Summary of changes
Votives
Problem: Warlock isn't OGL
Currently, Rise has warlocks who make pacts with devils in exchange for magical power.
However, "warlock" as a name historically just means "male witch", and isn't really connected to pacts specifically.
Although D&D has warlocks by that description, that's not part of the OGL, so Rise can't use that concept.
This means that the name "warlock" should be changed.
Solution: Warlocks have been replaced by votives
The warlock class has been removed.
In its place, a new "votive" class has been added.
Votives make a pact with a devil, fae, moirai, or precursor in exchange for magical power.
They can gain maneuvers, spells, or both, giving the class a unique role.
Consumable item prices
Problem: Consumable item prices are confusing
Currently, a rank 3 consumable item costs one fifth of the price of a rank 3 permanent item.
This breaks the usual association between item rank and item cost in confusing ways.
Even if you usually track wealth with item ranks rather than gold pieces, you still have to read the gp cost for every item to figure out how many of it you can afford.
Ammunition made from special weapon materials is also cheaper than intended.
Solution: Consumable items are lower rank
There is no longer a special consumable modifier for item price.
Every rank 3 item has the same effective gold cost.
Almost all consumable items are now lower rank, giving them the same effective price in gold.
This does increase the price of ammunition made from special weapon materials, since they no longer use the special consumable price modifier.
All specific changes
General changes
- Many broken links and missing page references have been fixed
- Some references to damage types have been removed
- Resurrection now imposes a -2 fatigue tolerance penalty (from -1)
- Leveling up or waiting 30 days now reduces the resurrection penalty by 1 rather than fully removing it
- The Far Realm has been renamed to the Eternal Void
Characters
- Reducing your maximum hit points below 1 now immediately causes you to die
Combat
- Weak strikes no longer exist, and all abilities that referenced weak strikes have been redesigned
- Negative Strength no longer directly reduces damage
- This is unnecessary now that weak strikes no longer exist
- Obstacles now have clearer rules for how they block movement, especially forced movement
- Squeezing with other creatures now has slightly clearer rules
- Throw: The baseline throwing distance has been reduced to 10 feet (from 15 feet)
- Floating creatures can no longer get stuck in midair if raised above their fly speed's height limit
Classes
- Base class rebalancing:
- Druid: Now has medium HP progression instead of high, has +1 insight (from +0), has proficiency with standard shields
- Monk: Now has high HP progression instead of medium
- Ranger: Now has 6 trained skills (from 5), has proficiency with medium armor
- Sorcerer: No longer grants +2 Mental
- Barbarian:
- Rage now costs one fatigue
- Savage Precision and Versatile Savagery have swapped ranks
- Primal Warrior now grants the Brute Force combat style instead of Unbreakable Defense
- Cleric:
- Magic domain gift is now an enhancement bonus, but scales with the domain mastery
- Strength domain gift is now an enhancement bonus, but scales with the domain mastery
- Trickery domain gift is now an enhancement bonus, but scales with the domain mastery
- Water domain gift is now an enhancement bonus, and the domain mastery scaling is reduced
- Druid:
- Form of the Hawk and Form of the Mouse now grant enhancement bonuses
- Form of the Mouse now scales to +4 Flexibility and Stealth (from +5)
- Paladin: Divine Spell Versatility is now magical
- Ranger:
- Know Your Enemy can now invest insight points to increase the number of creature types chosen, but does not grant an additional creature type at rank 7
- Wilderness Warrior now grants Rip and Tear instead of Flurry of Blows
- Rogue:
- Bardic Performance now imposes a -2 accuracy penalty if you are untrained with Perform rather than granting a +1 bonus if you are trained
- Vigorous Verse has been removed
- A new votive class has been added
- Warlocks have been removed
- Wizard:
- Alchemist now only allows crafting items with a rank lower than your rank in that archetype
- Contingency now requires attunement
- Variant classes:
- The faebonder and favored soul optional classes have been removed
- A new anointed class has been added
Skills
- Social Insight now has a Notice Subtle Effect usage
Equipment
- Consumable items are no longer cheaper in gp than permanent items of their rank
- Almost all consumable items are now one rank cheaper
- Ordinary ammunition, such as an arrow, no longer has a defined gp price
- All gold prices are now ten times cheaper
- For example, a rank 2 item now costs 20 gp instead of 200 gp
- One gold piece is now worth 100 silver pieces, and one silver piece is now worth 100 copper pieces
- Think of a gp as a $100 bill, a sp as a $1 bill, and a cp as a cent. Kind of.
