Survival to the Fighter class skill list.
    The Fighter now has trained skills equal to 4 + Int modifier.
    Tough it Out: A number of times per day equal to half the Fighter’s highest Base Attack Bonus, rounded up, a Fighter of second level or higher who has taken damage may immediately attempt a Fortitude save (DC equal to 7 + damage dealt). If successful, the Fighter converts the damage to non lethal damage.
    The Fighter gains a +1 bonus to CMB and CMD at level 1. This increases to +2 at level 5.
    The Fighter gains a +1 bonus to his/her effective Base Attack Bonus for the purpose of determining Combat Techniques. This increases to +2 at level 5.
    Armor Skill: At 2nd, 4th, 6th, and 8th level, a Fighter reduces the Armor Check penalty from wearing armor by 1, to a minimum of 0.
    Mastery of Body: Starting at 1st level, a Fighter may train for one hour at the start of each day, practicing martial techniques. This might be weapon drills, exercises, or even meditation. After training, the Fighter is treated as continuously under the effect of one (or two at 3rd level, three at 5th level, and four at 7th level) of the following abilities for the next 24 hours (effective caster level equal to the character's Fighter level):
    Acclimated (equivalent of endure elements), Athletic (equivalent of jump), Deadly (equivalent of keen edge), Resistant (equivalent of resist energy), Skilled (equivalent to divine favor), Swift (equivalent of longstrider), Thick-Skinned (equivalent of barkskin), Vigorous (equivalent of aid), Zealous (equivalent to align weapon).
    Grit: At level 3, when a Fighter succeeds on a Fortitude save, and he or she would normal suffer a partial effect (such as half damage), he or she instead suffers no effect.
    Uncanny Dodge: Fighters gain this class feature (see the Barbarian feature) at level 4.
    Zeal: At level 5, a when a Fighter succeeds on a Will save, and he or she would normal suffer a partial effect (such as half damage), he or she instead suffers no effect.
    Evasion: At level 7, when a Fighter succeeds on a Reflex save, and he or she would normal suffer a partial effect (such as half damage), he or she instead suffers no effect.
    Improved Uncanny Dodge: Fighters gain this class feature (see the Barbarian feature) at level 8.
    Lightly-Armor Fighter Variant:
    A Fighter may choose to lose proficiency with medium armor, heavy armor, shields, their good Fortitude save, and the Armor Training class feature, in exchange for:
    a) A good Reflex save.
    b) Dodge as a bonus feat at level 1.
    c) Acrobatics and Stealth as class skills.
    d) Starting at level 2, a Lightly-Armor Fighter may add either his/her Intelligence or Wisdom modifier as a dodge bonus to AC (minimum 1).
    e) At level 4, a Lightly-Armored Fighter gains a +5-foot bonus to his speed. This bonus increases to +10-feet at level 8.
    Monk
    Use jiriku's Monk as fixed here.
    Monks only gain 6 + Int trained skills per level, not 8.
    The Monk's unarmored AC bonus applies to CMD as well as AC. The Monk's Empty Strike class feature applies to CMB as well as attack and damage.
    Monks do not gain the Versatile Attack class feature. They gain Empty Strike at level 1, but it replaces Strength instead of adding to it.
    Monks are allowed to multiclass freely, and may continue taking levels in Monk even after having multiclassed.
    Paladin
    Paladins gain either Melee or Ranged Focus as a bonus feat at level 1. However, a character multiclassing into Paladin from another class does not gain this bonus feat.
    Paladins are allowed to multiclass freely, and may continue taking levels in Paladin even after having multiclassed.
    Paladins add Athletics to their class skill list.
    Paladins have the Bard's spells per day progression, and may learn a number of spells on the Pathfinder Paladin spell list (with the addition of cantrips from the Cleric spell list) equal to 3 x the Bard's spells known (but they still prepare spells).
    The Paladin’s Smite Evil is as follows: A number of times per day equal to half your Paladin level, rounded up, minimum one, you may add twice your Charisma bonus (minimum 1) as a bonus to an attack roll and a number of d6’s to damage equal to your Paladin level against an evil creature. If you accidentally use a Smite Evil attempt against a non-evil creature, there is no effect, but it still counts against your Smite Evil attempts for the day.
    Paladin spells are Charisma based, not Wisdom based.
    Tough it Out: A number of times per day equal to half the Paladin’s highest Base Attack Bonus, rounded up, a Paladin of second level or higher who has taken damage may immediately attempt a Fortitude save (DC equal to 7 + damage dealt). If successful, the Paladin converts the damage to non lethal damage.
    The bonus to saving throws granted by the Divine Grace class feature is a sacred bonus (or a profane bonus, if the Paladin is one of Tyranny or Slaughter).
    At 4th level, a Paladin adds his/her Charisma bonus as a sacred bonus to AC (or a profane bonus, if the Paladin is one of Tyranny or Slaughter).
    At level four, a Paladin gains one Mystic Ability from the Paladin list.
    Paladins do not gain a Special Mount.
    At 8th level, a Paladin adds his/her Charisma bonus as a sacred bonus to damage rolls (or a profane bonus, if the Paladin is one of Tyranny or Slaughter).
    Ranger
    Rangers gain either Melee or Ranged Focus as a bonus feat at level 1. However, a character multiclassing into Ranger from another class does not gain this bonus feat.
    Rangers gain Trapfinding and Disable Device as a class skill.
    Rangers do not gain access to divine spells.
    Rangers do not gain an animal companion.
    Rangers gain the Monk's fast movement and AC progression (but not the Monk's Wisdom to AC), but, unlike the Monk, these abilities may be used in light armor.
    Rangers gain their first Combat Style feature at level 1 instead of level 2.
    Ranger combat style options are now chosen from the following list:
    Archery:
    At level 1, the Ranger gains Rapid Shot as a bonus feat.
    At level 6, the Ranger gains Manyshot as a bonus feat.
    Two-Weapon Fighting:
    At level 1, the Ranger gains Two-Weapon Fighting as a bonus feat.
    At level 6, the Ranger gains Rapid Two-Weapon Fighting as a bonus feat.
    Charging:
    At level 1, the Ranger adds 1d8 to his/her total damage on a charge.
    At level 6, the Ranger adds 2d8 to his/her total damage on a charge instead of 1d8.
    Mounted Combat:
    At level 1, the Ranger gains access to the Mounted Combat feat, even if he or she does not meet the prerequisites.
    At level 6, the Ranger gains access to the Ride-By Attack feat, even if he or she does not meet the prerequisites.
    Einhander:
    At level 1, the Ranger gains Einhander as a bonus feat.
    At level 6, the bonus to AC and damage rolls granted by the Einhander feat increases to one half of the character's base attack bonus, instead of one third.
    Sword and Shield:
    At level 1, the Ranger gains Improved Shield Bash as a bonus feat.
    At level 6, the bonus to AC granted by holding a shield increases by one third of the character's base attack bonus.
    At third and eighth level, the Ranger gains the Pathfinder Ranger's favored terrain class feature.
    Rogue
    Rogues have a d8 hit die instead of a d6 hit die.
    At 1st level, and again at 3rd, 5th, and 7th level, a Rogue gains Skill Specialization with a skill of choice.
    At level 2, a Rogue gains either Cat’s Grace, Eagle’s Splendor, or Fox’s Cunning once per day.
    At level 4, a Rogue gains either Silence or Glibness once per day.
    At level 6, a Rogue gains an additional use per day of the spell like ability he or she selected at level 2.
    Rogues gain Rogue special abilities at 1st, 4th, and 7th level (instead of starting at 10th level).
    At level 8, a Rogue gains an additional use per day of the spell like ability he or she selected at level 4.
    At level 8, as long as both the Rogue and at least one ally threaten the same opponent, the rogue may treat that opponent as flanked.
    Sorcerer
    Sorcerers have a d6 hit die instead of a d4 hit die.
    At level one, a Sorcerer gains one Mystic Ability from the Sorcerer list.
    The Sorcerer gains a bonus Metamagic or Item Creation feat at levels 4 and 8.
    Use Pathfinder Sorcerer bloodlines as detailed here. 9th level bloodline powers are instead gained at 8th level.
    Wizard
    Wizards can have spells in their spell book equal to 3 x the Sorcerer’s spells known (but they still prepare spells). Since Sorcerers learn spells of a new level a level later than other classes, treat the wizard as having 1 2nd-level spell in his/her spell book at 3rd level, and 1 3rd-level spell in his/her spell book at 5th level. Wizards are capable of learning the spells in one spell book well enough to cast them, but no more than that.
    At level one, a Wizard gains one Mystic Ability from the Wizard list.
    Wizards does not gain a bonus feat at level 5. Instead, he or she gains the Fighter's bonus feat progression, but may choose only Metamagic and Item Creation feats for those feat slots.
    At level 4, a wizard may choose one spell in his/her spellbook. This choice of spell cannot be changed once it is made. The wizard may cast this spell spontaneously, like a Sorcerer, or a good Cleric casting a cure spell. The wizard may choose another spell to cast spontaneously at level 7.
    Last edited by Timeless Error; 2011-12-27 at 05:57 PM.
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  2. - Top - End - #2
    Barbarian in the Playground
     
