Objective: Massive game improvement on numerous aspects.
A few notes to start with: 1. One of the game's primary week-points, in my view, is that it offers very few options per class per given level and any meaningful attempt to make a character versatile eventually ends up making it ineffective on all aspects and has a detrimental impact on power level and survivability. This eventually leads to one-dimensional characters (and players' attitude) that put their trust in magical gear (or the DM to set the challenges AND provide the solutions). This is NOT an attempt to boost the core game's power level (non of what you'll see here can scale to some optimized multi-classing builds I've seen on these boards) and this system rejects the validity of power play supplements like BoED. It is, however, an attempt to increase versatility and self sufficiency of each base class (and of each character as a result). This, of course, would have quite a dramatic effect on PrCs, and as a thumb rule the guidelines are that a PrC IS NOT meant to be more powerful than other classes, but rather more capable on other aspects. 2. Back in 2e, a +3 sword that did +1d6 fire damage was a good weapon, now weapons that don't do +3d6 are considered weak. It's hard to work around if you use the 3e CR and wealth guidelines, since they are hardwired into an expected equipment amount per level. 3. It is true that "all classes should be balanced vs. each other". However, balance has many aspects outside of frontal combat. Different characters have different goals and different classes have different roles. 4. Here's a wonderful motivation for putting the effort of defining house rules in the first place: http://lucasbuchanan.com/House%20Rules
Basically, I'm attempting to: 1. Redefine and rebalance the base classes in a way that would make all of them VERY worth while taking the full 20-levels stretch - and make each of them decently built "out of the box", even for players with very poor background in character design. 2. Make an arbitrary party of adventurers way less dependant upon magical gear to serve as solution to otherwise dead-end situations. As levels go up, magical gear should gradually change from life-preserver to a collection of nice-to-have addons. 3. Simplify the ever inflating rules resulting from adding more and more base-classes, and offer a dramatic decrease in management, while increasing the fun factor – without resorting to overpowering. 4. Try to set things to better reflect the atmosphere of medieval folklore and fantasy literature. 5. Enhance the "real feel" when it comes to "biomechanics" (non magical abilities). On this aspect, another relevant part of these rules would be: http://boards1.wizards.com/showthread.php?t=767191. 6. Minimize the "marvel" feel & touch of the non-magical abilities (e.g. the Monk no longer receives wacky movement or Slow Fall and ToB is not a viable resource). 7. Make each and all classes a lot more iconic to their role/functionality. 8. Plug the loopholes that allow rediculously powerful character builds that revolve around boosting hit/damage/AC stats.
I will do the following: 1. Redefine some of the base classes, which are either grossly underpowered or hopelessly broken. 2. Remove some of the base classes, for various reasons detailed below. 3. Rebalance and retool the rest of the remaining base classes. 4. The Witch class is introduced, based on the clerical-domains list, which undergoes extensive expansion. "Warlock" is reserved for a male Witch. 5. Introduce my own perspective regarding spell casting, based on Strain & Tolerance (detailed in entry #3 of this thread). 6. Redefine some of the game mechanics for simplification, rebalancing, expanding game options and enhancing realism (to what extent it can be enhanced in a fantasy game). 7. Ditto for feats. 8. Add 2 new ability-scores, Agility (AGI) and Perception (PER), and redistribute the skills more rationally among 8 ability-attributes. 9. Define solid rules for PrCs and display several sample PrCs, for illustration. 10. Psionics is deliberately not included in these house rules. It is a grey area to me and is not core, so it will not be handled within these modifications. Other, more experienced individuals in Psionics are welcome to fill in for me, but I don't think it'll be necessary.
The "casualty" base classes (and why) would be: Already Covered (more or less) by a given revised class / class-combo: - Barbarian – savage Warrior - Beguiler – Mage-Rogue mix - Dread Necromancer – A Cleric heavily focused on necromancy & undead. - Favored Soul – War Cleric - Knight – Warrior wearing full plate (see Armor Mastery feat) and having a royal title - Ninja – Rogue-Monk mix - Ranger - Warrior-Druid mix - Samurai – Warrior wielding a Katana and wearing the proper armor - Scout – Rogue-Warrior mix - Shaman – a Cleric with primitive background, focused on summoning and spirits/souls - Shugenja – Cleric with elemental domains - Swashbuckler – unfettered Warrior - Warmage – a Mage focused on blasting - Woo-Jen – a Mage focused on elemental effects Unnecessary with these gamerules: - Sorcerer – the revised Warlock is in my eyes the true should've-been-Sorcerer, so "Sorcerer" would be the redecorated Warlock's new and more appropriate name. Non-viable by these gamerules: - Spirit Shaman – Too much unnecessary added mechanics. Moreover, it has no unique spell list of its own, its spellcasting category is impossible to define with these gamerules and all of its abilities are easily replaceable with spells. Lame concept & poor execution: - Marshal – The Bard and Paladin of these house rules make it redundant - Spell Thief – Invalid in a reality where spells are not prepared in advance (see below) PrC: - Dragon Shaman - See the revised Dragon Disciple - Duskblade - See the Spellblade - Paladin
Note: Other base/prestige classes can be added to the ones given here (and are welcome), but a new class should come along with many characteristics that don't resemble any of the other classes' and should allow enough customization for filling several roles, but without adding significant mechanics to the game.
A new perspective regarding spell casting There are 5 methods of Invoking magical effects: -Arcane (INT based): Magical Weaving. Magical Weaving is the scientific approach to magic (Mage). -Divine (WIS based): Bending reality to your belief-driven will by drawing from the upper/lower planes (Cleric) or from the strength of the land (Druid). -Charm-Spinning (CHA based): The Bard casts spells via sheer force of personality. In terms of technique, his spell casting technique is sort of divine-arcane hybrid. He sort of "charms" reality to cooperate with him and spins the magical energies around him, selecting the desired effect "on the fly". The Bard's spell progression remains unchanged. Bardic music is another way of spinning the magical energies into a desired effect. -Witchcraft (INT based): Occult rituals that draw power from the essence of powders, liquids, crystals, minerals, symbols, plants and animal remains. Witches are the only spell casters who can bond with a familiar. -Eldritch (CON based): Inborn magical affinity that offers a limited amount of inexhaustible abilities (Sorcerer - renamed Warlock). Due to the "inborn" nature of these varied abilities, many Sorcerers have dreadful social skills and not enough patience to acquire proper education.
Notes on magic in general: - Metamagic feats and Spell-Focus feat are the sole territory of the one class that researches magic "scientifically" - the Mage. - Spells are basically not cast in advance. The core rules tell us that a 20th level wizard can have 180(!) spell levels activated and ready for triggering within an hour(!) of morning study. And like until now no one has learned how to trigger them violently and burn the wizard to a cinder because...?! - Magic-items are scarce – scarce enough so that people almost never sell them willingly. Each magical power requires special components to manifest in magical items – a combination of creatures' organs and/or precious materials of various sorts (some of which might not even exist on the prime material plane). - The only class that needs materials as given is the Witch class (see below) that draws power from the essence of physical substances and items. This makes Eschew Materials relevant only to witches.
Animal Companions and Special Mounts The idea of being able to "resonate" your essence to strengthen another being sounds ridiculous to me – even within fantasy game. If someone wants to groom a pet or a mount: 1. It takes time – LOTS OF TIME! 2. Pets and mounts that accompany you for a long time are something you come to care for, not merely extra fire power or cannon fodder. This makes them more of a nuisance than practical aid. 3. Every creature with above-zero INT has a survival instinct and won't willingly lay down its life for you (dogs are about the only reliable exception). 4. As for Druids – a Druid that stays resident is a specific location sometimes gains highly intelligent magical beasts and/or awakened animals as allies, not as animal companions. As for low INT creatures – it is up to spells and Wild Empathy to do their tricks.
This Fighter fix is meant to roll all [full BAB, no spells, no supernatural/spell-like abilities] classes into one effective purely-combat-focused class that does it all (when it comes to straight combat) without dipping – defend efficiently, react quickly, shrug off physical punishment, evade hazards and return the favor with some extra. It is also meant to allow a large variety of archetypes (Acrobat, Fencer, Foot Soldier, Gladiator, Hunter, Knight, Pirate, Scout, Swashbuckler, Thug... and many more) and to allow a group of fighters reasonable adventuring capabilities on their own, should they adequately compensate for one another with a wide variety of skills. The Fighter is supposed to be a tailor-made generalist - this is an attempt to really make it so for the very first time.
skill points per level: 4 + INT-mod Class skills: Balance, Bluff, Climb, Craft, Diplomacy, Escape Artist, Gather Information, Handle Animal, Heal, Hide, Intimidate, Jump, Knowledge (architecture and engineering / dungeoneering / geography / history / nobility and royalty), Listen, Move Silently, Profession, Ride, Sleight of Hand, search, Spot, Swim, Survival, Tumble and Use Rope.
Saves: Good Fort & Ref; poor Will
Warrior Variants: Wild (primitive/tribal): Heavy armor, tower shield and 2 weapon groups are swapped for Toughness & Great Fortitude. Unfettered: Heavy armor, med. armor and shield proficiencies are swapped for 6 SkPts / level.
I* – Of all the weapons the Warrior is proficient with, choose 1 weapon of focus. The Warrior gains competence bonus of +1 to hit with the chosen weapon. All levels of weapon expertise can be purchased with feats. Warriors get to select them for free with level advancement. War Clerics and Soulknives (see below) also get them for free, but for very specific weapons. II – The Warrior gains competence bonus of +2 to damage. Choose a second weapon of focus (from any category you're proficient with), trailing 1 step behind the Warrior's primary weapon of focus. All weapons that belong to the selected weapon's group are automatically treated as being 1 focus level below (e.g. if the Warrior has Weapon Focus II with a Bastardsword, all heavy blades gain +1 hit bonus) , since they're all used with the same operatus method. If the group has exotic weapons the Warrior is not proficient with, he still gains the +1 for a total of -3 hit penalty (-4 +1). III – The Warrior's hit bonus increases to +2. A 3rd weapon is added as weapon of focus, starting at stage I. If the selected weapon belongs to a group that is derived from 2 or 3 groups, each of them is treated as being 2 focus levels behind (e.g. if the Warrior has Weapon Focus III with a 3-Sect-Staff, he automatically has Weapon Focus I with any weapon that belongs to "Flails & Chains", "Maces & Clubs" and "Staffs"). If exotic weapons are involved, use the guidelines given in Weapon Focus II. IV – The Warrior's damage bonus increases to +4. A 4th weapon of focus is added. This level of weapon skill makes the Warrior immune to fumbles. V – The Warrior's hit bonus increases to +3. A 5th weapon of focus is added. VI – The Warrior's damage bonus increases to +6. A 6th weapon of focus is added. This is as far as weapon-skill can ever be advanced.
* Each level of weapon skill grants a cumulative +1 bonus to opposite rolls regarding disarm and sunder. Training time for advancing level X-1 of proficiency to level X equals X weeks. You can swap advancement priorities by either retraining or simply postponing training in the first place. At stages I, III and V, the warrior gains +1 to AC against melee attacks. At stages II, IV and VI, these values become valid against all attacks. * Some attacks don't function as standard weapons (e.g. energy damage) and don't deal physical damage (bludgeoning/piercing/slashing). In such cases, you may advance from Weapon Focus I to Weapon Focus III and then to Weapon Focus V, gaining only the to-hit bonus.
Note: the motivation behind this added bonus is that practically nearly all Fighters take the specialization route (with 2 or 3 levels delay at most) – and naturally it comes at the expense of versatility. Removing Weapon Mastery and Weapon Supremacy balances things against steps V and VI (and Weapon Mastery is technically impossible IRL).
Combat Orientation For the sole purpose of qualifying for any combat feat that has an ability minimum requirement indicated, add 1/2 the Warrior's level (round up) to the required ability score.
Combat Resolve (Ex) A Warrior's combat drive is usually strong. At 3rd level and on, when engaged in combat, a Warrior gains +4 to his Will saves against all mind compulsions (fear, charm, confusion, hold, etc).
Uncanny Dodge (Ex) UD & IUD are folded into a single class feature.
Evasion / Mettle (Ex) Unfettered Warriors gain Evasion (see Rogue's class feature). Other Warriors gain Mettle (see Hexblade's class feature). Evasion's also applicable with med./heavy armor, if it comes with Armor Mastery and you have max-DEX-bonus of at least +2 with it.
Counter Attack Same as described in PHB II, but with a twist. When counter-attacking, you act 1st and can react to as many attackers as the #Attacks you have left (2 or 3) - all at full BAB, but just 1ce per attacker. Anyone that's adjacent to you and doesn't move from the beginning of your Counter Attack turn till the beginning of your next turn provokes an AoO that's counted in your Counter Attack turn. Note: This enhancement is due to the "Multiple Attacks & Movement" revised rules (post #3). The downside is that when Counter Attacking, you ARE rooted to the spot from the beginning of your turn until the beginning of your next turn.
Master Strike the warrior's combat-rich background grants him insight of the best ways to attack in order to find the chink in his opponent's armor. As a full round action, the warrior makes a single attack that's counted as a touch attack. If he hits, he deals double damage and his critical threat is increased by one step. This maneuver cannot be executed against a warrior of 15th level or higher, unless the attacker has at least 4 more warrior levels than the target.
Riposte Starting at level 18, any opponent that attacks the Warrior and misses his initial strike provokes an AoO, unless the warrior is denied his AGI-mod to AC. This is the only case that allows multiple AoOs (see 3rd entry on this thread). The number of retaliations in a given combat round is limited to the Warrior's DEX-mod.
