Core rules for 3.5 only. Supplements are only used for Prestige classes but they must have been "accomplished". They are not generally available.
Fractional saving throw bonuses accumilate across class levels. Levels in a class with a good saving throw give +1/2 and levels in a class with a bad saving throw give +1/3. Additionally, a character can only receive +2 to a saving throw once. A similar system is used to sum the +1, +3/4, +1/2 to base attack bonus from classes with good, moderate, or poor attack bonus progression. All numbers are rounded down.
Craft Arms and Craft Armor are separate feats.
The requirements for Craft Wondrous Item and Craft Ring have been switched. (You can get Craft ring at 3rd level, and Craft Wondrous item at 12th)
Weapon feats : broad weapon classes (e.g. simple weapons) are fighting style familiarity and do not grant proficiency with all weapons in that group. You have only have a -2 penalty with weapons you are familiar instead of the normal -4 non-proficiency penalty. After a few days you are generally considered proficient in it.
Boots of striding and springing only add +10 to movement and +10 to jump.
Sneak attack can only be performed with a character's primary hand.
Ambidexterity changes the character off-hand to an additional "primary" hand for the purposes of sneak attack.
Creatures with multi-attack get two limbs designated as primary for the purpose of sneak attack. Each additional multi-attack feat grants two more limbs primary status for the purpose of sneak attack.
The impromtu brawler class is expert at "unorthadox fighting techniques". Brawlers get the ability to fight with items that aren't normally considered weapons. At high levels the improvised brawler could be considered as specialized in chairs, tables, bottles etc. There is no special preperation time, items can just be picked up and swung. The damage is determined by the item size and type.
Requirements
Base Attack Bonus:+6.
Feats:Exotic Weapon Proficiency (any two).
Feats:Improved Unarmed Stike.
Special:Ability to rage.
Advancement
Hit dice :1d10
Skill points :2 + Int modifier
Attack :+1 / level
Saves :As fighter
Improvised weapon mastery - damage for wielding an impromtu weapon varys between 1d4 and 2d6 depending on the weapon size and quality. A fist, rock, or a small blade can do 1d4; a stick, bottle, or other small or medium one handed implement 1d6; a heavy one handed implement or normal two handed implement such as a chair or a mop 1d8; benches, tables, and other large objects 1d10; Weapons that are both large (two handed) and have been modified for the wielder may go as high as 2d6 damage. When an item is picked up a similar entry on the weapon chart will be picked based on weight and effectiveness. Improvised weapons may break during battle, doing more than 30 points of damage in a single hit or rolling a 1 on an attack will require the object to make a DC 12 save against breakage. When a weapon breaks it may become unusable if not enough remains to be wielded effectively.
I have some changes to the speak language skill. One language is known for every point of this skill. Intelligence modifiers can grant more or less languages, but the total will not go below one. This skill is always "in class". Humans start with one point. Non-humans start with two points. All spellcasting classes get an extra language when they first get spells. Bards get skill focus in this class for free.
Craft skills can only take ten if there is no chance of failing by more than five. (Typically failing by five uses up the materials involved.)
(scrying rules taken from Andy Collins web site)
So how tough should it be? I figure that scrying on someone familiar to you should never be too difficult, even without training. So I set that at DC 10—even a slow-witted cleric should be able to pull this off with ease.
Looking in on a subject that you have met should represent the first potential challenge to a scrying character, but shouldn’t pose much difficulty to an experienced scryer. So I pushed that DC up to 20 (from its original 10). Again, any character with reasonable training will accomplish this without too much trouble, but those relying purely on natural talent (i.e., Intelligence) will need some help.
Scrying on someone you’ve heard of, but not met, strikes me as something that should be attempted only be trained scryers. At this point, I’d also like the "connections"—likenesses, possessions, locks of hair, etc.—to come into play. By 12th level, the Scry skill modifiers range from +6 (the average-Intelligence cleric with some training) to +19 (the highly intelligent wizard with moderate training). If I set the DC at 30, then most characters will go scrambling to locate something to grant them a bonus to the check, anything from a picture of the target to some nail clippings. That adds flavor to the game, which is a good enough reason for me to set the DC at 30.
Finally, we come to the ultimate scrying task: spying on someone of whom you have no knowledge. It seems entirely inappropriate to me that such a task should even be considered by anyone but the most talented scryers, and generally when in possession of something connected to the target. Sixteenth-level scryers have skill modifiers ranging from +10 to +24. Throw in a connection, and this can range anywhere from +15 to +34. From this, I decide that DC 40 seems appropriate—out of the reach of moderately skilled characters, but achievable by well-trained scryers and in easy reach of such characters in possession of an item connecting him to the target.
Not only do these numbers—10, 20, 30, 40—work well with the theories I posit, but they also create an attractive and elegant curve upward (and I’m a sucker for elegance in game design, which is why I pestered Jonathan Tweet for smooth spell progression curves in 3rd Edition D&D, but that’s another story). Here’s what the chart looks like now.
*If the target is on another plane, increase the DC by 5.
**You must have some sort of connection to a creature you have no knowledge of.
I leave the bonuses granted by various connections to the target as is for now, since I’d prefer to tweak only one set of variables (the DCs).
Opposed Scry Checks
Another way to reward scrying characters for spending ranks on Scry is to turn the check allowed to notice the sensor into an opposed Scry check between the scrying character and anyone who might notice the sensor. To reflect both the difficulty of the task and also the DC of the original check to successfully scry on the target, apply a modifier to the Scry check made to notice the sensor as follows:
Determine the DC required to scry on the target.
Subtract 20 from this number. (This may be a negative number.)
Add the result to the Scry checks (or Intelligence checks) made by characters to notice the sensor. (Remember that adding a negative number is the same as subtracting a positive number.)
(Alternatively, you can simply give the targets a bonus equal to the original DC, and the scrying character a flat +20 bonus—this accomplishes the same thing with less math.)
Example: A 7th-level wizard with no ranks in Scry endeavors to scry a character he is familiar with. The DC is 10, which he accomplishes easily by taking 10 (this gives him a 13). The target (and anyone nearby) may make a Scry check (or Intelligence check) to notice the sensor, but these checks suffer a penalty of –10 (10 minus 20 is negative 10). Thus, they need to roll a 23 or better.
Example: A moderately skilled 7th-level wizard scrys on a PC whom he has met. Thus, the DC of the initial Scry check is 20. The wizard can’t take 10 (since his modifier is only +8), so he rolls and gets a total of 22. The target (and anyone nearby) is allowed a Scry check (or Intelligence check) to notice the sensor. Anyone making this check gains a +0 bonus (20 minus 20 equals 0) to the check. The DC is 22, the result of the scrying wizard’s initial Scry check.
Example: A highly skilled 20th-level wizard scrys on a PC he has heard of, but never met. The DC of the check is 30, and the wizard has a likeness of the PC (+5 to check). The wizard takes 10 on the check, for a result of 44, and succeeds. Any characters near the sensor may make a Scry check (or Intelligence check) to notice it, with a +10 bonus (30 minus 20 equals 10). The DC of this check is 44 (the result of the wizard’s original check).