Flickergame 2015

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(Normal Classes)
(House Rules)
 
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The tales - the oldest ones told - speak of great Princes, masters over creation that could mold reality to their whims. These tales speak also of the greed of these Princes, who coveted each other's domains, and their fear, for each knew that the others desired what they possessed. When the inevitable war came, the cosmic powers of the Princes tore the world apart. This war shaped the world as it is today - a vast and inhospitable realm ruled by warrior kings who maintain their land claims through brute force. The only powers independent of these warlords are ancient Citadels, where monks jealously hoard scraps of knowledge from before the great war. These Citadels rarely interact with outsiders, but when they do it is two things they want - individuals with great magical potential, and artifacts from the time before.
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You are lucky enough to live in such a citadel. Whether you were born there or recruited from the outside world thanks to your talents, you are registered adventurers in the Citadel of Stankirk. Outside its white stone walls a recent civil war has ravaged the land, as warlords usurped one another and were cast down in turn for five long years. Now, a fragile peace has finally been brokered, and Stankirk is once again sending out agents into the world to bring back ancient artifacts and secrets from the mythical time before the war.
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=Interested Players=
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* '''NekomataRaiko:''' Warforged dragonborn totemist nonsense
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* '''Forrest:''' Cyre Scout that shits knives and then the knives make you scared
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* '''Taveena:''' The angriest theurge
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=Game Rules=
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==Character Creation Rules==
==Character Creation Rules==
* D&D 3.5, 5th level
* D&D 3.5, 5th level
* Standard WBL (9000gp). No more than 3000gp on any single item.
* Standard WBL (9000gp). No more than 3000gp on any single item.
* 36 PB
* 36 PB
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* Variant rules: No flaws. Traits are allowed. See Action Points, Prestigious PCs, and Barely-feats below.
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* Variant rules: No flaws. Traits are allowed. See House Rules, Action Points, Prestigious PCs, and Barely-feats below.
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* Sources: All first party 3.5 material is fine, whether published in book form or on wizards.com. Everything else (Third party, PF, 3.0, magazine content, homebrew) is available on a case by case basis.
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==Action Points==
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Action points are used by characters to avoid wiping out hilariously when their life is on the line.
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===Gaining Action Points===
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A character is created with 1 action point. At the end of every session, every player awards an action point to one other player for something impressive that they did during the session (whether roleplaying or in combat). An action point cannot be awarded more than once for a particular action. A character may not have more action points than their level.
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===Spending Action Points===
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Once per round (resetting as soon as the initiative count goes back around to the first character), a character may spend action points to:
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* 1 action point: Replace the result of a d20 roll you just made with a 10, before you know the result
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* 2 action points: Replace the result of a d20 roll you just made with a 20, before you know the result (this is not a natural 20)
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* 1 action point: Add +1d6 to the result of a d20 roll another character just made, before they know the result
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* 1 action point: Automatically stabilize at -1 HP when reduced to between -1 and -9 HP
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==House Rules==
==House Rules==
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* Two Weapon Fighting turns into ITWF and GTWF as soon as you qualify.
* Two Weapon Fighting turns into ITWF and GTWF as soon as you qualify.
* Bows and crossbows add 1/2 Dexterity to damage.
* Bows and crossbows add 1/2 Dexterity to damage.
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* You cannot trade away an ability for an ACF if it's already been modified by another ACF.
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* In order to gain a benefit that requires a cost, you must pay that cost; if you mitigate all of the cost away, you're not paying the cost and the benefit does not happen. I'm looking at you, Hellfire Warlock and Body Fuel abusers.
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* Leadership of any kind may not be taken before the game begins. In game, Leadership may only be used to acquire existing NPCs that the PCs are familiar with as cohorts/thralls/wild companions/what have you. The same thing applies for animal companions, improved familiars and controlled undead - if you want something, seek it out in-game.
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* You don't need to be a spellcaster to use Craft: Alchemy
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* Everything has a masterwork tool as long as you make a good case for what it is
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* Vow of Nonviolence only affects the character with the feat; if anyone else breaks its terms, that character suffers the -1 penalty.
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* Most of the time, there's no reason for "can only take at level 1" feats to have this restriction. Ask me and I'll probably remove it.
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* Favored Enemy uses the new creature types or subtypes specified below (Beast, Humanoid, Outsider, Automaton, and their subtypes).