The core Rogue is another class no one would want to take the full 20-levels stretch. Most of this class's interesting stuff is packed to the first 10 levels. You just need to decide between Improved Evasion and Slippery mind at 10th level and then go power scouting. One aspect about the core Rogue that's bothering me specifically is the bizarre approach to sneak attacks. The extra damage is the same weather it was delivered by a knife wielding tiny creature or a great-sword wielding colossal creature. Only the wielder's Rogue-level matters. I don't see any reason why the Rogue should compete with the Warrior damage wise. They have different roles and different means of fulfilling their roles. I don't think SA should be removed, but it has to be altered.
Quickfingers: Rogues are exceptionally capable of dealing with traps. When they use Disable Device to disarm a trap, the time required to make the check is reduced: DC10: 1 move action DC15: 1 standard action DC20: full round action DC25+: 1d4 rounds Note I: Given that Disable Device is a Rogue only class-skill, Trapfinding class feature is not really necessary for the Rogue to have its exclusive niche (especially with the alternative Quickfingers class feature) and thus omitted. Note II: Quickfingers class feature goes hand in hand with 4 ranks in Sleight of Hands and Disable Device (the character actually pays the SkPts cost). These skills (and ranks) are inseparable from Quickfingers and being a 1st level Rogue.
Bonus Feat Choose from Acrobatic Strike, Adaptive Flanker, Ambidexterity, Combat Acrobat, Cunning Evasion, Dash, Deadeye Shot, Elusive Target, Fade into Violence, Flick of the Wrist, Hindering Opportunist, Mobility, Point Blank Shot, Prone Attack, Quick Draw, Run, Stalwart Defense, TWF and Vexing Flanker.
Sneak Attack SA I: You deal extra 2d6 damage and your critical threaten range increases by 2 (e.g. 19-20 becomes 17-20). This extra edge to your threaten range is calculated after all other modifiers (e.g. from a keen weapon). SA II: You deal extra 4d6 damage and your attack automatically counts as critical. SA III: If the Rogue studies his victim for 3 rounds straight (or longer) and then makes a SA (in the following round) with a melee weapon that successfully deals damage, the attack deals extra 6d6 damage (automatically counts as critical) and has the additional effect of possibly either paralyzing or killing the target (Rogue’s choice). While studying the victim, the Rogue can undertake other actions so long as his attention stays focused on the target and the target does not detect the Rogue or recognizes the Rogue as an enemy. If the victim of such an attack fails a Fort save (DC 10 + 1/2 class level + INT-mod) against the kill effect, it dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the Rogue. If the victim’s saving throw succeeds, the attack has no effect beyond damage. Only the 1st attack in a given combat turn can be a death attack. Note I: d6s are attributed to medium-sized Rogues. Smaller/Larger Rogues use different dice - appropriate to their size. Note II: AoOs trigger SA. Note III: Melee SA is applicable with small/tiny weapons only (there's a reason why a rogue would prefer a dagger over a longsword). Ranged SA is restricted to light missile weapons (cannot be performed with tossed objects/weapons) such as Short-bow, Composite Short-bow, Light-Crossbow, Hand-Crossbow and Blowgun. Ranged SA is viable at close range (up to your range multiplier), not to a fixed value of 30'. Note III: SA is inapplicable unless an attack does bludgeoning/slashing/piercing damage (area damage is not included even if the damage type is appropriate).
Bonus Skill Trick At the indicated levels, a Rogue gains a bonus Skill Trick of his choice to which he qualifies. These bonus skill tricks dont count, of course, against the normal limit on skill tricks.
Taunt The Rogue gains the Goad feat (CA p. 109) even if he does not have the prerequisites for it. In addition to the feat's description, a Rogue's taunting is so effective that its DC is increased by +2 and ANY offensive action by an affected opponent can only target him and no one else.
Fast Movement Same as core Barbarian, doesn't stack if gained from multiple sources.
Improved Feint The Rogue gains this feat as a bonus, even if he does not have the normal prerequisites for it. If he already has Improved Feint, he may instead select another combat feat, but must meet all the prerequisites. Greater Feint: The Rogue gains +4 to his Feint checks. If successful, he also gains +4 to his next attack. Superior Feint: The Rogue is able to feint as a swift action.
Uncanny Dodge (Ex) UD & IUD are folded into a single class feature.
Special Abilities – Crippling Strike: unchanged. – Flank Everywhere: You are considered flanking an enemy if both you and an ally are threatening your foe in melee, regardless of his position. – Improved Evasion: unchanged. – Opportunist: unchanged. – Slippery Mind: unchanged. – Skill Mastery is replaced with 5, more focused, special abilities: -- Master Acrobat: This ability requires 12 ranks in Balance, Jump and Tumble. The Rogue gains 3 benefits. 1st, He gains a +4 competence bonus on all noted skill checks. 2nd, he may take 10 whenever the skills are usable at all. 3rd, all circumstance penalties regarding the noted skills are reduced by 5. -- Master Assassin: Apply the above mechanics to Climb, Hide and Move Silently. -- Master Sentinel: Apply the above mechanics to Listen, Search and Spot, -- Master Spy: Apply the above mechanics to Bluff, Disguise and Gather Information.
THE REVISED WIZARD - THE MAGE (Redefining spells-memorization + high-level abilities)Show
Memorizing spells: A mage can only cast spells he has memorized, but he does not "lose" a spell when he casts it. The Mage uses the core Sorcerer's spells-per-day table, modified to allow access to each spell-level one class-level earlier, gaining 2 spells to start with (e.g. 2 2nd-level spells at 3rd level, 2 3rd level spells at 5th level etc). Each spell slot stands for a spell the Mage can have memorized.
Forgetting spells: After 24 hours from the time of study and every 24 game hours thereafter, a random spell is selected of the highest spell level the Mage has memorized. The caster has to confront his caster level + INT-mod + d20 against DC = 15 + 3*SL. Failure means the caster doesn't remember all the details to properly cast the spell.
Updating the "memorized spells" list: Whenever a Mage studies for spells he may substitute a number of spell-levels equal to his level + INT-mod. Memory is just too persistent to allow total override. The same number is applied (if for some reason a mage had no time studying for a lengthy duration and has no spells memorized) to build up the memorized spells from scratch. However, this is not limited to just after full night's rest. A Mage may study for spells once every 7 hours (6 hours minimum difference between studies), provided he's in a condition that would allow studying for spell under the standard 3.5e rules.
Memory Practice: Whenever a Mage gains access to a spell level (we'll use the arbitrary spell level indicator 'K'), he may select (at his convenience) 1 spell from spell-level K and memorize it permanently with an investment of 3 days of studies per spell level. At spell levels K+1, K+3 and K+6 he gains yet another slot of level K to memorize permanently. Counting from spell levels 0 till 9, a 17th level Mage would be eligible to the following slots: 4,4,4,4,3,3,3,2,2,1. Substituting permanently memorized spells takes 1 week of studies per spell level.
High level Mage = Archmage: The Mage automatically gains some of the core Archmage's High-Arcanas, when the appropriate spell-level access is gained. The available High-Arcanas are: - Bestow a Spell-Like Ability (5th spell-level) - This costs the receiver a permanent CON loss equal to the spell-level of the desired effect (making it a much heavier cost). - Mastery of Shaping (6th spell-level) - Arcane Reach (7th spell-level) - Mastery of Elements (8th spell-level) - Arcane Fire (9th spell-level)
New restrictions resulting from the Mage being the fantasy world's scientist: 1. Mages have nothing to deal with souls and the dead. Magic-Jar, Animate-Dead, Spirit-Walk, Soul-Binding, Trap the Soul etc. are out of their reach. This results from the concept that souls cannot by studied in a Mage's lab or formulated into equations. 2. Mages have no access to spells that alter a being into another (Alter Self, Polymorph variants, Shapechange etc). Microbiology (a scientific tool) is not even a concept in medieval literature (but it still sticks well to a nature-bonded class (Druid) and the one class dealing with the occult (Witch)).
Additional Spells: Being the only arcane caster class, the Mage draws from all spell lists of all arcane full-casters, selecting or discarding each spell according to everything written in these game rules.
Anyone with some background in martial arts knows that a martial artist is an impressive bag of tricks when it comes to combat - and D&D3.5e doesn't have a single worthy martial artist class. Here's a 1st time remake that actually makes such a concept possible.
Changes to the Monk class: – Multiclassing restrictions are removed. – Alignment restrictions are removed. – "Unarmored Speed Bonus" column is removed – Unarmed damage is applied as given against corporeal bipeds of up to 1 size category larger than the Monk. Against all other opponents, a medium sized Monk's unarmed strike does 1d4, 1d6 and 1d8 at levels 1, 8 and 16 respectively. The High damage against bipeds derives from momentum manipulation, joint twisting and week-points targeting of the humanoid body. - Monks are naturally ambidextrous TWFers. FoB is simply a significant improvement of TWF. The Two don't stack. - Monks can flurry with any medium or quicker melee weapon (see 2nd link in the INTRODUCTION spoiler) except weapons that deal piercing damage. – The "Special" column is redefined as given below. – Whatever's not mentioned is according to the SRD.
* At level 8 the Monk's unarmed strike counts as medium weapon for all purposes that favor this category over small weapons (e.g. Disarm, Sunder, Power Attack etc). His unarmed critical threat range is now 19-20. ** At level 16 the Monk's unarmed strike counts as 2-handed weapon for all purposes that favor this category over 1-handed weapons. His unarmed critical multiplier is now x3.
Ki Power (Su) A Monk can channel his Ki power to manifest certain abilities (Stunning Fist, Ghost Strike, Ghost Sight, Ghost Step, Ghost Soul and Ghost Walk). As long as the Monk's Ki pool is not empty, he gains +2 on all Will saves. A Monk can use his Ki power a number of times per day equal to [Monk-level + WIS-mod]. Feats that according to core grant/use Stunning Fist, add to the Monk's Ki-pool according to these rules. A Monk's Ki Strike is only effective as long as his Ki-pool is not empty.
Bonus Feat A Monk may select a feat among the following: - PHB I: Blind Fight, Deflect Arrows, Improved Disarm, Improved Grapple, Improved Trip, Manyshot, Mobility, Run and Shot on the Run. - PHB II: Acrobatic Strike, Combat Acrobat, Cunning Evasion, Defensive Sweep, Fiery Fist, Fiery Ki Defense, Hindering Opportunist, [S]Ki Blast, Melee Evasion, Stalwart Defense and Water Splitting Stone. - CWar: Clever Wrestling, Close-Quarters Fighting, Dash, Defensive Throw, Elusive Target, Extra Stunning, Freezing the Life Blood, Pain Touch, Prone Attack, Rapid Stunning, Roundabout Kick, Sun School and Weakening Touch. - From these rules (entry #3): Alertness, Iron Lungs and Wallrunner. Notes on Monk's bonus feats: 1. Any prerequisite feat not already on this list is ignored. 2. For feats that require Stunning Fist, disregard any noted BAB or ability score requirements. 3. Manyshot – relates to Shuriken instead of arrows.
Uncanny Dodge (Ex) UD & IUD are folded into a single class feature.
Stunning Fist (Ex) Removed from the feats list and obtainable only at 5th Monk level.
Ghost Strike (Su) Starting at 5th level, a Monk can spend one use of his Ki power to strike incorporeal and ethereal creatures as if they were corporeal during a single combat turn. Activating a Ghost Strike is a free action (same as when utilizing Power Attack). He can also use this ability to strike opponents on the material plane when ethereal (see Ghost Step).
Flawless Stride Same as given for the core Scout.
Channeled Ki Strike Starting at 7th level, a Monk can channel his Ki Strike through a held (melee/Thrown) weapon.
Mind over Body (Ex) Whenever the Monk is forced to make Fortitude saving throw to reduce or negate damage, he may make Concentration skill check instead.
Ghost Sight (Su) As an immediate action, an 8th level Monk can spend 1 Ki point to see invisible and ethereal creatures for a duration of 1 round per Monk level.
Versatile Unarmed Attack Removed from the feats list and obtainable only at 10th Monk level.
Sense Beyond Sight The Monk’s senses becomes so attuned that he can feel what happens around him. The Monk gains blind sense (reach: 5 ' + 5' / WIS-mod).
Ghost Step (Su) As a swift action, a 12th level Monk can spend one use of his Ki power to become ethereal for one combat turn.
Master Acrobat As given for the revised Rogue. Note that in order to benefit from this ability, the sum of competence skill ranking (see "Other class features" just below) and the invested skill points in Balance, Jump and Tumble must amount to 12 or higher each.
Fluid Defense The Monk takes advantage of an opponent's hindering equipment. He gains a dodge bonus to his AC equal to the sum of armor check penalty (if any) of the opponent attacking him.
Metabolism Control (Ex) (this ability takes 2 forms) Slow Metabolism: The monk can slow his metabolism at will for the following effects: - The monk is effectively under a Slow spell effect. This does not stack with the spell's effect. - Bleeding wounds, poison and similar circumstances in which hit-points are lost take 5
Notes regarding the core Bard: 1. It's supposed to be the "Jack of all Trades". The CORE class needs a bit extra in ordet to fulfill that role. 2. It has absolutely no major kick on its own and it suffers from low survivability at the higher levels. 3. Its musical ability seems to offer very little.
