Attacks of Opportunity
Attacks of opportunity work as normal except the attack is
replaced with a free combat maneuver that doesn't provoke and failure by 10 or more has no effect.
Combat Maneuvers
All combat maneuvers may be performed in place of an attack.
Iterative Attacks
- At BAB +6, gain a 2nd attack but both suffer a -2/-2 penalty. Gain the Vital Strike feat.
- At BAB +11, this penalty is reduced to -1/-1. Gain the Improved Vital Strike feat.
- At BAB +16, the penalty is reduced to -0/-0. Gain the Greater Vital Strike feat.
Flurry of Blows, Rapid Shot, and Two Weapon Fighting provide
one additional attack as normal. Flurry progression, improved, and greater two
weapon fighting do not provide additional attacks but instead each reduce the
penalty for all attacks by one.
Skills
- Bluff (Feint) = Move Action
- Intimidate (Demoralize) = Move Action
Feats
- Improved Feint: Feint = Swift Action
- Improved Maneuver Feats = +2 bonus and may be performed as a move action
- Greater Maneuver Feats = +4 bonus and may be performed as a swift action
Spontaneous Metamagic
When a metamagic feat is selected you may modify a spell
3/day, at the time of casting, with no increase in the spell's level. The
maximum spell level the metamagic feat may be applied to is equal to the
caster's highest spell level minus the level increase of the metamagic
feat. Any number of metamagic feats may be used but may not exceed maximum
spell level. Additional selections of the same metamagic feat allows the
uses per day to stack.
Spontaneous casters may apply metamagic to their spells as a
free action. Preparation casters may apply metamagic to their spells as a move
action or may prepare their spells ahead of time using up a use per day as
normal and cast their modified spell normally.
Magic Item Variant
In this variant all magical weapons,
shields, armor, cloaks of protection, attribute enhancement belts/headbands,
and attribute buffing spells that provide a numerical modifier are removed from
the game. This variant also replaces attribute bonuses normally received at 4th
level and every 4 levels after.
Magical arms and armor with special qualities still exist but without their numerical bonuses. Instead these become inherent bonuses for each character and these bonuses apply to all arms and armor of masterwork quality that the character has proficiency with. Starting characters receive 75% of their wealth by level (WBL) if they are non-martial/non-armor-based characters and 50% WBL for martial characters. The price of magical arms and armor begin at the +1 level and increase based on the special abilities added. So a flaming (+1) bane (+1) magical (+1 base) sword would cost 18,000 gp (at the +3 level).
Magical arms and armor with special qualities still exist but without their numerical bonuses. Instead these become inherent bonuses for each character and these bonuses apply to all arms and armor of masterwork quality that the character has proficiency with. Starting characters receive 75% of their wealth by level (WBL) if they are non-martial/non-armor-based characters and 50% WBL for martial characters. The price of magical arms and armor begin at the +1 level and increase based on the special abilities added. So a flaming (+1) bane (+1) magical (+1 base) sword would cost 18,000 gp (at the +3 level).
Character Level
|
Bonus
|
2nd and every 2 levels after
|
+1 Two Attributes
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2nd, 5th, and every 4 levels after
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+1 All Saves
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2nd and every 4 levels after
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+1 Armor
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3rd and every 4 levels after
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+1 Shield
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4th and every 4 levels after
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+1 Atk/Dmg
|
NPCs and Monsters
Minion Template:
NPCs and creatures modified by the minion template are reduced to 1
HP, become immune to magical and special ability secondary
affects due to failed saving throws, AC -4 and CR -3. For effects
dependent on hit dice, a minion's effective hit dice are equal to the base
creature divided by 2.