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E6 3.5 The Motley Crew
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==Basic changes== *Rule 1: Fighters get two good saves [pick the other] and a feat every level. *Rule 2: Forget cross class skills costs. Characters can buy any skill they like. *Rule 2a: Gestalts get the skill points from both classes. Fighters get 4sp in this system. *Rule 3: I'm going to use the optional Armour as DR rule from Unearthed Arcana, but on top of normal AC. *Rule 4: It is quite legal to make a gestalt character that is the same class twice. To be effective, however, you would want a class that can trade out all of its class features for ACF's. *Rule 5: Assume initiative is now static [not rolled] and that things that previously triggered AoO's now allow Immediate Actions outside of initiative order. This Immediate action takes the place of any standard or move action. *Rule 5a: Assume all move and standard actions are now interchangeable. You get two a round. Note, this does not apply to spellcasting. *Rule 5b: assume any attack, feat or special ability that requires a full round action now only requires a standard action. This does not apply to spells. *Rule 6: Druids must trade wildshape for some form of ACF, or their animal companion drops to 1/2 level, as per a ranger. *Rule 7: There is always a way around 'absolute' [no non-magical counter] magic spells. Each must be learned individually. *Rule 8: I am employing a 'per rest' rather than per day rule. this means any significant break is a chance to recharge normal per day abilities. Only a few spells are still restricted to per day. While this may seem to shortchange fighters, they have gained much through increased feats and quicker actions. And that's it rules wise.
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