The Classes
Barbarian
Not a class. Just take Fighter with appropriate decisions on skills
and feats.
Bard
Bardic music and lore abilities are essentially swapped in to another
class in return for some of the abilities that normally belong to that
class. Typical examples would be a Fighter or Cleric with three class
features each taken down one step: hit die, base attack (advances as
the next-slower class would), and fortitude save. To turn a Wizard
into a Bardic Wizard, simply have him advance 2/3 Wizard-equivalent
level per level advanced. If you were to do that with Sorcerer, you'd
get essentially the Bard class of the 3rd Edition Players Handbook,
except for the Rogue-like skill access of the PHB Bard.
Changing a class to the bardic version should add the following skills
in-class (but should be reviewed for the specific class): bluff,
concentration, craft, decipher script, diplomacy, disguise, gather
information, knowledge (any), perform, sense motive, speak language,
and spellcraft.
Cleric
The Cleric does not get the ability to spontaneously convert prepared
spells to Heal or Harm spells (though they may have such an ability in
their area of specialty, if any), and almost all aspects of priestly
magic will stay the same as before the 3rd Edition conversion. One
big difference from the PHB is the use of metamagic feats by Clerics.
If a Cleric has "bought" a feat, then the feat is used as standard.
But the Cleric can still use any metamagic feat he hasn't "bought", at
a premium of +1 spell level (beyond what the feat calls for). Levels
in compatible classes contribute to a Cleric's caster level. Skill
points: 3/level (12 at first), before modifiers.
Druid
As standard, with the spells a little different, different Wild Shape
progression, and with some special abilities carried forward from
pre-3rd Fivtoria. Druids are animal and plant specialists, so they
get all animal and plant spells at one spell level below other divine
casters. (Or put another way, all those spells increase by one in
level, execept for Druids.) Druids can use any metamagic feat at +1
spell level beyond what the feat calls for, as with Clerics. Levels
in compatible classes contribute to a Druid's caster level.
Skill points: 5/level (20 at first), before modifiers. Still need to
note stealth abilities (Hide, Move Silently and Spot counting as
in-class in wilderness settings?).
Elven Archer and Elven Fencer
These are based on the D&D 3.5 PHB Ranger, with the former being the
archery option of combat style and the latter the two-weapon option.
They both lack the tracking and favored-enemy class features of the
Ranger class, but have Wizard spellcasting abilities of fully half
their Elven Archer/Fencer class level. (This Wizard ability is
cumulative with levels in Wizard or any arcane casting prestige
class.) As an alternative, the character can take Druidic abilities,
with caster level equal to class level (but all other abilities
progressing as half class level). Skill points: 7/level (28 at
first), before modifiers.
Fighter
Fighter has changed in that the combat system upon which it entirely
depends has had changes. Fighters in 3rd Ed Fivtoria have the Weapon
Ease feat (see "NEW FEATS" below), and characters buy weapon
proficiency with skill points. Skill points: 5/level (20 at first),
before modifiers.
Monk
Monks are similar to the 3rd Edition norm, but change in ways specific
to their order, as each order is unique. Also, Monks gain a
meditation bonus of about 1/3 their level to most of their ability
scores. Skill points: 5/level (20 at first), before modifiers.
Paladin
A Paladin is distinguished by having made an implicit pact with a god.
This is not a class, but a linked set of abilities (smite, grace,
laying on of the hands, steed... but not spells) and responsibilities.
Paladins advance as another class (generally Fighter or Cleric) in all
ways (plus the special abilities of a standard Paladin, excluding
spell casting). Their Fighter-bonus feats can be used for
religion-specific purposes, including to acquire spell-like abilities.
Champions of different types (i.e. not real Paladins) are likely to
have different restrictions and special abilities. It is possible for
a Rogue (for example) to meet the requirements of a Paladin, but he
will probably need to advance as a Fighter and/or Cleric from then on.
Ranger
The Dark Sun version of the Ranger class is available, but as Dark Sun
is still unpublished its specs are regularly changing and not yet
readily available. Ranger "Favored Enemy" abilities are available to
anyone as a feat. With D&D 3.5 (revised 3rd Edition), Ranger has
become a more practical class, but I'm still not thrilled with it.
Skill points: 5/level (20 at first), before modifiers.
Rogue
Rogue sneak attacks and evasion are limited significantly. See "Sneak
Attack" in the NEW FEATS section. At 2nd level, the Rogue gets the
"Evasion 1" feat (see NEW FEATS) instead of the standard Evasion.
Rogues start with the Simple Weapons feat, as well as having the other
PHB-listed Rogue weapons available. Rogues get the Sneak Attack
Resistance feat at 2nd level, which replaces the Uncanny Dodge
(flanking) class feature. Rogues get bonus feats every 5th level, as
well as an extra skill point, to offset the weakening of Sneak Attack
and Evasion. Skill points: 10/level (40 at first), before modifiers.
Samurai
Samurai is a Fighter-like class with an effective Strength modifier of
base attack minus 3. Bonuses like that from the Weapon Focus feat do
not increase this Strength modifier. Unfamiliar melee weapons are
wielded with an effective Strength of -2; only familiar ones get
further effective-Strength improvement from base attack. The
traditional unarmed combat skill of Fivtorian Samurai can come from
Fighter-class bonus feats: Improved Unarmed Strike, Flurry of Blows,
etc. Anyone with an appropriate teacher can learn the Samurai
(finesse) melee style upon acquiring a new level. Upon reaching this
new level the character has the effective -2 Str, and accumulates
bonuses to effective-Str in the following levels (+1 Str per plus of
base-attack advancement). This fighting style is almost always taught
from the beginning, or not at all.
Sorcerer
Sorcerer is used for the innate abilities of dragons, but is not
available as a regular character class.