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    Default Re: Waymaker RPG [D&D 3.5 Fix, PEACH]

    Skills:
    Spoiler
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    Balance and Tumble are rolled into Acrobatics (Dex)*.
    Climb, Jump, and Swim are rolled into Athletics (Str)*.
    Concentration is eliminated and replaced with the following check: 1d20 + level + Con modifier.
    Bluff (Cha) is unchanged.
    Disguise and Forgery are rolled into Fraud (Cha).
    Handle Animal (Cha) is unchanged.
    Intimidate (Cha) is unchanged.
    Knowledge (religion) and Knowledge (the planes) are rolled into Knowledge (Esoteric) (Int).
    Knowledge (arcana) and Spellcraft are rolled into Knowledge (Mystic) (Int).
    Knowledge (dungeoneering) and Knowledge (nature) are rolled into Knowledge (Natural) (Int).
    Knowledge (geography), Knowledge (history), Knowledge (local), and Knowledge (nobility) are rolled into Knowledge (Social) (Int).
    Decipher Script and Speak Language are rolled into Linguistics (Int).
    Disable Device, Knowlege (architecture and engineering), and Open Lock are rolled into Mechanics (Int).
    Listen, Search, and Spot are rolled into Perception (Wis).
    Perform (Cha) is unchanged.
    Appraise, Craft, and Profession are rolled into Profession (Int).
    Ride (Dex) is unchanged.
    Sense Motive (Wis) is unchanged.
    Sleight of Hand (Dex)* is unchanged.
    Diplomacy and Gather Information are rolled into Social (Cha).
    The Diplomacy part of Social is as fixed here by Rich Burlew.
    Hide and Move Silently are rolled into Stealth (Dex)*.
    Heal and Survival are rolled into Suvival (Wis).
    Escape Artist checks to escape from bindings are merged with Use Rope into the Use Rope (Dex) skill. Escape Artist checks to escape from a grapple are now CMB rolls.
    Use Magic Device (Cha) is unchanged.
    *Armor Check Penalty applies, double for swimming.
    Skill ranks no longer exist. You can train yourself in a number of skills equal to (class amount) + Int modifier, which allows you to add your level as a bonus to that skill. You gain a +3 bonus to trained skills.
    Training yourself in a cross-class skill is exactly the same as training yourself in a class skill, except you gain no +3 bonus.
    Knowledge, Linguistics, Mechanics, Perform, Profession, Sleight of Hand, and Use Magic Device cannot be used untrained.
    Synergy bonuses are as follows:
    {table=head]A +5 training bonus to...|Grants a +2 synergy bonus to...
    Acrobatics|Athletics, Stealth
    Athletics|Acrobatics
    Bluff|Fraud, Intimidate, Sense Motive, Sleight of Hand, Social
    Fraud|Bluff
    Handle Animal|Ride, Wild Empathy (see Druids and Rangers)
    Intimidate|Bluff, Social
    Knowledge (Esoteric)|Knowledge (Mystic)
    Knowledge (Mystic)|Knowledge (Esoteric), Use Magic Device
    Knowledge (Natural)|Handle Animal, Survival
    Knowledge (Social)|Social
    Sense Motive|Bluff, Intimidate, Social
    Sleight of Hand|Use Rope
    Social|Bluff, Intimidate, Sense Motive, Wild Empathy (see Druids/Rangers)
    Survival|Knowledge (Natural)
    Use Magic Device|Knowledge (Mystic)
    Use Rope|Sleight of Hand, CMB Rolls to Escape from a Grapple[/table]
    Racial Skill Bonuses: If a race had a bonus to a skill that is now part of a new skill, the race applies that bonus to the entire new skill.
    Class Skill Lists: If a class had a skill on its class skill list that is now part of a new skill, the class has the new skill on its class skill list as well.
    Multiclassing and Skills: If you multiclass into a class that has more trained skills per level than your old one did, you may select a number of skills from the new class's skill list to be trained in equal to the number by which that class's trained skills allotment exceeds your other class's trained skill allotment. You are now trained in these skills. However, you add only your level in the new class (the one granting you the extra skills trained) to your skill checks, as opposed to your character level, and you do not gain a +3 bonus to checks for them being class skills.
    For example, Rumiel is a fourth level Elven Fighter (Lightly-Armored Variant). When Rumiel becomes fifth level, he decides he wants to take a level of Monk. Fighters have 4 trained skills. Monks have 8 trained skills. When Rumiel takes his level in Monk, he may choose 4 skills from the Monk skill list to become trained in, but he only adds his Monk level to the check instead of his character level, and he does not add the +3 bonus to those skill check modifiers for them being class skills, due to the fact that they were acquired via multiclassing.
    If you multiclass into a class that has fewer trained skills than your old class did, you must choose a number of your trained skills equal to the difference between your old class's skill allotment and your new class's skill allotment and not advance those skills due to not having enough trained skills from your new class to do so.
    For example, Aurix is a second level Aasimar Monk. Aurix decides she wants to take her third level in Psychic Warrior. Monks have 8 trained skills. Psychic Warriors have 2 trained skills. Aurix must choose 6 trained skills to which she only adds her Monk level, as opposed to her character level.


    Feats:
    Spoiler
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    Feats are gained as follows:
    2 at level 1.
    1 at level 3.
    1 at level 5.
    1 at level 7.
    1 for every 1,000 XP after level 8.

