10.8.0: Base class simplification
Class bonus changes
Problem
There are a large number of slightly different ways to change character statistics in small ways. This makes the process of calculating your statistics unnecessarily tedious, with a lot of flipping back and forth between different sections of the book. Class bonuses are the largest source of this phenomenon. In particular, base class bonuses often provide the effects of attributes, but broken up into their individual components.
For example, a fighter has a higher Fortitude defense, more hit points, and a higher fatigue tolerance than a wizard. Currently, each of those effects is listed individually. However, Rise already have a clearly defined concept that links all three of those statistics: Constitution. Rise's attributes are deeply interwoven throughout the system in complex ways. Duplicating each component of an attribute's effects individually is redundant, and just makes life harder.
Solution
Statistical bonuses from class abilities, especially base classes, should be simplified and reduced. Instead, classes should increase attributes. Where necessary, this means that the normal values for those statistics is increased to compensate for those bonuses not being part of the base class.
Specific changes
Characters
- Attributes can no longer go above 3 during attribute point buy
- This ensures that the maximum level 1 attribute is still 5, as it was before this patch.
- Core statistic changes to replace base class bonuses:
- +3 Fort/Ref/Ment
- +2 attunement points
- +3 fatigue tolerance
- +1 insight point
Classes
- New base class effects:
- Barbarian:
- Stats: +1 Str, +1 Con or Dex, extreme HP
- Resources: 4 trained skills
- Items: Light and medium armor, non-exotic weapons
- Cleric:
- Stats: +1 Wil, +1 Int or Per, +2 Mental, medium HP
- Resources: 3 trained skills, +1 insight, +1 attunement
- Items: Light and medium armor, simple weapons
- Druid:
- Stats: +1 Per, +1 any attribute, high HP
- Resources: 4 trained skills, +1 attunement
- Items: Light armor, leather lamellar, simple weapons, shepherd's axe, sickle, scythe
- Fighter:
- Stats: +1 Con, +1 Str or Dex, +1 Armor, high HP
- Resources: 3 trained skills
- Items: All armor, non-exotic weapons
- Monk:
- Stats: +1 Dex, +1 Wil, +1 Int or Per, medium HP
- Resources: 4 trained skills
- Items: Light armor, simple and monk weapons
- Paladin:
- Stats: +1 Wil, +1 Str or Con, high HP
- Resources: 3 trained skills, +1 attunement
- Items: All armor, non-exotic weapons
- Ranger:
- Stats: +1 Dex, +1 Per, high HP
- Resources: 5 trained skills, +1 attunement
- Items: Light armor, leather lamellar, non-exotic weapons
- Rogue:
- Stats: +1 Dex, +1 Int or Per, medium HP
- Resources: 6 trained skills, +1 attunement
- Items: Light armor, simple weapons, Compact and Light weapons
- Sorcerer:
- Stats: +1 Con, +1 Wil, +2 Mental, medium HP
- Resources: 3 trained skills, +2 attunement
- Items: No armor, simple weapons
- Warlock:
- Stats: +1 Wil, +1 Int or Per, low HP
- Resources: 3 trained skills, +2 attunement, +1 insight
- Items: Light and medium armor, simple weapons
- Wizard:
- Stats: +1 Int, +1 Per or Wil, low HP
- Resources: 4 trained skills, +2 attunement, +1 insight
- Items: No armor, simple weapons
- Barbarian:
- Other class changes are listed with General Changes below to ensure all changes are listed together
Uncommon Species
- New base class effects:
- Automaton:
- Stats: +1 Con, +1 Int, +2 Fort, high HP
- Resources: 3 trained skills, +1 attunement
- Items: All armor, non-exotic weapons
- Dragon:
- Stats: +1 Str, +1 Con, +1 Int or Wil, high HP
- Resources: 5 trained skills
- Items: Light armor, no weapons
- Dryaidi:
- Stats: +1 Dex, +1 Per, +1 Int or Wil, low HP
- Resources: 5 trained skills, +1 attunement
- Items: Light armor, simple weapons
- Harpy:
- Stats: +1 Str, +1 Dex, +1 Per, medium HP
- Resources: 4 trained skills, +1 attunement
- Items: Light armor, simple weapons
- Oozeborn:
- Stats: +1 Str, +1 Dex, +1 Con, extreme HP
- Resources: 3 trained skills
- Items: Light armor, simple weapons
- Treant:
- Stats: +1 Con, +1 Str or Wil, +2 Fort, extreme HP
- Resources: 4 trained skills
- Items: All armor, simple and club-like weapons
- Vampire:
- Stats: +1 Dex, +1 Str or Int, high HP
- Resources: 5 trained skills, +1 attunement
- Items: Light armor, non-exotic weapons
- Automaton:
- Other uncommon class changes are listed with General Changes below to ensure all changes are listed together
General changes
Characters
- Spending insight points to gain proficiency with exotic weapons is no longer available by default
- It's still part of the Expanded Insight Points optional rule
Combat
- Desperate exertion now explicitly allows you to keep the original roll if it was higher
Classes
- All Spell Mastery archetypes have had their rank scaling adjusted to grant a +1 attribute bonus instead of an extra +1 accuracy
- Metamagic abilities now have less redundant wording about when you can change which spells your metamagic affects
- The Mobile Maneuver augment can no longer allow you to move as a Swift effect
- Barbarian:
