| Byrdology |
An Updated and condensed resource for my players and you =)
Dwarf: small with the powerful build feature. This replaces dwarven racial hatred ,giant training, and unlimited encumbrance
Elf: can choose a +2 to wis instead of int
Gnomes: can choose a +2 to int instead of cha
Halflings: base speed is 30ft.
Barbarian: d10 hp, 6 skills/ lvl, trap sense becomes "danger sense" a competence bonus to all saves.
Bard: 8 skills/ lvl, Versatile Study can be selected in place of Versatile Performance. The bard can select a spell from the sorc/wiz list to add to her spells known.
Cleric: 4 skills/ lvl, heavy armor and tower shield prof added. The cleric adds 1/2 lvl (min 1) to the amount of healing provided by channel when targeting allies.
Fighter: 4 skills/ lvl, Bravery becomes a morale bonus to all will saves
Inquisitor: 8 skills/ lvl
Magus: 4 skills/ lvl
Monk: 6 skills/ lvl, focused strike- by spending a ki point the monk gains a +1 to hit for every 4 monk lvls she possesses. This effect lasts for 1 min.
Oracle: 6 skills/ lvl
Paladin: 4 skills/ lvl
Ranger: 8 skills/ lvl
Rogue: the rogue gains the ki pool and progression of the ninja and rogue styles
Sorcerer: 6 skills/ lvl
Summoner: 6 skills/ lvl
Witch: 4 skills/ lvl
Wizard: 4 skills/ lvl
Weapon Finesse: all creatures are able to use their higher str or dex to hit with fines sable weapons. Characters with a 13 str can take this feat for non fines sable weapons.
Imp Finesse: BaB +6, characters can use their dex mod for dmg instead of their str.
Short haft: characters using reach weapons can attack adjacent targets as a swift action
Oversized TWF: str 15, double slice, twf. Characters can wield one handed weapons of appropriate size at no extra penalty.
Imp Unarmed Strike: as the monk
Greater Unarmed Strike: BaB +6, imp UAS. Gain the monks unarmed dmg progression
Combat Expertise: no longer a feat tax
Teamwork Feats: benefits apply even if allies do not have it.
| Byrdology |
Lvl 0 spell = unlimited use
Lvl 1 spell = 5/day
Lvl 2 spell = 4/day
Lvl 3 spell = 3/day
Lvl 4 spell = 2/day
Lvl 5 spell = 1/day
Lvl 6 spell = 1/ week or month as per dm discretion.
-mundane clothing can be enchanted to imbue ac, relevant armor properties, and the ability to bypass DR/ magic (but does not confer bonuses to hit and damage.
- Light armor confers DR 1/-, medium 2/-, and heavy armor 3/-. This stacks with any DR gained from class features and special materials.
- healing is maximized outside of combat
-healing surges: each character gains a number of healing surges/ day = to their con mod (no constructs or undead =P). The amount of HP regained from each healing surge is equal to the characters lvl + con mod.
- Heal (skill): you can spend a move action to allow a character to use one of their healing surges. The DC is equal to 10 + the characters HD. You must have one hand free to be able to render aid to an unconscious character. Healing kits give you a + 2 to this check.
Characters trained in the heal skill gain additional uses of the heal skill:
can delay the effects of a poison with a DC 20 check.
Can heal temporary ability dmg with a DC of 25 + the amount of ability loss.
Can heal the effects of a temporary lvl drain. DC = 25 + the lvl to be restored.
-bloodied: a character at half hp is considered bloodied. Bloodied characters gain +1 to hit and dmg and +1 to the DC of spells cast.
More to come.