I added a couple of options: Kingdom Events Always Triumph (Puts Huge Bonus Roll From Consumable) Spells Cast From Allies Always Succeed (Ignore Failure Chance) The first one just always adds a huge bonus from consumables even if you don't spend any and you always triumph events. The next...
Level 1 Base Attack Bonus: None Rogue Subclasses Eldritch Scoundrel– Good at casting spells but bad at Sneak Attacks. Knife Master– They are an expert at Sneak Attack but have no Danger Sense and Trapfinding. Rowdy– They have the ability to deal extra damage, so good at defensive skills...
Elven Immunities: Immune to magic sleep effects, +2 saving throw bonus against enchantment spells. Although Half-Elves don’t have as many bonuses as Elves, they are balanced with the Human bonus of gaining a +2 to any ability score during character creation. Half-Elves also are more flexibl...
I've never had an issue where enemies have crit succeeded more on my spells than anyone else in the parties I've played in. Looks like it, yeah ^^. I only really raise INT to 14 at level 2 or 3 (we use Gradual Ability Boosts) for the theme and to mooch some spell slots of ...
Along the expedition, players will find new character options to bring their wildest characters to life, from newancestrieslike the strongminotauror magicalmerfolk, to awesomespellsand ferocious archetypes, to newanimal companionsand gear forged from the scales and fangs of mythical beasts. GMs can...
A premium downloadable copy of the game which contains 2 in-game items to help an aspiring adventurer (a signet that allows you to bless your party several times a day, and a belt with bonus disease and fatigue resistance). Premium in-game items are not designed to break the game’s ba...
Ability points Leveling Guide Allocating Skills Athletics Mobility Stealth Knowledge (World) Lore (Religion) Persuasion Perception Others Feat: Unarmed Strike Second Feat: Two weapon Fighting Monk bonus Feat: Dodge Spells: Irori Alignment: Any
It's bonus type however makes it a staple even at high levels however. The big thing is that you won't have the money to have every useful magic spell all the time. Some of these spells are going to need to be cast. Here are more spells, some higher level but below 9th to ...
Familiars grant witches bonuses to skills, additional spells, and help with some types of magic. A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her ...
Fixed issue where certain domains (mostly for druids) did not allow to use non-domain spells if they had lower level than that on domain list (respec is required), Fixed missing druid scaling on 1st level Weather domain ability, Monks no longer gain their AC bonus if using shield and fig...