    Remember to convert monsters as well as PCs so that they get the right number of feats each.
    New and Changed Feats:
    Spoiler
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    Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Diligent, Investigator, Magical Aptitude, Negotiator, Nimble Fingers, Persuasive, Self-Sufficient, Skill Focus, and Stealthy are removed. They are replaced with Skill Specialization, which grants you a +5 bonus to a skill of choice.
    Combat Casting allows you to suffer no penalty for casting defensively.
    Craft Wondrous Item has a prerequisite of Caster Level 8th.
    Craft Magic Arms and Armor, Craft Rod, Craft Staff, Craft Wand, and Forge Ring are removed.
    Add the following feat:
    Craft Magic Item [Item Creation]
    Prerequisite: Caster Level 3rd.
    Benefit: Choose one Profession skill that can be used for crafting an object of some sort. You become trained in that skill. In addition, you may use the ability that increases your spell DCs to modify your check instead of Intelligence (nothing changes if Intelligence is the statistic that increases your spell DCs). When creating a masterwork version of your item, you may choose to forgo the normal effects that the masterwork quality has and instead choose one of the following:
    If you are adding the masterwork quality to a weapon, you may add to the weapon one of the enchantments listed here that is equivalent to a +1 bonus.
    If you are adding the masterwork quality to armor or a shield, you may add to the armor or shield one of the enchantments listed here that is equivalent to a +1 bonus.
    Add the following feat:
    Item Bond [Item Creation]
    Prerequisite: Caster Level 1st.
    Benefit: You bond with some form of inanimate, unintelligent object, such as a staff, a sword, or an amulet. Channeling your magic through that object strengthens your mystic power (examples from fiction include Gandalf's staff, or Sauron's Ring of Power). Choose two spells you know (or that are in your spellbook) that share the same descriptor. You store and channel these spells through your item. Mechanically, this means that you gain an extra spell per day that can be used to cast either of the spells you have chosen to channel and that your effective Caster Level increases by 2 for all spells you cast via your item, as long as you have the item on your person. Initiating the ritual to bond with an item requires 100 gp worth of special materials and takes one month to complete (although you need not spend every moment of every day working on your item during that time period).
    At 4th level, and again at 6th level, you may choose to gain another spell that you may channel through the item, as long as it has the same descriptor as the other two. The spell may be of the highest level you know. At 3rd, 5th, and 7th level, you gain an addional spell per day to use on one of your channeled spells.
    If your item is lost, stolen, or broken, you must make a Will save (DC 10 + [number of spells you were using the item to channel + number of spells per day the feat grants you] x 2) or lose the capability to use the spells you were channeling via the item for one week. If you fail the save by 5 or more, you are shaken for one week and lose the ability to cast the spells for two weeks. If you roll a natural one, you lose knowledge of the spells for two weeks and become shaken and nauseated for three weeks.
    Another person who comes into possession of the item may use it if they make a successful caster level check (or a Use Magic Device check), DC equal to the Will save mentioned earlier in the feat's description, each time they attempt to use the item.
    Two months after you lose an item you have bonded with, you may craft a new one by spending another 100 gp.
    Bonded items can also be willingly given away, with no risk of losing the ability to cast the spells or suffering negative conditions. Additionally, items can be sold, and the general minimum price for such an item is (amount of spells per day the item can cast + amount of spells the item "knows) x 50 gp.
    Add the following feat:
    Dabbler [General]
    Prerequisite: Intelligence 13.
    Benefit: You may use all skills untrained.
    Normal: Some skills cannot be used untrained.
    Deflect Arrows and Snatch Arrows are merged into Deflect Arrows, and the prerequisite of Improved Unarmed Strike is removed.
    Dodge allows you to add one half your level as a dodge bonus to AC (against all targets). However, the bonus granted by this feat is reduced to +1 if you are wearing medium armor and/or carrying a light shield, and negated if you are wearing heavy armor and/or carrying a heavy shield.
    Add the following feat:
    Armored Dodge [General]
    Prerequisites: Dexterity 13, Dodge
    Benefit: The Dodge bonus to AC granted by the Dodge feat is not decreased when you wear medium or heavy armor and/or carry a shield.
    Special: This feat may be taken as a Fighter bonus feat.
    Add the following feat:
    Einhander [General]
    Benefit: When wielding a one-handed weapon in one hand and holding nothing in the other, you gain a shield bonus to AC and a circumstance bonus to damage rolls equal to one third of your Base Attack Bonus.
    Special: This feat may be taken as a Fighter bonus feat.
    Eschew Materials is removed, due to the fact that most material components do not exist.
    Add the following feat:
    Great Fortitude allows you to add one third your level to Fortitude saves.
    Add the following feat:
    Greater Inspire Courage [General]
    Prerequisite: Inspire Courage class feature.
    Benefit: the bonus to attack and damage granted by your Inspire Courage ability is increased by one.
    Improved Critical's Base Attack Bonus prerequisite is reduced to BAB +3.
    Improved Feint allows you to feint as a swift action. If you have the Improved Feint feat, a successful feint deals an additional amount of damage equal to your Base Attack Bonus.
    Iron Will allows you to add one third your level to Will saves.
    Lightning Reflexes allows you to add one third your level to Reflex saves.
    Natural Spell no longer exists (sorry, no bear-shooting bears anymore).
    Martial Weapon Proficiency and Simple Weapon Proficiency grants proficiency with all martial (or simple, respectively) weapons, not just one.
    Point Blank Shot is removed and replaced with Ranged Focus (see below). Everything that used to have the prerequisite of Point Blank Shot now has the prerequisite of Ranged Focus.
    Precise Shot is removed.
    Run adds 10 feet to a character’s land speed instead of its old benefits.
    Add the following feat:
    Skill Training [General]
    Prerequisite: Intelligence 13, must have practiced skill in question (as determined by DM)
    Benefit: You become trained in one skill of your choice, whether it is a class skill or not.
    Add the following feat:
    Shorten Grip [General]
    Prerequisite: Proficient with any reach weapon.
    Benefit: When wielding a reach weapon, you may strike opponents adjacent to you as well as those 10 feet away.
    Special: A Fighter may take this as one of his/her Fighter bonus feats.
    Spell Focus grants a bonus to DCs of your chosen school equal to one third of your caster level. Greater Spell Focus, however, is unchanged.
    Toughness grants +3 hit points +1 per hit die. It can no longer be taken multiple times.
    Two-Weapon Fighting is merged with Improved Two-Weapon Fighting, and has a prerequisite of Dex 13 instead of Dex 15. The feat allows you to add your full Strength modifier to attacks with an off-hand weapon.
    Two-Weapon Defense now grants a shield bonus to AC equal to half your level while wielding to weapons or a double weapon.
    Add the following feat:
    Rapid Two-Weapon Fighting [General]
    Prerequisite: Two-Weapon Fighting, Base Attack Bonus +3
    Benefit: When making a standard action attack, you may make an extra attack with your off-hand weapon. Both attacks take a -2 penalty (if you are fighting with a light weapon in your off hand, or -4 if you are fighting with a one-handed weapon in your off hand). Penalties can be reduced by Two-Weapon Mastery as normal.
    Add the following feat:
    Two-Weapon Mastery [General]
    Prerequisite: Two-Weapon Fighting, Base Attack Bonus +2
    Benefit: The penalties for two weapon fighting are reduced by 1 per 2 points of Base Attack Bonus you have. Penalties may not be reduced beyond 0.
    Special: A Fighter may take this as one of his/her Fighter bonus feats.
    Weapon Aptitude (the class feature found here) is available as a feat (fighter bonus) with a prerequisite of BAB +2.
    Weapon Finesse has a prerequisite of Dex 13 instead of BAB +1.
    Weapon Focus is renamed Melee Focus. It grants a +1 bonus per 4 levels, minimum 1, to all melee attack rolls.
    Add the following feat:
    Ranged Focus [General]
    Benefit: You gain a +1 bonus per 4 levels, minimum 1, on all ranged attack rolls.
    Special: A fighter may select this feat as a fighter bonus feat.
    Weapon Specialization is renamed Melee Specialization now has the prerequisite of Melee Focus or Ranged Focus instead of Weapon Focus, and no prerequisite of Fighter levels, and allows you to add half your base attack bonus to damage rolls with a chosen weapon.
    Add the following feat:
    Ranged Specialization [General]
    Prerequisite: Ranged Focus.
    Benefit: You gain a bonus on all ranged damage rolls equal to half your base attack bonus.
    Special: A fighter may select this feat as a fighter bonus feat.
    Greater Weapon Focus ceases to exist.
    Flaws:
    Spoiler
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    Frail is removed, because it overlaps with Pathetic Constitution.
    Inattentive imposes a -6 penalty on Perception checks.
    Meager Fortitude imposes a -4 penalty on Fortitude saves.
    Murky-Eyed, in addition to its standard disadvantages, imposes a -2 penalty to Perception checks.
    Noncombatant imposes a -3 penalty on melee attack rolls.
    Poor Reflexes imposes a -4 penalty on Reflex saves.
    Shaky imposes a -3 penalty on ranged attack rolls.
    Vulnerable imposes a -2 penalty to Armor Class.


