Post by Jon on Jun 25, 2012 21:26:11 GMT -5
This change log will be updated as I make the changes to the rule book. These changes will not be instated until the new year, and an updated PDF will be available for download, as well as updated physical rule books for sale.
Change Log 2013:
Races
Classes
Hybrids/True Classes
Common Skills
Combat
Spells
Fate Magic
Tradeskills
More to come.
Change Log 2013:
Races
- Humans' Aptitude trait now removes the initial build cost associated with hybrids
- Ferans' Natural Weapon trait now increases their unarmed damage to a base of 2.
- Goblins have been added as a playable race
Classes
- Fighter
- Added bonus stackable DR to the Vitality ability
- Clarified the Sunder skill description, added shields as viable targets for the Sunder ability.
- Changed the description of Sever, it no longer removes the limb from the body, but otherwise functions the same.
- Added bonus stackable DR to the Vitality ability
- Rogue
- Pickpocket now removes one item from the target container at random (changed from "of the rogue's choice")
- Versatility now grants uses more often, totaling 9 uses at level 29, but replicating an Assassinate or Slay will require two uses of Versatility instead of one.
- Fade now costs 3 build per purchase (down from 5)
- Dodge now costs 5 build per purchase (down from 8)
- Pickpocket now removes one item from the target container at random (changed from "of the rogue's choice")
- Mage
- Ethercasting now grants uses more often, totaling 9 uses at level 29, but replicating a tier 4 spell will require two uses of Ethercasting instead of one.
- Split Spell, Silent Spell, and Pierce now cost 4 build per purchase, but require two expenditures of the desired metamagic to affect a tier 4 spell.
- Pierce can now be purchased once for every multiple of 20 mana the mage has. (Once meeting the initial requirement of 60 mana)
- Spellbooks are now only required to be in a mage's possession at the start of a soft reset for the mage to be able to cast spells for the duration of that reset.
- Ethercasting now grants uses more often, totaling 9 uses at level 29, but replicating a tier 4 spell will require two uses of Ethercasting instead of one.
- Priest
- The Light/Darkness Axis now also grants one weapon skill for free at level 1
- Hand of Light now does 1 Holy damage per caster level in a 6 ft radius. Holy damage heals humanoids and Angels, and does double damage to undead and Demons.
- Hand of Darkness now does 1 Unholy damage per caster level in a 6 ft radius. Unholy damage heals undead and Demons, and does double damage to humanoids and Angels.
- Tier 4 spells now require the expenditure of two hands when using Multiplicity, Vow of Silence, or Zeal to Split, Silence, or Pierce.
- The Light/Darkness Axis now also grants one weapon skill for free at level 1
Hybrids/True Classes
- There is no longer a per level cost to hybrid
- Humans may Hybrid for free at level 5
- Players who choose not to hybrid will now gain special "True (class)" benefits, unique to their class
- Ranger
- Removed the Florentine skill and replaced with the Adaptable skill, allowing Rangers to count ranks of Flanking as ranks of Weapon Focus and vice verse, to meet the prerequisites for buying Fighter and Rogue skills.
- Removed the Florentine skill and replaced with the Adaptable skill, allowing Rangers to count ranks of Flanking as ranks of Weapon Focus and vice verse, to meet the prerequisites for buying Fighter and Rogue skills.
- Monk
- Kung Fu now also increases the monk's base unarmed damage by +1 for every 2 ranks
- Increased DR granted by Kung Fu rank 2 to level divided by 3 rounded down
- Changed "considered as invulnerable to" to "Works as a shield against" in the descriptions of Kung Fu ranks 3 and 4.
- Kung Fu now also increases the monk's base unarmed damage by +1 for every 2 ranks
- Bard
- Changed bardic Music to allow non-song performances
- Changed bardic Music to allow non-song performances
- Sorcerer
- Comprehension adjusted to account for the additional uses of Ethercasting added to the Mage Class.
- Comprehension adjusted to account for the additional uses of Ethercasting added to the Mage Class.
Common Skills
- First Aid May now be bought up to 6 times, each rank increasing the HP restored per 10 count by 1 point. Rank 1 may be purchased at level 1, rank 2 at level 5, rank 3 at level 10... etc.
- Rank 2 also teaches Smelling Salts (revives a character from 0 HP on a 3 count)
- Rank 3 also teaches Antivenom (cures poisons on a 3 count)
- Rank 4 also teaches Recovery Salve (cures diseases on a 3 count)
- Rank 5 also teaches Defibrillator (revives as Revive spell once per soft reset on a 3 count)
- Rank 6 also teaches CPR (revives dead character as Revive Spell once per day on a 3 count)
- Rank 2 also teaches Smelling Salts (revives a character from 0 HP on a 3 count)
- Read Magic now grants the ability to buy mana, regardless of class
- Teach, Armor Skills and Weapon skills descriptions have been expanded and clarified
Combat
- Damage Type
- Weapon Material has been added (i.e. silver)
- Non-weapon Holy damage now heals humanoids and angels
- Non-weapon Unholy damage now heals undead and demons
- Weapon Material has been added (i.e. silver)
- Shields section added
- Metal shields no longer offer protection against Wind/Lightning/Shock energy attacks
- Wooden Shields Protect against Wind/Lightning/Shock energy attacks, but may be sundered by Fire energy attacks
- Metal shields no longer offer protection against Wind/Lightning/Shock energy attacks
- Killing Blow has been expanded and clarified (see Killing blow Ettiquette post)
Spells
- Divine
- Darkness - Demonic Power and Lichdom do not stack
- Darkness - Drain now reduces the target's mana pool by 15 (down from 30)
- Life - Sedate now only reduces movement speed
- Life - Imbue with Life is now a shield spell that allows the user to Flash poison, disease and sever/crush/wither effects, and heals the target if the target drops to dying status.
