Characters get 32 points to spend on abilities at 1st level. These don't include racial modifiers.
Score | Cost | Modifier |
6 | -- | -2 |
7 | -- | -2 |
8 | 0 | -1 |
9 | 1 | -1 |
10 | 2 | 0 |
11 | 3 | 0 |
12 | 4 | +1 |
13 | 5 | +1 |
14 | 6 | +2 |
15 | 8 | +2 |
16 | 10 | +3 |
17 | 13 | +3 |
18 | 16 | +4 |
19 | -- | +4 |
20 | -- | +5 |
Monks and Paladins can multi-class freely.
Sorcerers now get Use Magic Device as a class skill.
The Dodge feat adds +1 to your AC vs all opponents as though it were a Dex modifier.
Craft Staff allows the user to create a staff which has one or more magical effects. A staff with only one spell is an oversized wand but isn't limited to 4th level spells.
Combat Expertise doesn't stack with fighting defensively. Don't even try it.
Improved Initiative stacks with itself.
Quicken Spell works normally for bards and sorcerers. Using it and another metamagic feat makes the spell have it's normal casting time.
Spring Attack allows you to use touch attacks instead of melee attacks. Casting the spell still provokes an AoO normally.
I've reduced the number of human deities in the Realms. The modified list is presented below. Non-human deities have not changed from the lists given in the FRCS and F&P.
Azuth | L | LN |
Bane | I | LE |
Beshaba | I | CE |
Chauntea | G | NG |
Cyric | G | CE |
Eldath | L | NG |
Helm | I | LN |
Kelemvor | G | LN |
Lathander | G | NG |
Loviatar | L | LE |
Malar | L | CE |
Mask | L | NE |
Mielikki | I | NG |
Mystra | G | NG (LN) |
Oghma | G | N |
Selune | I | CG |
Shar | G | NE |
Silvanus | G | N |
Sune | G | CG |
Talona | L | CE |
Talos | G | CE |
Tempus | G | CN |
Torm | L | LG |
Tymora | I | CG |
Tyr | G | LG |
Umberlee | I | CE |
In addition, there's also demon cults and devil cults (both sponsored by Cyric), beast cults (sponsored by Malar) and many paladins are 'secular', most of which are sponsored by Torm with Tyr picking up the rest.
Also of note, I'm using the default Great Wheel cosmology instead of what's in the FRCS. I've been using it for all these years and don't see any reason to quit now.
Ammunition is lost or destroyed 50% of the time on misses and is never destroyed on a hit.
The hand crossbow is a simple weapon. C'mon, is it really that much harder than a light crossbow?
Characters starting at levels above 1st get the funds listed for their level in the DMG. At least 10% of the total must be kept as cash. No item may cost more than 25% of the total. Characters can pool funds to purchase keeps and the like.
Levels that are drained permanently come off of the highest level class first. If all classes are equal in level the player chooses which class loses the level.