Patch Notes, 2.0
Note: The changes listed here are as compared to Beyond Ragnarok 1.0, i.e. the system used for most of the campaign to date (and described in the original Campaign Info document). See the various pages in the Rules section of this wiki for complete information on how the Beyond Ragnarok rules differ from D&D 3.5.
Classes
List of allowed classes
- The diabolist, the master specialist, and the thaumaturgist classes are no longer on the list of allowed materials.
Changes to classes
A number of classes have undergone minor changes.
All classes
- All classes (both base classes and prestige classes) now get at least 4 skill points per level. No class gets 2 skill points per level.
- Due to the above and other changes, all characters may reassign all of their skill points (taking care to maintain qualifications for prestige classes and the like).
Bard
- A bard character’s inspire courage ability may be improved by taking the Improve Class Ability feat.
Cleric
- The cleric gains 4 skill points per level.
- A cleric character’s turn (or rebuke) undead ability may be improved by taking the Improve Class Ability feat.
Druid
- Druids no longer gain immunity to poisons (from their venom immunity ability). Instead, druids gain a +8 bonus on saving throws against poisons, and resistance to poison damage equal to one-half their class level. (See Disease & Poison for information on the new poison mechanics.)
Fighter
- The fighter’s special abilities (i.e. those gained at 10th level and above) may be improved by taking the Improve Class Ability feat.
Hexblade
The hexblade has undergone significant changes.
- The hexblade receives skill points per level equal to 4 + his Intelligence bonus.
- The arcane resistance ability cannot grant a larger bonus to saving throws than the hexblade’s class level.
The hexblade’s bonus feat list is expanded. It now includes the following feats, in addition to those listed in Complete Warrior:
- Arcane Strike
- Blind-Fight
- Combat Expertise
- Combat Reflexes
- Dodge
- Improved Disarm
- Improved Initiative
- Improved Trip
- Iron Will
- Mobility
- Spring Attack
- The hexblade’s curse ability is modified as follows:
Hexblade’s Curse (Su)
Once per day, as a swift action, a hexblade can unleash a curse upon a foe. The target must be visible to the hexblade and within 60 feet. The target of a hexblade’s curse takes a −2 penalty on attacks, saves, ability checks, skill checks, and caster level checks (e.g. for dispel magic, overcoming spell resistance, etc.) for 1 hour thereafter (or until the target makes a successful saving throw of any kind). A successful Will save (DC 10 + 1⁄2 hexblade’s character level + hexblade’s Cha modifier) negates the effect.
At every four levels beyond 1st (5th, 9th, 13th, and 17th) a hexblade gains the ability to use his curse one additional time per day. Multiple hexblade’s curses don’t stack, and any foe that successfully resists the effect cannot be affected again by the same hexblade’s curse for 24 hours.
Any effect that removes or dispels a curse eliminates the effect of a hexblade’s curse.
- A hexblade character’s hexblade’s curse ability may be improved by taking the Improve Class Ability feat.
- The hexblade’s caster level for his spells is equal to his class level − 3.
Ranger
- A ranger character’s animal companion may be improved by taking the Improve Class Ability feat.
Rogue
- Rogues add Poisonmaking to their list of class skills.
- Taking skill mastery (Poisonmaking) also grants the rogue the poison use ability, enabling him to handle poisons without risking exposing himself to their effects.
- The crippling strike rogue special ability now causes the target to advance one step on the Strength damage track, but may only be used when making an attack at the rogue’s highest base attack bonus (not iterative attacks).
- A rogue character’s sneak attack ability may be improved by taking the Improve Class Ability feat.
- Characters can now sneak attack enemies who have concealment and other forms of miss chance (but still can’t sneak attack enemies that have full concealment, or an equivalent level of miss chance).
Sorcerer
- The sorcerer gains 4 skill points per level.
- A sorcerer character’s familiar may be improved by taking the Improve Class Ability feat.
Wizard
- The wizard gains 4 skill points per level.
- A wizard character’s familiar may be improved by taking the Improve Class Ability feat.
Arcane Trickster
- The arcane trickster gains 6 skill points per level.
- While an arcane trickster is concentrating on the "sustained force" version of telekinesis, ranged legerdemain may be used without breaking the trickster’s concentration.
- An arcane trickster character’s ranged legerdemain ability may be improved by taking the Improve Class Ability feat.
Archmage
- The archmage gains 4 skill points per level.
Assassin
- The assassin gains 6 skill points per level.
- Assassins add Poisonmaking to their list of class skills.