* Combined skills (if any subskill is a class skill, the combined skill is as well; synergy from a subskill cannot affect any other skill in the combined skill; bonuses specific to one subskill do not apply to all uses of the combined skill):
* Combined skills (if any subskill is a class skill, the combined skill is as well; synergy from a subskill cannot affect any other skill in the combined skill; bonuses specific to one subskill do not apply to all uses of the combined skill):
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** Athletics (Str) - Jump, Climb, Swim
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** Acrobatics (Dex) - Balance, Tumble, Escape Artist, Ride
** Stealth (Dex) - Hide, Move Silently
** Stealth (Dex) - Hide, Move Silently
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** Survival (Wis) - Survival, Use Rope, Heal, Handle Animal
** Legerdemain (Dex) - Sleight of Hand, Open Lock, Disable Device
** Legerdemain (Dex) - Sleight of Hand, Open Lock, Disable Device
** Awareness (Wis) - Spot, Listen, Search
** Awareness (Wis) - Spot, Listen, Search
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** Concentration (Con) - Concentration, Autohypnosis
** Linguistics (Int) - Speak Language, Forgery, Decipher Script
** Linguistics (Int) - Speak Language, Forgery, Decipher Script
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** Deceive Device (Cha) - Use Magic Device, Use Psionic Device
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** Use Magic Device (Cha) - Use Magic Device, Use Psionic Device
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** Knowledge (Magic) (Int) - Spellcraft, Knowledge (Arcana)
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** Knowledge (Crystals) (Int) - Psicraft, Knowledge (Psionics)
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** Knowledge (Cosmology) (Int) - Knowledge (Religion), Knowledge (Planes)
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** Knowledge (Society) (Int) - Knowledge (Nobility and Royalty), Knowledge (History), Knowledge (Architecture and Engineering), Knowledge (Local), Craft, Profession
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** Knowledge (Wilderness) (Int) - Knowledge (Geography), Knowledge (Nature), Knowledge (Dungeoneering)
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** Investigation (Wis) - Gather Information, Sense Motive, Appraise
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** Public Relations (Cha) - Diplomacy, Intimidate, Perform
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** Deception (Cha) - Bluff, Disguise
* Average HP per hit die, rounded up:
* Average HP per hit die, rounded up:
** d4 = 3
** d4 = 3
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** d10 = 6
** d10 = 6
** d12 = 7
** d12 = 7
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* Creature types are consolidated, with superfluous types being cast off into subtypes. There are four types: Beast, Humanoid, Outsider, and Automaton. Their subtypes are usually applied to the master type, but can be switched around - for instance, a pixie is a humanoid (fey) and a hoary steed is a beast (fey). Any ability that requires a character to choose from creature types (such as Favored Enemy) uses the new creature types. Abilities that don't let you choose (such as Wild Shape or Smite Dragons) use subtypes.
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** Beast: This category represents all animal-like creatures. Beasts include magical beasts, animals, vermin, and dragons.
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*** Magical: Creatures with this subtype are supernatural in some respect, whether an unusual intelligence or inherent magical powers. Applicable to other creature types and replaces Augmented.
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*** Animal: Animals have 1 or 2 Intelligence and can be handled with Handle Animal.
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*** Dragon: Dragons are either true dragons or creatures similar to them. Applicable to other creature types to indicate a draconic relation (humanoid = kobolds, outsider = Bahamut or planar dragons).
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*** Vermin: Mindless. Applicable to some Outsider creatures.
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** Humanoid: Anything shaped like a human that has a humanoid biology falls under here. Giants, humanoids, and monstrous humanoids fall in this category, but none of them are real subtypes.
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** Outsider: Elementals, outsiders, aberrations, and fey can be categorized as outsiders - otherworldly beings that don't quite belong on the Material Plane. Outsiders are subject to the "difficult to raise" malarkey.
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*** Elemental: Creatures connected to a particular element. Can also be any other creature type - Fire and Cold creatures are Elemental, for instance.
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*** Outsider: Creatures connected to the Planes. Applicable to any other creature type.
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*** Aberration: Creatures that are twisted or not otherwise meant to be. Applicable to other creature types (an Elan is a Humanoid (Aberration)).
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*** Fey: Nature-like creatures that are partly of the Feywild. Royal fey are Outsiders, but Material fey may be humanoids or beasts.