True Wizard, a.k.a. Arcane Artist
No metamagic feats (or need for them), completely different spell
system (no concept of "spell level"), d4 for hit dice, base attack as
Wizard, saves as Cleric. Skill points: 3/level (12 at first), before
modifiers. An additional 2 points or so per level are assumed to go
into required class skills, such as mathematics and magic theory.
Those skills do not show up anywhere in the game except when one class
is assumed to understand a thing while another class is not.
Spellcraft is not of much importance to an Arcane Artist.
Witch
Witch is like Wizard, with the ability to select from arcane and
divine spell groups, and with the requirement that all spells be cast
the slow way (generally 1 full round per spell list (uninterrupted)).
They effectively get all metamagic feats for free, in that they have
flexibility in how they cast their spells. (That flexibility comes
with the long casting time.) They use the Wizard-class specs for most
things, and their bonus feats could provide a special familiar, item
creation feats, etc. The items they can create besides scrolls are
basically potion-like things (e.g. candles, talismans). Witches
should check on the new metamagic feats (in the Feats section).
Levels in other classes contribute to the caster level of a Witch.
Skill points: 5/level (20 at first), before modifiers. Two of these
are generally expected to go to "Alchemy" and "Profession(herbalist)".
Spellcraft is not of much importance to a Witch.
Wizard
Wizard will stick with the Fivtorian concept of familiars, as well as
the spells and optional spell points that we have been using, and the
item creation feel that we have been playing with. Which is to say,
little has changed except that there are now metamagic feats. Unlike
the PHB3 Wizard class, they will not start with any weapon feats. All
weapons will be "out of class" unless a feat is spent to remedy the
situation. Levels in other classes contribute to the caster level of
a Wizard. Skill points: 3/level (12 at first), before modifiers. An
additional 2 points or so per level are assumed to go into required
class skills, such as mathematics and magic theory. Those skills do
not show up anywhere in the game except when one class is assumed to
understand a thing while another class is not.
Advancement
Experience During Downtime
Doing adventurous things gets you experience as normal, and allows you
to advance in levels as normal. But as with previous Fivtoria rules,
study can allow level advancement without finding (or causing) trouble.
General study and practice, with a smattering of off-camera experience
and with skilled assistance and/or proper practice equipment gives
1kxp/year (~20xp/week). Assuming human lifestyle, this provides for a
pretty steady rate of advancement for low-level trainees (2nd level
after 1 year / 3rd after 3 years / 4th after 6 years / 5th after 10
years), and low-level normals (about half or one-third the trainee
advancement rate), while keeping advancement from being too fast for
high-level characters who study all the time (10th->11th in 10 years).
The level of ordinary people is likely to be limited more by how many
years they are willing to study rather than by how many years they
have had in which to study. Consider how real-life college students
lose their patience for school, and don't get it back. Player
characters are assumed to have as much patience as needed.
If the typical person can study his profession for a maximum of 5 or
10 years, then the typical advancement-oriented person advances to
somewhere in the 3rd-5th level range by the time he's human-equivalent
30 years old, then maybe gets one more level during his life. The
equivalent of real-world people who don't go into a profession is a
character who gets to 1st or maybe 2nd level as an adult, then maybe
one more level later in life.
It is possible to acquire skill points with time, even without
advancing a character level. The amount of time required per skill
point depends on the level of dedication and determination to study.
The time required is reduced to half with a sufficiently capable
teacher, and is doubled if lacking learning materials (e.g. books,
practice weapons, sparring partner).
TIME/SkPt PACE
1 year leisurely
3 months normal full-time study
2 months including weekends
Feats, too, can be learned with only time and training. Treat the
learning of a feat as though it were 8 skill points, with a
teaching/learning DC 2 higher than normal. For each additional feat
gained without a level increase, add +4 to the effective skill points
and +1 to the DC. If a learning attempt backfires (missed by 10),
that teacher can no longer help with the learning of that feat. If it
backfires badly (missed by 15), all progress toward learning that feat
is lost.
Experience For Runs
My thought on experience (starting 10/2002, anyway) was to record a
certain amount (perhaps typically 300) as the "norm" for characters
who participated in the activities of a session. Unplayed characters
(NPCs, or PCs who were not actively played during the session) would
give up 1/3 of this number, but could make it back up with offline
activity (e.g. other character development). Characters significantly
above the median level of the party, without doing a substantially
larger fraction of the work than the others, would give up 1/3 of this
number. Characters significantly below the median level, without
doing a substantially smaller fraction of the work than the others,
would gain an additional 1/3 of this number.
Rerolling Hit Points
I've adopted a rule from Jerrod's game to allow characters to avoid
low hit points for their levels. Every time a new hit die is rolled,
the character (PC or NPC) has the right to reroll all hit dice to
date, but will be stuck (for at least 1 level) with whatever comes up
on the reroll. The new level will increase the character's hit points
at least as much as if the player had rolled a 1 on the new hit die
(and not rerolled the other dice). This is useful for characters who
have rolled poorly, and is risk-free any time a character rolls a 1 on
that level's hit die.
Example: Fred the Fighter has rolled 3 on both his d10 hit dice. He
just reached 3th level, giving him 16 hit points (10 + 3 + 3) plus 3
times his Constitution bonus. He takes the risk that he'll end up
rerolling even lower, and rerolls his 2 d10s. If he somehow gets an
even-worse roll, his minimum hit points will be 14 (10 + 3 + 1) plus
3xCon bonus.
Example: Barry the Bard has rolled near maximum on his hit dice, but
upon reaching 8th level he rolls a 1. While it is extremely unlikely
that he would do better with a reroll, his hit points cannot go lower
as a result, so he rerolls on the off chance that he gets even
luckier.
Multiclass Characters