Instead of a point-based system, character conversion will use random generation. Roll 4d6 six times, take the highest 3 dice from each roll, and place the results in any order you wish. Don’t forget the new racial modifiers.
We’re using the more standard races as opposed to Half Ogres, Trolls, Vashir, and Iksar. Barbarians do not suffer a 5% experience penalty.
We will not be using Training Points. All classes receive 1 feat every odd level (including first level) and a +1 to a stat every 4th level.
Also, at first level each character begins with the maximum HP their class is allowed.
This section is the only major change to the rules. EQ RPG uses the 3.0 skills, which are too bloated.
We’re using the setup from Pathfinder in which you get your class skill point allocation for each level (rather than four times the base at first level). Each class skill you place a 1 rank into gains a +3 bonus. Cross-class skills do not gain this bonus, but do not cost double skill points to advance in ranks.
Some skills, such as Animal Empathy, Safe Fall, and Undead Empathy, are estricted except for certain classes.
Some skills have been merged together, as noted below.
Spot, Listen, Read Lips, and Search now all fall under Perception, which is a class skill for Bard, Beastlord, Druid, Monk, Ranger, and Rogue.
Hide and Sneak now fall under Sneak, which remains a class skill for the same classes (Bard, Beastlord, Monk, Ranger, and Rogue).
Sense Heading has been merged with Wilderness Lore.
Pick Pocket has been merged with a new skill called Sleight of Hand, which uses the following additional rules:
A DC 10 Sleight of Hand check lets you palm a coin-sized, unattended object. Performing a minor feat of legerdemain, such as making a coin disappear, also has a DC of 10 unless an observer is determined to note where the item went.
When you use this skill under close observation, your skill check is opposed by the observer’s Perception check. The observer’s success doesn’t prevent you from performing the action, just from doing it unnoticed.
Table: Sleight of Hand Skill DCs
10 Palm a coin-sized object, make a coin disappear
20 Lift a small object from a person
You can hide a small object (including a light weapon or an easily concealed ranged weapon, such as a dart, sling, or hand crossbow) on your body. Your Sleight of Hand check is opposed by the Perception check of anyone observing you or of anyone frisking you. In the latter case, the searcher gains a +4 bonus on the Perception check, since it’s generally easier to find such an object than to hide it. A dagger is easier to hide than most light weapons, and grants you a +2 bonus on your Sleight of Hand check to conceal it. An extraordinarily small object, such as a coin, shuriken, or ring, grants you a +4 bonus on your Sleight of Hand check to conceal it, and heavy or baggy clothing (such as a cloak) grants you a +2 bonus on the check.
Drawing a hidden weapon is a standard action and doesn’t provoke an attack of opportunity.
If you try to take something from a creature, you must make a DC 20 Sleight of Hand check. The opponent makes a Perception check to detect the attempt, opposed by the Sleight of Hand check result you achieved when you tried to grab the item. An opponent who succeeds on this check notices the attempt, regardless of whether you got the item. You cannot use this skill to take an object from another creature during combat if the creature is aware of your presence.
You can also use Sleight of Hand to entertain an audience as though you were using the Perform skill. In such a case, your “act” encompasses elements of legerdemain, juggling, and the like.
Knowledge (Monster Lore) is broken into the following, larger groups: Natural (Animal, Beast, Magical Beast, Plant, and Vermin), Humanoid (Humanoid, Monstrous Humanoid, Shapechanger), Outsider (Elemental and Outsider), Undead (undead), and Magical (Aberration, Construct, Dragon, Ooze).
Trade Skills are quite powerful but time and material-intensive to use. I would only consider it if you really want to concept for your character.
All classes gain a feat every odd level, including first level. I don’t have a strong opinion on whether some of these should be changed to the Pathfinder versions, such as Cleave, Parry (Weapon Expertise), or Great Cleave.
However, the smaller amount of feats means you might be tempted to eventually take some old classics that are often passed up in more bloated systems, including Leadership, Mounted Combat, Lightning Reflexes/Iron Will/Great Fortitude, Toughness, and several others.
There are a few other things that need to be addressed. For example, if we do not use Pathfinder’s Combat Maneuver system that uses Combat Maneuver Bonus and Combat Maneuver Defense, we’ll be in a world of hurt if someone decides to Grapple.
Second, the Resurrection spells will have to change. As they stand, you lose XP if you die and the spell restores some of that back. I hate game mechanics that take away XP personally.
Last, the Gate and Portal spells that wizards and druids get will obviously reflect locations in Mythkar.