Bardic Music and Bard's Inspiration While the core Bard is definitely not a one-trick-pony, IT IS the-same-trick-pony. Unless something very unusual happens, a Bard would always want to start an encounter buffing himself and his allies with Inspire Courage / Competence / Greatness / Heroics. This gets boring eventually (and usually sooner than later) and consistently deprives the Bard of what is probably the most significant moment of an encounter. Therefore: - Fascinate, Suggestion, Song of Freedom, Spellbane Song, Mass Suggestion and Song of Timelessness are all Bardic Music effects. A Bard must have K+3 Perform ranks (vocal/instrumental) in order to gain access to a Bardic Music related class feature (including Spellsinger, Songcaster and Unearthly Song), where K is the level that grants the effect. - Inspire Courage / Competence / Greatness / Heroics don't fall under the category of Bardic Music. A Bard only needs decide what manner of inspiration him and his allies need and it's always active. Switching from one inspiration to another is a standard action that requires concentration.
Jack of All Trades A Bard can use any skill untrained.
Knowledgeable Bards are the renowned sages of the gameworld. On top of Bardic Knowledge, a Bard gains a bonus of +1 rank per 2 Bard levels to all knowledge skills given in PHB I (ranks for "Local" & "History" Knowledge category (single - see the abilities spoiler below) may be assigned to more than a single nation, but the total bonus is still +1 per 2 levels). These bonus ranks do not modify the standard skill-rank limits, but they do mean that in the overall count a Bard gains way more than 6 SkPts / level and they imprint the "Knowledge" aspect of the Bard as a class-feature.
Spellsinger (Su) Beginning at 4th level, a bard gains an ability to cast spells while in the middle of performing Bardic Music, by weaving the incantation into the song. By spending a number of Bardic Music uses equal to the level of the spell desired, he can cast the spell without ending or interrupting the song (casting 0-level spells this way doesn't cost any uses of Bardic Music). Only spells gained as a bard can be cast in this way, not spells gained from other classes.
Bonus Feat Choose any feat that affects Bardic Music in any way or grants a new Bardic Music power.
Songcaster (Su) This feature operates as described for the Sublime Chord's (CA) Song of Arcane Power feature, except it's limited to Enchantment and Illusion spells and instead of a move action it costs 1 daily use of Bardic Music.
Unearthly Song (Su) By expending 1 daily use of Bardic Music, a Bard's Bardic Music may penetrate straight trough magical silence.
Spellbane Song (Sp) The Bard can use his Bardic Music to generate Greater Dispel Magic effect.
Inspirational Boon The Bard can have 2 "Inspire" effects active simultaneously.
Song of Timelessness (Sp) This feature operates as described for the Sublime Chord's (CA) feature of the same name.
Add the following to the Brad's standard spell list: 0: message 1st: Calm Animals, Detect Snares and Pits, Endure Elements 2nd: Darkvision, Gentle Repose, Pass Without Trace, Zone of Truth 3rd: Arcane Sight, Remove Disease, Snare, Water Breathing 4th: Insect Plague, Neutralize Poison, Speak with Dead 5th: Divination, Greater Scrying (lowered from 6th), Restoration 6th: True Seeing, Raise Dead, Vision Note: these spells are added to expand the "jack of all trades" aspect. It doesn't change the Bard's "Spells Known" table.
Looking at the core Warlock, it's quite obvious that this class is underpowered and offers a very narrow array of options (per build). Left as is, this would be even more emphasized. So here is an attempt to level up the Sorcerer (Warlock, remember? ;-)) Mind that the damage from Eldritch Blast is ALMOST the same - it keeps gaining 1d6 every other level past 11th level. This change is set because with the low EB damage output it will STILL come nowhere near the damage output of high-level offensive spells and would eventually become totally useless in epic levels, when the characters enter a new league of challenges.
Another point to note is that in most campaigns a playable PC Sorcerer would probably be limited to being CG. I see no reason why being N or even LN (according to LN definition, Mussolini was probably LN) should prevent one from advancing as a Sorcerer.
Fiendish Sacrifice: In moments of great need, a Sorcerer can expend 1 CON point to increase the damage of a single Eldritch Blast by 1d6. This has no effect on Eldritch Essence or Blast Shape invocations. at 10th level a Sorcerer may increase his Eldritch Blast's damage by 3d6 (costing 2 CON points) and at 20th level by 6d6 (3 CON points) . CON points drained in this fashion may only heal 1 at a time after a full night's rest and only if no more CON points were temporarily drained for other reasons.
Spell Resistance (Su) The Sorcerer gains SR 10 + class level.
Spectral Blast (Sp) The Sorcerer's Eldritch Blast now stretches to the ethereal plane and no longer suffers the usual 50% miss chance against ethereal or phased targets.
Energy Resistance (Su) The Sorcerer's innate resistance is valid against all energy types. This includes untyped EB damage.
EB Enhancement At 12th level and beyond a Sorcerer can enhance his EB in one of the following manners. The choice is committing and can never be altered later on: - Dual Essence (Sp) The Sorcerer can combine 2 Eldritch Essence invocations into his EB simultaneously. When assigning multiple damage types (cold, fire, force...), the damage is divided between both types and the Sorcerer must decide how much damage is caused by which type. Requires: knowing at lease 2 Eldritch Essence invocations. - Complex Shaping (Sp) The Sorcerer can "chain" 2 Blast Shape invocations with his EB. The affected target (or one of them, in case of multiple targets) of the EB attack (Blast Shape must be applied) serves as the source of origin of the 2nd EB iteration. Both effects occur simultaneously, therefore the same target can never be affected twice by the same EB. Requires: knowing at lease 2 Blast Shape invocations. - Erupting Blast (Sp) EB can be generated without uttering a sound or making any gestures and can erupt from any origin on the Sorcerer's body (eyes, forehead, chest etc). Requires: Silent Spell-Like Ability (EB), Still Spell-Like Ability (EB)
Penetrating Blast (Sp) The Sorcerer's Eldritch Blast now does full damage to objects and bypasses SR automatically - even when the damage type is unspecific. This does not come at the expense of Eldritch Essence or Blast Shape invocations. Note that SR still applies against eldritch essence invocations that require Fort/Will saves (e.g. Frightful / Sickening / Beshadowed / Bewitching / Noxious / Utterdark Blast).
Fiendish Life Force (Su) From this point on, the Sorcerer can no longer be affected by necromancy.
Notes - Instead of being spellcasters, dragons gain invocations as Sorcerers of a level equal to half their HD (since dragons don't have EB capabilities, Blast Shape and Eldritch Essence are not included). Having magical abilities is much more appropriate for magical beings than casting spells. - No other class represents innate magical affinity (with the emphasis on innate) more strongly than the Sorcerer. This does not go well with "Deceive Magic Item" and definitely not with "Imbue Item" class features. Also, the latter is a feat-related class feature (!?!) that literally grants the character access to any magical effect in the game (unlimited breakability scenarios). Therefore, I found it more appropriate to replace these abilities with something that will go against magical influence and something that will stand for the Sorcerer's enhanced control over its primary class feature. - Self-affecting invocations with lasting effects require no activation. if dispelled, they activate automatically on their own in 1d4 rounds (each is checked separately).
Banned Invocations: - Eldritch Glaive: EB on multiple attacks is unbalanced.
Modified Invocations: - Hideous Blow: Instead of a standard action, an EB modified by Hideous Blow is incorperated into melee or range attack. only the 1st attack in a combat turn can carry the Hideous Blow. - Devil's Sight: Also confers "See Invisible". Given invocations are such a valuable asset and given there's so little of them (even under these modifications), it seems that "Devil's Sight" and "See the Unseen" were intentionally created separately to annoy.
New Invocations (for a more combat-oriented Sorcerer): - Eldritch Bolt (Lesser; 3rd; Blast Shape): Your EB is 5-foot diameter 60-feet long bolt that hits everything in its path. Unlike lightning, it doesn't ricochet, but it can be bloched by solid matter. - Eldritch Burst (Least; 2nd; Blast Shape): This blast shape invocation turns Your EB into a small burst around you, striking out at everything within 5 ft (friend or foe, alive as well as inanimate) of your position. This is not a ray attack, so it requires no ranged touch attack. Any creature in the area of the burst may attempt a Fort save for half damage. - Phase Blast (lesser, 4th level, Eldritch Essence): This eldritch essence invocation causes your EB to phase into ethereal and bypass all physical obstacles on its way to the target (including carried shield, a closed window, Wall of Force effect etc). - Eldritch Missile (Lesser; 3rd; Blast Shape): This blast shape invocation turns Your EB into an Eldritch Missile blast. Your EB damage can be split to generate multiple blasts. All blasts are discharged at the same time and all targets must be within a 30' sphere. - Phantom Blast (Greater; 5th; Eldritch Essence) This eldritch essence invocation turns your eldritch blast into a phantom blast. A phantom Blast is invisible. Creatures targeted by a phantom Blast are considered flat-footed (unless they can see invisibility), which also makes Evasion non-viable for area effects. - Undulant Innards (lesser, 4th level): The Sorcerer gains Fortification 25% per 5 class levels.
The Soulknife is quite an attractive concept - a combattant that's never unarmed and can get along decently without magical gear. However, the result is quite underpowered, not versatile or gear-independant enough, a bit low on survivability and may sometimes face opponents that could leave it (near) helpless in combat - even when fully healed and fully prepared. So here's an attemp to rectify these issues.
Good Saves: All
Added Class Skills: Balance, Climb, Escape Artist and Swim.
Weapons & Armor Proficiencies: Light Blades, Heavy Blades, light armor
Added Enhancements: - "Flaming" (actually, any type of elemental damage) is added to the "+1 enhancements" list of the Soulknife's weapon(s). "Flame Burst" (again, any type) is added to the "+2 enhancements" list. - "Brilliant Energy" and "Vorpal" are added as +4 enhancement.
Level Special ======================================= 1st Mind Blade, [b]Psychic Deflection[/b] 2nd I Throw Mind Blade 3rd Psychic Strike +1d8 4th Mind Blade Enhancement +1, [b]Bonus Feat[/b] 5th Free Draw, Shape Mind Blade 6th II Mind Blade Enhancement +2, [b]Burst[/b] 7th Psychic Strike +2d8 8th Mind Blade Enhancement +3, [b]Bonus Feat[/b] 9th Bladewind, [b]Far Reach[/b] 10th Mind Blade Enhancement +4, [b]Ethereal Step[/b] 11th III Psychic Strike +3d8 12th Mind Blade Enhancement +5, [b]Bonus Feat[/b] 13th Knife to the Soul 14th Mind Blade Enhancement +6, [b]Multiple Throw[/b] 15th Psychic Strike +4d8 16th IV Mind Blade Enhancement +7, [b]Bonus Feat[/b] 17th [b]Spontaneous Recharge[/b] 18th Mind Blade Enhancement +8, [b]Ranged Bladewind[/b] 19th Psychic Strike +5d8 20th Mind Blade Enhancement +9, [b]Bonus Feat[/b]
I, II, III, IV A Soulknife is as equally proficient with his Mind-Blade (in all its variant forms) as a Warrior of equal BAB with his primary weapon.
Psychic Deflection (Ex) All Soulknives know how to manifest a psychic-deflection armor that grants them an AC bonus of 4 + 1 / 4-levels. This bonus is available at all times the Soluknife is conscious, as long as he's light-loaded and doesn't wear anything that imposes ACP or ASF to any degree.
Bonus Feat Same as Warrior.
Burst (Ex) Works the same as Xeph's "Burst" (of speed) racial ability (#uses stack for race & class, and the XPH psionic power's increased effect is applied to both race & class). The speed boost's duration remains unchanged, but may only be applied to a single move action in a given combat turn.
Far Reach "Throw Mind Blade" ranges increment is doubled.
Ethereal Step (Su) Once while his Burst ability is active (1ce per activation), the Soulknife can substitute distance with the ability to slip into the ethereal in order to bypass a physical obstacle in the material prime. The obstacle can be no larger than half the distance the Soulknife can cover with his move action.
Spontaneous Recharge (Ex) Psychic Strike is recharging itself automatically at the beginning of the Soulknife's combat turn.
Ranged Bladewind (Ex) Bladewind effects against a chosen square/hex within range and all adjacent squares/hexes (whichever is used). Range increment for Ranged Bladewind is 30'.
