- New/Edited Skills:
- Alchemist: Free; The unit with this skill is able to create potions between maps if they have the proper ingredients. Alchemy:
http://pastebin.com/NbaWeVBS - Blacksmith: Free; The unit with this skill is able to do repairs between maps by paying the regular monetary cost.
- Blossom: Free; This unit selects a 3rd preferred stat with lowest priority. If the chosen stat becomes a class preferred
stat, select another.
- Aptitude: Free; This unit adds 5% progression onto every stat that can gain progression. This may exceed the limits on
progression.
- Potential: Free; This skill has both the effects of Aptitude and Blossom, but the character with this skill skips every
fourth level. This skip is not counted as a level.
- Parity: Removed.
- Disarm: Now a Cost Skill
- Weapon Saver: Now a Free Skill
- Daunt: Penalty reduced to 5 for Hit, Eva, and Crit.
- Discipline: Lowers uses needed to gain a point of Weapon Familiarity by 5, in addition to its usual effect.
- Ignis: Free; (SKL+LCK)% chance of adding half STR to magical attacks or half MAG to physical attacks each hit.
- Glacies: Cost; (SKL+LCK)% chance of adding half DEF to magical attacks or half RES to physical attacks on each taken hit.
- Sol: Free; (SKL+LCK)% chance of healing half damage done on each hit.
- Luna: Cost; (SKL+LCK)% chance of ignoring half the defensive stats of enemy on each hit.
- Brawler: Free; This unit adds half (round down) CON to the MT of Unarmed, Unarmed may gain weapon familiarity. Weapon
Proficiency bonus is added to CON for determining bonus damage from this skill, with ranks counting as E for trainee, C for
first class, and S for promoted with unarmed.
- Counter: Instead of melee range, its any range of which you can currently counter.
- Class Edits:
- All enemies retain class skill(s) if they would normally be retained.
- A class's preferred skills have a cap of four points higher than the base, with the HP preferred skill instead having a cap of ten points higher.
- New Classes; Tactician and promotes:
http://pastebin.com/6Z97ExWd - Nomad Healer: Medicine Man: Can use ingredients instead of money if wished, and automatically gains alchemist. If they
already had alchemist, they can get another free skill.
- Thief: Instead of Overdeveloped Sense of Self-Preservation, they instead get Footpad: When this unit steals or opens a lock
(of any kind), if they have leftover move they may use it to move as per the canto ability. This may allow them to trade after
their action.
- Bishop: Their shield may absorb an amount of attacks aimed inside equal to (((RES + MAG)/10)x2) rounding down, this is
called the shield's durability. The shield is static, once placed it may not move. Allies may enter and leave freely. Attacks
within the shield count against the shield's durability. Each round the shield is active, it loses a point of durability. The
bishop cannot use this skill while a shield is active.
- Spy: Their proficiency is now Bow/Sword Subcategory (C), Bow/Sword (D) depending on whether they promoted to the class from
either an archer trainee or a thief trainee respectively. A spy chosen as first class without going through trainee may choose
as they wish. Vision is able to see through walls.
- Horseback, Pegasus, Wyvern: All these special abilities lose their MOV bonus when indoors.
- Pegasus: Gives 9 AID/WGT now instead of 12
- Knight: Hold the line has been changed. Now, its a passive ability that removes any remaining move an enemy might have if
they enter into melee range with the knight.
- CharGen Edits:
- The level cap for first class is now 40, trainee being 45.
- At level five and every level after, a trainee has the option to promote to a first class. First class has a similar option at level twenty and beyond.
- Every 10% in both MAG and STR gives an extra 5% progression to be spent however as one wishes, respecting progression caps. This maxes at 70%, at an extra 35%. Put this in your
character sheets as (+##%) so that I know where you put the extra progression. Look at the example sheet for a visual reference.
- Able to select 1 E rank weapon of a category you have proficiency in to start with.
- Must put forth three background sentences, three beliefs, and three goals. This step is very important, so put some thought into it. It will alter how things will go.