A 1 is a natural failure and will always fail or miss. A 20 is a natural success and will always succeed or hit(if the action is not completely impossible).

There will be no fumble rules in combat. A natural 1 is simply a miss.

Hide and Move Silently are replaced with the Stealth skill. Spot and Listen are replaced with the Perception skill. You may re appropriate any skill points in these skills. If you had any of the old skills as a class skill, you have the replacement skill as a class skill. All bonuses that increase the old skills provide increases to the replacement skill(usually non-stacking – a bonus that increase both Hide and Move Silently does not stack together if the bonus would exceed +4, ie +3 Hide and +3 Move Silently would only give you +4 to Stealth).

The class you start as is your favored class. When you go up a level in your favored class, you can choose to gain an additional hit point or additional skill point. Since we’re not multiclassing, this means you will always get your favored class bonus.


Feats allowed can be taken from current 3.5 edition and the new ones listed on the web site. If there is an out of date feat you like the look of, show me and we can talk about taking it, perhaps with some revision. The same goes to feats from Dragon Magazine (DR) – show them to me and we’ll talk about it.

Feats will be gained every second level – 1, 3, 5, 7, 9, 11, 13, 15, 17, 19.

The Dodge feat gives you a flat +1 dodge bonus to your Armor Class.

The Endurance feat gives you a +1 bonus to Fortitude saves in addition to its other benefits.

Toughness and Improved Toughness are now combined into a single feat – Toughness. You receive +3 hit points, and for every hit die you have over 3 you gain an additional hit point.

Power Attack changes
Prerequisites: Str 13, base attack bonus 1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (
50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

The usual method(roll d100) for stablizing is changed. Instead, make a Constitution roll DC 10, with a penalty equal to your characters negative hit points (ie, if you are at -2 hp then you have a -2 penalty to your roll).

You die when you reach negative hit points equal to your CON score, for example someone with a CON of 17 will die when they reach -17 hit points.

A Floored character is at negative hit points that does not equal or exceed their CON bonus. For example, a character has a CON bonus of 3 and are taken down to -2 hit points – they are then Floored. While Floored, a character is prone but conscious. They are unable to take any actions other than speaking a short sentence each turn. Stablization rolls are made as normal. If they gain negative hit points equal or less than their CON bonus(-3 or less in the case of the previous example) they go Unconscious.

If a character is Floored (not unconscious) at the end of a battle they will go to 0 hit points. An Unconscious character will only regain consciousness after being restored to 0 hit points. A Floored character is vulnerable to a coup de grace.

You can take a swig of strong alcohol in order to give yourself some fortification. It must be extremely strong stuff for it to work this way. Taking a Stiff Drink is a standard action if you have a hip flask, if not then you must take a move action to pick up a drink and then a standard action to have a Stiff Drink. If you have the Quick Draw feat, taking a Stiff Drink with a hip flask is a move action.

You must make a Fortitude save DC 12 when taking a Stiff Drink – on failure you throw up and are Sickened for 1d6 rounds. You cannot take a Stiff Drink while Sickened. Dwarves do not have to make this saving throw.

When taking a Stiff Drink, you have a -2 penalty to all attacks and all Dexterity, Wisdom and Intelligence based actions. You gain the benefits of the Die Hard feat while under the effects of the stiff drink, damage resistance 1 / – and a +5 bonus to Will saves vs fear effects. It will also lower the severity of fear effects – if you are Shaken then the effect is suppressed, if you are Frightened you will be Shaken, etc. A Frightened character can take a Stiff Drink. A Panicked character cannot.

A Stiff Drink lasts for 1d6 + CON bonus rounds. If you have a Stiff Drink while still under the effects of one, the penalties are doubled but you gain no additional bonus. A hip flask contains enough liquid for two Stiff Drinks until it needs to be refilled.

Precision damage (such as that dealt by a rogues sneak attack ability, or damage done from a critical hit) applies to more creatures.

It is explained as the attack having found a weak point in the undead’s “body” (such as a zombies head) or even finding a crack or flaw in a constructs “body.”

Immune to Critical Hits:
Incorporeal (unless using a ghost touch attack) creatures
Proteans (50% ignore)

Immune to Precision Damage (like Sneak Attacks)
Incorporeal (unless using a ghost touch attack) creatures
Proteans (50% ignore)

Immune to Flanking




Ill Met in Nara'Tel mcsars mcsars