First, additional domains, granted domain powers & new spellsShow
Antimagic (MR 12 + max spell-level you can cast + CHA-mod) Protection from Chaos/Evil/Good/Law(1); Obscure Object(2); Dispel Magic(3); Minor Globe of Invulnerability(4); Break Enchantment(5); Antimagic Field(6); Spell Turning(7); Protection from Spells(8); (Mage's) Disjunction(9)
Concealment* (+2 caster levels on this domain's spells, permanent Conceal Thoughts and Nondetection effects) Pass Without Trace(1), Invisibility(2), Nondetection(3), Glibness(4), Mind Mask(5), Veil(6), Phase Door(7), Screen(8), Etherealness(9)
Conjuration (+1 levels on all conjuration spells, +2 levels for this domain's spells when cast as domain spells) Mage Armor(1); Web(2); Stinking Cloud(3); Summon Monster IV(4); Wall of Stone(5); Acid Fog(6); Summon Monster VII(7); Maze(8); Gate(9)
Corruption* (Immune to disease) Ray of Enfeeblement (1), Blindness/Deafness(2), Contagion(3), Morality Undone(4), Feeblemind(5), Pox(6), Insanity(7), Befoul(8), Eternity of Torture(9)
Creation* (You cast conjuration (creation) spells at +2 caster levels) Create Water(1), Minor Image(2), Create Food and Water(3), Minor Creation(4), Major Creation(5), Heroes' Feast(6), True Creation (7), Clenched Fist (8), Genesis (any)(9)
Darkness* (Darkvision to 60', or 60' Darkvision boost) Obscuring Mist(1), Darkness (2), Blacklight(3), Armor of Darkness(4), Darkbolt(5), Prying Eyes(6), Nightmare(7), Utterdark(8), Sphere of Sensory Deprivation(9)
Divination (+2 levels on all divination spells) Detect Secret Doors(1); See Invisibility(2); Arcane Sight(3); Arcane Eye(4); Prying Eyes(5); True Seeing(6); Greater Arcane Sight(7); Discern Location(8); Foresight(9)
Domination (May rebuke or command members of own group of race (e.g. humanoids), destruction is not an option). Command(1), Enthrall(2), Suggestion(3), Dominate Person(4), hold monster(5), Geas/Quest(6), Mass Suggestion(7), Demand(8), Dominate Monster(9)
Dream* (+2 to save against any magical mind manipulation) Sleep(1), Augury(2), Deep Slumber(3), Phantasmal Killer(4), Nightmare(5), Dream Sight(6), Scrying, Greater(7), Scintillating Pattern(8), Weird(9)
Enchantment (+5 levels for this domain's spells when cast as domain spells) Charm Person(1); Hideous Laughter(2); Suggestion(3); Confusion(4); Hold Monster(5); Greater Heroism(6); Insanity(7); Mass Charm Monster(8); Dominate Monster(9)
Enhancement (all spells are cast as if the caster had +2 levels) Animate Rope(1); Arcane Lock(2); Explosive Runes(3); Minor Creation(4); Major Creation(5); Spellstaff(6); Forcecage(7); Antipathy/Sympathy(8); Mage's Disjunction(9)
Force (you gain DR 10 against force attacks) Mage Armor(1), Magic Missile(2), Blast of Force(3), Resilient Sphere(4), Wall of Force(5), Repulsion(6), Forcecage(7), Telekinetic Sphere(8), Crushing Hand(9)
Freedom (same as Travel Domain: Freedom of Movement, but may also be applied to others within 60') Expeditious Retreat(1), Remove Paralysis(2), Gaseous Form(3), Dimension Door(4), Break Enchantment(5), Greater Dispel Magic(6), Refuge(7), Word of Recall(8), Freedom(9),
Illusion (+2 to save vs. illusions + gains 3 attempts to resist) Disguise Self(1); Minor Image(2); Major Image(3); Phantasmal Killer(4); Shadow Evocation(5); Mislead(6); Project Image(7); Scintillating Pattern(8); Weird (9)
Mind* (+5 to save vs. mental assault, intrusion and manipulation) Comprehend Languages (1), Detect Thought(2), Clairaudience/Clairvoyance(3), Greater Status(4), Telepathic Bond(5), Mind Probe(6), Brain Spider(7), Mind Blank(8), Astral Projection(9)
Necromancy (+1 level to all necromantic spells and +2 to save vs. necromantic effects) Ray of Enfeeblement(1); False Life(2); Vampiric Touch(3); Fear(4); Waves of Fatigue(5); Circle of Death(6); Control Undead(7); Horrid Wilting(8); Soul Bind(9)
Portal (Dimension Door as a free action 1 / day / 5 levels – self only) Summon Monster I(1), Analyze Portal(2), Dimensional Anchor(3), Dimension Door(4), Teleport(5), Banishment(6), Etherealness(7), Dimensional Lock(8), Gate(9)
Renewal* (+5 to saves against deterioration in physical condition) Remove Fear(1), Restoration – Lesser(2), Remove Disease(3), Remove Curse(4), Atonement(5), Heroes' Feast(6), Restoration - Greater(7), Unmaking(8), Freedom(9)
Rune* (You gain Runecraft as divine feat + emanating Detect Magic, Read Magic and Comprehend Languages) Erase(1), Secret Page(2), Glyph of Warding(3), Explosive Runes(4), Planar Binding - Lesser(5), Glyph of Warding - Greater(6), Instant Summons (7), Transcribe Symbol(8), Teleportation Circle(9)
Slime (You can rebuke or command oozes) Grease(1), Acid Arrow(2), Poison(3), Rusting Grasp(4), Black Tentacles(5), Transmute Rock to Mud(6), Destruction(7), Horrid Wilting(8), Implosion(9)
Sonic (Sonic resistance 5 and +2 on saves versus sound/sonic based effects) Ventriloquism(1), Sound Burst(2), Sculpt Sound(3), Shout(4), Song of Discord(5), Sympathetic Vibration(6), Word of Recall(7), Greater Shout(8), Wail of the Banshee(9)
Spirit (add CHA-mod to all saves – stack with Force of Personality) Bane(1), Scare(2), Bestow/Remove Curse(3), Death Ward(4), Raise Dead(5), Magic Jar(6), Resurrection(7), Finger of Death(8), Soul Bind(9)
Time* (+2 Initiative bonus and +2 to perception based skills) True Strike(1), Gentle Repose(2), Haste/Slow(3), Accelerated metabolism(4), Permanency(5), Contingency(6), Moment of Prescience(7), Foresight(8), Time Stop(9)
Transmutation* (+5 to save vs. polymorph) Animate Rope(1); Levitate(2); Haste(3); Polymorph(4); Baleful Polymorph(5); Disintegrate(6); Trans-Racial switch(7); Iron Body(8); Shapechange(9).
Twilight* (the need for sleep is removed + immunity to sleep magic and paralysis) Faerie Fire(1), Invisibility(2), Blacklight(3), Greater Invisibility(4), Starlight Blade(5), Dream Sight(6), Ethereal Jaunt(7), Maze(8), Astral Projection(9),
Undead (Extra turning as a bonus feat) Deathwatch(1), Command Undead(2), Animate Dead(3), Halt Undead(4), Slay Living(5), Create Undead(6), Control Undead(7), Create Greater Undead(8), Wail of the Banshee(9)
* This domain has new spells that are not found in the PHB (read on).
New domain spells:
Concealment: -5 Mind Mask: a minor Mind Blank you might say. The spell prevents information gathering and Scrying by any spell effect of level 7 or lower.
Corruption: -4 Morality Undone: Ranged touch attack at short range that turns creature to evil for 10min / level (save negates). -6 Pox: The affected creatures (one living creature/level at short range, no two of which more than 10 ft. apart) take 1d4 points of Constitution drain. Their skin breaks out in lesions and takes on a pale yellow pallor. -8 Befoul: 100' / level by 100' / level by 10' / level of water permanently become foul. 1HD creatures die immediately. Others must make fort save or take 1d4 CON deterioration per round. If mixed with up to x4 volume – the entire amount becomes fouled. If mixed with up to x20 volume, the entire amount becomes fouled within 24 hours. Beyond that, the effect dissipates. -9 Eternity of Torture: subject rendered helpless with pain forever (needs no food, drink or air). All the subject's senses are oblivious to the world and are assaulted in the worst manner imaginable. All of the subject's ability scores are reduces by -1 from each day, down to score 1. a successful Fort save results in 5d6 damage and -4 to all checks for 1 round / caster level. The effect can only be undone with a Miracle spell, or by killing the subject. Recovered survivors of this spell require some serious maintenance before they can function again, but they're never the same after the experience.
Creation: - 7 True Creation: This spell functions the same as Major Creation, except items created are 100% real and may also be used as material components. Market value of all materials created by a single spell cannot exceed 25gp per caster level. - 9 Genesis: with the exception that casting time is 1 month and there's no XP cost, the following description is taken to the letter: http://www.d20srd.org/srd/epic/spells/genesis.htm
Darkness: -3 Blacklight: 20' radius sphere at close range for 1min / level that is impenetrable from the outside to normal vision / Darkvision. You can see normally within the Blacklight. The spell negates any magical light source of equal or lower level. -4 Armor of Darkness: Subject is enveloped by a shroud of flickering darkness for 10min / caster level. Subject gains[3 + 1 / 4-levels](max +8) deflection bonus to AC, Darkvision up to 60' (no boost for recipients with darkvision) and +2 to save vs. holy, good and light spell effects. The caster can choose to conceal the subject's features. Undead subjects also gain +4 turning resistance. -5 Darkbolt: You can create up to 1 bolt of darkness per 2-levels as a ranged touch attack at medium range – either all at once or one in your combat turn as a free action. Each bolt does 2d8 damage and dazes the target for 1 round if it fails will save. Undead suffer no damage, but can be dazed by the bolts. Multiple save failures don't result in duration extension of being dazed. -8 Utterdark: Spreads outward from you, creating an area of cold, cloying magical darkness that covers 100' radius / level and lasts 1 hour / level. This darkness is similar to that created by the Deeper Darkness spell, but it cannot be dispelled by magical light (although a Light spell or similar effect of equal or higher level can temporarily suppress the Utterdark where their areas overlap, restoring normal illumination to the affected area for as long as the Light spell or effect lasts). Furthermore, evil-aligned creatures can see in this darkness as if it were simply a dimly lighted area. -9 Sphere of Sensory Deprivation: A 20' radius sphere that spreads outward from its source, which can either be in midair, an object or a creature, including the caster. The effect lasts for 3 rounds + 1 round / level and blocks light, sound, smell and taste from traveling in or out of the area of effect. Moreover, all within the sphere (living, undead, outerplanar and constructs) lose all senses except touch. Their speed is reduced to 1/5, they have 40% chance of falling down each round if they stand (-10% for each extra pair of legs), they suffer -8 hit penalty and reflex saves, they completely lose all dodge abilities, and they take 20% spell failure for the somatic components, 50% spell failure for the magical receptacle - if and when applicable - and 80% spell failure for the verbal component (check separately for each). Creatures within the area of effect have 75% chance of changing direction by 45 degrees to either side. If the caster designates himself as the source of the sphere, he's unaffected by the sensory deprivation, but even he's shut out from the outside of the spell effect. The sphere does not penetrate solid objects. All in the sphere have absolute concealment (75% miss chance) except regarding the caster when he's the source of the sphere.
Dream: -6 Dream Sight: Outer body incorporeal Travel at 100' / round for 10min / level. Incorporeal form uses the caster's normal senses.
Mind: -4 Greater Status: Taken to the letter from: http://www.d20srd.org/srd/divine/spells … reater.htm -6 Mind Probe: for 1 round / level you can extract information from the minds of subjects at close range. You can target 1 creature / round, send a question to its mind and receive the answer telepathically. If the creature is asleep, you automatically succeed the 1st attempt and it wakes up, otherwise, it's allowed a will save to resist, rechecked separately each round.
Renewal: -8 Unmaking: See "Wish" entry under "Removed Spells" (Revised Rules spoiler) later on.
Rune: -8 Transcribe Symbol: Safely moves an un-triggered magical symbol to another location. You must first cast the spell on the intended magical symbol and then cast it in a slightly different way on the target destination within 1-hour shift of the day cycle (within 1 hour or after 23-25 hours and so on). The second application transcribes the magical symbol to its alternative location. The spell fails if the caster attempts to transcribe the magical symbol to another plane or if the caster is subjected to magic dispelling.
Summoning: -9 Transdimensional Trump: A transdimensional link is formed between the caster and a target creature the caster has met personally. -- On the recipient’s side of the link, an illusion appears (in his mind) of the caster reaching out his/her hand, telling them to arrive or accept his/her arrival. -- On the caster's side of the link, an image of the recipient telling the caller to wait for the recipient who is on his way, or that the recipient is busy and can/will not answer. The recipient has 1 round / level of the caster to grab the phantasmal hand or the transdimensional link collapses. The recipient / caster travels through the link and appears before the caster / recipient. Once the conversation is over, the recipient / caster simply rings a magical bell hovering nearby (this time with 3 rounds / level window of opportunity) and is returned to the original location. The spell is capable of working across the Planes of the Multiverse as it's name implies. It will work through all types of warding, save those of 8th level or higher.
Time: -4 Accelerated metabolism: This spell speeds up the life processes of the recipient at a rate of 1 day / turn for a max duration of 10min / level. All life processes (sleeping, eating, healing, etc) progress at this accelerated pace. If insufficient nourishment is provided, the recipient suffers from thirst and starvation. The target of the spell does not move or fight any faster than normal and ages 3 days each 10min from the physical strain. The spell cannot be forced uppon the unwilling, unless the recipient is helpless.
Transmutation: -7 Trans-Racial Switch: This spell effects only humanoid creatures. Touched subject is transformed into another race and may receive the opposite gender. The transformation is perfect to the last detail. Within each race the subject has a unique appearance, so it is quite possible to transform the recipient back to his/her original race and appearance. The effect is permanent and non-magical.
Twilight: -3 Blacklight: See Darkness domain spells. -5 Starlight Blade: the spell creates a dull-black blade equivalent to a long sword with 25% the usual weight. The blade glows with a silvery radiance equal in intensity to full moonlight extending to a 20' radius and with each stroke leaves a trail of white sparkles, like stars in the night sky. The blade has no weight when held and cannot harm the wielder. The blade requires just touch attack to have full effect and does 2d8 points damage not modified by STR. An undead struck by the blade takes extra d8 damage and is affected by Turning as if by a Cleric with 4 levels below the caster's level. The caster can make the blade disappear and reappear during the duration of the spell, which is 1 round / level.
Core Domains' Granted-Powers correction: -Animal Domain: Speak With Animals at will. -Sun Domain: also gains +1 on all turning results. -Trickery domain: also gains +2 to save against any magical falsehood.