- Life - Changed the name of Torpor to Sleep
- Life - Removed Goodberry, Bloomseed and Lifefruit
- Life - Added Gentle Repose, Second Wind, and Torpor
- Order - Penalty is now called Justice and now does Holy damage.
- Nature - Barkskin now adds +4 stackable armor
- Nature - Aspect of Nature has been renamed "Provider"
- Darkness - Demonic Power and Lichdom do not stack
- Arcane
- Arcanum - Arcane Circle now only affects arcane spells
- Enchantment - Armor now grants 3 non-stackable armor
- Enchantment - Arcane Armor now grants +4 stackable armor
- Evocation - Fire Bolt now has a base damage of 20 fire
- Evocation - Ice Bolt now has a base damage of 20 cold
- Evocation - Lightning Bolt now has a base damage of 20 shock
- Evocation - Stone Bolt now has a base damage of 10 massive
- Evocation - Fire Elemental now grants fist weapons that call 20 fire
- Evocation - Water Elemental now grants fist weapons that call 15 cold
- Evocation - Wind Elemental now grants fist weapons that call 15 lightning, and can cast Teleport for free
- Evocation - Earth Elemental now grants fist weapons that call 10 massive, and 12 non-stackable DR
- Transmutation - Draw Power now reduces the target's mana pool by 15 (down from 30)
- Necromancy - Added the Necromancy Spell School
- Arcanum - Arcane Circle now only affects arcane spells
- Tier 4 Spells
- Added the description of how Tier 4 spells will be acquired in game
- Added the description of how Tier 4 spells will be acquired in game
Fate Magic
- Fate Magic has been added to the rulebook.
Tradeskills
- Mastercrafting
- Improves permanent items made by Blacksmithing, Engineering, and Tailoring by tripling component costs
- Masterwork Armor grants +.5 DR per piece
- Masterwork Weapons call +1 damage
- Improves permanent items made by Blacksmithing, Engineering, and Tailoring by tripling component costs
- Alchemy
- Changed components to be tier specific
- Tier 1: Weak Fire/Water/Air/Earth
- Tier 2: Lesser Fire/Water/Air/Earth
- Tier 3: Elemental Fire/Water/Air/Earth
- Tier 4: Strong Fire/Water/Air/Earth
- Tier 5: Greater Fire/Water/Air/Earth
- Tier 6: Pure Fire/Water/Air/Earth
- Tier 1: Weak Fire/Water/Air/Earth
- All Alchemy recipes now require 2 components
- Changed components to be tier specific
- Backsmithing
- Removed recipes for boots and belts
- Added recipes for wooden shields
- Removed recipes for boots and belts
- Enchanting
- Added Marksman enchants that grant soft reset skill that multiplies ranged attack damage
- Added Stealth enchants: Forestmeld, Shadowmeld, Stealthy I&II, and Phantom I&II
- Added Marksman enchants that grant soft reset skill that multiplies ranged attack damage
- Engineering
- Revised bullets, grenades and flashbangs and their component costs.
- Tier 1: Crude Shot, Grenade I, Flashbang I requires Bronze and Saltpeter
- Tier 2: Basic Shot, Grenade II, Flashbang II requires Bronze and Black Powder
- Tier 3: Standard Shot, Grenade III, Flashbang III requires Iron and Blast Powder
- Tier 4: Balanced Shot, Grenade IV, Flashbang IV requires Iron and Fire Powder
- Tier 5: Precision Shot, Grenade V, Flashbang V requires Steel and Gunpowder
- Tier 6: Marksman Shot, Grenade VI, Flashbang VI requires Steel and Dragon Powder
- Tier 1: Crude Shot, Grenade I, Flashbang I requires Bronze and Saltpeter
- Revised bullets, grenades and flashbangs and their component costs.
- Jewelcrafting
- Added Weapon Inlays
- Added Weapon Inlays
- Tailoring
- Removed Cloth Sash and Slippers
- Cloth Cloaks are now the only available option for that slot, grant no DR and require no armor skill for enchantments or to wear.
- Leather Belts and Boots are now the only available options for those slots, grant no DR and require no armor skill for enchantments or to wear.
- Removed Cloth Sash and Slippers
- Runescribing
- Runescribing has been added to the rulebook.
- Runescribing has been added to the rulebook.
More to come.