Ruleset changes from Community Patch
Touch attack
Season 2024-2025 Ruleset Changes
Character can multiclass 4 classes.
Ability Bonus cap increased to +18.
Any class can select any feat as long as requirements are met. This means that you can select Divine Shield and Divine Might with just three levels of paladin for example.
Weapon buffing spells do not stack, only 1 can be active on same weapon at the same time.
Casting a (defensive) spell doesn't cancel stealth mode. This supports sneak attacks with touch attack spells.
Familiars and animal companions requires meat (any type will suffice) to be fed and thus healed via conversation.
Immunity to mind-spells effects no longer grants immunity to paralysis and stun.
Immunity to slow is also immunity to movement speed decrease effect.
Bonus attacks from various sources like Haste, Flurry of Blows or Divine Power have always full
AB bonus. All of them.
Items
Added refillable potions. These potions must be equipped, they recharge their uses after rest.
Helmets provide armor AC bonus instead of deflection.
Bracers provide deflection AC bonus instead of armor.
Item AC bonuses are limited to +8 and are hard to come by.
Gloves are now equipped in main hand slot. Therefore unarmed monks do not lose item slot.
Ranged weapons no longer uses ammunition.
Bows and crossbows allows to equip new item type quiver into offhand. Quivers can have damage bonus and other defensive properties.
Item Properties
Damage Resistance from items stacks
Damage Resistance no longer exists for elemental damage, only physical. Feats granting elemental DR are now granting % immunity.
Damage bonus of same type on a weapon now stacks.
Regeneration from items is per 10 seconds now. Regeneration from other sources (feats, spells) is unchanged, thus still per 6 seconds.
Items with AC Dodge bonus (as we have more than boots) doesn't stack, highest applies. Dodge AC from other sources stacks normally.
Vampiric regeneration procs each hit, but will no longer work against variety of creatures without blood - skeletal undeads, constructs.
Mighty property stacks on different items.
Haste grants only +1 AC instead of +4 AC.
Damage immunities are capped at 75%, more will not have effect unless you also have Maximum Damage Immunity on any item.
Saving Throws
1 is not an automatic failure on saving throws anymore.
Spellcraft bonus to saving throws works only against spells, not monster special abilities.
Divine Grace and Dark Blessing feats bonus is now capped by class level. Paladin and Blackguard levels stacks for this purpose.
Feats Dexterous Fortitude and Dexterous Will allows to use reflex save instead of fort or will.
Spell Points spellcasting System
All spellcasters are now spontaneous and select spells known during level up.
Spellcasters uses spell points to cast spells. The more spellpoints, the more spells they can cast.
There are three types of spell points. Intelligence based spellcasters are using Arcana, Charisma based spellcasters are using Power and Wisdom based spellcasters are using Mana. If you combine two spellcasting classes of same casting ability, you can share the spellpoints.
Casting a spell costs [spell level*2-1] spell points. Ie. 1st level spells costs 1 spellpoint, 2nd level spells costs 3 spellpoints etc.
Number of uses will automatically recalculate anytime you cast any spell, rest, regain spellpoint etc. Additionally, a spellpoint bar will be shown next to the hitpoints bar left from the character portrait, that will visually show your spellpoint reserve.
Items exists that grants bonus to specific spellpoints ie. Mana Bonus +20.
Base spellpoints differs class to class, having high ability modifier also increases spellpoints of specific type.
This means that not only are all casters are spontaneous casters, all classes can now substitute “higher spell slot” for “lower spell slot”. So if you have 100 mana, you can cast 100x 1st level spell if you want, or 14x 4th level spell.
More information here: Spell Points :: d20srd.org
Armors
Armor | Type | Base AC | Max Dex AC | ASF | Change |
Clothing | | 0 | None | 0% | |
Padded Armor | Light | 1 | None | 10% | was 8 max dex AC and 5% ASF |
Leather Armor | Light | 2 | 10 | 20% | was 6 max dex AC and 10% ASF |
Scale Mail | Medium | 4 | 7 | 30% | was 4 max dex AC and 20% ASF
does not gain benefit of evasion |
Full Plate | Heavy | 8 | 4 | 45% | was 1 max dex AC
does not gain benefit of evasion |
Shields
Shield | Base AC | Max Dex AC | ASF | Change |
Small Shield | 1 | None | 5% | Gnomes gain +1 AC |
Large Shield | 2 | None | 15% | Elves gain +1 AC |
Tower Shield | 3 | 4 | 50% | Dwarves gain +1 AC
was unlimited max dex AC |
Weapons
Non-finessable weapons can have up to 4 slots.