War Domain's 7th / 8th / 9th spells: Emerald Flame Fist (CArc) (7) / Mind Blank (8) / Crushing Hand (9)... respectively.
Mistresses of haunted forests, healers on the outskirts of town, crones creeping through crypts, or that unusually charming maiden: witches come in all shapes and dispositions, but they are often objects of mystery and suspicion in most cultures, even hated and persecuted. Witches are born with their aptitude for charms, trickery, and nature magic - often from the union of an ancestor and a Fey, Lycanthrope, or Outsider.
Witch is a path often pursued by humans, half-elves, and half-orcs. Male witches, often called warlocks, are uncommon except among the Drow.
Witches use all the core Wizard's combat stats. They draw power from the essence of physical substances and items, plants and animal remains. Some might leech nearby vegetation or even living creatures or themselves (weather to apply this game mechanics or not, and how, is left to the whim of the DM, but it should be appropriate to the witch's theme and role).
Class Skills: Bluff, Concentration, Craft, Diplomacy, Handle Animal, Heal, Hide, Intimidate, Knowledge (nature, the planes), Move Silently, Profession, Ride and Survival. Skill points per level: 4 + INT-mod.
Witchcraft: The Witch practices witchcraft, magic of charms, deception, insight, and nature. Witchcraft is intuitive to Witches. They don't need to meditate for spells. The Witchcraft spells are as follows: 0 Level:arcane mark, dancing lights, daze, detect magic, detect poison, ghost sound, light, lullaby, mending, message, prestidigitation, read magic, virtue 1st Level:cause fear, charm person, command, doom, entangle, hypnotism, obscuring mist, silent image, sleep, speek with animals 2nd Level:alter self, blindness/deafness, detect thoughts, enthrall, fog cloud, glitterdust, gust of wind, invisibility, minor image, scare, hideous laughter, whispering wind 3rd Level:arcane sight, bestow curse, call lightning, clairvoyance/clairaudience, contagion, create food & water, deep slumber, dispel magic, hold person, major image, plant growth, poison, suggestion, tongues 4th Level:black tentacles, charm monster, command plants, crushing despair, discern lies, divination, fear, hallucinatory terrain, neutralize poison, polymorph, remove curse, remove disease, scrying 5th Level:baleful polymorph, break enchantment, control winds, dominate person, dream, feeblemind, greater command, hold monster, magic jar, mind fog, mirage arcana, nightmare, wall of thorns 6th Level:animate objects, control weather, dismissal, eyebite, flesh to stone, forbiddance, geas/quest, mass suggestion, mislead, project image, spellstaff, true seeing, veil 7th Level:creeping doom, finger of death, greater scrying, insanity, ironwood, liveoak, repel wood, transport via plants, vision 8th Level:antipathy, binding, demand, discern location, horrid wilting, mass charm monster, simpathy, trap the soul 9th Level:dominate monster, earthquake, foresight, mass hold monster, shapechange, wail of the banshee, weird
Dabble Each witch has a natural affinity for one of the forbidden, secret, or obscure branches of witchcraft called "The Arts". Each art contains a pool of spells that are taken from 7 clerical domains. Whenever the Witch gains access to a new spell level (including 1st level), she may select a single spell of the given level from her chosen art and add it to her spell list. The selection needs not be immediate, but once made it is permanent and cannot be changed later on. Upon obtaining 8th / 15th level, the witch can have a total of 2 / 3 additional spells (respectively) in each spell-level from her chosen art. The known Arts include: - Arcane Focus: Antimagic, Creation, Divination, Force, Rune, Knowledge, Magic - Black Magic: Corruption, Darkness, Necromancy, Slime, Sonic, Spirit, Undead - Manipulation: Conjuration, Creation, Domination, Portal, Summoning, Time, Travel - Nature: Air, Animal, Earth, Fire, Healing, Plant, Water - Psyche: Concealment, Divination, Domination, Dream, Enchantment, Illusion, Mind - Transformation: Corruption, Creation, Destruction, Renewal, Slime, Strength, Transmutation - White magic: Freedom, Renewal, Healing, Luck, Spirit, Sun, Travel
Familiar A Witch is often accompanied by a familiar, just as given in PHB I, with the exception that it keeps its original HP and gains additional 2 HP per Witch level. Having a Familiar is exclusive to the Witch class (familiars go better thematically with the occult rather than the researcher type and the Witch trails way behind the Mage in terms of power).
Hindrance All witches harbor some secret weakness or undiscovered vulnerability, the result of the peculiar magic that flows within them. The witch acquired vulnerability is determined randomly from the following list (or one approved by the DM): Fire/cold/acid/lightning: She is especially vulnerable to a particular type of damage. The relevant effects do 120% damage to the witch. The extra damage can only be healed by magic. Marked: The witch has a deformity that clearly separates her from others of her race, such as green skin, a long warty nose, a large hump, or cloven feet. She does not receive her Charisma bonus to Diplomacy, Disguise, Gather Information, and Handle Animal checks and instead receives a penalty to those checks equal to half of her Charisma bonus (rounded up). Animals always regard the witch with hostility. Pact: The witch is schooled in magic by a more powerful being, such as a celestial, dragon, fiend, or spirit of the land – but at a price. Before being allowed access to spells of a higher spell level, the witch must strike a bargain with her patron, such as agreeing to perform some deed or making some sacrifice. The nature and difficulty of the bargain depends upon both the disposition of the patron and the capability of the witch. If she fails to complete the given bargain, she suffers a –10% penalty to all earned experience points, until she attains another level of witch granting spell casting and fulfills the next bargain. Pagan: Her pagan nature leaves the witch vulnerable to both holy water and unholy water. Splash from either liquid inflicts 2d4 points of acid damage upon the witch, which can only be healed with magic. In addition, if she consumes food or water created by divine magic, such as from the create food and water spell, she must make a Fortitude save (DC 10) or be nauseated for 1 hour. Silver: Silver weapons inflict grievous wounds to the witch. Each strike does an extra d4 damage that can only be healed with magic. Taint of Evil: The witch's association with extra planar powers has altered her nature such that she is subject to all spells and abilities that effect evil creatures, such as protection from evil or smite evil, etc. This is true regardless of the character's actual alignment. All magical attempts to learn the character's alignment will detect it as evil.
Brew Potion With a bubbling cauldron, the Witch can concoct a variety or elixirs and potions. Potions can carry effects of all spell levels, but must affect the drinker, meaning they cannot carry magical effects that the drinker could apply to others.
Jinx (Sp) By uttering a few carefully chosen words – sometimes poetic, often vulgar – the witch can jinx any creature within close range, causing it to take -2 penalty to attacks, saves, ability checks, skill checks and damage. If the witch delivers the Jinx as a touch attack, the DC is increased by +2. This spell-like ability can be used once per day for every 4 Witch levels. At levels 11 and 19, the penalties increase to -4 and -6 respectively.
Trackless Step (Su) Creeping through woods, the witch is like a mist passing through shadows. She leaves no trail in natural surroundings and cannot be tracked.
Bewitch (SP) By merely uttering a few seductive words, the witch can bewitch another creature with charm person. If the witch delivers Bewitch as a touch attack, the DC is increased +2. This spell-like ability can be used once per day for every six levels of witch.
Mist Form (Sp) Twice per day, as a swift action, the Witch can assume Gaseous Form as the spell of the same name.
Coven (Su) Witches gain power in numbers. When at least six ally Witches are in the presence of a 13th level (or higher) Witch and none of them more than 30-feet away, each ally Witch enjoys a +1 morale bonus to the DC of all witch spells they cast. The senior Witch enjoys a +1 bonus for each 3 allies, up to her CHA-mod, but no less than +1.
Ageless (Ex) The witch no longer suffers ability penalties for aging and cannot be magically aged (bonuses are still accrued). Already existing age penalties persist and the Witch still dies when her time comes.
As a thumb rule, I'm very much against hybrid base classes, but looking through Otto the Bugbear's rewrite project, I really liked his Hexblade fix, which in my system would translate to something like 35% Warrior, 25% Sorcerer, 10% Witch and 30% unique dark flavored – a perfect BBEG no Anti-Paladin suggestion has ever made so persuasively. But it isn't 100% compatible with my view of things, so here are my adjustments to this class that will make it so.
HP per level: 6 (as Warrior) Fort Save: good (no average saves in my revised rules) Hexblade's curse: Usable [1ce + CHA-mod] times per encounter (min 1ce) at 1st level. #uses is increased by +1 at levels 5, 9, 13 and 17. Arcane Resistance: 1st level Hexblade ability. EB: Applicable ONLY as a Hideous Blow. Other blast-shape invocations are off limits (not very appropriate thematically for the classic BBEG Warlord to fire blasts from his hands, but as extra damage (and possibly extra effects) it fits perfectly). Invocations: The 1st least invocation is gained at 2nd level, but Eldritch Essences are off limits until 3rd level (postponing / retraining). Armored Casting is gained, appropriately, at 2nd level. The invocations' progression not being compatible with that of the Sorcerer is fine, since the Hexblade's Invocations aspect is far less significant. "Murphy's Law" (19th level hex): Renamed "Warrior's Demise" and makes every hit a critical hit.
Weapon Groups & Armor at 1st-level (see 2nd link in the Introduction spoiler)Show
Warrior – Melee: 5 (any) – Range: 1 (any) – Armor: All + all shields
AC: - The AC modifiers are: Armor, Dodge, Deflection and Morale. Any other type is ignored/redefined. - Dodge AC can only come from character traits - Other AC types never stack (they overlap).
Actions - additions & re-categorizations: - Immediate Actions: AoO, Drop Prone, Self only Druid spells, Shield Another. - Swift Actions: Superior Feint (Rogue 17), activating Burst (Soulknife 6), Cast a Quickened Spell, Divine Ascension (Guild Cleric 10). - Standard Actions: Sneak Attack III (Rogue 15), - Full Round Actions: Master Strike (Warrior 15), Spinning Weapon Defense (feat). Action-Trading: - A standard action can be replaced with 2 move actions. Any other category can be traded for gaining an action from the category directly below it: full for standard, move for swift, swift for immediate (except for AoOs) and immediate for free. - Special: 5' step is Swift-Actions-Equivalent when it comes to action trading (retains the core mechanic otherwise).
AoO: Being an immediate action, you only get 1 per round. Combat Reflex feat is omitted. The only way to emulate multiple AoOs is when counter-attacking (see the revised Fighter's "Counter Attack" and "Ripost") or spending your combat turn Shielding Another.
Armor: Redefinitions & Additions – mechanically & thematically: - Studded Leather is called "Reinforced Leather": studded leather wouldn't work like describe and has never really been used historically. - Chain-Mail: Max-DEX is +3 and it only weighs 35 lb. Because of this, the price is set to 200gp. - Heavy Brigandine / Banded Mail (2 new armor types – identical stats): Has an AC-bonus of +5, max-DEX-bonus of +2, ACP -5, ASF 30% and weighs 40 lb. Price is 150gp. - Splint-Mail: Redefined as Heavy Brigandine. - Plate-Mail (new armor type): In effect, a lighter version of the full-plate armor – Breast-Plate extended with limb covering chain & plate. It has an AC-bonus of +7, max-DEX-bonus of +2, ACP -5, ASF 25% and weighs 35 lb. Price is 900gp. This is the best armor available for buying. - Half-Plate: Redefined as Plate-Mail. - Full-Plate: Tailor-made – requires special order and a lot of time. - Supreme-Plate: Found exclusively in the possession of dwarven kings or obscenely rich warriors with too much time on their hands. It is stainless, tailor-made and takes years to complete. It has an AC-bonus of +10, max-DEX-bonus of +3, ACP -4, ASF 20% and weighs 30 lb. Price is 12000gp.
Banned Items: - Monk's Belt
Called Shots (yes/no) ? Called shots are already in the game. - Called Shot to the Feet: Trip - Called Shot to the Hands: Disarm - Called Shot to the Weapon(s): Sunder - Called Shot to a Vital Organ: Sneak Attack If your players want to go beyond that, remind them that anything they can do, the monsters can do as well - and the monsters will get off a hell of a lot more shots against any given PC than the PCs will get against any given monster.
Character Creation/Advancement: - Characters WILL age during the game. There will be significant "down time" between adventures during which characters will train, research, build strongholds, etc. - Characters add 1 point to one ability score at each level. Racial limits are exceeded at each level divisible by 4 and you cannot increase the same ability twice in a row. This serves as a decent compensation for a bad start and/or MAD. It also puts yet a greater impact to level progression. - Training to gain a new class takes one year - requires a mentor. This includes prestige classes. - Gaining a new level takes one month with a mentor, or one year without a mentor. A mentor is required until level 7. After that, self training takes one month per level. A prestige class requires no tutoring beyond attaining 1st level. - Each major city has a special training academy for adventurers, sponsored by the authorities. This includes coverage of all base classes.
Charge: While charging with a 2H weapon, each extra attack is translated to double / triple / quadruple damage multiplier (added to base / crit damage), according to the #Att your BAB allows with the weapon.
Combat-Stats Manipulation (playing with the numbers): 1. Damage at the expense of AC / attack-bonus (PA mechanics): Up to the minimum between STR-mod and AGI/DEX-mod (can be applied to both, if you really wish to push the damage). 2. Attack-bonus at the expense of AC: Up to the minimum between DEX-mod and AGI-mod. 3. AC at the expense of Attack-bonus: Up to the minimum between AGI-mod and DEX-mod. Notes: - All of the above modifiers are capped by BAB, but are otherwise available to all classes and characters. - Option #1 modifiers are counted AFTER damage multipliers - Option #1 is stackable with either option #2 or #3 - The above modifications can be further extended with Fighting on the Defensive or Reckless Attack (the exact opposite).
