thanks for the comments.
Caster get slots like 3.5 but also have a number of spells they ready.
when they choose a spell say magic missile, mage armour, and jump, they use the slots of the level to cast them and spell is not lost from memory. They use them like a sorcerer does. If you are spont caster, you dont ready any spells, just use them from your known list and then that spell is readied for rest of the day. So as the day goes on you become less and less able to choose a spell you need. Sponts cant unready spells while others can with some time.
Also given ray spells ranges never liked that they were just out to spell range.
Complex spells are just spells that a powerful, fireball, lightning bolt, fly ect, while simple spells are closer to tricks like jump.
Also have this:
Heightened Spell: A spell cast using a spell slot one level or higher than normal is called a heightened spell. Some heighten effects are just higher level spells. You can prepare heighten copies of spell if have open space. If you use a heighten effect but only have prepared the base spell, it costs you two slots to use heighten effect unless class ability says otherwise(specialist can use their school spells like this). You still have to roll to learn heighten effects (but not to know about them) like learning a new spell, but adding them does not increase the page count of spell. You unlock more power of the spell without increasing the pages in your book. This also does not count against max spells for sorcerers. You also have to be able to cast the heighten effect, so if a base spell is a simple spell but the heighten effect is complex, you have to be able to cast complex spells to use heighten effect.
So if I take one level of wizard, but am otherwise a pure fighter, I can cast 4th level spells as a 10th level wizard (wizard 1/fighter 19)? Still, I like this ruling, even though it ultimately makes dipping into a caster class something that everyone will do. Unless you manage to cripple the wizard's options early on (say, a pure 1st level wizard/ECL 1, can dabble in all magic, but if you only took one level, you eventually just become a pure evoker upon taking levels in fighter, ie. - not including what should be a much greater skill in weapons - maybe you only have time to study the school your specialize in, because your character enjoys it the most? Even more so, a conjurer might specialize even more - ie. be a pure monster summoner, and the same goes with an evoker, ie. purely into fire magic). That's one way to discourage dipping, even though it might still end up more powerful than that extra feat.
Well you get caster level but not the increase in power, you can only cast 1st level spells and only ready as 1st level wizard but you cast them with CL of 10th level. Now you CAN increase your level by taking this a few times.
INCREASE SPELL LEVEL [ELITE]
Prerequisites:: Caster level higher then spellcasting class level
Benefit: When you take this feat, your maximum spell level can be one higher if your Magic Rating(CL) is higher than your caster class. You use your Magic Rating to determine your max spell level. With this feat you can cast 1 spell of a level higher than your caster class allows. (So a Wizard/Monk 5/7 would have 12th level caster level for spells but would only ready as a 5th level mage. With this feat you would get 1 plus bonus for high Intelligence of 4th level spells max. If you took this feat again you would get one 5th level and again one 6th level if taken again. Since your magic rating is 12 you could not take it again because you can’t cast 7th level spells.
Last sentence is confusing. Also, why not just add all concerned skills to the same skill group whenever you enter a new class? Not only is the wording confusing, but it seems to require tracing of skills to certain classes the character would have, purely for the sake of preventing multiclassing characters from having complete access to all skills. It's easier to just say 'every skill in your skill group has max ranks equal to character level +3, costing 1 skill point per rank, and skills outside of your skill group are max ranks equal to character level + 1, costing 2 skill points per rank - or skills outside of skill group can't be purchased at all.'
What the last part of skills is saying, if your a 10th level fighter and 1st rogue, you cant add 13 points into the rogue skill group. I try to reword to make more sense thanks.
Poor attack progression is some weird math. Why not just make it 1/2 level? Easier than forcing players to look at tables every time.
Why are the XP benchmarks different?
I'll look into that, it may be easier to do 1/2 level.
The benchmark are different cause 7 and 12 level are where the power level of a PC increases alot, i liked in 2e when as a wizard you had to really work to get that 12th and 6th level spells. I am planning to add in PrC in and 7th level is when they can start taking them so i want that level to be harder to get.
The name implies movement, like granting an extra 5ft. step or move action. Why not call it dodge?
Cause there is a feat called that
First time you mention CMB and CMD. Reader doesn't know what those are.
Ah good point, i will add either a page to look it up or put it somewhere in beginning of chapter.
Yea the Barbarian needs work but no one in my test groups have played them so have had no feedback on them. I look into those you said to give me powers.
Arcane feats are like this:
ARCANE WEAPON [AB]
Drawing upon the power of magic, you imbue your weapon or fist with an arcane aura that allows you to strike with greater accuracy and to inflict superior damage.
