The Island of Kyrenia
Anything that is bold and at the top is relatively new
- *If two Paladins get in a fight and one Smites the other, it is essentially a Duel of the Deities. They roll a d%, add their Wisdom Score (not Modifier), and their Deity’s Divine Rank. Here are a list of Divine Ranks of Common Deities.
- If you are flanked by a Rogue with the Uncanny Dodge Ability who is your level, you lose your Dexterity Bonus to AC against attacks from that Rogue. If you are flanked by a Rogue with the Improved Uncanny Dodge Ability, he only needs to be equal to your level -3 to impose this penalty. If you have Improved Uncanny Dodge and you are flanked by a Rogue, this ability is ignored when determining what level the Rogue must be to flank you.
- . My reasoning is that they have A) Wildshape and B) an animal companion, both of which are powerful abilities. They don’t need spellcasting that is potentially super powerful as well.
- When determining Caster Level and Manifester Level for spell effects and such, the two stack. So if you need to make a Caster Level Check to defeat Spell Resistance and you have 4 levels in Sorcerer and 4 levels in Psion, your effective Caster Level is 8, not just 4. This also works for determining Manifester level for defeating Power Resistance. If you are casting Fireball in this same situation, your effective Caster Level is 8. If you are casting Mindthrust, your effective Manifester Level is 8.
- Abundance of Magic: In larger cities there are so many magic shops that the prices are lower to ensure return business. All magic weapons, enhancements, magic hirelings, etc now cost 10% less. Do not recalculate your money from items already purchased or things gained from the Black Market.
- Humans and Half-elves have Favored classes of their choice.
- When preparing spells, if you use a higher level spell slot, you can prepare as many spell levels as the sacrificed spell slot. For example, if you use a 2nd level slot, you can prepare 2 level 1 spells in its place. If you are using it to prepare 0-level spells, you can prepare 1 more than the amount of 1st-level spells you could prepare
- Sneak Attack affects Constructs, Undead, and Aberrations IF you have studied them for at least 1 round. The catch is that it only deals half damage and that you take a -5 penalty to the attack roll after studying for 1 round. The longer you study them, the lower the penalty becomes, but For If you don’t study them, the attack has no effect other than normal weapon damage. This rule doesn’t include oozes and incorporeal creatures and swarms. Sneak Attack doesn’t affect them at all.
- Rangers use the Druid Animal Companion rules. Also, make all bonuses 1 more than they normally are for both classes. That would make the bonus HD and NA adjustments go 1,3,5,7,9,11,13 and the Str/Dex bonus go 1,2,3,4,5,6,7 and the bonus tricks go 2,3,4,5,6,7,8. If your character level exceeds 20, the chart increases normally. Druids use the Druid Rules, but subtract 1 from each numeric effect at each level. That means for Druids it goes 0,1,3,5,7,9,11 for HD/NA adjustments and 0,0,1,2,3,4,5 for Str/Dex bonus and bonus tricks are 0,1,2,3,4,5,6.
- On this Island, Legal magic is pretty much allowed to be studied by anyone. If someone is caught practicing Illegal Magic (that derived from Necromancy, Demons, Dragons, and other Evil sources) the penalty is death.
- At each level they gain a new spell level, a spellcaster can choose to learn a single spell that is on another caster’s spell list and not their own, provided the spell is the same type of magic they cast and is a similar magic type (i.e. wizard/sorcerer<→bard, druid<→ranger, cleric<→paladin). For example, a Sorcerer cannot gain Shield of Faith at level 1, as it is a Divine Spell, not an Arcane one, but a level 1 Bard can learn Magic Missile, as if it were on the Bard Spell list. Also, treat the total Arcane Spell Failure chance in armor and shields as if it’s 5% less. And if you gain a class feature that lets you ignore Arcane Spell Failure Chance in certain armors (such as the Bard) and you take levels in another Arcane casting class, you retain that ability for both spell sets.