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** Automaton: Creatures that should not be, and yet are, automata are animated by a force external to their bodies, and tend to be non-intelligent but difficult to damage. Oozes, constructs, and undead fall under automata. Automata are destroyed at 0 HP, have your standard immunities, can't be raised.
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*** Ooze: All the Ooze traits.
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*** Constructs: Bonus HP based on size, no CON score.
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*** Undead: Can be turned/rebuked, no CON score.
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==Action Points==
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Action points are used by characters to avoid wiping out hilariously when their life is on the line.
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===Gaining Action Points===
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A character is created with 1 action point. At the end of every session, every player awards an action point to one other player for something impressive that they did during the session (whether roleplaying or in combat). An action point cannot be awarded more than once for a particular action. A character may not have more action points than their level.
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===Spending Action Points===
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Once per round (resetting as soon as the initiative count goes back around to the first character), a character may spend action points to:
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* 1 action point: Replace the result of a d20 roll you just made with a 10, before you know the result
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* 2 action points: Replace the result of a d20 roll you just made with a 20, before you know the result (this is not a natural 20)
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* 1 action point: Add +1d6 to the result of a d20 roll another character just made, before they know the result
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* 1 action point: Automatically stabilize at -1 HP when reduced to between -1 and -9 HP
==Prestigious PCs==
==Prestigious PCs==
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Magic is a fragmented art - while the poets still tell tales of a bygone age when powerful wizards could fill their heads with the entire contents of a magic library, these days a would-be student of the mystic arts must resign themselves to a slower pace of advancement. Many band together into organizations - colleges, churches, or even strange secret societies - to further the study of their own special brand of magic. All spellcasting, manifesting, infusing, etc. classes are banned, and instead players have access to the following PrCs as though they were base classes. However, each class has a co-requisite entry; any PC taking the class must be able to meet these co-requisites within the first level. For instance, an Assassin must invest 4 skill ranks into Disguise and Stealth as soon as he takes the class. If he cannot do so (for instance, due to an exceptionally low Intelligence that only grants him 1 skill point per level) then he cannot become an Assassin and must choose a different class.
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Magic is a fragmented art - while the poets still tell tales of a bygone age when powerful wizards could fill their heads with the entire contents of a magic library, these days a would-be student of the mystic arts must resign themselves to a slower pace of advancement. Many band together into organizations - colleges, churches, or even strange secret societies - to further the study of their own special brand of magic that complements their other skills. Many of these organizations send out their operatives to search for magical secrets hidden away by those creatures of the wild that still retain their full magical potency, and especially gifted and powerful members may even reach those lofty heights of knowledge.
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All spellcasting, manifesting, infusing, etc. classes are banned (though this ban does not cover monstrous progressions that grant casting, nor classes/templates that grant spell-like or supernatural abilities). Instead players have access to the following PrCs as though they were base classes. However, each class has a co-requisite entry; any PC taking the class must be able to meet these co-requisites within the first level. For instance, an Assassin must invest 4 skill ranks into Disguise and Stealth as soon as he takes the class. If he cannot do so (for instance, due to an exceptionally low Intelligence that only grants him 1 skill point per level) then he cannot become an Assassin and must choose a different class.
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====Prestigious classes and weapon/armor proficiencies====
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Unless the class grants proficiencies in weapons and armors, treat them as follows:
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* ''Spellswords:'' As barbarian
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* ''Anointed Soldiers:'' As paladin
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* ''Tricksters:'' As bard
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* ''Divine Agents:'' As ranger
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* ''Devoted Priests:'' As druid
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* ''Lore keepers:'' As sorcerer
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* ''War mind:'' As psychic warrior
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* ''Zerth Cenobite and Fist of Zuoken:'' As monk
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* ''Cyre Scout:'' As ranger
===Normal Classes===
===Normal Classes===
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===List of Spellcaster Classes===
===List of Spellcaster Classes===
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The following list is intended to help you navigate these normally shitty classes to find one that fits your character concept. All of them have the same speed of casting progression, but there are a few classes that don't stop at 4th level spells. If you want to progress one of these classes beyond 10th level, something like Dragon Disciple or Wonderworker that grants extra spells known or spells per day.
