User:Paleomancer/Emerald Sun (3.5e Campaign Setting)/Character Options
For weapon proficiencies, characters use the Weapon Group feats variant from Unearthed Arcana. As noted in that work, feats like Weapon Focus, Weapon Specialization, Rapid Reload, and Improved Critical apply to weapon groups, rather than specific weapons, since that gives fighter classes an edge in training with weapons and makes those feats more valuable. Certain regions and cultures favor certain weapon groups, so characters who come from a certain area may have their options slightly restricted. In addition, the following Weapon Group feat is also available:
Weapon Group (firearms) [General] Benefit: You make attack rolls with the following weapons normally: hand cannon, handgun, rifle, rocket. Normal: When using a weapon with which you are not proficient, you take a −4 penalty on attack rolls.Special: All classes may select Weapon Group (firearms) as one of their 1st-level Weapon Group proficiencies.
In line with the Tome of Prowess system, the following feat replaces feats like Alertness, Nimble Fingers, and so on.
Skill Specialist [General] Benefit: Select two skills that either are usable untrained or in which you possess at least one skill rank. You gain a +2 competence bonus on checks made with those skills. Special: Only the highest competence bonus applies to any skill or ability.
The following feat is also available:
Prerequisites: Character level 6th.Benefit: When using the Adventurer's knack ability, you gain a +2 competence bonus on checks.
Special: Only the highest competence bonus applies to any skill or ability.
For this setting, the Tome of Prowess skill system is used. In additional to its relative simplicity, it opens options for characters, especially those of non-spellcasting classes.
- Arcana: Yields monster information for aberration-type monsters and the Fremd.
- Thaumaturgy: Religious studies regarding the Elder Fremd star cults is covered here.