- Assassins gain 1 free skill rank in the Poisonmaking skill at each class level. (This skill rank costs no skill points; it is in addition to any other skills the assassin purchases with skill points.)
- An assassin character’s death attack ability may be improved by taking the Improve Class Ability feat.
- An assassin character’s sneak attack ability may be improved by taking the Improve Class Ability feat.
- An assassin character’s spellcasting may be improved by taking the Improve Class Ability feat.
- Characters can now sneak attack enemies who have concealment and other forms of miss chance (but still can’t sneak attack enemies that have full concealment, or an equivalent level of miss chance).
Blackguard
- The blackguard gains 4 skill points per level.
- Blackguards add Poisonmaking to their list of class skills.
- Blackguards gain 1 free skill rank in the Poisonmaking skill at each class level. (This skill rank costs no skill points; it is in addition to any other skills the blackguard purchases with skill points.)
- Uses of the smite good ability count as rebuke undead attempts for the purpose of qualifying for, and using, divine feats (such as Divine Might). A use of the smite good ability may be expended to produce its normal effect or to make use of a divine feat, but not both.
- The dark blessing ability cannot grant a larger bonus to saving throws than the blackguard’s class level.
- A blackguard character’s aura of despair ability may be improved by taking the Improve Class Ability feat.
- A blackguard character’s rebuke undead ability may be improved by taking the Improve Class Ability feat.
- Characters can now sneak attack enemies who have concealment and other forms of miss chance (but still can’t sneak attack enemies that have full concealment, or an equivalent level of miss chance).
Demonologist
- A demonologist character’s spellcasting may be improved by taking the Improve Class Ability feat.
Disciple of Zorayan
- A disciple of Zorayan character’s summon hellcat ability may be improved by taking the Improve Class Ability feat.
Disciple of Karayan
- A disciple of Karayan character’s summon osyluth ability may be improved by taking the Improve Class Ability feat.
Disciple of Arakel
The disciple of Arakel has undergone significant changes. (See the class description page for details on the changes listed below.)
- The disciple of Arakel’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (religion) (Int), Knowledge (war) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis).
- The disciple of Arakel gains 4 skill points per level.
- The disciple of Arakel gains the combat tactics class ability.
- The disciple of Arakel’s iron hews class ability is modified.
- The disciple of Arakel gains the strike through class ability.
- A disciple of Arakel character’s summon erinyes ability may be improved by taking the Improve Class Ability feat.
- The disciple of Arakel’s ironskin class ability is modified.
- The disciple of Arakel gains the iron avatar class ability.
- The disciple of Arakel no longer gains the device lore, rusting grasp, greater iron hews, or iron body abilities.
Eldritch Knight
- The eldritch knight gains 4 skill points per level.
Frostrager
- The frostrager gains 4 skill points per level.
Frost Mage
- The frost mage gains 4 skill points per level.
- The gain knowledge ability grants the following bonus spells known (instead of those indicated in the class description in Frostburn):
- Level 3: frost crystal
- Level 5: glacial globe of invulnerability
- Level 7: summon monster VII (summoned creatures are cold-subtype versions)
- Level 9: frostfell
Hierophant
- The hierophant gains 4 skill points per level.
- Add the following to the Hierophant’s special ability list:
Arcane Transference (Ex)
When you select this ability, you add spells from your arcane casting class’s spell list to your divine casting class’s spell list. You may add a number of spells such that the combined total of the spells' levels does not exceed your levels in the target casting class plus your levels in any class that improves your caster level in that class (such as hierophant or supreme nexus).
Loremaster
- Skill Focus is no longer a prerequisite for entry into the loremaster prestige class.
- The loremaster gains 2 bonus skill points per level (in addition to the 4 skill points per level the class normally grants). These bonus skill points may be spent on the following skills only: Appraise, Decipher Script, Knowledge (any), Speak Language.
Occult Slayer
The occult slayer has undergone significant changes. (See the class description page for details on the changes listed below.)
- The occult slayer gains 4 skill points per level.
- The occult slayer’s weapon bond class ability is modified.
- An occult slayer character’s weapon bond ability may be improved by taking the Improve Class Ability feat.
- The occult slayer’s mind over magic class ability is modified.
- An occult slayer character’s auravision ability may be improved by taking the Improve Class Ability feat.
- The occult slayer’s nondetection cloak class ability is modified.
- The occult slayer’s blank thoughts class ability is modified.
Shadowdancer
The shadowdancer has undergone significant changes. (See the class description page for details on the changes listed below.)
- A shadowdancer character’s sneak attack ability may be improved by taking the Improve Class Ability feat.