- Paladins should be a lot less restricted than they are in the Player’s Handbook. Therefore, players playing Paladins can write their own Code of Conduct, which they need to review with me. They also can choose the alignment restriction, as long as it is Lawful-something (preferably evil). Their aura also changes depending on their alignment (i.e. depends on their most recent acts if LN, evil aura if LE). Also, the penalties for breaking their Code are decided between myself and the player. They will need to be reasonable, but not render them as useless as the 3.5 ones did. I’m serious, if a 3.5 Paladin broke his code, he was next to useless until he atoned (due to the fact that he had no abilities or feats other than the ones gained every 4th level, which aren’t enough to make an effective combatant), and if they were adventuring like I imagine adventurers do, they wouldn’t be able to find a Cleric of high enough level for a while, unless they just happened to have one in the party, and the potential XP cost of the spell is very nice to your party member. Sure it doesn’t seem like much at higher levels, but I’m pretty sure no one likes to be set back, even a little bit. And the multi-class restriction is changed so that they can multi-class into Cleric or Monk and still continue increasing as a Paladin as long as they maintain their original alignment, but that only applies to those two. Actually, it now also applies to Divine Mind and Ardent, but the alignment must still remain Lawful. They can also use the Remove Disease ability X times per day, not just per week. The Smite Evil ability is now Smite Heathen, which means that they can Smite anything that qualifies as a Heathen, which is also determined between the player and I. If it is a Paladin trying to Smite another Paladin of a different Deity, it is essentially a Duel between Gods on whose smite works and whose makes their Paladin Fall. Paladins also have a good Will Save modifier. I mean, They’re warriors of the Gods! They deserve a good Will Save. They can also summon their Special Mount for 2 hours per Paladin level per day. This is the total amount, though. They can summon and dismiss their mount as many times as they want as long as it doesn’t exceed their maximum time.
- Abundance of Healing: All healing items and spells for hire cost 15% less than normal. If/when I forget, please remind me. This doesn’t stack with the Magic Item cost reduction
- Clerics generally worship The One True Deity and can choose any domains and whatever favored weapon they want. If Players want, they can choose to worship one of the typical D&D deities, but that will have an effect on role-playing. Players with Clerics also write their own Code of Conduct, which is meant the be looser than that of a Paladin.
- Neutral Clerics can cast both Inflict and Cure Spells, but they still have to choose which ones they spontaneously convert to. Good and Evil Clerics can cast spells against their alignment, the spell takes up a spell slot one level higher than normal and they either need to spend extra time preparing spells the next preparation period or they can spend time throughout the day praying, since it can be really close to violating their code. The extra time spent is determined by the player, depending on how badly they think they broke their code of conduct. If they don’t spend enough time for too many days in a row (this will depend on how many spells of an opposing alignment they’ve cast in the past week as well as the amount of extra prayer time they spent), they’ll need to atone. Clerics are allowed to be up to two steps away from their Deity on the alignment scale instead of just 1.
- Fighters: Armor Training: They can sleep in any armor without penalties. Also, starting at 3rd level and every 6 levels after, they reduce their total Armor Check Penalty by 1, increase the total amount of AC gained by standard armor by 1, and increase their max Dex in all armor by 1. Weapon Training: At 5th level and every 6 levels after, they get a
Both of these items are now class features for Fighters, and should go in the special abilities area of your character sheet.
- I have modified some of the monsters, so don’t try and rely on out of character knowledge for when you’re fighting stuff, use what your character knows.
- Your artifact/inheritance does not count against your total wealth. You need to keep it under 2,000 gp worth of cost, though. Try not to have a super fancy and extravagant artifact. If your artifact has 1 attack or bonus, you may upgrade it at this time. If not, you may talk to me and I’ll make a decision from there.
- Dwarves: Add Cleric to the Favored Class list
- Elves: Add Druid to the Favored Class list
- Gnomes: Add Wizard to the Favored Class list
- Halflings: Change Favored Class to Any
- Half-Elves: Have proficiency with one martial weapon of their choice.
