Difference between revisions of "TOEE:Rules/Alterations"
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:Choose a class. Your level with this class also adds to your previous familiar granting class for the purpose of your familiar gaining abilities based on level. | :Choose a class. Your level with this class also adds to your previous familiar granting class for the purpose of your familiar gaining abilities based on level. | ||
::''Special:'' You must already have a familiar to take this feat. | ::''Special:'' You must already have a familiar to take this feat. | ||
=== Restricted === | |||
;Leadership | |||
:There will need to be a good ingame reason to take this feat. |
Revision as of 06:29, 24 December 2009
Classes
- Arcane Archer
- You do not need to be an elf to gain this prestige class. You also gain arcane spell progression in one arcane class you have for every even level of this class you take.
- Assassin
- You may also take this class if you are lawful neutral.
- Dwarven Defender
- You may take this class even if you are not a dwarf.
- Fighter
- You can one addition skill point each level (4 at first) that can only be spent on profession or craft skills.
- You may choose to have a good reflex save instead of a good fortitude save.
- Horizon Walker
- You may choose one of the following traits to have in addition to those listed.
- At 5th and 10th level you gain the favored enemy trait as a ranger would.
- You also gain an increase in an existing classes spellcasting at levels 1, 4, 7, and 10.
- Red Wizard
- There is no racial requirement. Also, ignore all talk of Faerûn. Treat this prestige class as just an extra-specialized wizard.
- Sorcerer
- At 1st level, you begin play with the Eschew Materials feat. This does not increase the casting time of your spells.
Feats
Changed Feats
- Dodge
- You gain a +1 dodge bonus against all foes, not just one.
- Improved Initiative
- This feat is rewritten by the skill system. See Skills.
- Toughness
- Every time you take this feat beyond the first, you gain 3 extra HP for each previous time it was taken. For example, if Toughness was taken 3 times you gain 18 HP (3 for the first time, 6 for the second time, 9 for the third time).
- Weapon Focus and Greater Weapon Focus
- Instead of choosing a weapon, you choose from one of the following five categories; slashing, piercing, blunt, ranged, and thrown. A weapon may only benefit from this feat once. Ranged and thrown items do not benefit from the other categories unless used in melee.
- Weapon Specialization and Greater Weapon Specialization
- Instead of choosing a weapon, you choose from one of the following five categories; slashing, piercing, blunt, ranged, and thrown. A weapon may only benefit from this feat once. Ranged and thrown items do not benefit from the other categories unless used in melee.
New Feats
- Skill Pair
- Any two skills, if paired by a creative name, can be combined for a +2 to each skill feat (similar to Alertness, Diligent or Stealthy).
- Sneak Attack
- You gain +1d6 sneak attack as per page 50 of the Players Handbook.
- Special: You may not take this feat if you have a current sneak attack that is greater than or equal to 1/2 your character level (rounded up).
- Special: A fighter may select Sneak Attack as one of his fighter bonus feats.
- Bonded Familiar
- Choose a class. Your level with this class also adds to your previous familiar granting class for the purpose of your familiar gaining abilities based on level.
- Special: You must already have a familiar to take this feat.
Restricted
- Leadership
- There will need to be a good ingame reason to take this feat.