- Characters can now sneak attack enemies who have concealment and other forms of miss chance (but still can’t sneak attack enemies that have full concealment, or an equivalent level of miss chance).
Spellsword
- The spellsword gains 4 skill points per level.
Sublime Chord
- A sublime chord character’s spellcasting may be improved by taking the Improve Class Ability feat.
Supreme Nexus
- Add the Arcane Transference (Ex) ability to the supreme nexus’s special ability list (see hierophant).
Ur-priest
- The ur-priest gains 4 skill points per level.
- An ur-priest character’s steal spell-like ability ability may be improved by taking the Improve Class Ability feat.
- An ur-priest character’s spellcasting may be improved by taking the Improve Class Ability feat.
- An ur-priest character’s rebuke undead ability may be improved by taking the Improve Class Ability feat.
Additional Character Rules
- In addition to reduced physical ability scores, age also reduces a character’s Listen and Spot skill bonuses (−1 for middle age, −2 for old age, −3 for venerable age; the penalties are cumulative).
Feats
List of allowed feats
- The Danger Sense feat is no longer on the list of allowed materials.
New & modified feats
A number of feats have been modified. See the New & Modified Feats page for details on the changes listed below.
- The requirements of the Crushing Strike feat have been reduced.
- The Deflect Arrows feat has been modified.
- The Disciple of Darkness feat now grants a larger bonus (+5, up from +1).
- The Dodge feat has been modified.
- The effect of the Greater Weapon Focus feat now applies to attacks with all weapons for which a character has Weapon Focus. Accordingly, Greater Weapon Focus may now only be taken once.
- The effect of the Greater Weapon Specialization feat now applies to attacks with all weapons for which a character has Weapon Focus. Accordingly, Greater Weapon Specialization may now only be taken once.
- The Heighten Spell feat has been rewritten with clearer wording.
- The Improve Class Ability feat has been added. This feat has a variety of effects; see the description for details.
- The effect of the Improved Critical feat now applies to attacks with all weapons for which a character has Weapon Focus. Accordingly, Improved Critical may now only be taken once, and requires Weapon Focus.
- The Skill Focus feat has been modified.
- The requirements of the Slashing Flurry feat have been reduced.
- The Sneak Attack of Opportunity feat has been added.
- The effect of the Weapon Specialization feat now applies to attacks with all weapons for which a character has Weapon Focus. Accordingly, Weapon Specialization may now only be taken once.
- The effect of the Weapon Supremacy feat now applies to attacks with all weapons for which a character has Weapon Focus. Accordingly, Weapon Supremacy may now only be taken once.
- Epic feats are now available. See Epic feats, below, for details.
Epic feats
Note: See the E20: Epic Progression Rules page for information on taking epic feats (and other aspects of epic character advancement).
The following epic feats are now available:
Skills
See New & Modified Skills for details about the changes listed below.
Modified skills
- A new rule applies to the Knowledge skill: checks missed by less than 10 reveal hints about where the desired information may be found.
Passive skills
- Several skills may be used "passively", i.e. without rolling a skill check, instead using a passive skill score calculated from the character’s skill modifier. These include: Gather Information, Knowledge, Listen, Sense Motive, and Spot.
New skills
- Poisonmaking is a new skill in Beyond Ragnarok, which allows characters to brew poisons, harvest raw materials for the creation of poisons, identify poisonous substances, and make knowledge checks about venomous creatures and toxic materials. (Additionally, see Disease & Poison for information on the new poison rules.)
Spells & Magic
Spell availability
- The Spell Lists page now provides complete spell lists for all classes in Beyond Ragnarok.
Rare spells
- The Spell Lists page indicates which spells are considered to be rare spells (that is, spells which are not commonly known or available). Characters who cast divine spells should consult the DM to determine which rare spells they have access to. (Arcane spellcasters simply have the spells they already have.)
