Drinking & Dragons

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;Sorcerer
;Sorcerer
:A sorcerer receives one of the following feats as a bonus feat at second level:  Eschew Materials, Arcane Disciple, or the first feat in any of the "Bloodline/Heritage" paths (draconic, celestial, fey, aberration, etc).
:A sorcerer receives one of the following feats as a bonus feat at second level:  Eschew Materials, Arcane Disciple, or the first feat in any of the "Bloodline/Heritage" paths (draconic, celestial, fey, aberration, etc).
===Prestige Classes===
;Shadow Thief of Amn (PGtF)
:'''Prerequisites:''' Amn is not required.  Any thieves guild membership is acceptable.  Any Skill Focus feat in one of the applicable skills replaces persuasive.
:'''Reputation (Ex):''' This becomes a bonus to the Influence skill.


==Class Features==
==Class Features==

Revision as of 15:35, 22 January 2009

General

Prerequisites
I'm generally not keen on racial requirements for things, and that's even stronger for this setting. Other prerequisites (such as alignment) might be waived if requested.
Ask me!
Really!

Races

Alignment
Fixed alignments for races are essentially abolished (including most intelligent undead). General trends for alignments may still apply.
Kobolds
http://www.wizards.com/default.asp?x=dnd/we/20060420a (adds natural weapons, slight build, proficiencies)

Classes

Fighter
A fighter may choose to have a strong reflex save instead of fortitude.
A fighter gets one extra skill point per level that must be placed into a craft or profession skill.
Sorcerer
A sorcerer receives one of the following feats as a bonus feat at second level: Eschew Materials, Arcane Disciple, or the first feat in any of the "Bloodline/Heritage" paths (draconic, celestial, fey, aberration, etc).

Prestige Classes

Shadow Thief of Amn (PGtF)
Prerequisites: Amn is not required. Any thieves guild membership is acceptable. Any Skill Focus feat in one of the applicable skills replaces persuasive.
Reputation (Ex): This becomes a bonus to the Influence skill.

Class Features

Familiar
A familiar does not cost money to obtain.

Skills

Everything
Skills are greatly changed. Read the Rules.
Craft (X)
change: This step "4. Make an appropriate Craft check representing one week’s work" is changed to "...one day's work

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). I'll just call these Skill Pair Feats generically
Dodge
Dodge no longer requires you to declare who it is against. It applies equally to all foes when the normal doge feat would.
Reserve Feats
All reserve feats are spell-like abilities (ie, provoke AoO). Saving throws are added to those lacking one.
Combat Casting
This feat is largely deprecated and where it's a prerequisite, Skill Focus (Concentration) can be substituted.
Improved Initiative
This feat is rewritten by the skill system. See Skills above.

Spells

Immediate Actions
There will be no "immediate action" spells. Any spell that is currently an immediate action will be made a swift action. If this constitutes the spell becoming of no use, so be it. Yes, I'm aware of how this affects Delay Death -- that is intentional. I dislike that spell more than any other. (Delay death might still disappear entirely.)
Conjuration (Calling) and Conjuration (Summoning) spells
These spells have their casting time reduced by one category, to a minimum of 1 standard action (Summon Monster, for example, is no longer 1 round but is instead 1 standard action). Their durations are increased by one category (1 round/level becomes 1 minute/level). The caveat to this is that their arrival is delayed by 1d4 rounds. Spell Focus (Conjuration) and Greater Spell Focus (Conjuration) each reduce the arrival time by 1, to a minimum of 1 round (meaning they'll arrive on your turn the next round).
Divination spells
Any divination that mentions drawing upon divine power or contact with a deity may have its answer delayed 1d4 minutes to hours, depending on the spell. Costly material components for these spells are eliminated.

Items

Magic Arms & Armor

I do not require weapons/armor be +1 before special properties are added.

Sundark Goggles (RotD)

These negate low-light vision and darkvision while worn. It takes an action to put them on/take them off.

Badge of Valor (MIC)

Allowed. Standard change of immediate action activation to swift action activation.

Miscellanea

Books