Prerequisites: base attack bonus +1.
Uses/Day: Your base attack bonus divided by 3, rounded down, +1.
Duration: A number of rounds equal to your base attack bonus.
Benefit: You grant a single weapon (ranged or melee weapon) or other missile that you grasp an enhancement bonus on attack rolls and damage rolls. It is considered a magic weapon for the purpose of overcoming DR. The weapon’s enhancement bonus depends on your base attack bonus:
ASPECT OF BATTLE [AB]
You gather the psychic energy you have learned to manipulate in battle and form it into a mantle of power that strikes terror into your foes. In their minds, they see a horrifying war master poised to strike them down in his wrath.
Prerequisites: Mind Strike, Serpent-Eyed Strike, Charisma 13, base attack bonus +12.
Duration: A number of rounds equal to half your base attack bonus, rounded down.
Benefit: When you make a full attack, all opponents within 60 feet of you suffer a –4 morale penalty on attack rolls, checks, and saves. Creatures with fewer Hit Dice than you gain no saving throw against this ability. Those with Hit Dice equal to or greater than yours can avoid the effect with a Will save (DC 10 + half your base attack bonus + your Strength modifier). Opponents can only be affected by this power once every 24 hours. You can only choose one Arcane Battle feat to be active when making a full attack
Just some tricks that are like magic, in fact in low magic settings these would be the spells i think.
More on Mastery feats: they are from Iron heroes and are scalable.
MASTERY FEAT CATEGORIES
Mastery feats break down into the eight categories listed below. Characters gain access to feat categories through their classes; see the class descriptions in Chapter Three. A feat can belong to more than one category.
Armour: These feats cover the use of armour and other protective gear. They allow you to improve the benefits you gain from armour and shields. (Fort)
Defence: Defence feats develop your speed, agility, and ability to avoid attacks. (Ref)
Finesse: This fighting style emphasizes speed over power. A finesse fighter knows that she can land a hit if she is too quick for her opponent to make an effective parry or block. These warriors tend to value precision over brute force. (Ref or Fort)
Lore: Lore feats represent intricate, complex training that few master. (Will)
Power: This fighting style places raw hitting power over all other concerns. A power fighter would rather land one devastating blow than a dozen light ones. (Fort)
Projectile: Archers, snipers, and others who prefer ranged weapons favour these feats. They enhance your talents with ranged fighting. (Fort or Ref)
Social: The Social feats allow you to influence others, bending them to your will through your power of personality. (Will)
Tactics: The Tactics feats allow you to take advantage of your surroundings, coordinate your allies’ efforts, or lure your enemies into making a mistake. (Fort or Will)
Note: If a feat has multiple categories listed (because you can choose say Power or Finesse) you always use the save listed from above over the ones listed in entry( because most will have Fort/Ref for a Power/Fitness feat but it does not mean if you take it as a finesse feat you can use your Fort save.)
As for skills you something like that this
As your mastery of a skill improves, you can achieve more difficult feats with it. An expert climber can scale a sheer, slippery surface that a neophyte would find impossible. By the same token, a veteran learns to complete simple tasks with greater efficiency, skill, and panache. An inexperienced climber might take a while to clamber up a rocky cliff, but a skilled mountaineer can scramble up it faster. Skill challenges reflect an expert’s ability to perform routine tasks with superior grace and efficiency. They also allow you to attempt heroic deeds otherwise unavailable to you by making already difficult skill checks even harder. With a bit of luck, skill, and good planning, you can achieve the impossible.
The challenge system was designed to make skills more useful across all levels. Without challenges, your skills would become less important as you gain levels. The total result you need on a check might be low enough that, at some point improving the skill makes no difference. A skill challenge allows you to increase a skill’s Difficulty Class by 5 or suffer a –5 penalty to your check. In return, you can achieve an extra benefit in addition to the standard benefits of a successful check. If you fail due to this penalty or increased DC, you fail the skill check as normal.
I do not want to go away from the d20 system because the point of my system is that you should be able to pick up a PF or 3.5 adventure and run it with my system with very little modification. Now that is what PF said they were doing but it did not turn out this way. I been running a 3.0 adventure with my test group and up until now i did not convert any of the fights. They had a easier time so i am thinking that the PCs should have a +1 LA to them when running 3.0 and 3.5 games. It may go up to +2 by the time i am finish. I think my PCs are not as powerful as PF PCs but i have not tried to run any PF games yet. Thanks for the comments again