Coup-de-Grace: Getting into coup de grace position takes a standard action - execution is a move action. Maintaining the threat provoke AoO's, but with +8 init bonus to carry out your threat, unless attacked by an unnoticed opponent.
Critical Enhancements: - Weapon Focus step III increase critical threat range by 1. - Weapon Focus step IV increase critical damage multiplier by 1. - Keen (magical): increases the critical threat range and damage multiplier by 1, rather than doubling threat range. - Vorpal (magical): increases critical threat range by 1 and the critical damage multiplier by 3, rather than behead (which is bad mechanics for a game that has no called shots or hit locations). Vorpal and Keen magical enhancements don't stack. Every other combination does. Note: Critical threat is plain simple critical hit. Critical Hits do maximum damage and the extra damage dice are rolled normally (makes no sense for a critical hit to do less than a standard one). Weapon Focus related damage (see the revised Warrior spoiler) is regarded as base damage and also multiplied when making critical hits (e.g. stage VI crit with a Greatsword deals 30 + 2d12 before applying STR-mod and magical damage).
Defensive Casting: 3.5's defensive casting is DC 15 + spell level, which is OK, but doesn't seem to account for variations in the opponent's fighting skill and gives the same opportunity vs. a commoner as vs. an epic level Warrior. A more reasonable approach might be DC = 10 + 1/2 attacker's BAB + spell level.
Dice-Rolling Time Optimization: High level play can get very slow with massive ammount of dice to roll and the variety of modifiers for each roll. If an effect calls for dice rolling, it isn't necessary to roll them all. Instead, for each 3 dice of damage that come from an attack, roll the first and average the remaining two (e.g. a 9HD fireball would do [1d6 + 7] thrice, which is 3d6 +21).
Dodge AC progression: 1/2 Ref-Save is applied as dodge AC, detracting ACP from all sources.
Epic level progression: Use the epic progression rules for saves past +12. Beyond character level 20, BAB improves at a rate of +1 per 5 levels, unless one of your base classes catches up. Disregard everything else related to Epic levels.
Extra knowledge: All characters get 1 extra skill point per level that is assigned by the DM to knowledge skills. This reflects each character's spontaneous knowledge accumulation throughout his career.
Extra Spells: The main spellcasting ability's score already affects the number of spells by increasing tolerance. The numbers given in PHB-I for extra spells are applied to known spells instead. A Witch may select domain spells from domains within her chosen art in which she didn't yet (or never intends to) dabble.
Feint – redefined: I always felt awkward with feinting being tied to skills. Battle cunning has nothing to do with having a slick tongue or sharp wits. So here's an alternative calculation, based on one's basic combat aptitude: - Aggressor's score = BAB + [(DEX & INT)-mod] + d20 - Defender's score = BAB + [(PER & WIS)-mod] + d20
Flatfooted: Does NOT occur just for losing initiative.
Hit Points: All creatures gain maximized HP according to their racial HD (either as given in the relevant Monster Manual or character races' paragon class HD) plus their CON-score. Any class taken grants 1/2 its maximized HD value +1 (e.g. 6 HP for d10) without regarding CON-mod. Dropping below 0 HP: Disabled state: Up to the creature's HD in negative HP value. Disabled creatures automatically stabilize. Dying: Any negative value between HD + 1 and HD + CON-score (consciousness is lost after 1 round per positive CON-mod). Death: Anything beyond "dying".
Immunities – Redefinition: In all the D&D games I've played, one thing has always stayed the same: For certain fights, some character types have no options other than to assist others and sit back and wait. For instance, a rogue dual-wielding a pair of vorpal scimitars (for having more attacks and fantastic crits). Fighting a construct, he'll soon find his extra attacks & extra damage ineffective and simply make him weaker, because of the construct's DR (as opposed to wielding a 2-hander). So he can't do much and ends up bored. Likewise, a bard fighting an army of undead soon finds that all his singing and all his enchantment spells are wasted and without serious multiclassing, there's little for him to do. Here's an attempt to ameliorate this problem: 1. Critical hits, Unlike SA, are NOT precision damage, but simply damn good strikes. Only incorporeal opponents are inherently immune to them. 2. Fortification works only against precision damage. 3. Only creatures with no mind (no INT score listed, or with an INT of 0) are inherently immune to mind-effects. So you could Charm-Monster a lich (with -4 to the DC, because the taint of death strengthens their determination), but not a zombie. Again, the exception would be those who're under the effect of Mind Blank or similar effects. 4. The only creatures who're inherently immune to flanking are those with class abilities like Uncanny Dodge, items / spell-effects that negate such penalties, or creatures with multiple/no mechanical facing (e.g. Beholder/Hydra/jellyfish).
Initiative - base Ref-save bonus is added to initiative. - Identical initiatives go together (after all, there are real life situations where two men kill each other).
INT increment: Apply extra skills from INT bonuses retroactively. It's only reasonable that someone who becomes more intelligent can learn new things, and otherwise, if you're making a character above first level, you'd have to go through all his levels to nail the end result.
Magical Plusses & DR: There are no Magical Plusses for weapons/armors/shields. There's also no [DR x/magic]. Replace all cases of [DR x/magic] with [DR x/adamantine]. Remove [DR x/magic] altogether for creatures that are just too "squishy" to have adamantine based DR (adjust CR downward appropriately).
Massive Damage: Redefined as 50% of maximum health HP. Simple and proportional to the subject's ability to endure damage. Starting with a decent amount of HP at 1st level ensures it won't occure too often at the lower levels, but there's still a significant difference between a 1st level Mage and a colossal red dragon.
Missile Devices and Skills: Missile devices are cumbersome and hinder movement. When equipped, Shortbows and light Crossbows apply a -2 ACP, and Longbows and Heavy Crossbows apply a -4 ACP.
Multiclassing penalties are dropped: To balance up the humans back again, they have +1 skill-ranks cap beyond all other races. Fractional BAB & Saves: It's highly unreasonable that someone with 1st Monk level and 1st Rogue level (which is quite combatative) would trail behind a 2nd level mage in terms of BAB. It's also unreasonable that the same character would have double the initial Ref save boost.
Multiple Attacks and Movement: - Full attack allows spreading your attacks between multiple opponents (if you have more that a single attack per round) while moving a distance no greater than your movement rate (once you pass it – no more attacks are allowed). - Upon Gaining 3 attacks per round (depends on your BAB and weapon speed), you can spend a standard action either to make a number of attacks equal to 1/2 your full attack (rounded up) from a stand-still, or make a single attack while moving up to your speed. You can also make a single attack as a move action from a stand-still. - TWF and FoB are both applicable in a standard-action attack.
Natural 1s and natural 20s: When you roll 1, calculate as 2 – d12 (min -10). When you roll 20, calculate as 18 + 2d6 (max 30). This rule applies to all d20 rolls. Scoring the exact to-hit never counts as critical. Fumbles: On a natural 1 (1-2 for non proficient), unless you actually score a hit (some targets are just too easy), you fumble. Roll d6. On a result of 1, 2 or 3, have the player roll an additional attack against a square adjacent to the target that's within his reach (including self, for self inflicted injury). If no target is available, the character missed stylishly. This option is discarder in case of a reoccurring fumble (fumbling a fumble). On 4 or 5 the attacker drops his weapon. On 6 the attacker is rendered prone.
Omitted Mechanics: - Alignment-based DR. - Permanent ability-score enhancements by magical means. - Stacking ability-score enhancements by magical means. - Racial weapon-familiarity - Racial bonuses on attack-rolls / AC (use Favored Enemy feat when relevant) - Racial-substitution class features
Out-of-Turn Dodge: Any time you are about to be attacked, you can initiate Total Defense (giving up your next combat turn), provided you're not denied your DEX-mod to AC.
Pulling Punches: Pulling your punch successfully works just like making a successful subdual attack. You still roll for damage normally - to relay the potential of your attack to your opponent. You can choose to cause just 1 HP damage, to more effectively illustrate your readiness to draw blood. If your attack hits but would've missed for subdual damage, you cause your weapon's base damage plus the carried weapon's traits (magical bonuses/effects etc). From this you can subtract: - your DEX-mod (your hand-eye coordination) - Weapon Focus bonuses to-hit (your improved control over your weapon) When attacking for subdual damage, you crit only on a natural 20.
Removed Spells: - Celerity: Time-Travel doesn't exist. - Clone: This spell makes absolutely no sense – even in D&D reality. It makes even less sense in a reality that does not allow XP drain. - Mage’s Lucubration: Meaningless when spells are not lost upon casting. - Polymorph Any Object: Trickery domain's 8th level spell is Screen. - Rope Trick: Tearing a hole into another dimension via a 2nd level spell. C'mon. - Power Word... – Ridiculous concept (no effect / no save) and over brokenness. - Stone to Flesh: Break Enchantment covers this one. - Wish (and Limited Wish): Magical effects cannot be that diverse. To cope with magical effects that are unusually potent at lingering on, a new spell ("Unmaking") replaces Limited Wish as a 7th level spell, which serves as replacement for all cases that the core rules enable undoing with Limited Wish. Anything that's undoable only with Wish or Miracle (by core) is undoable only with Miracle.
Redefinitions Camouflage: beating the best Spot check by 10 points or more. Hide in Plain Sight: beating the best Spot check by 15 points or more.
Retraining Every time you gain a level, you can change one feat selection (You must meet the prereqs for the new feat and can't replace a feat that's a prereq for any other attribute you have) and/or reallocate up to 4 skill points (you cannot degrade a skill to no ranks, or if it's a prereq for any other attribute you have).
Revised Spells: - Atonement: Clerics may grant atonement to Clerics and Paladins. Druids may grant atonement to Druids. - Changestaff: No preparation. If the Treant is killed, it cannot be created for 1 month. - Destruction: Modified to a 9th level spell that replaces Wail of the Banshee in Death domain. Control Undead takes its place as 7th level domain spell. - Detect Evil: Works only on creatures with immediate hostile intent, or creatures that are inherently evil (some sentient undead and extraplanar evil creatures (demons, devils, etc), various artifacts and unholy locales. - Disintegrate: deals 12d10 (save for 1/2). Any creature KILLED by this spell is entirely disintegrated - Energy Drain: Subject suffers 2d4 worth of power drain (see "Energy Drain" note in the the "XP" entry in this spoiler). - Explosive Runes: Multiple triggering of explosive runes in the same AoE cannot exceed the spell's maximum damage potential. This prevents the spell from granting a low level alternative to Delayed-Blast-Fireball. - Forcecage: This spell is modified so that it allows a Reflex save to negate, but you must be able move out of the area of effect as an immediate action. - Gate: The option of "Calling Creatures" to fight for you is cancelled. - Harm/Heal: 5HP / level. Mass Harm/Heal are removed (way too powerful, especially the "Harm" aspect). - Iron Body: Renamed to "Granite Body" and the recipient doesn’t suffer from ill effects specifically tied to metal, which is an unreasonable drawback for an 8th level spell. In a reality of mobile combat, 50% movement decrease is penalizing enough. - Mage armor: An abjuration spell. It should have been so to begin with. - Magic Missile: does d6s and is a ranged touch attack. - Orb spells are now evocation instead of conjuration. - Permanency: no XP cost. Only a single effect can be made permanent on a target creature/object. Replacing an existing permanent effect requires its dispelling. Area effects of all kinds cannot be targeted by this spell and require the full cost and time of magical-item creation. - Polymorph: Polymorph(4), Baleful Polymorph(5) and Shapechnge(9) are Druid/Witch Spells only. - Raise Dead (6th level spell): At level 11 this spell enables the Cleric to reconnect a corpse’s soul with its body, restoring life to a creature deceased no more than 1 round per [Cleric's CHA-mod + target's HD + target's CON-mod], stabilizing the target at -1 HP. At level 14 the spell functions as the 5th level spell of the same name, however, exceeding the duration noted above requires Speak with Dead (deceased approval), Commune (deity's approval) and Consecrate / Hallow (holy ground for your deity) before application is possible. The revived target makes a d20 system shock check against its [CON-score + HD] minus [the Cleric's level]. If the result is higher, it loses 1 CON-point that can only be regained with a Miracle spell. At level 17 the spell works as described for Resurrection and with no CON loss risk (confirmation & holy-ground still required). In all cases, casting time equals 10min + 1min / ECL of the target creature. Only a Miracle can revive as described for True Resurrection. - Righteous Might: Change DR x/evil to DR x/adamantine. - Teleport: Casting time is 1 minute - it's used for travel, but doesn't allows instant escape during encounter. - Time Stop: Any spell cast during Timestop fizzles once it ends (with the exception being spells and effects on the caster). - Wall of Iron: The material is of very poor quality (1/4 value). - Wail of the Banshee: Emanates from the caster's mouth (ZERO-range) and affects everybody within AoE except the caster. The spell doesn't differentiate between friend and foe and Evasion is inapplicable.
"Save or Die/Suck" spells and effects: SoD: Creatures with HD equal or less than the caster / monster level minus 6 who also fail their save are slain outright. If the creature is either stronger or makes its save, it instead takes 1d6 damage per [caster / monster level plus spell-level]. If the creature is both stronger and passes its save, it takes no ill effect. Polymorph: same concept, but the damage is 1d6 per [2 levels plus spell-level]. "All or Nothing" mind effects: Partial effect means confusion for 1d3 rounds. This way you get to put all those classic literary SoD elements in the game as background and plot devices, but you don't have to apply twelve blanket immunities to every high level foe or turn the game into Russian roulette.
