Skills
Every character will receive 2 extra Education Skill Points per level. These are like normal Skill Points, except they may only be spent in Craft, Knowlege or Profession skills. (At first level, each character receives 4 * 2 ESPs, naturally.) Certain background feats modify how you may use these skill points.
Classes
- Alignment Restrictions are hereby removed from Bards and Druids. However, Paladins, Monks and Barbarians retain their restrictions.
- Aristocrats & Experts are beefed up as described on the NewClasses page. Might be suitable for use as PCs.
- Clerics are just fine, but you can also play a Cloistered Cleric.
- Druids are just fine.
- Paladins gain Sense Motive as a class skill.
- Psions look fine, since the Expanded Psionic Handbook came out. Same goes for Wilders and Psychic Warriors. See the Spells page for a few notes on specific Powers, though. Also, take a look at the new psionic base class, the Psychic Ninja.
- Rangers are just fine in 3.5e.
- Sorcerers have Use Magic Device as a class skill, gain Eschew Materials at 1st level, and gain bonus Feats at 5th, 10th, 15th and 20th level. Their Bonus Feat can be any Metamagic Feat, any Spell Focus, Improved Familiar, or a Heritage feat (talk to me about specifics). Also, they get extra spell-slots at odd levels, gaining a "0" (bonus spell-slots only) in the level above their highest current known spell level. Any higher-level spell-slot can be used for metamagic, or to cast any lower-level spell as usual.
- Wizards are just fine in 3.5e, but if you don't want a Familiar, talk to me. I'll also allow many Specialist variants.
Races
Elves, Gnomes and Halflings are all of type Humanoid (Fey), and they are considered "People" for spells such as Charm Person or Hold Person. For the purposes of Favored Enemies and Bane weapons, they are all the same type.
| Available Races: | | Race | Racial HP | Stat Adjustment | Favored Class | | Kobold | 4 hp | -4 Str, +2 Dex | Sorcerer | | Elf | 6 hp | -2 Con, +2 Dex | Wizard | | Dwarf | 8 hp | -2 Dex, +2 Con | Fighter | | Free Orc | 8 hp | -2 Dex, +2 Str | Warblade | | Human | 8 hp | | Any | | Half-elf | 8 hp | | Any | | Half-orc | 8 hp | | Any | | Aasimar | 10 hp | +2 Wis, +2 Cha, +1 ECL | Paladin | | Tiefling | 10 hp | +2 Int, +2 Dex, +1 ECL | Rogue | |
Kobold
Small size (+1 Attack & AC, +4 Hide checks, 75% carrying capacity)
Base Speed 30 ft.
Str -4, Dex +2
+2 Racial bonus on Climb, Jump, Move Silently, Spot, Search, Craft (Trapmaking), and Profession (Miner) checks. Natural Armor bonus +1.
Daylight Blindness: Dazzled by Daylight spell or natural sunlight, no save vs. Flare spell.
Darkvision 60 ft.
Draconic Heritage (Ex): Choose one chromatic Dragon type, which is your ancestor. Your scales are tinged with this color, and you have Energy Resistance 5 against damage of one energy type:
- Red: Fire
- Green: Acid
- Blue: Electricity
- Black: Acid
- White: Cold
Automatic Language: Draconic.
Bonus Languages: Any Human, Goblin, Orc, Sylvan and any associated Elemental language.
Favored Class: Sorcerer
Special : A kobold may take levels in a Paragon Class. (As a Prestige Class, these levels cannot cause a multiclassing XP penalty.)
Elf
Medium size
Base Speed 30 ft.
+2 Dex, -2 Con
Immunity to magic sleep spells and effects.
+2 racial saving throw bonus against Enchantment spells or effects.
+2 racial bonus on Listen, Search, and Spot checks.
Low-light Vision: Elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Proficient with longsword, rapier, shortbow and longbow.
Uncanny Search: An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for the door.
Automatic Languages: Elven.
Bonus Languages: Any Human, Abyssal, Auran, Aquan, Draconic, Goblin, and Sylvan.
Favored Class: Wizard.
Dwarf
Medium size
Base Speed 20 ft.
+2 Con, -2 Dex
+2 racial bonus on saving throws against poison.
