Clearing up my storage of stuff, enjoy.
Races
- Mutant (Base Race): Variable Stats (Racial Trait) Changed: Now also replaces the standard ability score increases gained at every 4th character level. Also added in text that states that you reroll if you land on an ability score that is already maxed out from this trait (+6 bonus). Variable Defenses (Racial Trait) Changed: Now also replaces the standard ability score increases gained at every 4th character level. Also added in text that states that you reroll if you land on an ability score that is already maxed out from this trait (+5 bonus).
- Syricta (Monstrous Race): Added Syricta Nobility, Improved Syricta Nobility, Greater Syricta Nobility to their racial feats.
Classes
- Talents: Black Mage, White Mage, Astrologian (Secrets), Summoner, and Necromancers all lost the Twincast talent. Faith Talents: Removed Transfer Spell. Black Mage Talents: Removed Transfer Spell. Necromancy Talents: Removed Transfer Spell.
- Astrologian (Base Class): Astrology Secrets: Healing Hands now has text stating it does not apply to fast healing or regeneration.
- Black Mage (Core Class): Elemental Mastery black magery no longer affects damage calculations, and Increased Damage specifies targeted spells.
- Chemist (Base Class): Alchemy now grants the bonuses to both pf alchemical creations and ffd20 alchemical items. Chemist Discoveries: Added Penetrating Item and Greater, for Spell Pen on alchemical items.
- Cleric (Base Class): Faith Talents: Healing Hands now has text stating it does not apply to fast healing or regeneration.
- Dark Knight (Base Class): Darkside now deactivates at your Constitution score -1 in negative hp or when unconscious/sleeped. Darkside now hurts at the end of your turn that it was active in (even if only for part of your turn). Dark Knight Talents: Added Tempered Darkness, that stops you taking damage form Darkside if you deactivate it in a turn you did not activate it in. Added Flexible Grit, 1 dark point for free grit stance action. Broad Offense has had updated wording. Cleanliness is next to Devilishness changed to make 3/water into unholy water for a day, 1mp for permanent unholy water, 12 gil 50 gros. Feast on Fear now works on any fear effect from the DRK. Mark of Crime changed to bonus to DCs versus target that hits allies 1/4 of your DRK level. Prolonged Offense now until combat ends instead of +2 rounds. Protection from Alignment changed wording, renamed to Clerical studies. Fall to Perdition changed wording, used on enemy if DRK is brought to 0 or less, enemy adjacent to ally at 30ft if ally is 0 or less with feat. Profane Blade changed wording, added bonus with aura of sin, like Pal, stacks with other profane bonuses. Profane Word changed wording, 1 dark point for 1/3 level duration addition. Dark Sustenance changed wording. Dark Sustenance now has text stating it does not apply to fast healing or regeneration.
- Dragoon (Core Class): Talents: Pinpoint Lancer has clarification text for two-handing.
- Druid (Hybrid Class): A Thousand Faces now grants both Disguise Self and Alter self.
- Engineer (Base Class): Updated weapon/armor proficiencies to be more precise.
- Freelancer (Miscellaneous Class): Freelancers are now free from continuing paying for abilities, can stop paying for any ability at any time. For example, can buy Sneak Attack up to 5th and stop. Freelancer ability cost and restrictions were updated. Freelancers can now choose if and when they upgrade their scaling abilities, and choose a class to gain spellcasting from instead of a list. Other changes mostly clarify things in wording. Updated the Abilities text for Freelancers – they may now retrain their features.
- Gunner (Base Class): Gunner Talents: Markmanship: Disarm now just functions as Ranged Disarm as a standard. Markmanship: Prone no long grants the additional +1 AC. Markmanship: Quickdraw now requires Quick Draw feat, and increased action to swift. Markmanship: Reload removed. Markmanship: Trip no longer ignores penalty and doesn’t change range.
- Lil’ Witch (NPC Class): Added a new archetype called Lil’ Horologist (Time Mage/Astrologian). Added new archetypes called Lil’ Elementalist (Black Mage/Geomancer), Lil’ Enchantress (Bard/Illusionist), Lil’ Naturalist (Geomancer/Druid), and Lil’ Occultist (Necromancer/Summoner).
- Monk (Core Class): New Monk Talent – Armored Monk: You become proficient in wearing light armor. Additionally, you do not lose access to your flurry of blows, flying kick, blitz techniques, and greased lightning abilities while wearing light armor. No prerequisites. Diamond Body (8th) Revised: Now includes a 25% chance to ignore additional damage from critical hits. This increases to 50% at 14th level, with the monk becoming immune to critical hits at 20th level.