    Equipment:
    Spoiler
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    Mundane Equipment:
    Spoiler
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    The club deals 1d8 damage instead of 1d6, or 1d6 for small characters.
    The shortbow deals 1d8 damage instead of 1d6, or 1d6 for small characters.
    The longbow deals 1d10 damage instead of 1d8, or 1d8 for small characters.
    The kama has a critical range of 18-20/x2. In addition, you can make a disarm attack with a kama without taking a penalty to your disarm attempt for wielding a light weapon.
    You do not take a penalty to your disarm attempt when wielding a nunchaku, and you get an additional +4 bonus to disarm checks. Additionally, you can use a nunchaku to make trip attempts.
    You do not take a penalty to your disarm attempt when wielding a sai, and you get an additional +4 bonus to disarm checks. A sai has a critical range of 19-20/x2.
    Sianghams are simple weapons instead of exotic weapons.
    A bastard sword deals 2d6 damage instead of 1d10, or 1d10 for small characters. When wielding a bastard sword, you may add 1.5 x your Strength modifier to damage rolls as if you were wielding it 2-handed. You may additionally treat it as a 2-handed weapon for the purposes of determining Power Attack damage.
    A dwarven waraxe deals 1d12 damage instead of 1d10, or 1d10 for small characters. When wielding a dwarven waraxe, you may add 1.5 x your Strength modifier to damage rolls as if you were wielding it 2-handed. You may additionally treat it as a 2-handed weapon for the purposes of determining Power Attack damage.
    The orc double axe deals 1d10/1d10 damage instead of 1d8/1d8, or 1d8/1d8 for small characters.
    The dire flail deals 1d10/1d10 damage instead of 1d8/1d8, or 1d8/1d8 for small characters.
    The gnome hooked hammer deals 1d10/1d8 damage instead of 1d8/1d6, or 1d8/1d6 for small characters.
    The dwarven urgrosh deals 1d10/1d8 damage instead of 1d8/1d6, or 1d8/1d6 for small characters.
    The two-bladed sword deals 1d10/1d10 damage instead of 1d8/1d8, or 1d8/1d8 for small characters.
    The armor bonus to AC granted by a Breastplate is +6 instead of +5.
    Light shields grant a shield bonus to AC equal to 1/4 the user’s highest Base Attack Bonus, rounded up.
    Heavy shields grant a shield bonus to AC equal to (1/2 the user’s highest Base Attack Bonus) + 1, rounded up.
    Masterwork Items, Magic Items, and Character Wealth:
    Spoiler
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    All magic items except items that are listed in the 3.5 Dungeon Master's Guide as costing less than 3000 gp are eliminated (special materials, such as adamantine or mithral, are still available). All ability score boosting items, minor or not, are also eliminated. Give characters wondrous items sparingly. They should not be purchasable on a normal market, as they are now exceedingly rare. A character should maybe acquire one or two over the course of the character's entire adventuring career. This should restore a sense of wonder to the items, instead of the casual practicality with which they are often looked upon in standard D&D. Should the situation ever arise, a magic item never allows a character to qualify for a feat they otherwise could not qualify for.
    Masterwork items now cost an additional 800 gp instead of 300 gp, or 1600 gp for a double weapon.
    Masterwork weapons provide a +1 bonus on attack and damage rolls, not just attack rolls.
    Reference the following table to determine the wealth of any given character:
    {table=head]Level|Expected Wealth (by end of Level)
    1st|150 gp
    2nd|400 gp
    3rd|800 gp
    4th|1300 gp
    5th|1950 gp
    6th|2700 gp
    7th|3600 gp
    8th|4600 gp
    +10 feats|+1000 gp[/table]
    Last edited by Timeless Error; 2011-11-28 at 04:02 PM.
    Hi!
    --Timeless Error, Emerald Knight and Champion of Green in the Playground

    A lot of clutter used to be here. Now it's here. Please click the link and read my extended signature!

    Thanks to the amazing Aruius for my excellent Emerald Knight in Action avatar!

    Legend, an awesome RPG. 1.0 now out!


  3. - Top - End - #3
    Barbarian in the Playground
     
    Timeless Error's Avatar

    Join Date
    Nov 2010
    Location
    A Place with No Time
    Gender
    Male

    Default Re: Waymaker RPG [D&D 3.5 Fix, PEACH]

    Spells and Mystic Abilities:
    Spoiler
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    Mystic Abilities:
    Spoiler
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    Mystic Abilities are unique tricks gained by spellcasters designed to enhance customization of arcane or divine characters. Familiars, animal companions, and special mounts are all mystic abilities, as are an array of other abilities presented here.
    Coming soon!

    Spells:
    Spoiler
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    Inquisitor Spell List:
    Spoiler
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    0-level (Orisons): create water, cure minor wounds, dancing lights, flare, ghost sound, guidance, inflict minor wounds, lullaby, message, prestidigition, purify food and drink, read magic, resistance, touch of fatigue, virtue
    1st-level: alarm, bane, bless, calm emotions, cause fear, charm person, command, cure light wounds, detect chaos, detect evil, detect good, detect law, detect secret doors, detect thoughts, detect undead, doom, erase, expeditious retreat, hypnotism, inflict light wounds, lesser confusion, obscure object, pass without trace, ray of enfeeblement, sanctuary, shield of faith, silent image, sleep, true strike, undetectable alignment, ventriloquism
    2nd-level: acid arrow, aid, align weapon, blur, chill metal, consecrate, continual flame, cure moderate wounds, darkness, darkvision, desecrate, eagle's splendor, enthrall, find traps, fox's cunning, grease, heat metal, heroism, hideous laughter, hypnotic pattern, inflict moderate wounds, invisibility, minor image, misdirection, owl's wisdom, phantom trap, pyrotechnics, resist energy, secret page, see invisibility, shatter, silence, spider climb, suggestion, tongues, touch of idiocy, whispering wind, zone of truth
    3rd-level: augury, confusion, contagion, crushing despair, cure serious wounds, daylight, detect scrying, explosive runes, fear, fly, glibness, good hope, haste, illusory script, inflict serious wounds, invisibility purge, lesser geas, locate object, mark of justice, nondetection, poison, prayer, ray of exhaustion, scrying, searing light, sepia snake sigil, slow, speak with dead, water breathing, water walk

    Alter Self no longer exists.
    Animate Dead is a third level spell for all classes that have it on their spell list.
    Black Tentacles is removed.
    Blindness/Deafness is split into two spells, Blindness and Deafness.
    The Cure and Inflict spell chains can now be cast on targets up to 60 feet away, but a ranged touch attack must be made in order to hit the target. If the target wishes to be affected by the spell, he or she may treat their AC as 10 for the purposes of being targeted.
    Deafness remains at its current spell level, but Blindness is an 4th level spell for all classes that have it on their list.
    Color Spray no longer exists.
    Daze no longer exists.
    Deep Slumber deals 2d6/level nonlethal damage to 10 HD of creatures.
    Dimensional Anchor is removed.
    Dimension Door is removed.
    Dispel Magic is an 4th-level spell for all classes that have it on their spell list (and not available to Bards).
    Entangle is a 2nd level spell for all classes that have it on their spell list.
    Ghoul Touch causes the main target to become nauseated instead of paralyzed.
    Glitterdust no longer exists.
    Grease only coats one 5-ft square.
    Hold Person reduces the target’s speed to 0 feet and causes them to take a -2 penalty to attack rolls and AC, but does not paralyze them.
    Lesser Planar Ally is removed.
    Polymorph is removed.
    Phantasmal Killer is removed.
    Rainbow Pattern is removed.
    Rary's Telepathic Bond is a third level Sorcerer/Wizard spell.
    Reincarnate is removed.
    Restoration is a 3rd level spell for all classes that have it on their spell list.
    Rope Trick no longer exists.
    Sleep deals 2d6/level nonlethal damage, instead of putting the target to sleep.
    Stone Shape is removed.
    Touch of Idiocy deals 1d6 Intelligence, Wisdom, OR Charisma damage, not 1d6 Intelligence, Wisdom, AND Charisma damage.
    Wind Wall causes ranged arrow and bolt attacks to take -10 penalty on their attack rolls, and other ranged attacks to take a -6 penalty on their attack rolls, instead of the current rules for deflecting ranged attacks.