- Half-Orcs: Take away one of the penalties, your choice, upon character creation. The Half-Orcs of the PHB are too negatively unbalanced for my taste. Also, add Fighter to the Favored Class list.
- High Average Intelligence: If you roll a number lower than 10, change it to 10 (if even) or 11 (if odd). If it is already higher than 10, increase it by 2.
- Intense Training: You can choose one other ability lower than 10 to increase after you boost your Intelligence. If you choose, you may instead increase any one ability score by 2. Both of these boosts affect your scores racial modifiers.
- Diplomacy: This old rule: Diplomacy. As a part of this modification, the only skill that grants a synergy bonus to Diplomacy is Bluff.
- Abundance of Knowledge: Add knowledge skill to your class skills list. If you have all the knowledge skills as class skills, add another that normally isn’t a class skill.
- Pathfinder skill style: It takes 1 point to increase all skills by 1 point, but class skills have a +3 bonus to them. If you have 5 or more ranks in Spot or Listen you get a +2 bonus in the other. The same thing happens with Decipher Script and Forgery, as well as Move Silently and Hide, Open Lock and Disable Device.
- There is no XP penalty for multi-classing. Instead, you get +1 hit point and +1 skill point each level you gain in your favored class. If your race allows for choosing of your favored class, you choose it upon character creation.
- Everyone has Use Rope as a class skill. Likewise, everyone gets Profession (Sailing) in addition to the Profession skill they get from their class.
- I’m going to ignore spell components for now, except for the experience costs and for spells level 5 and higher, which we won’t need to worry about for a while.
- Monks: They can multi-class into Paladin or Cleric and still return to Monk and continue progressing as a Monk, as long as their alignment stays Lawful-something.
- Barbarians aren’t required to be Illiterate. They can be if they choose to, and if they do they get + 2 skill points at level 1. They are relatively rare on the Island, but if you looked hard enough you could find some, especially in Comixe.
- Wizards can scribe 9 level 1 spells on one page, 1 level 2 and 1 level 7, 3 level 3, or any other combination adding up to 9. The exception is with 0 level spells, and 10 of those can fit on one page, but when combined with other spells take up about the same amount of room as a level 1 spell. They don’t need to spend a day studying the spell before scribing it into their spellbook, an hour is plenty. The cost of scribing a spell is 50 gp per page instead of 100. This cost is in the ink it would take to scribe it, and to prevent too much math, let’s just say you buy one page’s worth at a time. It also only takes ten minutes to scribe a spell into your spellbook. Spell books don’t have every single 0-level spell upon character creation, just the ones in the Payer’s Handbook, as well as 4+int modifier level 1 spells and 6 spells of any level you can cast. You don’t have to pay for the spells you would normally get at each level increase, including your starting spells. You can spend money to buy more spells at character creation or at any time you are in a town. Not all towns will have every spell, though, especially the higher level spells.
I am aware that this is going to create high intelligence and high average scores, and that’s what I’m trying to do. To me, in this game players should be above par in at least two areas. I’d rather have over-powered players than under-powered ones. If you don’t have at least one 18, turn one of your abilities into one. If you aren’t satisfied with your character and his/her abilities, talk to me about it. For example, if your highest ability modifier is less than 2.
I’m also aware that this will increase the power of Half-Orcs, Fighters, Rogues, and Paladins (and potentially Clerics and Monks) as well as the versatility of Wizards and Clerics, and pretty much messing with role-playing stuff all over the place, but this is all on purpose. And the Diplomacy part is definitely on purpose as well. I’ve personally broken the Diplomacy system with a character (as some of you already know), and trust me it tends to make things a lot less interesting.
I’m also trying to make healing cheaper so that we don’t have the need for a party member completely focused on healing. I don’t mean to say that you shouldn’t play Cleric if you want to, I would encourage it. Clerics have the potential to be very powerful and are a nice addition to any party. I also might decrease the cost a little more as we go along if needed.