- Paladin (Base Class): Added Assured Mercy, Sacred Protection, Sacred Guardianship, Cover Anything, Effortless Armor Mastery, Anoint Weapons. Blessed Grace was Deleted. Enhanced Oath Stance was Deleted. Broad Defense wording change. Cleanliness is next to Godliness changed 3/water into holy water for a day, 1mp for permanent holy water. 12 gil 50 gros. Divine Shelter wording changes. Enduring Flame wording changes. Cover-Counter wording changes. Flexible Oath wording changes. Mark of Justice changed to bonus to DCs versus target that hits allies 1/4 of your Pal level. Prolonged Defense changed until combat ends instead of +2 rounds. Protection from Alignment wording changes, changed name to clerical studies. Raised from Perdition wording changes, now allows for adjacent allies. Sacred Sword wording changes, stacks with other sacred bonuses. Sacred Words wording changes, 1 holy point for 1/3 level duration addition.
- Red Mage (Core Class): Ruby Arcana: Throwing Arcana now also allows spell hurling as an option.
- Summoner (Base Class): Added a note about avatars weapons being unchangeable. Avatars: All now list their body types and wondrous item slots available.
- Warrior (Core Class): Talents: Honed Agility has clarification text for two-handing.
- White Mage (Core Class): Healing Mastery white magery no longer affects healing calculations, Increased Healing specifies targeted spells. Healing Hands now has text stating it does not apply to fast healing or regeneration.
Archetypes
- Chieftain (Goblin, Kobold, Orc, or Trollkin Summoner archetype): NEW
- Chronologist (Scholar Archetype): Divine/Time Arts no longer affects dice or bonuses to dice calculations.
- Culinarian (Chemist archetype): Readded. – Created by @Rigby Shepard
- Draconic Warrior (Warrior Archetype): Ability Boost changed into Draconic Elemental Defenses.
- Heaven Knight (Paladin Archetype): Smite Evil’s deflection bonus now stacks with Oath Stance.
- Heavy Knight (Knight archetype): NEW
- Holy Warden (White Mage Archetype): Light mastery holy magery no longer affects damage calculations, Increased Holy specifies targeted spells.
- Ironskin Monk (Monk Archetype): Unbreakable (20th) Revised: No longer grants 75% immunity to critical hit damage and sneak attacks, now grants total immunity to just sneak attack damage.
- Knife Master (Thief archetype): Has had a few changes, created by @Rigby Shepard
- Masked Performer (Blue Mage Archetype): Spell Prowess blue magery specifies targeted spells.
- Mind Mage (Psychic archetype): NEW
- Radiant Lord (White Mage Archetype): Light mastery light magery no longer affects damage calculations, Increased Holy specifies targeted spells.
- Rearguard (Bard archetype): NEW
- Stylish Fighter (Warrior archetype): Added a clause that uses his Chosen Weapon instead of Unarmed Strike for style feats.
- Superhero (Freelancer archetype): Added a new superpower (Hammerspace) and several enhancement/limitations to other powers. – Created by @Sylph of Free
- Warleader (Knight Archetype): Deleted.
- White Monk (Monk Archetype): Diamond Mind (8th) Revised: Now includes a +2 bonus to all Will saving throws. This bonus increases to +4 at 14th level and +6 at 20th level.
Spells
- Summon Nature’s Ally spell: All Summon Nature’s Ally spells now have tables for what they can summon, similarly to Summon Monster.
- Black Mage Spells: Added Explosive Runes (3rd).
- Time Mage Spells: Added Explosive Runes (3rd). Imported Mage’s Disjunction as Disenchant (9th).
Miscellaneous
- MP System: Reformatted slightly, added examples for multiclassing.
- Optional Systems: Got permission to readd old sub jobs as Sub Jobs 2. Will not entertain questions on how to balance it. b Optional Systems: Got permission to readd old Warriors of Light. Will not entertain questions on how to balance it.
- Optional System: Enhancements: Added Core Racial Enhancements and separated the enhancement document into core/base/hybrid enhancements so the webpage wouldn’t look so… girthy. Base and Beast Tribe Racial Enhancements will eventually come, though, not in my lifetime. If someone else wants to finish them, ping me. I’ll probably do a random number of base and beast tribe races, but that’s all I can give. Increased EP gain per level from 4 to 5. Added Lambkin racial trees. Added Gria racial trees. Added Aegyl, Mandragora, Mutant, and Seto Lion. – Created by @Rogue Dragon. Added Au Ra and Genome. – Created by @Rigby Shepard
- Regional Traits: Added Hackerman.
- Rings: Tough Ring changed to Vitality Ring. Added Tough Ring and Sorcery Ring. All ring links moved to the Rings subpage.
- Technology Feats: Added Hacker.
- Weaponskill Feats: Reduced TP Pool to a max of 15 and reduced the cost of TP to 5, 10, and 15.