- Gaseous poison clouds now linger for one minute before dispersing
- Weapons:
- Fire and lightning arrows no longer have an accuracy penalty
- Lances have been redesigned as an exotic weapon called a cavalry lance
- Gnomish smallspear now has +1 accuracy (from +2) and deals 1d6 damage (from 1d4)
- Hook sword now has +2 accuracy (from +1) and deals 1d4 damage (from 1d6)
- Spears now have the Long tag, but only while they are held in two hands
- Weapon special materials:
- Adamantine now deals 1d4 extra damage (from 1d4 weapon damage)
- Pure adamantine now deals 2d6 extra damage (from 1d6 weapon damage), but is rank 8 (from rank 7)
- Diamondsteel now grants a +2 accuracy bonus (from +3) and is rank 4 (from rank 3)
- Pure diamondsteel now grants a +4 accuracy bonus (from +5) and is rank 7 (from rank 5)
- Mithral and pure mithral are now +1 rank higher
- Starmetal and pure starmetal are now +1 rank higher
- Magic apparel:
- Bracers of Repulsion now knock back 10 feet (from 15 feet)
- Belt of Health now has fixed rank scaling for its upgrades
- Magic armor: Crumpling Armor now requires an Armor or Reflex attack instead of physical damage
- Consumables: Poisons have been generally rebalanced to have a more consistent power level. This should generally be a slight buff.
Combat Styles
- Brute Force:
- Desperate Smash now deals half power (from full power), but refunds the fatigue if it doesn't hit
- Desperate Smash+ now deals full power (from 1d8 per 3 power), but refunds the fatigue if it doesn't hit
- Dirty Fighting: Knockback Shove has been redesigned as Knock Flying
- Ebb and Flow:
- Back Into the Fray now deals double weapon damage instead of +2 accuracy
- Guardbreaker is no longer weak, but is rank 3 (from rank 1)
- Guardbreaker+ is now double weapon damage, but is rank 7 (from rank 5)
- Flurry of Blows:
- Desperate Double Flurry is no longer weak, but has -2 accuracy
- Dazzling Flurry+ has been redesigned as Blinding Flurry
- Dazzling Flurry has been redesigned as Dazzling Speed
- Mobile Hunter: Push Through now has clearer wording
- Perfect Precision:
- Pure Precision is no longer weak, but is rank 3 (from rank 1)
- Pure Precision+ is now +15 accuracy (from +6), but is rank 7 (from rank 5)
- Arrowguide is no longer weak, but only applies the accuracy buff if you hit Reflex defense
- Groundspike has been removed
- Pinning Shot has been added
- Called Shot explicitly does not work with effects like Fateweaver
- Called Shot+ has been redesigned as rank 5 (from rank 3)
- Rip and Tear: Brow Gash now triggers on HP loss (from Reflex defense), but is no longer melee only
- Unbreakable Defense: Defensive Blow has been removed
Mystic Spheres
- Aeromancy: Skyseal now has clearer wording
- Aquamancy:
- Manipulate Water has been redesigned as a ritual
- Aquatic Freedom has been simplified and is generally weaker
- Desiccate now deals more damage and its accuracy bonus now makes more sense
- Purify Water is now rank 2 (from rank 1) and affects vastly more water
- Chronomancy: Accelerated Reading is now a ritual
- Cryomancy: Chill Air is now larger at rank 1, but has weaker scaling
- Electromancy: Magnetize is now attuneable
- Fabrication: Fabricate Trinket is now Sustain (attuneable, minor) instead of lasting indefinitely
- Polymorph:
- Alter Appearance has weaker scaling
- Absorb Object is now Sustain (attuneable, minor) instead of lasting indefinitely
- Prayer: Blessing of Endurance no longer increases current hit points
- Pyromancy:
- Kindle and Extinguish have been removed
- Personal Torch now explicitly ignites flammable objects, and is Sustain (attuneable, minor) instead of lasting indefinitely
- Heat Air is now larger at rank 1, but has weaker scaling
- Telekinesis:
- Distant Hand now has a lower effective Strength and weaker scaling
- Gentle Force has weaker scaling
- Personal Ward has been redesigned as a rank 3 spell
- Kinetic Shell now requires an Armor or Reflex attack instead of physical damage
- Terramancy: Earthquake now also knocks each target prone if it loses hit points and the attack hits Fortitude
- Vivimancy: Lifegift no longer increases current hit points
Feats
- Fateweaver: Fateseal now sets a minimum roll of 5 (from 6)
- Null:
- Sever Magic has been renamed to Sever Attunement
- Personal Legacy no longer increases fatigue tolerance
- A new Purge Magic ability has been added at level 12 which removes magical conditions
Uncommon species
- Base class rebalancing:
- Automatons now have four trained skills (from three), but no longer have +2 Fortitude
- Dryaidi now have four trained skills (from five) and gain +2 Mental
- Harpies now have five trained skills (from four)
- Treants now have three trained skills (from four)
- Trolls no longer have +2 Fortitude
- Vampires now have four trained skills (from five)
- Dryaidi:
- Class abilities are now correctly tagged as magical
- Enchanting Appearance is now an enhancement bonus
- Verdant Flourishing is now weaker
- Harpy: Talons are now improved at ranks 3 and 6
- Naiadi:
- Enchanting Appearance is now an enhancement bonus
- A new Aquatic Essence ability has been added, granting various vulnerabilities and imperviousities
- The Naiad archetype has been redesigned, and now has a base class
- Vampire:
- Their skin is now more pale
- Sunlight now deals 10 damage per round (from 20) and does not dissolve them into ash
- Blood drain only works if the target has blood
Monsters
- Undead are no longer vulnerable to attacks made to heal them
- This is because there are no abilities which would need to attack them to heal them, since touch abilities no longer require an attack