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The following list is intended to help you navigate these normally shitty classes to find one that fits your character concept. All of them have the same speed of casting progression, but there are a few classes that don't stop at 4th level spells. If you want to progress one of these classes beyond 10th level, use something like Dragon Disciple or Wonderworker that grants extra spells known or spells per day.
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When describing the casting of these classes, a mention of another class (Wizard, Sorc, Cleric) indicates that the class casts those kinds of spells (arcane prepared, arcane spontaneous, divine prepared) and uses that casting stat, unless otherwise specified (for example, Assassins have INT-based Sorc casting, meaning that they spontaneously cast from spells known but use INT for DCs and so forth).
===Arcane===
===Arcane===
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====Sneaks and Tricksters====
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====Tricksters====
* ''Assassin:'' INT-based Sorc casting, short list of stealth spells.
* ''Assassin:'' INT-based Sorc casting, short list of stealth spells.
** Co-requisites: Disguise, Stealth 4 ranks, write any murder into your backstory
** Co-requisites: Disguise, Stealth 4 ranks, write any murder into your backstory
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* ''Shade Hunter:'' Int-based Sorc casting. Short list of nature-themed spells & anti-magic spells.
* ''Shade Hunter:'' Int-based Sorc casting. Short list of nature-themed spells & anti-magic spells.
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** Co-requisites: Climb, Linguistics, Disable Device, Jump, Dungeoneering, History, Search, Survival, Deceive Device 4 ranks, may take Trapfinding instead of getting feat for 1st HD
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** Co-requisites: Climb, Linguistics, Disable Device, Jump, Wilderness, Society, Search, Survival, Deceive Device 4 ranks, may take Trapfinding instead of getting feat for 1st HD
* ''Thayan Slaver:'' Wizard casting, short BFC list
* ''Thayan Slaver:'' Wizard casting, short BFC list
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* ''Vigilante:'' Bard casting from abjuration, divination, illusion, necromancy, and transmutation. 0th level bard spells are 1st level Vigilante spells.
* ''Vigilante:'' Bard casting from abjuration, divination, illusion, necromancy, and transmutation. 0th level bard spells are 1st level Vigilante spells.
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**Co-requisites: Gather Info, Intimidate, Local, Search, Sense Motive 4 ranks, Alertness
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**Co-requisites: Gather Info, Intimidate, Society, Search, Sense Motive 4 ranks, Alertness
====Spellswords====
====Spellswords====
* ''Unseelie Dark Hunter:'' WIS-based Sorc casting, short list of travel and nature spells
* ''Unseelie Dark Hunter:'' WIS-based Sorc casting, short list of travel and nature spells
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** Co-requisites: Stealth, Ride, Survival, Nature 4 ranks, oath to the fey queen.
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** Co-requisites: Stealth, Ride, Survival, Wilderness 4 ranks
* ''Suel Arcanamach:'' Sorc casting off the full list (abj, div, ill, trans only). Correct spell progression as follows: Delay spell progression of 2nd+ level spells by 1 level.
* ''Suel Arcanamach:'' Sorc casting off the full list (abj, div, ill, trans only). Correct spell progression as follows: Delay spell progression of 2nd+ level spells by 1 level.
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** Co-requisites: Concentration, Jump, Spellcraft, Tumble 4 ranks. Must have studied with instructor with the Grimoire Arcanamacha.
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** Co-requisites: Concentration, Jump, Magic, Tumble 4 ranks. Must have studied with instructor with the Grimoire Arcanamacha.
* ''Knight of the Weave:'' Sorc casting, gish-themed spells. Correct spell progression as follows: 4th level spells gained at level 7, 5th level spells gained at level 9, no 6th level spells.
* ''Knight of the Weave:'' Sorc casting, gish-themed spells. Correct spell progression as follows: 4th level spells gained at level 7, 5th level spells gained at level 9, no 6th level spells.
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** Co-requisites: Arcana, History, Spellcraft 4 ranks, oath to the goddess of magic.
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** Co-requisites: Society, Magic 4 ranks
====Lore Keepers====
====Lore Keepers====
* ''Court Herald:'' CHA-based Beguiler casting, traditional wizard-like spells.
* ''Court Herald:'' CHA-based Beguiler casting, traditional wizard-like spells.
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** Co-requisites: Bluff, Diplomacy, Gather Information, History, Nobility and Royalty 4 ranks, speak 3+ languages, Skill Focus.