- Outland Savage: Savage Precision now gives a simpler bonus with Brawling abilities
- Battleforged Resilience: The rank 7 ability has been redesigned
- Totemist: Bear and Eagle totems have been redesigned, Shark totem has been mostly nerfed, and Animal Instincts has been redesigned
- Cleric:
- Knowledge (items) is now a class skill
- Divine Spell Mastery: Mystic Sphere metamagic has been replaced with Smiting Spell
- Preacher: Persuasive Certainty and Inspiring Oration have been redesigned
- Domain Mastery: War domain now grants proficiency with all non-exotic weapons, but does not grant armor proficiency
- Druid:
- Knowledge (items) is now a class skill
- Nature Spell Mastery: All metamagic options other than Rituals have been redesigned
- Shifter: Bear and Mouse forms have been slightly nerfed
- Fighter:
- Knowledge (items) is now a class skill
- Combat Discipline: Enduring Discipline has been redesigned, and Disciplined Strike has more power-based damage scaling
- Equipment Training: Armor Expertise no longer reduces encumbrance, scaling order was restructured, and the +1 accuracy upgrade has been replaced with a new Armored Strike standard action attack
- Martial Mastery: You can choose any two combat styles, rather than having to pick one of the damage type-based combat styles
- Sentinel: Stalwart Sentinel has been redesigned
- Monk:
- Esoteric Warrior: Can now grant proficiency with exotic monk weapons
- Ki: Ki Power has been redesigned to grant +1 Willpower
- Perfected Form: Perfect Precision+ has been replaced with a +2 bonus with Brawling abilities
- Paladin:
- Divine Spell Expertise: Now grants +1 Willpower instead of +1 accuracy, and Divine Conduit+ now has slightly longer range
- Stalwart Guardian: Stalwart Defense no longer grants Mental defense, and Stalwart Defense+ has been redesigned to grant +1 Con
- Ranger:
- Knowledge (items) is now a class skill
- Boundary Warden: Know Your Enemy has had its scaling flipped to grant defenses before +2 accuracy, and Steadfast Warden has been redesigned to grant +1 Con
- Scout: Perceive Weakness has been replaced with +1 Perception, and the scaling order has been slightly shuffled
- Rogue:
- Assassin: Now grants an exotic weapon proficiency option
- Jack of All Trades: Versatile Attacker has been replaced with attribute bonuses
- Sorcerer:
- Arcane Spell Mastery: A new Dragonbreath Spell metamagic has been added
- Draconic Magic: Draconic Scales and Draconic Precision+ have been replaced with attribute bonuses
- Wild Magic: Wildspell+ has been redesigned to avoid explicit downsides
- Warlock:
- Knowledge (items) is now a class skill
- Blessings of the Abyss: Resist the Dark Call now grants Compulsion/Emotion immunity instead of +2 Mental, and has different scaling
- Keeper of Forbidden Knowledge: Secret of Bloodforging rank 7 now grants +5 Armor instead of +6, and Locus of Corrupting Power+ has been slightly nerfed
- Pact Spell Mastery: Precise Spell metamagic has been replaced with Desperate Spell
- Soulkeeper's Chosen: Spiteful Whispers has been buffed, and all effects of Empowering Whispers+ have been redesigned
- Wizard:
- Alchemist: Alchemical Precision+ has been nerfed, and Alchemical Tolerance+ has been buffed
- Arcane Spell Mastery: Mystic Sphere and Precise Spell metamagic options have been replaced with Calculated Spell and Researched Spell
Equipment
- Characters with a Strength of 3 can now draw/sheathe Heavy weapons just as quickly as non-Heavy weapons
- Characters in heavy armor now still add half Dex to their Armor defense
- Small items now cost the same as Medium items
- Warhammers now deal 1d8 damage, but no longer have Versatile Grip
- Removed weapons: broadaxe, estoc, flanged mace, slapjack, ranseur
- New exotic monk weapons: hook sword and war fan
- Magic apparel:
- Amulet of Distant Blood has been removed
- Attribute increasing items are now rank 3 instead of rank 5, and +2 attribute items have been added at rank 7
- Magic weapons:
- Bloodfuel has been redesigned
- Brutish weapons are now rank 3 instead of rank 1, and Brutish+ is now rank 5 instead of rank 4, but Brutish++ now deals more damage
- Strength is already very strong at low levels when your power is low; it only needs scaling help at higher levels
- Educated weapons are now rank 2 instead of rank 1, but Educated++ is now rank 6 instead of rank 7
- Fixating and Morphing+ have been removed
- Prismatic has been buffed, but Prismatic+ has been nerfed
- Surestrike has been buffed
- New magic weapons: Aquatic, Eager, Anchoring, Cursebite,
Combat Styles
- Blunt Force: Ground Slam+ now has a smaller area
Mystic Spheres
- Aquamancy: Drown has been redesigned to have an accuracy bonus instead of a failure condition
- Telekinesis: Distant Hand now has more limitations
Feats
- Leadership: now grants +2 vital rolls instead of stun/confusion immunity
- Whirlwind Warrior: Cyclone now has weaker damage scaling
Uncommon species
- Automaton: Jump and Knowledge (engineering, items) are now class skills instead of Flexibility
- Dragon: Knowledge (items) is now a class skill
- Treant: Swim and Craft (wood) are now class skills