A list of all the rare spells is provided here for convenience:
- angry ache
- ashes of eternity
- belker claws
- bestow greater curse
- blinding color surge
- blood of the earth
- boneblade
- boreal wind
- burning blood
- channeled pyroburst
- Chernovsky’s impregnable fortress
- call nightmare
- claws of the savage
- clutch of Orcus
- commanding voice of Nessus
- corrosive blast
- crimson skies of Avernus
- crushing fist of spite
- curse of arrow attraction
- curse of the putrid husk
- dancing chains
- darkbolt
- damning darkness
- demon wings
- demonflesh
- desert fire
- desert firestorm
- detect fire
- detonate
- devil’s eye
- distort summons
- doublespeak
- embrace of Malbolge
- endless slumber
- extract water elemental
- false lie
- fiendish clarity
- fimbulwinter
- fist of Cocytus
- frost crystal
- frostbite
- frostburn
- frostburn, lesser
- frostburn, mass
- frostfell
- genius loci
- glacial globe of invulnerability
- grim revenge
- Hasan’s faithful hound
- Hasan’s floating disk
- Hasan’s lucubration
- Hasan’s magic aura
- Hasan’s magnificent mansion
- Hasan’s private sanctum
- Hasan’s secure shelter
- Hasan’s sword
- heat drain
- heartclutch
- heartfreeze
- howling winds of Cocytus
- ice avalanche
- ice castle
- ice darts
- ice rift
- ice shape
- iceberg
- impotent possessor
- imprison possessor
- imprison soul
- incite riot
- iron citadel
- Jotunheim’s clutch
- Kerensky’s clenched fist
- Kerensky’s crushing claw
- Kerensky’s forceful claw
- Kerensky’s freezing sphere
- Kerensky’s grasping claw
- Kerensky’s interposing claw
- Kerensky’s resilient sphere
- Kerensky’s telekinetic sphere
- Kerensky’s transformation
- Koschei’s black tentacles
- Koschei’s corrosive lance
- light crystal
- lightning leap
- lightning ring
- liquid pain
- lucent lance
- mire of Minauros
- Mjolnir’s wrath
- nightmare terrain
- Nikolai’s curse of insignificance
- no light
- numbing sphere
- pall of twilight
- phantom battle
- portcullis
- reality blind
- radiant assault
- shriveling
- simulacrum
- slashing dispel
- slow consumption
- soul shackles
- spider hand
- spider legs
- steal life
- stop heart
- stunning screech
- summon swarm, greater
- suppress flame
- thunderhead
- thundermaul
- touch of Malbolge
- translocation trick
- unliving weapon
- Vasily’s careful conjuration consumer
- Vasily’s utilitarian conjuration
- vertigo
- vile lance
- wall of chains
- wall of deadly chains
- whirlwind of teeth
- wrack
- wrathful castigation
- wretched blight
Removed spells
- The following spells are no longer available:
- Amir’s fire bolt
- animalistic power
- blackfire
- blood of the martyr
- body of ice
- body of ice, greater
- body of the sun
- burning rage
- channeled divine health
- cloud of knives
- crown of darkness
- crown of protection
- dance of ruin
- darkfire
- dispel cold
- dispel fire
- divine retaliation
- dread catharsis
- ectoplasmic enhancement
- eyes of the avoral
- fangs of the vampire king
- fireburst
- fireburst, greater
- freezing ray
- glacial ward
- glacial ward, greater
- icicle
- insanity aura
- Kerensky’s crystal constellation
- Koschei’s vile exhalation
- mask of the ideal
- mirror image, greater
- precognition
- prismatic mist
- ray of stunning
- sap strength
- scorch
- shadow probability
- sonic shield
- stabilize
- thunder field
- thunderous roar
- transfix
- tremor
- warding gems
New spells
- The following new spells have been added:
Modified spells
- Dancing lights now uses the new Vision & Light rules.
- Darkness now uses the new Vision & Light rules.
- Daylight now uses the new Vision & Light rules.
- Death ward has been significantly modified. See the spell description for details.
- Deeper darkness now uses the new Vision & Light rules.
- Delay poison now has a limit on how much poison it can delay the effects of, and no longer makes the subject immune to poison.
- Freedom of movement no longer makes the subject immune to grapple attacks, but instead grants a bonus to checks to resist or escape a grapple.
- Frostbite now uses the new ability damage rules, described in Disease & Poison.
- When using grim revenge, the hand now attacks as if it were a wight with the caster’s hit dice, rather than a normal wight.
- Iceberg is now a Conjuration (Creation) spell, rather than an Evocation spell.
- Koschei’s corrosive lance now uses the new poison rules, described in Disease & Poison.
- Light now uses the new Vision & Light rules.
- Mind blank no longer makes the subject immune to mind-affecting attacks, but instead grants a resistance bonus to saves against such attacks.
- Neutralize poison now requires a caster level check against each poison affecting a poisoned subject in order to neutralize that poison, and no longer makes the subject immune to poison. When casting neutralize poison on an unwilling venomous creature, the creature receives a Will save to resist the effect.
- Numbing sphere now uses the new ability damage rules, described in Disease & Poison.
- Pall of twilight now uses the new Vision & Light rules.