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** Co-requisites: Bluff, Diplomacy, Gather Information, Society 4 ranks, speak 3+ languages, Skill Focus.
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* ''Cyre Scout:'' Infusions like an artificer.
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** Co-requisites: Arcana, Survival 4 ranks, Least Dragonmark (Mark of Making)
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===Divine===
===Divine===
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====Anointed Soldiers====
====Anointed Soldiers====
* ''Soldier of Light:'' Cleric casting. Paladin-like spells.
* ''Soldier of Light:'' Cleric casting. Paladin-like spells.
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** Co-requisites: Religion 4 ranks, oath to goddess of light
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** Co-requisites: Cosmology 4 ranks
* ''Champion of Gwynharwyf:'' Cleric casting. paladin-like spells.
* ''Champion of Gwynharwyf:'' Cleric casting. paladin-like spells.
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** Co-requisites: Intimidate 4 ranks, Righteous Wrath, oath to goddess of chaos
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** Co-requisites: Intimidate 4 ranks, Righteous Wrath
* ''Blackguard:'' Cleric casting. Evil paladin-like spells.
* ''Blackguard:'' Cleric casting. Evil paladin-like spells.
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** Co-requisites: Religion 4 ranks, Power Attack, oath to god of evil
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** Co-requisites: Cosmology 4 ranks, Power Attack
* ''Disciple of Thrym:'' Cleric casting. Evil paladin-like and cold spells.
* ''Disciple of Thrym:'' Cleric casting. Evil paladin-like and cold spells.
** Co-requisites: Intimidate and Survival 4 ranks, Weapon Focus
** Co-requisites: Intimidate and Survival 4 ranks, Weapon Focus
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** Co-requisites: Diplomacy and Sense Motive 4 ranks, Iron Will
** Co-requisites: Diplomacy and Sense Motive 4 ranks, Iron Will
* ''Knight of the Chalice:'' Cleric casting, anti-evil spells.
* ''Knight of the Chalice:'' Cleric casting, anti-evil spells.
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** Co-requisites: Planes and Religion 4 ranks
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** Co-requisites: Cosmology 4 ranks
* ''Pious Templar:'' Cleric casting, uses paladin or blackguard list based on alignment
* ''Pious Templar:'' Cleric casting, uses paladin or blackguard list based on alignment
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** Co-requisites: Religion 4 ranks, Weapon Focus
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** Co-requisites: Cosmology 4 ranks, Weapon Focus
* ''Vassal of Bahamut:'' Cleric casting, paladin-like list.
* ''Vassal of Bahamut:'' Cleric casting, paladin-like list.
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** Co-requisites: Armorsmithing 4 ranks, Diplomacy 4 ranks, Sacred Vow, oath to the god of good
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** Co-requisites: Armorsmithing 4 ranks, Diplomacy 4 ranks, Sacred Vow
* ''Windrider:'' Cleric casting, small druid-like list
* ''Windrider:'' Cleric casting, small druid-like list
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** Co-requisites: Handle Animal, Nature, and Ride 4 ranks, Mounted Combat
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** Co-requisites: Handle Animal, Wilderness, and Ride 4 ranks, Mounted Combat
====Divine Agents====
====Divine Agents====
* ''Temple Raider of Olidammara:'' Cleric casting, sneaky spells.
* ''Temple Raider of Olidammara:'' Cleric casting, sneaky spells.
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** Co-requisites: Legerdemain, Religion, Search 4 ranks, oath to the god of chaos
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** Co-requisites: Legerdemain, Cosmology, Search 4 ranks
* ''Consecrated Harrier:'' Cleric casting. Full Ranger list.
* ''Consecrated Harrier:'' Cleric casting. Full Ranger list.
** Co-requisites: Disguise and Gather Info 4 ranks, Track
** Co-requisites: Disguise and Gather Info 4 ranks, Track
* ''Justice of Weald and Woe:'' Cleric casting, unique list of arrow spells
* ''Justice of Weald and Woe:'' Cleric casting, unique list of arrow spells
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** Co-requisites: Bowmaking, Stealth, Nature, Survival 4 ranks, Point Blank Shot
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** Co-requisites: Bowmaking, Stealth, Wilderness, Survival 4 ranks, Point Blank Shot
* ''Justiciar of Taiia:'' Cleric casting, generic list
* ''Justiciar of Taiia:'' Cleric casting, generic list
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** Co-requisites: Religion 6, oath to the goddess of change
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** Co-requisites: Cosmology 4 ranks
* ''Scaled Horror:'' Cleric casting, full ranger list.