    Non-Core Material, Adjusted:
    Spoiler
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    Classes:
    Spoiler
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    Player's Handbook II:
    Dragon Shaman gains a Full Base Attack Bonus.
    Dragon Shamans gain either Melee Focus or Ranged Focus as a bonus feat at level 1. However, a character multiclassing into Dragon Shaman from another class does not gain this bonus feat.
    Duskblades gain a bonus feat at levels 4 and 8.
    Duskblades gain a single 3rd level Duskblade spell known, and a single 3rd level spell per day (spell per day not affected by ability scores) at level 8.
    Knights gain either Melee Focus or Ranged Focus as a bonus feat at level 1. However, a character multiclassing into Knight from another class does not gain this bonus feat.
    Knights gain a good Fortitude save in addition to their good Will save.
    Tough it Out: A number of times per day equal to half the Knight’s highest Base Attack Bonus, rounded up, a Knight of second level or higher who has taken damage may immediately attempt a Fortitude save (DC equal to 7 + damage dealt). If successful, the Knight converts the damage to non lethal damage.
    Zeal: At level 3, a when a Knight succeeds on a Will save, and he or she would normal suffer a partial effect (such as half damage), he or she instead suffers no effect.
    At level 4, you may add your Charisma bonus to saves.
    Grit: At level 6, when a Knight succeeds on a Fortitude save, and he or she would normal suffer a partial effect (such as half damage), he or she instead suffers no effect.
    At level 8, you may add your Charisma bonus to damage rolls.
    Complete Adventurer
    The Ninja is replaced with the first 8 levels of this class.
    The Bonus Ninja Art and Path Focus feats may be selected as Fighter bonus feats.
    Spellthieves have the Bard’s spells known and spells per day progression, but still choose spells only from the abjuration, divination, enchantment, illusion, and transmutation schools of the Sorcerer/Wizard list.
    Complete Warrior
    Hexblades gain either Melee Focus or Ranged Focus as a bonus feat at level 1. However, a character multiclassing into Hexblade from another class does not gain this bonus feat.
    Hexblades gain the Bard's spell progression.
    Hexblades gain a good Fortitude save.
    Hexblades gain proficiency with bucklers and light shields.
    At level 1, Hexblades may add their Charisma bonus to AC when wearing light or no armor and carrying a buckler, a light shield, or no shield.
    The Hexblade's Curse ability is useable as a swift action.
    The Hexblade gains an additional amount of uses of the Hexblade's Curse per day equal to his or her Charisma bonus (if any).
    Hexblades gain the Greater Hexblade’s Curse class feature at level 8 instead of level 7.
    Hexblades gain a bonus feat at levels 3 and 7, but not 5.
    If you have the Player’s Handbook II, replace the Summon Familiar class feature with the Dark Companion class feature in Chapter 2.
    The Samurai is beyond hope, and is eliminated completely. It is easily replaceable with a Fighter or a refluffed Psychic Warrior or Ardent.
    Swashbucklers gain Perception, Perform and Knowledge (Social) as class skills.
    Swashbucklers gain either Melee Focus or Ranged Focus as a bonus feat at level 1. However, a character multiclassing into Swashbuckler from another class does not gain this bonus feat.
    Swashbucklers gain a good Reflex save in addition to their good Fortitude save.
    Swashbucklers lose their Grace class feature.
    Swashbucklers gain their Dodge Bonus class feature at levels 4 and 8.
    Swashbucklers lose their Improved Flanking class feature.
    Swashbucklers may use the either their Dexterity, Intelligence, or Charisma modifier for attack, damage, and CMB instead of Strength (or Dexterity, for ranged attack rolls, if Intelligence or Charisma is the replacing statistic). This replaces the Swashbuckler's Weapon Finesse and Insightful Strike class features.
    At second level, a Swashbuckler deals an extra 1d6 damage on a successful attack to any enemy who the Swashbuckler is adjacent to, without having any allies adjacent to the enemy. This damage increases to 1d8 at level four, 1d10 at level six, and 1d12 at level eight. (Semi-stolen from Samm's Swashbuckler fix, found here.)
    Expanded Psionics Handbook
    Psions gain their bonus feat at levels 4 and 8 instead of level 5.
    Psychic Warriors do not gain 3rd level powers at 7th level. Instead, they gain a single 3rd level Psychic Warrior power known at level 8.
    Standard Soulknifes are replaced with the Pathfinder version of the Soulknife. Alternatively, Soulbound Weapon Psychic Warrior alternate class feature replaces them.
    Wilders gain Volatile Mind (2 power points) at level 8.
    Complete Psionic
    The Ardent gains divine grace at level 6, but uses his/her Wisdom bonus instead of Charisma bonus.
    Ardents gain a new psionic mantle at level 8.
    The Divine Mind is eliminated, as it is both weak and overlaps with the Ardent.
    The Lurk is replaced with the Psychic Rogue. The Psychic Rogue gains a bonus psionic feat at 4th and 8th level.
    Psychic Rogues gain a single 3rd level Psychic Rogue power known at level 8.
    Dragon Compendium
    Battle Dancers gain either Melee Focus or Ranged Focus as a bonus feat at level 1. However, a character multiclassing into Battle Dancer from another class does not gain this bonus feat.
    The Battle Dancer’s dance of the springing tiger is moved up to level 6, and it’s prerequisite is training in Acrobatics.
    The Battle Dancer's AC bonus increases to +2 at level 8.
    The Death Master’s alignment prerequisite is changed from any evil to any non-good. The class gains Master of the Dead at level 6 instead of level 5, and Sustenance of the Dead is moved from level 10 to level 8.
    Jesters gain Buffoonery at level 8, with the prerequisite of being trained in Perform (comedy).
    Jesters do not gain 3rd level spells at 7th level. Instead, they gain a single 3rd level Jester spell known, and a single 3rd level spell per day (spell per day not affected by ability scores) at level 8.
    The Mounteback’s Deceptive Attack ability deals +1d6 damage at 1st level, +2d6 at 3rd level, +3d6 at 5th level, and +4d6 at 7th level (which means that Deceptive Attack is gained at level 1). Additionally, Mountebacks gain a bonus feat at 2nd, 4th, 6th, and 8th level.
    The Savant uses the Bard’s spells per day table. Savants still select spells from the Savant spell list, and they still prepares their spells.
    Savants gain one 1st level Savant divine spell known, and one per day, at level 8.
    Savants gain a bonus feat at level 6.
    Sha'irs are eliminated completely and replaced with a spellcaster of your choice.
    Urban Druids are removed.
    Miniatures Handbook
    Favored Souls use Charisma to determine both spells per day and spell Difficulty Classes.
    Favored souls gain their 1st energy resistance at 4th level instead of 5th level, and their 2nd at 8th level instead of 10th level.
    Replace the Healer with the first 8 levels of this class.
    