- Poison now uses the new poison rules, described in Disease & Poison.
- Prismatic eye now uses the caster’s BAB to determine its attack bonus.
- Radiant assault now dazes opponents for only 1 round on a failed saving throw.
- The protection afforded by resist energy is now applied on a per-round, instead of a per-attack, basis. (Note: Innate energy resistance abilities of monsters still operate on a per-attack basis.)
- Summon elemental monolith now once again requires concentration (as the original, published version in Complete Arcane).
- Thunderclap is now a 3rd-level spell (down from 4th).
- Weird now uses the new ability damage rules, described in Disease & Poison.
- Wrack earth now knocks subjects prone if they fail a Reflex saving throw.
- Wrathful castigation has been modified. See the spell description for details.
Magic rules
- Saving throw DCs for spells now use a new formula, which ensures that low-level spells remain useful even at higher character levels. See Magic Rules for details.
- The rules for researching new spells now use the new research mechanics, allowing characters to research spells (especially high-level spells) in significantly less time. See Research for details.
General rules
- The rules governing diseases, poisons, and ability damage have been significantly reworked. See Disease & Poison for details. (See also the Poisonmaking skill, which allows player characters to craft poisons.)
- The rules governing illumination — both natural illumination, and magic of light and darkness — have been modified somewhat. See Vision & Light for details.
- Size modifiers to grapple checks have been reduced in magnitude. See Monster Rules for details.
- Characters with very high Intelligence or Wisdom scores may now synthesize information "out of thin air". See Spontaneous Information Generation for details.
- A new research mechanic has been added to Beyond Ragnarok, which allows characters to invent, discover, or find out various things that are beyond the purview of a simple skill check. See Research for details.
Monsters
- Corporeal undead are no longer immune to critical hits or precision-based damage, such as a rogue’s sneak attack.
- Immunity to critical hits and precision-based damage is no longer a feature of the construct type. Constructs animated by magical rather than mechanical means (such as golems) retain this immunity.
Equipment & magic items
- Several unusual alchemical items are now listed on the Alchemical & Superior Items page. (These may be crafted by characters with the Craft (alchemy) skill.)
- Saving throw DCs for magic items now use a new formula, which ensures that items that use low-level spell effects remain useful even at higher character levels. See Magic Items for details.
- Several magic items have been added to the Magic Items page.
- Player character allies of a character who crafts magic items may now contribute XP to the item’s creation, even if they have no magical ability. See Item Crafting for details.
- Characters may now research special crafting components for magic items, which drastically reduce the cost (in gold, XP, and time) of crafting an item. See Item Crafting for details.
Changes to magic items
- Rings of energy resistance (and all similar items that grant resistance to energy) now absorb the first 10, 20, or 30 points of energy damage done by all sources in a round, rather than by each individual attack or spell.
- Bracers of martial prowess (and other items of competence bonus to all atk/dmg) no longer exist. Characters who have such items will have their cost refunded and may retroactively spend it on a permitted item or items.
- The Triad Medallion (Arakel) now grants only a +1 profane bonus to Fortitude and Reflex saves (down from +2) and no bonus to damage rolls.
- The wounding weapon property no longer inflicts Constitution damage. Instead, it applies 2 points of bleed (stacking).
- The bane of infidels weapon property no longer increases the effective enhancement bonus of a weapon. Instead, it only adds +2d6 weapon damage against eligible targets.
- The magebane weapon property no longer increases the effective enhancement bonus of a weapon. Instead, it only adds +2d6 weapon damage against eligible targets.
- Items that grant a resistance bonus to saving throws (such as a cloak of resistance) now cost twice as much (bonus squared * 2,000 gp). Characters who currently own such items are not held accountable for this increase in price of their existing gear; upgrades to existing items use the new cost in crafting cost calculations.
- The wielder of the sword of [CENSORED] now gains a +1 insight bonus to AC and Reflex saving throws for every 5 hit dice (maximum +3) (down from +1 for every 4 hit dice, maximum +5).
Epic progression rules
- Epic level has arrived! Beyond Ragnarok uses the custom E20 system for character advancement after characters reach 20th level. See E20: Epic Progression Rules for detailed information.
- Epic characters gain a bonus feat immediately upon attaining 20th level. See E20: Epic Progression Rules — Bonus Feat for details.
- New rules for death and resurrection are in effect (some parts of which apply to epic characters only). See E20: Epic Progression Rules — Death & Resurrection for details.
- A new character mechanic — drift — applies to epic characters. See E20: Epic Progression Rules — Drift for details.