
stuart haffenden |

Well here we go...
Energy Types: Fire, Cold, Lightning, Acid, Positive & Negative.
Races:
Half-Orc to stay as Beta rules...
Hit Points:
I liked the Racial hit points that Beta introduced and I will be keeping them.
Barbarians:
Rage grants a +4 bonus to Strength; plus a +2 bonus to your Will & Fortitude saves. You gain temporary hit points equal to double your level, these hit points are lost first, and do not stack.
Unused Rage points can be used to soak up damage that would normally reduce your hit point total below 0.
Cleric:
Undead do not flee from negative energy bursts, they get a save for half damage.
If you wish to cast spontaneously as a cleric you may. Add one to the number of spells per day. So an entry like 2+1 would become 3+1{4}. You may add both your domain spells to your list of spells known and the Cure spell for that level. Use the “spells known” chart from the Sorcerer [but remember to remove the lag].
Paladin:
Smite Evil: As the core rules but with the following changes.
This ability works for one attack per round [chosen by the attacker each round] and lasts for a number of rounds equal to your charisma modifier, or until the targeted creature is dead [whichever comes first]. It still affects only one target. It does not by-pass DR [although your weapons’ enhancement bonus may still do so]. No AC bonus is granted.
Sorcerer:
Remove the spell lag, so sorcerers gain 2nd level spells at level 3.
Wizards:
Prohibited Schools, you cannot cast or activate spells or spell-like abilities from your prohibited schools, period.
Skills:
As Pathfinder Core, plus Search.
Spellcraft will continue to be used for spell identification.
Feats:
Practised Spellcaster: Choose a spell casting class that you have levels in. Your caster level increases, in the chosen spell casting class, by a maximum of 4. Your caster level cannot be higher than your character level.
DR:
Each +1 enhancement bonus applied to a weapon overcomes five points of DR”X”/ Magic. So, if a creature with DR15/magic is hit by a +2 weapon only 5 points of the DR will affect the damage. Weapon abilities other than enhancement bonuses count for overcoming DR/magic, unlike all the other DR types.
Conditions: As Core except...
• Shaken: Mildly Fearful, -2 on all rolls except damage. Spells require a concentration check DC = 10 + spell level.
• Frightened: Fearful, -4 on all rolls except damage. Spells require a concentration check DC = 15 + spell level.
• Panicked: Very fearful, you cannot approach or attack the source of the fear effect. Spells require a concentration check DC 20 + spell level
• Negative Levels: Cumulative [-1 on all rolls except damage. -1 caster level & lose your highest spell [prepared, random] or spell slot [spontaneous] available & -5 hp] Permanent negative levels gained via death are only recoverable after your next level up, at the normal [Pathfinder Core] costs.