This version will be intended for early testing.

New Content

  • Base classes:
    • Warlock - Cast a limited amount of spells unlimited times as an entirely alternative caster-type class
  • Prestige classes:
    • Shou Disciple - Extend your flurry to further weapons, and gain dodge AC even in light armor with a good base attack bonus increase, and bonus feats.
    • Eye of Gruumsh - A blind-fighting, spittle-spitting, raging and shouting Half-Orc prestige class
  • Spells:
    • Utility spells such as read magic, break enchantment, assay resistance, lower spell resistance
    • Buff spells such as heroics, blur, protection from arrows, iron body and major and superior resistance
    • Healing spells such as the complete mass cure spells, regenerate light moderate and critical wounds
    • Hostile spells such as shocking grasp, disintegrate, baleful polymorph, cone of dimness, solipsism, power word: blind, unnerving gaze, and mass inflict spells
  • Feats:
    • Mercantile Background - level 1 feat that provides +4 appraise skill
    • Smooth Talk - level 1 feat that provides +4 persuade skill

Gameplay Changes

  • Multiclass limit extended to 8

Feat Changes

  • Hide in Plain Sight - now has a 6 second usage timer
  • Dirty Fighting - adds 1d8 damage instead of 1d4
  • Sap - re-added, is a -6 to hit and stun for 6 seconds
  • Bloodied and Thug - increased bonuses to +3 skill and +3 intiative
  • Devastating Critical - DC is now just DC: 1/2 character level + strength modifier (removing the base 10 DC). This is still incredibly powerful when every attack has a base 1 out of 20 chance to kill instantly.

Base Class Changes

All classes got new spells where appropriate, bugfixes, text correction changes and package updates (generally better spell and feat selections at levelup).

  • Barbarian - Barbarian rage is now instantly used, and uses up other types of rage as needed as a QoL improvement
  • Bard - No major class changes, but new spells are available
  • Cleric - Domains allow more spells, but you are limited to 1 slot per level dedicated to a domain spell
  • Druid - Animal companion levels stack with ranger levels
  • Fighter - Dirty Fighting and Sap added to bonus feat list
  • Monk - Quarterstaff and shuriken added to Flurry of Blows
  • Paladin - No changes
  • Ranger - Animal companion levels stack with druid levels. Hide in plain sight granted at level 17.
  • Rogue - No changes
  • Sorcerer - No changes
  • Wizard - No changes

Prestige Class Changes

  • Arcane Archer - Punchier ability usage, with no cast time and no very slow arrows
  • Assassin - Spellbook replaces some spell-like feats, and Hide in Plain Sight is available at level 8
  • Blackguard - Spellbook replaces some spell-like feats
  • Divine Champion - was Champion of Torm - Removed alignment restrictions.
  • Dwarven Defender - No changes
  • Harper Scout - Can now take more than 5 levels (extended with Scrounger and Master Crafter). Spellbook replaces some spell-like feats. Added Skill Focus: Lore/Perform at level 2.
  • Knight - was Purple Dragon Knight. Removed Mounted feat and Ride skill requirements to open it up for the many modules without horses. Can now take more than 5 levels extending uses of feats.
  • Pale Master - Bonus spells now apply caster levels appropriately
  • Red Dragon Disciple - Bonus spell slots 1 per every 2 levels added
  • Shadowdancer - buffs to abilities uses per day and save difficulty class, with Summon Shadow now summoning a clone of yourself, improving as you level.
  • Shifter - Polymorph spells / abilities now are always unlimited use, and have standardised DCs
  • Weapon Master - No changes

Spell Changes

A myriad of bugfixes have been done, along with description fixes, including wording standardisation (rounds/minutes/hours), 

  • Cantrip damage spells standardised to 1d4 + 1 like Ray of Frost
  • Due to new spells redone some spell schools of certain spells especially Divination spells
  • Find Traps no longer disables traps just reveals them, Knock uses caster level to unlock the target lock
  • Identify targets a single object, Legend Lore automatically identifies everything applicable at once
  • Heal and Harm made to match 3.5E (ie 10 / level, max 150)
  • Missile Storm spells (Issacs, Firebrand, etc.) limited to 5 missiles per target maximum. Spare missiles are lost not ploughed into the primary target.
  • Ice Storm damage scaling is capped per similar damage spells
  • Shadow Conjuration and related spells updated to be actually calling original Conjuration or Evocation spells, See Overhaul Spells - Shadow Spells for details
  • Damage Shield spells standardised more and damage adjusted (ie Acid Sheath nerfed)
  • Dispel Magic works on Summoned creatures to dispel them
  • Mage Armor / Epic Mage Armor updated to be just AC enchantment bonus not a mix of AC bonuses that scale poorly
  • AOEs: Now more standardised approach with targets closest to the target location being targeted first if there is a limit, and some have been adjusted to affect allies or the caster when before they didn't before due to their increased power and EE AOE targeting
  • Persistent AOEs: More standardised with persistent effects like movement speed decreases not applying multiple times and should be more safely removed.
  • Feedback has been added to spells with Grapple, Bull Rush, and skills feedback has been added where necessary
  • More major changes to the effects of the underwhelming Earthquake,
  • Darkness now applies to the caster fully, meaning they don't get to see through their own darkness without Ultravision or True Seeing
  • Counterspells got a pass and fixed up to match Bioware's intent and any obvious omissions


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