* ''Scaled Horror:'' Cleric casting, full ranger list.
** Co-requisites: Stealth, Swim 4 ranks, Aquatic or Reptilian stubtype
** Co-requisites: Stealth, Swim 4 ranks, Aquatic or Reptilian stubtype
* ''Slayer of Domiel:'' Cleric casting, infiltration-related spells.
* ''Slayer of Domiel:'' Cleric casting, infiltration-related spells.
** Co-requisites: Stealth 4 ranks, Weapon Focus
** Co-requisites: Stealth 4 ranks, Weapon Focus
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* ''Stalker of Kharash:'' Cleric casting, ranger spell list. Correct spell progression as follows: Use Slayer of Domiel spell progression, use full class level as CL. If you already have access to the full ranger list (such as from Scaled Horror or Prestige Ranger) you may progress that casting instead.
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** Co-requisites: Stealth 4 ranks, Track
====Devoted Priests====
====Devoted Priests====
* ''Emissary of Barachiel:'' Divine bard casting. Bard-like spells.
* ''Emissary of Barachiel:'' Divine bard casting. Bard-like spells.
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** Co-requisites: Diplomacy and Planes 4 ranks, Words of Creation, oath to the god of messengers
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** Co-requisites: Diplomacy and Cosmology 4 ranks, Words of Creation
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* ''Death Delver:'' Cleric casting. Fear and undead spells.
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* ''Death Delver:'' Cleric casting. Fear and undead spells. Correct spell progression as follows: Add Raise Dead as 4th level spell.
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** Co-requisites: Concentration, Heal, Religion 4 ranks, write near-death experience into backstory
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** Co-requisites: Concentration, Heal, Cosmology 4 ranks, write near-death experience into backstory
* ''Vadalis Beastkeeper:'' Cleric casting. Druid-like spells. Correct spell progression as follows: 4th level spells gained at level 7.
* ''Vadalis Beastkeeper:'' Cleric casting. Druid-like spells. Correct spell progression as follows: 4th level spells gained at level 7.
** Co-requisites: Handle Animal, Arcana, Nature, Ride 4 ranks, Mounted Combat
** Co-requisites: Handle Animal, Arcana, Nature, Ride 4 ranks, Mounted Combat
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** Co-requisites: Concentration 4 ranks, Hidden Talent
** Co-requisites: Concentration 4 ranks, Hidden Talent
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===Mysteries===
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===Other===
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* ''Shadowsmith:'' Correct spell progression as follows: gains mysteries at the rate of shadowcaster. Casts mysteries 1/encounter rather than 1/day.
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* ''Shadowsmith:'' Mysteries like a shadowcaster. Correct spell progression as follows: gains mysteries at the rate of shadowcaster. Casts mysteries 1/encounter rather than 1/day.
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** Co-requisites: Craft, Arcana, Planes 4 ranks
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** Co-requisites: Craft, Cosmology, Magic 4 ranks
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* ''Cyre Scout:'' Infusions like an artificer.
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** Co-requisites: Magic, Survival 4 ranks, Least Dragonmark (Mark of Making)
==Barely-feats==
==Barely-feats==
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Sometimes, a feat isn't really worth a feat. Most of the time, that feat's not really worth a flaw, either (what counts as a barely-feat is determined by the DM after you ask). You must meet all prerequisites for barely-feats, even if they are other barely-feats. A barely-feat is gained at levels 2, 4, and every 3 levels thereafter. PHB examples of barely-feats include:
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Sometimes, a feat isn't really worth a feat. Most of the time, that feat's not really worth a flaw, either. If you ask the DM, he may declare that feat a barely-feat, which subjects it to the following rules.
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A barely-feat is gained at levels 2, 4, and every 3 levels thereafter. You must meet all prerequisites for barely-feats, even if they are other barely-feats. PHB examples of barely-feats include:
* All +2/+2 skill feats
* All +2/+2 skill feats
* Armor Proficiency, Martial Weapon Proficiency, Shield Proficiency
* Armor Proficiency, Martial Weapon Proficiency, Shield Proficiency

Current revision as of 19:51, 6 March 2016

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