Grappling
Feats and skills
Certain skills are being "merged";that is to say, a new skill replaces two or in rare cases three of the old skills (which were individually too limited). The new skill can effectively be used as EITHER of the sub-skills, and always uses the DCs and modifiers for the current task. For example, Open Lock no longer exists; its function has been absorbed by Disable Device. When using Disable Device on a lock, you follow the PHB rules for Open Lock. When using it for other types of device, you use the normal Disable Device rules. Note that if you have a racial (or other) ability or an item which grants a bonus to one of the subskills, that modifier only applies to that subskill (even if the new skill name is the same as a subskill). So an item giving +5 Disable Device would NOT apply when using your skill to open a lock. This particular example seems a little silly, but for many other combo-skills, it makes a great deal of sense. For any combined skill, your ranks count as both subskills for meeting prerequisites, so for example, if you needed 8 ranks each in Move Silent and in Hide for a prestige class, your 8 ranks in Stealth would meet that requirement.
List of merged skills:
Martial Lore, though it in many ways resembles Spellcraft (for identifying maneuvers/disciplines being used), has been renamed Knowledge[Martial], and though its function has not changed from its description in Tome of Battle, it is considered a Knowledge skill in all other ways. Knowledge[Martial] is added as a class skill for the Psionic Warrior, Divine Mind,and for ALL classes and PrCs with full (+1 per level) Base Attack Progression.
Knowledge[Local] is always considered a Class skill. Because it is limited to a specific region,skill points placed in Knowledge[Local]are DOUBLED at any level where the character spent any time in the locale they are putting points into (and doubled for ANY region at character creation). For example, a Halfling who advanced to a new level after adventuring (partially) in Telauras could spend 2 points to gain 4 ranks Knowledge[Local:Telauras].
In addition, ALL characters are considered to have Knowledge[Home] (in other words, Knowledge[Local] relating to their region of origin), for FREE with Ranks equal to their character level (continuing to advance even if they are far from home). So a 9th level Halfling would automatically have 9 ranks in Knowledge[Home] (normally that would be Knowledge[Laric] because that's where most halflings come from). Any character can invest 1 skill point, at any level, to upgrade their home knowledge to instead be maxxed out (and for that one time cost, the skill will continue advancing to be maxxed at all levels going forward).The home location is tied to the backstory, not race, so a halfling who grew up in (or spent the last 5 years in) Vistria could chose to tie this skill to Vistria rather than Laric if he wished.
Intimidate can be used as either a Strength or Charisma-based skill. A character can choose each time they use it which skill to base it on, however, Strength-based Intimidate (bullying) has VERY different situational modifiers than the Charisma-based version. In any given situation, one version may be grossly inappropriate, where the other may be well-suited, and large penalties often apply when using the "wrong" one.
Diplomacy will use a completely different set of DCs than the PHB version. Of note; the new DCs will factor in the overall power level of the target, sometimes resulting in MUCH more difficult checks (for example: convincing a dragon not to attack, or a great wizard to change his mind). As a social skill, however, circumstance bonuses (and penalties) based on the specific circumstances and any clever (or abnormaly foolhardy) tacts from the players will have a much greater impact than they tend to have on non-social skills. Rest assured that (for example) convincing a powerful king to do something that is in his own interest should always be a relatively easy task; however a high or low diplomacy check in such a situation may have a variety of other consequences.
The PHB description states that a Disguise takes 1d3x10 minutes to create. That's crap. Assuming that you have the appropriate materials (which vary based on the particular effect you are trying to achieve, and how quickly you want to do it), Disguise now uses the time chart below. While your number of skill ranks determines the speed at which you can create a disguise, you can increase the speed by one level on the time chart by taking a -5 penalty, or two levels on the time chart by taking a -20 penalty. To accelerate your skill by three levels on the skill chart is a -40 penalty, making it effectively an epic skill result. Note that in addition to the penalties, disguises will often take pre-planning and preparation in order to be able to apply them in 2 rounds or less.
Ranks: Time:
1+ 4d6 minutes
5+ 2d6 rounds
10+ 2 rounds
15+ 1 full-round action
- 1 standard action
- 1 moves action
- 1 swift action
SPELLS
Zero'th level spells (a.k.a. Cantrips) are not expended when cast. In other words, memorized cantrips can be cast as often as you like.
Due to the above change, Cure Minor Wounds and Repair Minor Damage are banned. There is now a new spell named Stabilize, which simply stabilizes someone at negative HPs and stops them from bleeding to death. It is otherwise identical to and replaces, Cure Minor Wounds.
GAMEPLAY
The chatkcha returns to a proficient thrower on a missed attack roll. To catch it, the character must make an attack roll v.s. AC 10 using the same bonus they threw the chatkcha with. Failure indicates the weapons falls to the ground 10 ft. in a random direction from the thrower. A non-proficient user who fails in his attempt to catch the returning chatkcha suffers 1d4 damage from the weapon’s sharp edges. Catching the chatkcha is a free action.
MAGIC ITEM CREATION
These changes are an effort to make magic item creation more appealing to PCs and to make magic items to be more meaningful and personal. Note that none of the standard rules have been removed. These rules simply add more options.
There are no Craft types that directly map to the various magic item creation feats. Instead, players are encouraged to use their imagination (while not going overboard). For example, a Gemcutter/Jeweler could craft a Clasp of Charisma, which is functionally the same as a Cloak of Charisma and would take up the same magic item slot.
All of the Craft skills could be used to craft magical items, though any one skill could not craft them all. Here are some examples:
Races
Half-Dwarf
Half-Gnomes
Half-Halflings
Thri-Kreen
GODS
Clerics can choose any Core domains they wish, provided they justify them based on their choice of deity (note they can choose a spirit instead of a god to worship). "My domains are Destruction and Air, because I worship the Storm aspect of Larethal (a weather god)", or "My domains are Luck and Travel, because I'm a munchkin... erm, I mean, because I worship a mischievous cloud spirit called Velin, who goes where the winds take him"
The gods don't commonly walk around in mortal guise as they once did, however, most of the gods have a physical sanctum - a place in the world where you can theoretically actually go, even meet them They are also part of a landscape that contains many spirits, usually tied to an object or a location. Individual spirits may or may not have a "stat block", but although they are immortal and their influence is very real, they can become stronger with time, or weaker to the point of almost fading away. Many problems arise simply from mortals 'trampling' on a spirit's domain without ever realizing.