Sea Sickness: Fort save vs. DC 10 + 2 per degree of weather roughness.
Shields’ AC Adjustments: Heavy shields grant +3 to AC. Double the AC granted from Combat Expertise, up to the shield’s base AC value. Also, add +1 to AC for fighting on the defensive and +2 for total defense.
Shield Another: You place yourself to take a hit for someone else. You confer a +4 armor bonus to an adjacent ally's AC. If you're wielding a shield, whatever benefit it can grant you can be applied to your ally instead. If you're a Monk, your WIS-mod AC can be applied to your ally instead. Shielding another is an immediate action that attempts to counter a single attack. Drawback: the attacker(s) might turn on you instead, as a swift action with +4 to hit. Note: If you spend a full round action defending someone, you influence all attacks and anyone within your threaten range provokes an AoO, unless actually turning on you.
Skill modifiers by size:(rebalancing sizes) - Apply +1/-1 to Disable Device and Sleight of Hands. - Apply +2/-2 to Balance, Climb, Listen, Move Silently, Search, Spot and Tumble. - Apply the usual +4/-4 to Hide.
Skill Synergies: In addition to the +2 Synergy bonus at 5 ranks, for each additional 5 ranks you increase the Synergy bonus by +1. (e.g. at 15 ranks the Synergy bonus would be +4). Bluff & Intimidate synergize Sense Motive for the purpose of countering Bluff & Intimidate respectively.
Spellcasting Requirements - None: Since full spellcasters represent deep understanding of their art, rather than inborn talent, I found the best way to represent this would be to give them free maximized ranking in the most appropriate skills, which I selected to be: - Mage: Spellcraft. - Cleric: Knowledge (Religion). - Druid: Knowledge (Nature). - Witch: Craft (Alchemy). Note I: This approach removes the need for high ability scores in order to cast spells from certain levels. However, learning spells, magical research, and any other ability-related rules regarding the use of magic remain unchanged. Note II: For a Bard To be able to cast ZERO level spells, he needs 2 skill ranks in his chosen perform skill. 2 extra skill ranks are required for each spell-level thereafter.
Spell Resistance: Ignore on all cases of energy damage except for "automatic hit" effects.
Turning Undead: Turning undead has 3 distinct problems: - It's very complicated (two rolls, nonstandard mechanics). - It works differently for good and evil characters. - It's too powerful at low levers and useless at high levels if not used to fuel divine feats (undead HD rise much faster than their CR. At levels 10+ most undead will have more HD than party level+4). The following rule is meant to solve all 3 issues: Undead turning is replaced with the ability to discharge positive/negative energy (called Holy/Unholy Light) that deals/heals 1d6 damage per level in a 30-foot-radius sphere and allows Will save for 1/2 damage against DC [10 + 1/2 Cleric's level + CHA-mod]. The cleric must decide if his Holy/Unholy Light targets the living or the undead. It is still strong at low levels, but not as much as the PHB version, and it keeps being useful at higher levels. Additionally, changing "nothing or destroyed" to damage helps party tactics, because it stacks with whatever the characters are doing. Note: This setup is much stronger against a horde of weak undead than a single strong one, which is probably for the better. It means that the Cleric unleashes whatever he can unleash... and it does what it does.
Uncanny Dodge: Regards character level and not class level.
Undead Spawns: Only free undead can spawn/control undead minions.
Weapon-Groups (2nd link) corrections: - Kusarigama belongs to the following category: "Flails & Chains" + "Light Blades" + "Picks & Hammers" - Dagger: crit 19-20 / x3. - Axes: Don't have enhanced crit (but they do have move options than core).
Wildshape and alteration / polymorph spells: you can't change into legendary or dire-version animals and size increase is limited to one category larger. Also, creatures affected already count as being under size change, so further size-increase factors don't count. Wild Shape grants all extraordinary senses of a taken form.
XP - XP is not a fluid substance one can trade: You cannot just "pore" your accumulated knowledge to anything. The same rule that is given for magical items' creation (special components) is applied to spells that are defined with XP cost. This is the thing that limits their uses. Other spell components are only required when they serve as receptacles. Here's the motivation: http://forums.gleemax.com/showpost.php? … stcount=12 And here's how to tone down the power level gained by magical items: http://forums.gleemax.com/showpost.php? … stcount=16 - XP and Level Advancement: Whenever a level is gained, the XP drops to ZERO. Gaining the next level requires earning XP equal to your next ECL (current +1) times 1000. This simplifies things significantly and is OK, given the classes are way more capable and there's no XP loss of any kind. - Energy Drain doesn't consume XP: You lose 1 point of STR, DEX, CON and BAB. You also take a -1 penalty to any level check you have to make. Instant death by [Energy Drain = level] is still valid (as it puts your level check modifier to ZERO). The HP drain is quite negligible, but you may lose #Att, there's still danger of instant death and the effect is immediately permanent (in case of energy draining attacks the save takes place immediately rather than later on). This rule is also compatible with magical items not costing XP.
Strain & Tolerance instead of spells-slots per spell-level per dayShow
The idea is to have more flexibility to play around with the spell levels, but not as much as with having spell points, where you can stack all your points to gain a lot of higher-level spells. Upon gaining a certain spell-level, one gains automatic access to a bit more than 1 or 2 spells of the given level, but at an evident expense in availability of lower level spells. The recovery from spellcasting would be gradual rather than "all or nothing" upon full night's rest (yes/no). also, a high-level caster would not be able to pile up tons of spell-buffs ahead of combat and still have 80% of his fire power available for blasting & debuffing (....... and then go to sleep).
Strain & Tolerance: When a Spellcaster casts a spell, he has to channel a portion of the magical forces he's using through his own body. This is taxing both physically and mentally, and is the basic limiting factor that determines how many spells a Spellcaster can cast without resting. Every Spellcaster has a Strain-Tolerance score that's equal to his [main casting ability score] + [caster-level]. As the Spellcaster casts more spells, the Strain accumulates. When he spends enough time resting, the strain decreases. As long as the total Strain a Spellcaster has accumulated is lower than his Strain Tolerance, the Spellcaster suffers no ill effect. Continuing to cast spells once his Strain is over his Tolerance, however, is extremely taxing on a Spellcaster’s body and mind. As soon as a Spellcaster’s total Strain exceeds his Tolerance, he becomes fatigued. If a fatigued Spellcaster wishes to cast another spell, he must first make a Fort save with a DC equal to (20 + the spell’s level + the amount of Strain he has over his Tolerance prior to casting the spell) . If the save is successful, the Spellcaster casts the spell as normal. If the save is failed, the spell fizzles with no effect and the Spellcaster takes damage equal to the spell's strain-toll. A Spellcaster loses one point of Strain per hour if he does not cast spells, fight, run, or otherwise exerts himself. A Spellcaster who is fatigued due to excess Strain ceases to be fatigued as soon as his total Strain is no longer over his Tolerance. However, a Spellcaster does not recover strain while exhausted. During sleep, a Spellcaster loses 3 Strain points per hour. If he completes his night's rest, he loses additional points equal to his main casting ability modifier + CON-mod.
Here's the Strain-Costs table for the Cleric, Druid, Mage and Witch.
Note: At high class levels, some spells have no Strain Cost, and this is fine - a powerful Spellcaster can cast basic spells all day long.
Applying the strain costs for the Bard: Apply [the initial values] when the spell levels are gained initially (disregarding ZERO values in the spells-per-day table) and decrease with every 3 additional levels.
Omitted Feats: - All core skill-feats: that's because no one takes them except as prerequisite for a PrC - All Items-Creation feats: see below - Brew-Potion is not a feat: It's available to Witches but to no other base class. - Combat Expertise: See " Combat-Stats Manipulation" spoiler. - Combat Reflex - Dodge - Improved/Greater TWF - Improved Critical - Improved Familiar: Goes with the territory of gaining levels as a Witch. - Improved Initiative: Add base Ref-save bonus to initiative instead. - Leadership: Vaguely articulated (unclear benefit) - Point Blank Shot: PBS is plain simple targeting something within 1st range multiplier distance. - Power Attack: See " Combat-Stats Manipulation" spoiler. - Scribe-Scrolls is not a feat: It's available to Clerics and Mages but to no other base class. - Short Haft: This is how Polearms function, but they cannot be used in confined spaces. - Simple/Martial/Exotic Weapon Proficiency: see 2nd link in this thread Note: whenever any of the above appears as prerequisite, just disregard the requirement.
Banned feats from external resources: - All Reserve feats (CM) - Any feat that lets you cast spells from spell-levels beyond your caster level.
Alertness: you gain +2 to Listen, Sense Motive & Spot. Furthermore, you're not staggered when you're sleep is interrupted and the penalty on listen checks while sleeping is reduced to -5 instead of -10.
Armor Mastery (medium) [BAB +4, STR 15+, Medium Armor Proficiency]: Medium armor no longer hinders your base land speed and your max-DEX increases by +1 when wearing any type of light/medium armor.
Armor Mastery (heavy) [BAB +9, STR 19+, Heavy Armor Proficiency, Armor Mastery (medium)]: Heavy armor no longer hinders your base land speed and your max-DEX increases by +1 when wearing any type of armor (stacking with Armor Mastery (medium)).
Armor Optimization: Choose one specific type of armor you are proficient with that doesn't hinder your land speed. When wearing that armor type, your armor check penalty is reduced by 2, your max-dex bonus is increased by 1 and your ASF is decreased by -10%. This feat can be taken multiple times. Each time this benefit is gained for a different armor type.
Cleave-Sunder [Cleave, Improved Sunder]: When attacking an opponent's weapon, shield or other held object, if the object is broken, you can immediately make another attack against the same opponent or another object s/he holds. You can use this ability only once per round.
Close Combat Shot [Precise Shot, Shot on the Run, BAB +6]: You can attack with a Bow (any type) or tossed objects even while threatened and not provoke AoOs. Rapid Shot and Manyshot are not viable while performing Close Combat Shot.
Crossbow Sniper [BAB +3 , Far Shot , Precise Shot , Weapon Proficiency (any crossbow)] You add your DEX-mod to damage when using a crossbow. If you have SA ability, the maximum range at which you can make such attacks increases to 3 times the weapon's range multiplier.
Double Step [Tumble 6, Jump 9]: When in light or no armor and light loaded, you can take a 10' step instead of the usual 5' step.
Dungeon Crasher [BAB +3 , Knowledge (dungeoneering) 6, Improved Bullrush]: As detailed in Dungeonscape.
Favored Enemy [Knowledge (the monster group) 4]: You learn the movements and soft points of a particular group of creatures (as given for the core Ranger). Add +2 to initiative, +1 to hit, +1 to AC and +2 to damage against your favored enemy. This feat can be taken multiple times. Each time it is assigned to a different group of opponents.
Graceful Defense [BAB +4, Mobility]: When wearing light/no armor (or med. Armor with armor mastery) and wielding a single 1H weapon, you may add your CHA-mod (if any) as dodge bonus to AC.
Greater Cleave-Sunder [Great Cleave, Improved Sunder, Cleave Sunder, BAB +12]: You can now use Cleave Sunder with each weapon swing. You can still make only a single follow-up to each successful initial Sunder.
Improved Dungeon Crasher [BAB +6 , Knowledge (dungeoneering) 9 , Uncanny Dodge class feature , Shock Trooper , Dungeoncrasher]: As detailed in Dungeonscape.
Improved Favored Enemy [Favored Enemy, Knowledge (the specific monster type) 6]: Add +2 to initiative, +1 to hit, +1 to AC and +2 to damage against a particular type of foe that belongs to one of your Favored Enemy groups. This feat can be taken multiple times. Each time it is assigned to a different type of opponent.
Instinctive Shot [Base Ref Save +3 , Weapon Proficiency (any bow / crossbow) , Rapid Reload] When you roll for initiative while carrying a loaded bow / crossbow, you fire as an immediate action, treat the d20 initiative roll as your attack roll with your crossbow. Carrying a loaded bow / crossbow during combat when not provoking AoOs, you may fire as an immediate action in response to an opponent's movement or attack. If your shot hits, the target suffers a –10 ft. penalty to speed or a –2 penalty on his next attack (depending on the action that triggered your attack), and cannot make AoOs untilthe beginning of its next turn.
Iron Lungs [Endurance, Swim 4 ranks]: You had extensive training holding your breath. You triple the duration you can hold your breath in all situations. Add twice the standard duration in case of any other lung-bolstering factors.
Iron Strike [Improved Unarmed Strike]: Your Unarmed Attack does 1d4 (medium size) lethal damage.
Ironhide [Shield Ward]: To gain the benefit from this feat, you must be wearing a medium or heavy armor and must use a large / tower shield. You know how to use your armor and shield to protect yourself (or others) from harming effects other than weapon damage. You take less damage, equal to the AC granted by your armor and shield, from fire, acid, cold, lightning and force spells and effects, and from falling rocks.
Last Stand [Diehard, Base Fort save 5]: Once a day per WIS-mod you may call upon your inner reserves to perform a Last Stand. You're rendered immune to fear and may continue fighting until you're dead. You cannot voluntarily end the effect or retreat while performing Last Stand, but you can cease if you opponents surrender and you have allies to take care of them.