Use the first 8 levels of this class for the Marshal, except:
    The Marshal's Commanding Talent (attack) class feature applies to CMB as well as attack and damage.
    The Marshal's Commanding Talent (attack) and Commanding Talent (damage) class features are both gained at level 1.
    The Marshal's Rally class feature is gained at level 4. The levels at which improvements and changes to Rally arrive are not changed.
    The Marshal's Base Attack Bonus is treated as having the Wizard's advancement for the purposes of determining Combat Techniques.
    Use the first 8 levels of this class for the Warmage.
    Complete Arcane
    Warlocks gain 4 + Int modifier trained skills instead of 2.
    Knowledge (Social) and Social are now class skills for Warlocks.
    Warlocks have a number of Invocations known equal to their Warlock class level.
    For Warmage modifications, see the entry in the Miniatures Handbook, above.
    Wu Jen gain their second Spell Secret at 8th level.
    Complete Divine
    For Favored Soul modifications, see the entry in the Miniatures Handbook, above.
    Shugenjas are unchanged.
    Spirit Shamans gain Spirit Form at level 8.
    Tome of Magic
    Binders are unchanged.
    Make the changes to shadowcasters detailed here.
    Use Kyeudo's Truenamer fix, found here.
    Dungeonscape
    The Factotum is unchanged.
    Tome of Battle
    All classes use the revised stance progressions shown in the table here.
    Treat all martial adept classes as having the Wizard's base attack bonus for the purpose of determining Combat Techniques.
    The White Raven Tactics maneuver is NOT usable on yourself.
    Warblade bonus feats are gained at 4th and 8th level instead of at 5th level.
    Battle Clarity, Battle Ardor, and Battle Cunning are now based on the highest of the character's Intelligence, Wisdom, or Charisma scores.
    Instead of the Weapon Aptitude class feature as it is currently phrased, Warblades gain Weapon Aptitude as a bonus feat at level 1, regardless of prerequisites.
    Dragon Magic
    The Dragonfire Adept is unchanged.
    Magic of Incarnum
    The Incarnate is unchanged.
    Since skill points no longer exist, becoming literate requires the Totemist to be trained in Linguistics.
    The Totemist gains the Chakra binds (arms, brow, shoulders) class feature at level eight.
    Use Person_Man's Soulborn as fixed here.
    Pathfinder Advanced Player’s Guide
    The Alchemist is unchanged.
    Instead of the Antipaladin class, take the Paladin (see above) and make the changes detailed here under Paladin of Slaughter.
    Cavaliers gain either Melee Focus or Ranged Focus as a bonus feat at level 1. However, a character multiclassing into Cavalier from another class does not gain this bonus feat.
    Cavaliers have trained skills equal to 4 + Int modifier, instead of 2.
    Add Knowledge history/local/nobility), Perception, and Social to the Cavalier class skill list.
    Tough it Out: A number of times per day equal to half the Cavalier’s highest Base Attack Bonus, rounded up, a Cavalier of second level or higher who has taken damage may immediately attempt a Fortitude save (DC equal to 7 + damage dealt). If successful, the Cavalier converts the damage to non lethal damage.
    Armor Skill: At 1st, 3rd, 5th, and 7th level, the armor check penalty a Cavalier suffers from wearing armor is decreased by 1, to a minimum of 0.
    Grit: At level 3, when a Cavalier succeeds on a Fortitude save, and he or she would normal suffer a partial effect (such as half damage), the Cavalier instead suffers no effect.
    At 4th level, a Cavalier speed is no longer reduced while wearing armor.
    Zeal: At level 5, a when a Cavalier succeeds on a Will save, and he or she would normal suffer a partial effect (such as half damage), he or she instead suffers no effect.
    Inquisitors do not gain 3rd level spells at 7th level. Instead, they gain a single 3rd level Inquisitor spell known, and a single 3rd level spell per day (spell per day not affected by ability scores) at level 8.
    At level 8, an Oracle chooses one 4th level spell known, and may cast one 4th level spell per day.
    Summoners do not gain 3rd level spells at 7th level. Instead, they gain a single 3rd level Summoner spell known, and a single 3rd level spell per day (spell per day not affected by ability scores) at level 8. Additionally, the Summoner gains Summon Monster III and Summon Monster IV as spells known at level 8.
    Witches only gain access to 4th level spells at 8th level. At level 8, a Witch chooses three 4th level spells to store in his/her familiar, and may cast one 4th level spell per day.
    Witch familiars can store spells equal to 3 x the Sorcerer’s spells known. Since Sorcerers learn spells of a new level a level later than other classes, treat the Witch as having 1 2nd-level spell in his/her familiar at 3rd level, and 1 3rd-level spell in his/her spell book at 5th level.
    Pathfinder Ultimate Magic
    The Magus is now a core class, the Spellblade, which can be found in the first post, above.

    More Non-Core Material will be added later.
    Last edited by Timeless Error; 2011-12-29 at 09:58 PM.
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  4. - Top - End - #4
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    Default Re: Waymaker RPG [D&D 3.5 Fix, PEACH]

    Monsters:
    Spoiler
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    All changes to monsters will be listed below. If a change is not listed, assume it is the same. For skills, if a creature has different modifiers for two skills that have been consolidated, use the higher modifier unless otherwise specified.
    Types and Subtypes
    Spoiler
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    Undead add 10 to their HP at first level.

    A-C:
    Spoiler
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    Aboleth
    HP: 91
    Initiative: +5
    CMB: +16
    CMD: 26
    Aboleths have +11 natural armor, making their total AC 20 and their total flat-footed AC 19.
    The Aboleth's Will save is +12.
    Feats: Instead of Alertness, the Aboleth's first feat is Spell Focus (Illusion). It also gains the Improved Initiative and Spell Focus (Enchantment) feats.
    Aboleth Mages do not exist.
    Achaierai
    HP: 51
    CMB: +11
    CMD: 21
    The Achaierai's claw attack modifier is +11, and the bite modifier is +6.
    Feats: Add Melee Focus to the list of the Achaierai's known feats.
    Allip
    HP: 36
    CMB: +3
    CMD: 15
    Saves: The Allip's Reflex save is +3.
    Feats: Add Ability Focus (Babble) to the Allip's list of known feats.
    Angel
    Planetar Angels and Solars are removed. Astral Devas are renamed simply "angels."
    HP: 116
    The Angel's +3 heavy mace of disruption becomes a mace of disruption (no +3 bonus).
    The angel's mace attack is made at +18/+13/+8 (1d8+9+stun).
    CMB: +6
    CMD: 16
    Saves: The angel's Fortitude save is +15 (+19 vs. poison).
    Skills: The angel's Perception skill is only +21.
    Feats: The angel gains the Dodge and Toughness feats, and loses his Alertness feat in exchange for the Improved Bull Rush feat.
    Last edited by Timeless Error; 2011-11-17 at 07:40 PM.
    Hi!
    --Timeless Error, Emerald Knight and Champion of Green in the Playground

    A lot of clutter used to be here. Now it's here. Please click the link and read my extended signature!

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  5. - Top - End - #5
    Barbarian in the Playground
     
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    Default Re: Waymaker RPG [D&D 3.5 Fix, PEACH]

    Battle Points (an Old, Long Since Removed Rule, Recorded Here for No Reason in Particular):
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    Certain classes have access to battle points. These classes gain a number of battle points per day equal to the part of their base attack bonus granted to them by classes granting battle points times three (for example, a Fighter 8 would have 24 battle points per day, but a Fighter 2/Warblade 6 would only have 6 battle points despite having the same base attack bonus as the 8th level Fighter). These are abilities that you can apply to singular instances where you would have to make a roll or use a defense. Battle Points require no action to use.
    Battle Points are divided into offensive stunts and defensive stunts. Offensive stunts effect your actions on your turn (usually an attack), whereas defensive stunts effect you when it is not your turn.
    You may use a maximum number of battle points on one Stunt equal to half your base attack bonus, rounded up. For example, a 5th level Fighter wants to make an attack roll and spend as many battle points as he can (in this case, 3). He could use a Three Battle Point Offensive Stunt, a Two Battle Point Offensive Stunt combined with a One Battle Point Offensive Stunt, or three One Battle Point Offensive Stunts. You can apply the same Stunt twice. For example, the same 5th level Fighter could use 3 Battle Points to give himself 30% miss chance against one attack by using the same One Battle Point Defensive Stunt 3 times.
    One Battle Point Offensive Stunts
    You gain a +1 bonus to one attack roll (to a maximum of +2 by spending 2 battle points at level 3+).
    You gain a +2 bonus to one damage roll (to a maximum of +6 by spending 3 battle points at level 5+).
    You gain a +2 bonus to your CMB for one round (to a maximum of +6 by spending 3 battle points at level 5+).
    One Battle Point Defensive Stunts
    You gain +1 AC against one attack (to a maximum of +2 by spending 2 battle points at level 3+).
    You gain DR 2/- against one attack (no cap).
    You gain 10% miss chance against one attack (to a maximum of 30% by spending 3 battle points at level 5+).
    You gain a +2 bonus to your CMD for one round (to a maximum of +6 by spending 3 battle points at level 5+).
    You gain a +4 bonus to one save against a fear effect (to a maximum of +8 by spending 2 battle points at level 3+).
    You gain a +2 bonus to one saving throw (to a maximum of +6 by spending 3 battle points at level 5+).
    Two Battle Point Offensive Stunts
    Automatically confirm a critical hit.
    Choose whether or not you are spending battle points on this stunt before you make your attack roll. On a successful attack roll, your opponent is dazed until next turn if they fail their Fortitude save (10 + 1/2 BAB rounded down + Str modifier).
    Choose whether or not you are spending battle points on this stunt before you make your attack roll. On a successful attack roll, your opponent must make a Fort save each round (10 + 1/2 BAB rounded down + Str modifier) or take a -5 foot penalty to speed. This condition lasts until the subject of the condition regains hit points, either by mundane or magical means. You may not spend multiple battle points to increase the speed penalty for this stunt.
    Ignore an opponent’s armor bonus to AC for one attack.
    Ignore an opponent’s shield bonus to AC for one attack.
    For one attack, treat a light or one handed weapon as a two handed weapon for the purposes of determining how much of your Str modifier you add to damage, and the damage bonus Power Attack grants.
    Two Battle Point Defensive Stunts
    When an enemy within your reach that you threaten attacks an ally, they provoke an attack of opportunity from you.
    You cannot be flanked until beginning of next turn.
    You gain evasion on one Reflex save. If you have evasion already, you gain improved evasion.
    You gain uncanny dodge against one attack roll made against you. If you have uncanny dodge already, you gain improved uncanny dodge.
    Immediately after being hit by an attack, you heal yourself for (1d8 + your Con modifier) damage points cured.
    Three Battle Point Offensive Stunts
    Choose whether or not you are spending battle points on this stunt before you make your attack roll. If your attack is successful, it overcomes damage reduction.
    Choose whether or not you are spending battle points on this stunt before you make your attack roll. If your attack is successful, your opponent must make a Fort save (10 + 1/2 BAB rounded down + Str modifier) or become fatigued.
    Choose whether or not you are spending battle points on this stunt before you make your attack roll. On a successful attack roll, your opponent is dazed until next turn if they fail their Fortitude save (10 + 1/2 BAB rounded down + Str modifier).
    Three Battle Point Defensive Stunts
    Against one attack, you may use your normal AC instead of your touch AC.
    Against one attack, you may use your normal AC instead of your flat footed AC.
    You may replace a Fortitude save with an Athletics check.
    Four Battle Point Offensive Stunts
    For one round, you can move and attack normally, even under the influence of magic that usually impedes movement, such as paralysis, slow, and web. You automatically succeed on any grapple check made to resist a grapple attempt, as well as on grapple checks made to escape a grapple or a pin.
    Gain an extra attack at your highest Base Attack Bonus.
    Gain two extra attacks at your lowest Base Attack Bonus.
    Four Battle Point Defensive Stunts
    You may replace a Reflex save with an Acrobatics check.
    You may replace a Will save with a Fortitude save.