+2 racial bonus on saving throws against spells and spell-like effects.
+1 racial bonus to attack rolls against orcs and goblinoids.
+4 dodge bonus against giants.
+2 racial bonus on Appraise checks that are related to stone or metal items.
+2 racial bonus on Craft checks that are related to stone or metal.
Weapon Familiarity: Dwarves treat Waraxes and Urgosh as Martial rather than Exotic weapons.
Darkvision (Ex): Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
Stonecunning (Ex): Stonecunning grants dwarves a +2 racial bonus on checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
Automatic Languages: Dwarven.
Bonus Languages: Any Human, Elven, Giant, Goblin, Orc, Ignan and Terran.
Favored Class: Fighter.
Free Orc
Medium size
Base Speed 30 ft.
Str +2, Dex -2
Weapon Familiarity: Free Orcs treat Orcish Double-Axes as Martial rather than Exotic weapons.
+4 racial bonus on saving throws against poison
+2 racial bonus on Spot checks
+2 racial bonus on Survival checks
Darkvision (Ex): Orcs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and orcs can function just fine with no light at all.
Automatic Languages: Orc.
Bonus Languages: Any Human, Draconic, Dwarven, Elven, Giant, Ignan and Goblin.
Favored Class: Warblade.
Human
Medium size
Base Speed 30 ft.
Human Intellect: Humans gain 4 extra skill points at 1st level, and one extra skill point per level after that.
Human Training: Humans gain a bonus Feat at 1st level.
Automatic Language: Any Human.
Bonus Languages: Any.
Favored Class: Any.
Half-Elf
Medium size
Base Speed 30 ft.
+2 racial saving throw bonus against Enchantment spells or effects.
+2 racial bonus to Diplomacy and Gather Information checks.
Human Intellect: Half-elves gain 4 extra skill points at 1st level, and one extra skill point per level after that.
Low-light Vision (Ex): Half-elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Elven Blood: For all special abilities and effects, a half-elf is considered an elf.
Automatic Languages: Elven or any Human.
Bonus Languages: Any Human, Elven, Draconic, Goblin, Orc, and Sylvan.
Favored Class: Any.
Half-Orc
Meduim size
Base Speed 30 ft.
+2 racial bonus on saving throws against poison
+1 racial bonus on Spot checks
+1 racial bonus on Survival checks
Human Intellect: Half-orcs gain 4 extra skill points at 1st level, and one extra skill point per level after that.
Low-light Vision (Ex): Half-orcs can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Orc Blood: For all special abilities and effects, a half-orc is considered an orc.
Automatic Languages: Orc or any Human.
Bonus Languages: Any Human, Orc, Draconic, Dwarven, Gnome, Giant, and Goblin.
Favored Class: Any.
Aasimar (Template)
Native Outsider (Ex): The character's type changes to Outsider, and she is no longer affected by spells which target Humanoids (e.g. Hold Person).
+2 Wis, +2 Cha
+2 racial bonus on saving throws vs. poison or disease
Elemental Resistance (Ex): Aasimar ignore the first 5 points of damage from Acid, Electricity or Sonic (Concussive) attacks.
Low-light Vision (Ex): Aasimar can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Light (Sp): At will, caster level equal to total HD.
Bonus Languages: Aasimar gain the option of speaking Auran and Celestial.
Favored Class: An aasimar gains the option of using Paladin in place of whatever favored class she already possesses.
ECL +1: The character advances and gains experience as though she were one level higher.
Tiefling (Template)
Native Outsider (Ex): The character's type changes to Outsider, and she is no longer affected by spells which target Humanoids (e.g. Hold Person).
+2 Int, +2 Dex
+2 racial bonus on Bluff and Intimidate checks.
Elemental Resistance (Ex): Tieflings ignore the first 5 points of damage from Fire or Cold attacks.
Darkvision (Ex): Tieflings can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and tieflings can function just fine with no light at all.
Bonus Languages: Tieflings gain the option of speaking Abyssal and Infernal.
Favored Class: A tiefling gains the option of using Rogue in place of whatever favored class she already possesses.
ECL +1: The character advances and gains experience as though she were one level higher.
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