Magical-items creation - Redefinition: Personal remark: 3.5e categorizes magical-crafting according to physical utilization. The more intuitive categorization in my book should be in terms of how the items function magically. If one decides that bestowing magical powers is done while an item is physically crafted, a spellcaster can always find a crafter and pay for his time. - Craft Magical Devices [able to cast 3rd level spells] You can bestow magical powers upon items from which to carry out spells. This serves for no other purpose than to avoid the strain cost (you have to have the spell memorized to be able to activate the device properly with it). - Craft Magical Items [Craft Magical Devices, able to cast 4th level spells] You can bestow magical powers upon carried items, either for activation with simple vocal and/or somatic means or as emanating effects (including magically enhanced weapons and armors). - Craft Magical Wear [Craft Magical items, able to cast 5th level spells] You can enhance clothing and armor of various sorts (including jewelry). The added value is that magical wear can be made to automatically react to situations or state of the wearer. - Craft Minor Golem [Craft Magical Wear, able to cast 6th level spells] You can research and create golems of up to INT=3 and your level in HD (cost and time are as given core or up to the DM). - Craft Major Golem [Craft minor Golem, able to cast 7th level spells] You can research and create golems of up to your INT and twice your level in HD. - Craft Synthetic Sentience [Craft major Golem, able to cast 9th level spells] You can create all magical items with INT, WIS, CHA and personality. Notes: - You can restore the magical power of a broken item after it is physically mended, provided all of its powers are within your capabilities to create. Doing so costs ½ the raw materials and ½ the time it would take to enhance that item in the first place. - Golems and magical Sentience are forever lost upon destruction. - Weapons & armors serve as magical vessals like any other item - meaning no "plusses" constraint in order to carry magical effects. - ‘Use Magic Device’ skill doesn't exist.
Mounted Combat [Ride 6]: Includes Ride-By Attack and Spirited Charge in it. Protecting your mount is an immediate, not free action.
Rage: This feat is applicable 1ce / 10min. In a state of rage you act recklessly. You move fast but your intentions are predictable. You strike hard at the cost of precision. Raged characters and creatures gain +4 STR & CON and +2 to initiative & will saves, but suffer -2 to hit, AC & Ref saves.
Skill Focus [4 skill ranks, the skill allows "take-10"]: This feat also allows taking 10 even when rushed or distracted.
Slashing Flurry [BAB +6, Balance 4, Perform (dance) 4, Tumble 4]: When making a standard action attack or a full round action attack with a slashing weapon (or a pair of slashing weapons), you can make an additional attack at your highest attack bonus with a slashing melee weapon as part of a standard / full attack, albeit this attack and all other attacks are made at a -2 hit penalty.
Spinning Weapon Defense [Balance 5, Perform (dance) 6, Tumble 5, Ambidexterity, BAB +4]: You gain a +2 dodge bonus to your AC with a double weapon you're proficient with. Additionally, if you fight defensively, you cannot be flanked by attackers less than 4 HD greater than your own (stacks with IUD).
Strong Back [Endurance]: you had extensive training at organizing your gear and taking long marches while packed with heavy load. You add your CON-mod (min +1) to your STR score for determining your loads (lifting things).
Strongarm Training [STR 15+, Balance 5, BAB +6]: You are trained at utilizing pole weapons (staff, long spear and polearm) using one hand. If a double weapon is used with Strongarm Training, you may only use one side of the weapon at a time to attack with.
Toughness: gives 3HP + 1HP per level. Toughness can be taken only 1ce.
TW Graceful Defense [BAB +8, TWF, Graceful Defense]: You can make use of your Graceful Defense even while wielding a weapon in your off hand.
TW Whirlwind Attack [BAB +12, Perform (dance) 5, Tumble 4, TWF, Ambidexterity, Whirlwind Attack]: You make a Whirlwind attack with both weapons (each calculated separately). All your attacks for the round are made at -2 hit penalty.
Wallrunner [Climb 8, Jump 8, Tumble 8]: You can run up to 1/2 your movement up a wall plus 5' per AGI bonus (up to 30-degrees off of vertical direction) without having to make a climb check. If you do not end your movement where you can stand or at least grab a hold of something, you must make a successful Climb check or fall down. Each +/-5 circumstance modifier also modifies your distance potential by +/-5 feet.
Whirlwind Attack [BAB +6, Balance 4, Cleave, Great Cleave, Mobility]: Works according to the SRD, but is inapplicable with piercing damage.
One part of D&D's stats that has always seemed odd to me was that DEX measured both speed and coordination. I think the two are loosely tied (much like STR and CON are loosely tied), there are examples of people who have one but not the other. A marksman is undeniably dexterous, but he may be "un-agile" (it is beneficial to have fast reflexes, but your reflexes don't make you a better shot). Similarly, WIS encompassing your senses as well as your mental resilience seems odd. I can see some correlation between the two (insane people often have what could be considered a sensory disorder), but I don't think the two are directly linked. Someone could have a lot of experience but still be imperceptive.
This optional rule requires some effort on the DM's side (so it might even be inappropriate for DMs who'd adopt all other aspects of these rules), but it shouldn't be too difficult to compile the appropriate AGI according to a monster's given STR and DEX scores. The same goes for PER compiled form WIS and INT.
Strength: This is a measure of a character's physical power. You add your STR modifier to: • Damage rolls when using a melee weapon, a thrown weapon, or a composite bow. Off-hand attacks receive only 1/2 your STR bonus or twice a STR penalty, while two-handed attacks receive 1 1/2 times your strength bonus or 1/2 the strength penalty. • STR checks for breaking objects through force, not an attack (such as bursting chains or bending an iron bar). • Grapple, Trip, Overrun, and Bull Rush checks (both to perform and to resist). Your STR score also determines your carrying capacity, and the size of weapons you can wield without penalties (see the weapons link at the top of this thread). • Intimidate (unless CHA is higher than STR).
Dexterity: This is a measure of a character's hand-eye coordination. You add your DEX modifier to: • Melee and Ranged attack rolls • Disable Device*, Hide, Move Silently, Ride, Sleight of Hand and Use Rope checks.
Agility: This is a measure of a character's energy level, his reflexes and his athleticism. You add your agility modifier to: • Dodge AC. • Reflex saving throws. • Balance (synergy from Perform (dance)), Climb, Escape Artist, Jump, Swim and Tumble checks. • If higher than your STR, checks to resist Bull Rush, Trips and Overruns. • For each +3 AGI-mod (rounded down), increase movement by 5 feet. Note: All "quick" creatures with high DEX - using these rules, they gain agility bonus instead.
Constitution: This is a measure of a character's ability to withstand injury and resist poison and disease. You add your CON modifier to: • Fortitude saving throws. • Concentration, Drinking* and Food Tasting* checks. • Endurance checks to resist fatigue, exhaustion, and damage from environmental effects.
Intelligence: This is a measure of a character's memory and ability to learn, as well as a character's common sense. You add your INT modifier to: • The number of languages a character knows at 1st level. • The number of skill points gained each level. • Appraise, Decipher Script, Forgery and Spellcraft* checks.
Wisdom: This is a measure of a character's mental resilience, mental health and application of experience to a variety of tasks. You add your WIS modifier to: • Will saving throws. • Autohypnosis*, Craft, Heal, Knowledge* and Survival*.
Perception: This is a measure of a character's senses and awareness to details. You add your perception modifier to: • Initiative checks. • Innuendo* (synergy from Bluff), Listen, Read Lips* (synergy from Spot), Search*, Sense Motive, and Spot checks. • Can also replace agility for AC purposes for characters with Uncanny Dodge class feature.
Charisma: This is a measure of a character's force of personality. You add your charisma modifier to: • Bluff (& taunt), Diplomacy, Disguise, Gather Information, Handle Animal, Intimidate and Perform* checks. • Certain saves that are checked with CHA modifier. • A d20 check that is based on pure luck.
Disable Device (DEX, Trained Only) Disable Device and Open Lock boil down to single skill - Disable Device. The DC for un/locking a lock is always +5 to the given value. This actually makes locks a lot harder to handle properly than just jamming an arbitrary device. The DC for jamming a lock is actually -5 to the given value. Jamming a lock is reletively easy.
Drinking / Food Tasting (CON) DC equals the beverage / poison DC.
Heal (WIS, Trained Only) Add [(Skill Synergy) * (Spell Level)] to all healing spells.
Innuendo (PER, Trained Only) Taken as is from 3.0e rules.
Intimidate (CHA or STR) Intimidate takes the same size bonuses/penalties as Grapple/Bull-Rush/Trip... etc (size affects how scary you are).
Knowledge (WIS, Trained Only) Knowledge (History) & Knowledge (Local) are folded into one skill.
Perform (mimic) (CHA, Trained Only) As a standard action, you can imitate almost any sound (footsteps, a door opening or closing, or two people fighting). You cannot simulate anything louder than a shout or duplicate the sound of any magical effect like a banshee's wail. Use the Perform skill opposed by the audience's Listen skill to be convincing.
Read Lips (PER, Trained Only) Taken as is from 3.0e rules.
Spellcraft (INT, Trained Only) This skill encompasses both Spellcraft and Knowledge (Arcana). I believe this synthetic separation goes way back to the days of OD&D gazetteers, where skills were initially introduced.
Search & Survival (PER & WIS respectively) Track feat uses Search skill rather than Survival (You are searching for discrepancies in the landscape). Survival synergizes Search checks for tracking purposes - it also makes Survival viable for granting synergies in multiple landscapes.
Tumble (DEX, Trained Only) Tumbling in a threatened area: Roll once. The DC is 15 + BAB of the threatening opponent(s). Evaluate separately against each opponent. It's more realistic that you usually manage to elude some and some still get a crack at hitting you (and DC 15 gets way too easy at higher levels). Movig through occupied space: DC = [25 + BAB + DEX-mod]. Avioding an AoO: An immediate action. DC = [the "to-hit" result].
Note: Profession is similar to Speek Language. You put 1 rank in Profession and you know one profession.
. Non-Classed Character Races and Racial-ParagonsShow
According to the PHB, an individual belonging to a character race has no existence without picking a class (even a commoner is considered a class). This, of course, is ridiculous. Here's an attempt to define typical 0-level characters of the classic character races, and apply 2 racial-paragon levels. - Paragon levels grant 4 + INT-mod SkPts each (5 + INT-mod for humans). - Racial level Zero (being an adult specimen ==> 0-XP) grants the same amount times 4 (i.e. 16 / 20 + 4*INT-mod), separated from skills gained from class levels. - Each race has skills (racial skills) that count as class skills at Zero level and paragon levels. This also takes care of the 1st level SkPts-multiplication absurdity. - Divided Ancestry is a racial trait of half-human races. In order to take paragon levels of other races, a half-human must first gain his two paragon levels. Racial skills of the other races count as your racial skills when gaining paragon levels in those races. - Any paragon ability that's not detailed / commented here, is taken as is from UA. - Unlike level advancement of a base/prestige class, taking a paragon level requires no training and is affective immediately. - At character creation, the player starts as an adult of his chosen race and may choose his 1st class level. This level can be of one of the base classes or a racial paragon level. Note: I deliberately omitted spellcasting progression, since it is too much counter-intuitive to presume spellcasting to be an inherent racial trait (and it's inconsistent, since you might not get it – and then you get nothing in exchange).
Dwarf HP: 8 at Zero level; 5 at paragon levels Class Skills: Appraise, Balance, Craft, Drinking, Disable Device, Knowledge (architecture and engineering / dungeoneering). Racial Traits changes: None Paragon Levels (BAB: good ; Good Saves: Fort) 1st: Improved Darkvision (+30 ft.), Improved Stonecunning 2nd: Ability boost (Con +2), Save Bonus * * Change to +4.
Elf HP: 6 at Zero level; 4 at paragon levels Class Skills: Climb, Hide, Move Silently, Listen, Search, Spot and Survival. Racial Traits changes: Ability modifiers are: CHA & DEX +2 / STR-2. Elves never age beyond "Old" category. They're immune to magical aging and have an unlimited lifespan. Paragon Levels: (BAB: average ; Good Saves: Ref) 1st: Elfsight *, Ability Boost (INT +2) 2nd: Resist Enchantments, Ability Boost (CHA +2) * Change the skill bonuses to +4
Gnome HP: 6 at Zero level; 4 at paragon levels Class Skills: Appraise, Bluff, Diplomacy, Forgery, Gather Information, Listen and Spot. Racial Traits changes: 120' Darkvision (Gnome – originally "Genomos" – means "earth-dweller"). Speak with Animals is replaced with the Whisper Gnome's Silence (Whisper Gnome doesn't exist), which makes you qualify for Silencing Strike and Extra Silence feat (RoS). The other spell-like abilities are not CHA-score dependant. Paragon Levels (BAB: average ; Good Saves: Fort & Will) 1st: Keen Senses *, Bonus Feat: Piercing Sight (RoS) 2nd: Eyes of the Underdark, Ability boost (CHA +2) * Spot is also modified. - Eyes of the Underdark: The Gnome can now see in the dark as well as in broad daylight, but with no colors distinction. He can also pierce 60 feet of magical darkness around him, through which he sees as well as a human in low lighting conditions.
Half-Elf HP: 8 at Zero level; 5 at paragon levels Class Skills: Bluff, Diplomacy, Gather Information, Innuendo, Intimidate, Knowledge (local) and Sense Motive Racial Traits changes: Gain +2 competence modifier to ALL CHA-based skills (offsets them having no societies and being somewhat outcast). Paragon Levels (BAB: average ; Good Saves: Ref) 1st: Elven Vision, Bonus Feat 2nd: Persuasion *, Ability Boost (+2) * