Dawn's Dimming Light (Inactive)

Game Master rorek55


houserules:

Feat Changes:
All players gain 1 free bonus feat at level 1.

Power attack- now gives a flat bonus of -1/+2 whether one or two handed. Power attack is free for everyone. You may elect to take Deadly Aim in place of power attack.

Double slice, point blank shot, and intimidating prowess are removed. Add either your charisma, or your strength to intimidate and add full strength mod on off-hand weapons.

Combat maneuvers are consolidated as per elephant in the room feat tax rules

Dex to damage feats are removed. If a class gains Dex to damage via a class skill, they retain this feature.

All PCs get one class skill of their choice free in addition to a free skill focus feat.

The Weapon focus feat applies to fighter weapon training groups instead of one specific weapon.

Combat Expertise has no prerequisites.

New feat: Finesse Targeting
Prerequisite: weapon finesse, weapon focus with used weapon(s), Dex 16,
Benefit: When you make a melee attack using dexterity to hit, and strength for damage. Add half your dexterity modifier (round down) in addition to your strength modifier on damage rolls.

New feat: Ambidexterity
Prerequisites: Two weapon fighting, power attack
Benefit: While using two weapon fighting, or any variant thereof, gain full damage bonus from power attack with off hand weapons.

Game changes/clarifications:
Ninja gains all unchanged rogues new abilities, however only gains half the amount of skills for rogue's edge.

Nat 20s auto crit for PCs and BBEGs. All other critical threats must be confirmed normally. A base threat range of 19-20 gains +2 to confirmation rolls, 18-20 gains a +1.

Fighter Gains Reflex as a good save and perception as a class skill.

Rogues(and ninja’s) gain Will as a good save

Barbarians gain Reflex as a good save

Cavaliers and Samurai gain Will as a good save

Bloodrager gains Will as a good save

Swashbuckler gains Fortitude as a good save

For AC and saves, Enemy NPCs save major threats (Big bads/”boss enemies”) must exceed a PCs AC to hit, and must Exceed a PCs spell DC to resist. PCs and BBs follow normal rules.

All classes gain the following- For every 5 BaB they have, gain a stacking untyped +1 AC bonus to a total of +4 at level 20. (this affects touch, FF, and CMD)

Vital strike may be used as part of a charge action, Spring attack action, or cleave action. But never with more than one of the above.

Centaur PC race: Count as a mounted charge when charging, but keep in mind the draw back of hooves. Climbing will be nigh impossible and dungeons will still pose challenges should climbing need to be done. All armor will be priced at x2 the regular cost for you, due to the special modifcations needed to accomodate your physique. This is the total cost magic enhancements withstanding, so a mithril "fullplate" for you would be- 1500(armor)+100(masterwork) +9000 for heavy mithril armor, multiplied by two, so a total of: 21,200 gold peices. Adding +1 to that is not doubled, and costs the normal enchantment cost.
Ability Score Modifiers: Flexible +2 Str, +2 Wis,-2 Int
Type: Monstrous humanoid (3 RP)
Size: Medium
Base Speed: Normal (0 RP) (plus Fast (+10 feet)
Languages: Standard (0 RP)
DEFENSE RACIAL TRAITS
Natural Armor: Centaurs have tough skin, granting them a +2 natural armor bonus.
Movement Racial Traits
Fast (+10 feet) (1 RP)
Senses Racial Traits
Darkvision: Centaurs have darkvision and so can see perfectly in the dark up to 60 feet.
OTHER RACIAL TRAITS
Quadruped Centaurs have four legs (2 RP.)
Sturdy: This creature is not slowed by medium or light armor.

[dice=Ardan] 1d20+7 [/dice]
[dice=Catherine] 1d20+6 [/dice]
[dice=Rena] 1d20+6 [/dice]
[dice=Sprig] 1d20+4 [/dice]
[dice=Terrel] 1d20+4 [/dice]
[dice=Valestar] 1d20+1 [/dice]
[dice=Warren] 1d20+5 [/dice]