Wild:Alterations
From Drinking and Dragons
Revision as of 07:35, 22 January 2009 by >Mqs
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.