    Change Log:
    Spoiler
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    6/13/11:
    1) Revised the material spell component rules.
    2) Eliminated the rule that allowed characters to add half their BAB to AC.
    3) Gave several classes Weapon Focus as a bonus feat at level 1.
    4) Pulled Forgery out of Linguistics and Disguise out of Deception (which went back to being called Bluff) and rolled them into Fraud (Cha).
    5) Switched Jump from Acrobatics to Athletics.
    6) Made minor changes to Skill Synergy Bonuses.
    7) Rolled Disable Device, Knowledge (architecture and engineering), and Open Lock into Mechanics (Int).
    8) Gave Dwarves and Gnomes a +2 racial bonus to Mechanics checks.
    6/14/11:
    9) Added Non-Core Classes, Adjusted section with Player's Handbook II classes.
    6/18/11:
    10) Changed Smite Evil mechanic.
    6/19/11:
    11) Added classes from Complete Adventurer, Complete Warrior, Expanded Psionics Handbook, and Complete Psionic to the Non Core Classes, Adjusted section.
    6/21/11:
    12) Added Knowledge (Social) - Social skill synergy bonus.
    6/24/11:
    13) Removed the Flamboyant Action, Insightful Blow, and Zen Strike feat chains, and removed Improved/Oversized Weapon Finesse.
    7/20/11:
    14) Relocated the "Daze" Battle Point Stunt from the Two-Point Offensive section to the Three-Point Offensive section.
    7/24/11:
    15) Modified the Mobility feat.
    16) Added Great Fortitude, Iron Will, and Lightning Reflexes feats.
    17) Modified Combat Concentration (which is now called Combat Casting again), Dodge, and Toughness to exclude save bonuses.
    7/29/11:
    18) Put a Two Battle Point cap on the ability to boost attack bonus, AC, and saves vs. fear effects from the list of One Battle Point Stunts.
    19) Put a 3 Battle Point cap on the other One Battle Point Stunts, with the exception of the Damage Reduction Defensive Stunt.
    20) Added clarification to the speed-decreasing Two Battle Point Offensive Stunt.
    21) Changed the Dodge feat to avoid ridiculous AC by way of combining the feat with heavy armor and shield usage.
    22) Changed the Weapon Focus feat, and split it into the two feats "Melee Focus" and "Ranged Focus."
    23) Monks now gain access to Battle Points.
    24) Psychic Warriors no longer have their bonus feat progression, instead gaining access to Battle Points.
    25) Added the Swashbuckler to the Non-Core Classes, Revised, list with several modifications.
    26) Added classes from Dragon Compendium, Miniatures Handbook, Complete Arcane, Complete Divine, Tome of Magic, Dungeonscape, Tome of Battle, Dragon Magic, Magic of Incarnum, and the Pathfinder Advanced Players Guide and Ultimate Magic.
    7/31/11:
    27) Modified the Wind Wall spell.
    28) Modified the Melee Focus and Ranged Focus feats.
    29) All classes with access to Battle Points and a Full Base Attack Bonus gain either Melee Focus or Ranged Focus as a bonus feat at level 1.
    30) Changed the levels on which the Fighter class gains its Armor Skill class feature.
    31) Added the Light-Armor Fighter Variant class.
    8/1/11:
    32) Modified the Combat Maneuver system in the Mechanics section.
    33) Changed the Cleric, Druid, Wizard, Witch, and Magus spells known allotments.
    8/3/11:
    34) Modified the Psychic Warrior in the Non-Core Classes, Revised section.
    35) Removed the 3 Battle Point Offensive Stunts that allow you to attack a target's touch or flat-footed AC instead of its normal AC, due to overlap with other stunts.
    8/5/11:
    36) Modified the Psychic Rogue.
    37) Relocated Warblade bonus feats.
    8/14/11:
    38) Made changes to the Deflect Arrows and Snatch Arrows feats.
    39) Removed Point Blank Shot and replaced it with Ranged Focus.
    40) Modified the Improved Feint feat.
    41) Changed/clarified the Tough it Out class feature of the Fighter, Paladin, Knight, and Cavalier.
    8/21/11:
    42) Removed at-will 0-level spells.
    43) Increased rate at which feats are gained above level 8.
    44) Changed the key skill for Craft/Profession.
    8/23/11:
    45) Added the Weapon Aptitude feat.
    8/24/11:
    46) Merged Two-Weapon Fighting and Improved Two-Weapon Fighting.
    --
    9/25/11:
    47) New version released with the following changes:
    a) Negative levels were modified.
    b) The miss chance One Battle Point Defensive Stunt was reduced from 15% to 10%.
    c) The Half-Elf was modified.
    d) The Non-Core Classes section was expanded into the Non-Core Materials section, including updates for races, skills, feats, prestige classes, and more.
    e) The Duskblade was modified.
    f) Modifications were made concerning masterwork and magic items and the crafting thereof, including changes to character wealth.
    g) The Skill Training feat was added.
    h) The Dodge feat was modified.
    i) The Improved Critical feat was modified.
    j) The Sense Motive skill was separated from the Social skill.
    k) A +5 training bonus in Perception now grants a +2 synergy bonus to Sense Motive.
    l) The Evasion class feature was modified.
    m) An Intelligence score of 13 is now required to take the Dabbler feat.
    n) All Item Creation feats, with the exception of Brew Potion and Scribe Scroll, were removed. Craft Magic Arms and Armor was given a complete overhaul, and Item Bond was created to replace the concept of staffs, rods, wands, and other assorted magic items.
    o) The Mobility feat was modified (it is now the same as the original 3.5 version).
    p) The Einhander feat was modified.
    q) The Greater Weapon Focus feat was removed.
    r) All fractions now round up, as opposed to rounding down like they did in 3.5.
    s) The Weapon Specialization feat was modified (and split into Melee and Ranged Specialization).
    t) Craft/Profession was renamed Profession.
    u) The Run feat was modified.
    v) Traits and flaws were modified.
    w) The Lightly-Armored Fighter variant was modified.
    x) The Hexblade was modified.
    y) The Paladin was modified.
    z) The Ninja was modified.
    aa) The Rogue was modified.
    ab) The Warblade was modified.
    ac) The Ranger was modified.
    ad) Classes that gain Melee or Ranged Focus as a bonus feat now only gain it if the first character level they take is in that class (in other words, no multiclassing in).
    ae) The Tough it Out class feature was modified.
    af) The Animate Dead spell is now a third level spell for Sorcerers and Wizards.
    ag) 8th level effect rules were removed. 4th level spells are reinstated (with some changes).
    ah) Some changes were made to the Spells section.
    ai) The Inquisitor was modified.
    aj) The rules for Battle Points and multiclassing were clarified.
    ak) The rules for Multiclassing and trained Skills were modified and clarified.
    9/26/11:
    48) Modified the Soulknife.
    49) Removed alignment requirements for Barbarians, Bards, Clerics, Druids, and Monks.
    9/27/11:
    50) The Einhander feat was modified.
    51) The Ranger's Improved Einhander 6th level ability was modified.
    52) Breastplates were improved.
    53) The Path Focus and Bonus Ninja Art feats (see the Ninja in the Non-Core Material, Adjusted section) may now be selected as Fighter bonus feats.
    9/28/11:
    54) You may now add the better of your Strength or Dexterity modifiers to both your CMB and your CMD.
    55) The Fighter gained the Crushing Blow, Mighty Blow, and Devastating Blow class features.
    9/29/11:
    56) Barbarians now gain pounce at level 6.
    57) Paladins gain Grit at level 3.
    58) The rules for Ranger combat styles were clarified.
    59) 4th level spells are now gained normally, instead of only one at 8th level.
    60) Paladins and Monks are allowed to multiclass freely.
    9/30/11:
    61) The Warblade's Weapon Aptitude class feature was modified.
    10/6/11:
    62) Handle Animal was split into two skills - Handle Animal and Ride.
    10/8/11:
    63) The rules for Battle Points were replaced with Realms of Chaos's Combat Techniques.
    10/9/11:
    64) Initiators now do not gain access to combat techniques.
    65) A character's base amount of attacks of opportunity per round is now equal to half their base attack bonus.
    10/10/11:
    66) The Fighter's Crushing, Mighty, and Devastating Blow class features were removed.
    67) The Ranger's Improved Einhander ability was modified.
    10/11/11:
    68) Combat Technique Advancements are now gained at 4th and 8th level.
    10/16/11:
    69) Characters add their Constitution score to their hit points at first level, instead of their Constitution modifier.
    70) Rary's Telepathic Bond is now a third level Sorcerer/Wizard spell.
    10/23/11:
    71) Changed the way action points work.
    72) Placed a restriction on what kinds of creatures can use Combat Techniques.
    10/24/11:
    73) Put an additional restriction on what kinds of creatures can use Combat Techniques.
    74) Heal/Inflict spells can now be cast from range.
    10/26/11:
    75) Stabilization checks can no longer be augmented by action points.
    76) Added a mechanic for recharging action points above level 8.
    10/27/11:
    77) Modified the Warlock class.
    10/29/11:
    78) Added the number of action points a character can use every level.
    79) A character who is denied their Dexterity bonus to AC is now always flat-footed.
    10/30/11:
    80) The Tough it Out class feature was modified.
    81) The Paladin's Smite Evil was modified.
    82) The way Tome of Battle and combat techniques interact was clarified.
    83) A person who initiates the White Raven Tactics maneuver may NOT use it on themselves.
    11/4/11:
    84) Characters may now augment their CMD with action points.
    85) Only PCs and certain monsters have access to action points.
    11/6/11:
    86) A prerequisite was added to the Two-Weapon Mastery feat.
    87) The Rapid Two-Weapon Fighting feat was added.
    88) The Item Bond feat was modified and clarified.
    11/9/11:
    89) The Item Bond feat now increases your Caster Level for spells you cast with your item.
    11/10/11:
    90) Revised the Spell Focus feat.
    11/13/11:
    91) Added the Inquisitor and Spellblade base classes, and made plans for the Prophet base class.
    92) The Magus class was removed from the Non-Core Classes, Revised section, because it has been replaced by the Spellblade.
    93) The Inquisitor spell list was added.
    94) The Bard gained the Trapfinding class feature.
    95) The Paladin may now choose between a more powerful spell progression and a better base attack bonus.
    96) Added the Prophet class.
    11/14/11:
    97) Clarified and edited a few lines in the Miscellaneous Changes section.
    98) Gave Barbarians the Tough it Out class feature.
    99) Modified the Inquisitor's spells per day progression.
    100) Updated the slightly out-of-date Tough it Out class feature of the Knight and Cavalier.
    101) Clarified the Fighter's Mastery of Body class feature.
    102) All races are now familiar (as the weapon familiarity racial trait) with any weapon with their race's name in it.
    103) The Item Bond feat was revised.
    11/16/11:
    104) The Spellblade class was updated.
    105) The Paladin class was updated.
    106) The Figher class was updated.
    107) The Barbarian class was updated.
    108) The Ranger class was updated.
    109) The Bard class was updated!
    110) The Rogue class was updated.
    111) The Swashbuckler class was edited.
    11/17/11:
    112) The Agile, Enduring, and Powerful Fighter Masteries of Body were removed.
    113) The Monsters section was added, with changes to the Undead type and the Aboleth, Achaierai, Allip, and Angel.
    114) The Armored Dodge feat was added.
    11/18/11:
    115) The Ranger was modified.
    116) The rules for multiclassing and how it relates to skill training were modified.
    117) The Monk was modified.
    118) The Marshal was modified.
    119) The Swashbuckler was modified.
    11/21/11:
    120) The Craft Wondrous Item feat was made available (with a Caster Level prerequisite of 8th).
    11/22/11:
    121) Acrobatics now grants a synergy bonus to Stealth.
    122) Bluff now grants a synergy bonus to Sense Motive.
    11/23/11:
    123) The Barbarian was modified.
    124) The Druid was modified.
    125) The Monk was modified.
    126) The Paladin was modified.
    127) The Ranger was modified.
    128) The Sorcerer was modified.
    129) The Spellblade was modified.
    130) The Wizard was modified.
    131) The Dwarf was modified.
    132) The Half-Elf was modified.
    133) The Half-Orc was modified.
    11/24/11:
    134) Monks no longer gain Melee or Ranged Focus as a bonus feat.
    135) Fighters now gain a level-based bonus to CMB and CMD.
    11/25/11:
    136) The Totemist was modified.
    137) Druids now have the illiteracy class feature.
    138) The Illiteracy class feature of the Barbarian, Druid, and Totemist was modified.
    139) The Dodge feat was modified.
    140) The Einhander feat was modified.
    11/28/11:
    141) Web is a 2nd level spell again.
    11/29/11:
    142) Action Points can now be used to augment spell DCs.
    11/30/11:
    143) The way in which cure and inflict spells can be cast from range was modified.
    12/2/11:
    144) Martial adepts are now treated as having the Wizard's base attack bonus progression for the purposes of determining access to Combat Techniques.
    12/3/11:
    145) The Ranger was modified.
    146) Animal Companions, Familiars, and Special Mounts were removed, and plans for Mystic Abilities were added.
    12/6/11:
    147) The Monk was modified.
    148) The Fighter was modified.
    149) The Marshal was modified.
    12/27/11:
    150) The Inquisitor was modified.
    12/29/11:
    151) The Hexblade was modified.


