Rules - Changes These changes are included to
either adjust style or balance or personal preference where a miss match
between a standard rule or optional rule occurs please ask for clarification as i can not find all options Races All Base races (Human , Elf, Dwarf etc) < 10 race points +2 to a stat (not the same one as the racial bonus) +1 Bonus feat Gain 2 Free traits that can be related to being on a ship Race points between 10 and 15 +Gain 2 Free traits that can be related to being on a ship Class All Class recive + 2 Skill points Fighter - Gain the option to take an archtype based of where they were born from first level (Draft) - At 3rd level they gain Weapon Training +1 or Armour Training +1 there choose (Draft) - At 11th level they gain Strike where it Hurts - incrases your base damage dice by one step (Draft) -At 17th Level they Gain Strike where it Hurts II - When a creature would be immune to your damage you instead deal 25%. (Draft) Rogue - Must be unchained and gain the hidden blade archetype for free, Rogue - Gain poison use or acrobatic training , Ship wise or Shady Dealer for free Rogue - The rogue talent called ninja talent can be taken more than once. Bard - Gain the Feat - Knowlage of the Orders (+4 to knowlage checks related to the history, Nobles, Geographic information that you are a member off) Bard at 5th - Gain +1 Luck bonus to Attack Rolls, Damage Rolls and Skill checks when using a FINE or higher set of equipment this increases by +1 per 5 levels of bard Bard - Gain either one off the following at 3rd and every 3 levels Luck of the sea - 1 rerole per day must be declared after you have seen the dice role but before the result(Can be taken 1 only) +1 Bonus Bardic Feat or Skill focus feat +5 Skill points +10 Favour points with an organisation that you allready have average standing with +Trader of the Valuts + 1000Gp to the BUY/Sell limit of the city you are in for you only Raider of the Toob +2 Saves V Traps and + 2 perseption in toombs / under ground increases by +1 per 5 levels Artifact hunter - May be taken only once and will give you a custom clue to a legendery bardic instroment or Song .... Recomend at 10th +
Paladin - Lay on Hands has 2X effect on mount , A paladin using ride
to counter a hit on their mount may choose to pass even if they failed
the check by less than ten, however they take the blow instead.
Ranger - Gains a second combat style at 8th for free, however it may
not share more than 2 feats with their original combat style Cleric - No change - See feats / spells & Healing / Harming Wizard - Arcane Bonber or Spellslinger do not loose there arcane bond or arcane school but may not be taken with any other archtype in addtion See feats / spells, Sorcerer - Count as 1 level higher for spells known and spells per day - See feats / spells Barbarian - Gain - The invulnerable rager archetype for free at 8th level. Alchemist - You also gain in addition to your per day bombs, 1 per 4 normal bombs per encounter (Round Down) , In addition alchamists gain gun use Cavalier - Gain Gunsmith feat , and proficancy with guns , Gun Slinger - Gain proficancy with medium armour , Gain a standard firarm not broken , Buccaneer archtype DEEDS, Bonus feats, Sword and pistol at level 9 , Gun Training at level 13, Inquisitor - Move to D10 Hp, Gain FireArms use , Count as one level higher for spells. Magus - No change Omdura - No Change Oracle - No Change Summoner - Removed (Plot reasons) Vampire Hunter - Gain a bonus feat at 1st , 5th and 10th gain firarms proficancy Vigilante - No change Witch - No change Antipaladin - Not a PC class Ninja - removed (Rogues can still take the talants) Samurai - Removed Arcanist - Removed Bloodrager - No change Brawler - No change Hunter - No change Investigator - No chagne Shamaan - Not PC Skald - No change Slayer - No change Swashbuckler - No change (Will review) Warpriest - No change Path of War - No class, Archtypes / feats only Psionics - All classes apart from Vitalist and Tactition are un changed , Vitalist and taction are removed along with the network power feat. Spells
Mirror image - Now a 4th level spell with duration of 1 min per level
gives 1d4+1 image per caster level , Aoe and cleave attacks can effect
multiple images. Create food/water type spells below 4th level are usable only every other day Freedom of motion - Grants +10 to all related checks but does not make you immune and is now 3rd level Dr/magic weapons Magic weapons of a certain bonus do not count as a special material.
Your required to actually use the specific material to bypass material
DR. Magic DR comes in more than one tier. Magic DR requires +1 (A weapon with magical effects does not count as magic for this purpose) Great Magic DR requires a +3 magical bonus Legendary Magic DR requires a +5 bonus. Where a creature has a composite DR such as Good + Blunt + Magic and you do not meet all the requirments then damage past dr is capt at 10 points General Racial and class DR/ER stack with themselves you may then stack either a spell or an equipment bonus with this. If your race has Fire resistance 5 and you have a class that grants you ER 5 fire. If you cast a spell, it goes to 10(5 Race and 5 Class) + Spell If you wear an armour that grants + 10 it goes to 20 If you cast the spell whilst in the armour it goes to 10+ Spell Monsters Monsters come in several types the most powerfull of these "Great Beasts" are required to gain mythic power For tier 1 mythic you have to slay 1 beast of a higher tier, after this follow the mythic task progression