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Rules tweaks compared to bare srd

Zireael07 edited this page Jun 21, 2014 · 12 revisions

General changes

  • point buy is changed because SRD does not allow replicating it faithfully. We start from 10. The costs are changed, too.
  • nerfed darkvision significantly; also, it doesn't stack with light (radius 3 light + darkvision 2 does not equal vision range 5, only 3)
  • added Luck stat
  • removed Initiative
  • saving throws take the better of two stats (Dex-Int; Con-Str; Wis-Cha)
  • added Intuition skill for item identification
  • added a divine spontaneous spellcaster (an equivalent to a sorcerer)
  • XP can be gained in other ways than killing monsters

Class and race changes

  • cleric gets Lay on Hands at 1st level
  • fighter gets Summon Mount at 1st level
  • Handle Animal skill is based on Wis; Concentration skill is based on Int
  • druid has Spellcraft as a class skill
  • fighter has Intimidate as a class skill
  • sorcerer has Sense Motive and Diplomacy as class skills
  • bard, cleric, druid, rogue, ranger, sorcerer, wizard, warlock get Intuition as a class skill
  • half-elf gets +2 Cha. Bard as favored class.
  • half-drow is a half-elf without +1 diplomacy and with darkvision 2. Cleric as favored class.
  • elf has Ranger as favored class.
  • favored classes add +2 hp per level; also, +1 attack (!=BAB), unless it's wizard; humans have no favored class
  • no XP penalty for multiclassing
  • classes have attribute score requirements

Combat (feats/spells) changes

  • Two Weapon Fighting penalties tweaked to be the same for mainhand and offhand: without TWF, the penalty is -8; without TWF but with a light weapon in offhand it's -6; with TWF it's -4; with TWF & light offhand it's -2. Note that the last two are identical to SRD, they are included for completeness only.
  • folded Lightning Reflexes into Dodge; Great Fortitude into Toughness
  • Toughness adds +10% hp instead of a flat +3 bonus
  • Magic Missile spell allows for Fort save for half damage
  • added heal spells which heal a percentage of total hp (as opposed to traditional cure spells)
  • all casters gain spells at the same fixed rate - a new spell level every 3rd level