Two-handed weapons can have up to 6 slots.
Monk gloves and ranged weapons can be buffed.
Ranged weapons require no ammunition.
Magical staves are one-handed, even for small characters.
Both pistols and rifles act as crossbows for the purpose of attacks, i.e. you need rapid reload and cannot use rapid shot.
Only a single weapon buff is allowed at the same time.
Multiple weapons are organized into specific weapon categories, see below. This is reflected in feats such as weapon focus, improved critical, etc.
It allows using up to three weapons effectively without suffering in terms of attack and damage rolls.
Also, it enables you to switch between two-handed bonus damage and single-handed shield AC depending on the situation and foci.
Weapon categories
Category | Weapon | Damage | Critical rating | Damage type | Size | Requirement | Changes |
Simple weapons | Sling | 1d4 | x2 | Bludgeoning | Small | Simple, Druid or Monk | strength modifier with brutal throw |
Unarmed | Size | x2 | Bludgeoning | None | Monk | equipped in weapon slot |
Quarterstaff | 1d6 | x2 | Bludgeoning | Large | Simple, Druid, Monk, Rogue or Wizard | |
Oriental weapons | Kama | 1d6 | x2 | Slashing | Small | Exotic or Monk | |
Kukri | 1d4 | 19-20/x2 | Slashing | Tiny | Exotic | was 18-20/x2 |
Katana | 1d10 | 19-20/x2 | Slashing | Medium | Exotic | |
Light blades | Dagger | 1d4 | 19-20/x2 | Piercing | Tiny | Simple, Druid, Monk, Rogue or Wizard | |
Short Sword | 1d6 | 19-20/x2 | Piercing | Small | Martial or Rogue | |
Rapier | 1d6 | 19-20/x2 | Piercing | Medium | Martial, Rogue or Elf | was 18-20/x2 |
Heavy blades | Scimitar | 1d6 | 19-20/x2 | Slashing | Medium | Martial or Druid | was 18-20/x2 |
Longsword | 1d8 | 19-20/x2 | Slashing | Medium | Martial or Elf | |
Greatsword | 2d6 | 19-20/x2 | Slashing | Large | Martial | |
Axes | Handaxe | 1d6 | x3 | Slashing | Small | Martial or Monk | |
Battleaxe | 1d8 | x3 | Slashing | Medium | Martial | |
Greataxe | 1d12 | x3 | Slashing | Large | Martial | |
Polearms | Spear | 1d6 | x3 | Piercing | Medium | Simple or Druid | was 1d8 and large;
is now one-handed |
Halberd | 1d10 | x3 | Piercing and Slashing | Large | Martial | |
Scythe | 2d6 | x3 | Piercing and Slashing | Large | Exotic | was 2d4 and x4 |
Hammers | Mace | 1d6 | x2 | Bludgeoning | Small | Simple or Rogue | |
Warhammer | 1d8 | x3 | Bludgeoning | Medium | Martial | |
Maul | 1d10 | x3 | Bludgeoning | Large | Martial | |
Double weapons | Two-Bladed Sword | 1d8/1d8 | 19-20/x2 | Slashing | Large | Exotic | |
Double Axe | 1d8/1d8 | x3 | Slashing | Large | Exotic | |
Dire Mace | 1d8/1d8 | x2 | Bludgeoning | Large | Exotic | |
Crossbows | Light Crossbow | 1d8 | 19-20/x2 | Piercing | Small | Simple, Monk, Rogue or Wizard | quiver in off-hand slot |
Heavy Crossbow | 1d10 | 19-20/x2 | Piercing | Medium | Simple, Monk, Rogue or Wizard | quiver in off-hand slot |
Bows | Shortbow | 1d6 | x3 | Piercing | Medium | Martial, Rogue or Elf | quiver in off-hand slot |
Longbow | 1d8 | x3 | Piercing | Large | Martial or Elf | quiver in off-hand slot |
Gnome weapons | Pistol | 1d8 | x4 | Piercing | Small | Firearms | can be equipped in off-hand slot |
Rifle | 1d10 | x4 | Piercing | Medium | Firearms | uses strength modifier |
Unavailable or non-focusable weapons
Bastard Sword
Club
Dart
Dwarven Waraxe
Falchion
Heavy Flail
Lance
Light Flail
Light Hammer
Magic Staff
Morningstar
Pickaxe
Shuriken
Sickle
Trident
Throwing Axe
Whip