Campaign
Changes
- Hit points are no longer rolled for. Instead, at first level, and every level thereafter, you gain the maximum number of hit points for your class plus any additional modifiers that you would normally receive.
- Every four character levels a character can increase a single ability score by 2 or two ability scores by 1. This replaces the normal ability score increase at these levels.
- See invisibility cannot see ethereal creatures; however, true seeing can.
- Freedom of movement only affects actual movement and not actions. Example: It would remove the movement penalty on slow, but not the staggered condition.
- A character may throw weapons at his full normal rate of attacks (much like a character with a bow).
- Alchemical items, potions, scrolls, and wands can be drawn as a move action, or as a free action as part of movement, as long as they are easily accessible (such as on a bandolier or belt).
- The quick draw feat now reads as: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. Alchemical items, potions, scrolls, and wands can be drawn as a free action as long as they are easily accessible.
- The weapon finesse feat no longer exists. Instead, you may use your dexterity modifier instead of your strength modifier on attack rolls when using a light weapon or a weapon with the finesse special property.
- The point-blank shot feat no longer exists and has been combined with precise shot. The precise shot feat now reads as: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. Additionally, you get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
- Any feat that requires a weapon to be picked now requires a weapon group (see: Fighter – Weapon Training) to be picked instead. Example: Taking weapon focus (axe) would benefit all weapons in the axe weapon group.
- All skills are treated as class skills for all classes and therefore receive the +3 bonus as long as they have ranks put into them.
- Weapons and armor do not need to have a +1 magical enhancement bonus to have other abilities. Example: A keen sword need not be a +1 keen sword. Weapons with any sort of magical enchantment will penetrate DR/ magic; however, a +3/4/5 magical enhancement bonus is still required to penetrate DR/ cold iron/silver, adamant, and alignment, respectively.
- DR/ epic is not overcome by the total weapon enhancement, but only by an enhancement bonus of +6 or greater. Artifacts also do not overcome it by default.
- New weapon: throwing knife
Cost 2 gp Weight 1 lb. Damage 1d3 (small), 1d4 (medium) Critical 19-20/x2 Type piercing
Range Increment 20 ft. (thrown) Category light Proficiency martial Weapon Groups light blades, thrown
Benefit: You get a +2 bonus on Sleight of Hand skill checks made to conceal a throwing knife on your body. A character using a throwing knife as a melee weapon takes a -1 penalty to their attack rolls because the throwing knife is balanced and designed for ranged use. Rogues are always proficient with throwing knives.
- New domains: Domination, Prophecy, Retribution
- New spells: Retribution, Greater Retribution
- Alternative crafting rules
- Alternative magic item creation rules
Games
Player’s Guides