    --

    Critiquing may now begin!
    Last edited by Timeless Error; 2011-12-29 at 09:25 PM.
    Hi!
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    Legend, an awesome RPG. 1.0 now out!


  6. - Top - End - #6
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    Default Re: Waymaker RPG [D&D 3.5 Fix, PEACH]

    Seems to focus on making combat faster, do liek!
    Normally, this could be a problem with heroes dying faster, but the action points balance it out.
    Last edited by Dreadn4ught; 2011-10-01 at 08:35 PM.

  7. - Top - End - #7
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    Default Re: Waymaker RPG [D&D 3.5 Fix, PEACH]

    Quote Originally Posted by Dreadn4ught View Post
    Seems to focus on making combat faster, do liek!
    Normally, this could be a problem with heroes dying faster, but the action points balance it out.
    I'm glad you like it! If there is anything you would change, please let me know. After all, you're going to be a member of my guinea pig group, so you should have some say in what the system is like.

    Also, thanks for moving this back on to the first page! I was going to do that myself so Waymaker could get some more attention before I run a session with it, but it completely slipped my mind.
    Hi!
    --Timeless Error, Emerald Knight and Champion of Green in the Playground

    A lot of clutter used to be here. Now it's here. Please click the link and read my extended signature!

    Thanks to the amazing Aruius for my excellent Emerald Knight in Action avatar!

    Legend, an awesome RPG. 1.0 now out!


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