- No experience points; players level at the GM’s discretion.
- When leveling up, the character can choose to roll for HP or take the average.
- Max HP for 1st and 2nd levels.
- Ignore encumbrance unless characters try to carry an exaggerated amount of gear for their strength rating.
- Ammunition, spell components, food, and water are not tracked unless:
A. it is important to the adventure
B. Players do not “restock” on supplies at appropriate times.
C. Bullets are exempt from this rule, as is black powder.
- If they meet the prerequisites, every character gains Weapon Finesse, Power Attack, Deadly Aim, and Combat Expertise as bonus feats. These may be chosen at 1st, 3rd, 6th and 9th level, in any order.
- New feat:
Improved Weapon Finesse.
Requirement: Bab +3
When using Weapon Finesse, you may also use your Dexterity modifier instead of your Strength modifier on your damage rolls.
- Rules that allow ranged combat to no longer provoke AoO’s in melee are removed.
- Improved precise shot, clustered shots, many shot, rapid shot are removed.
- Classes with 2 + Int skill ranks now gain 4 + Int skill ranks per level.
- No full caster classes.
- Multi-classing must be role-played through the course of the game before one does so. Someone to teach etc., must be found. The more story oriented the explanation of multi-classing is, the easier it will be to do so. Meaning – Player A. says, “I’m multi-classing into uber class only for mechanics, having a story reason be damned. I’m not adding anything to the game.” will have a harder time than Player B; who says, “I’m multi-classing into X class because my character always wanted to be one. Here is a brief write up of cool story stuff to add to the game to help give some depth to this character change.”.
- The bonus from the fighter’s Bravery class ability also applies to Intimidate checks performed against the fighter.
- Gains 1 skill point/odd level in profession or craft (weapons or armor).
- Guns vs. touch ac is under review.
- Every character starts with one extra skill point in a Craft, Profession, or Perform skill of their choice.
- Aid Another is no longer it’s own roll. If you choose to aid someone else’s skill roll, simply say so and that player gets a +2 to their result. You must have at least 1 rank in the skill, and it must be a class skill in order to aid another without rolling.
- Knowledge checks: You must either encounter the creature, or research the creature at a scholarly location (subjective given the best location to learn about werewolves might be in a bar with other werewolf hunters as an example) in order to learn about it’s defenses, special abilities etc. Knowledge checks are no longer “spammable”.
- Heal: You may heal 1 hitpoint (HP) per minute, up to a maximum of the target’s Con modifier + level. DC = 10+targets HD. This requires 5 minutes of uninterrupted rest, followed by the skill check. After the skill check is resolved, any healing begins. This can be attempted once/day. Any additional attempts must come after a full rest (8 hours).
- It’s known to exist and be real, but finding real examples are few and far between.
- No Fly, Teleportation magics, scrying magics, planar bindings.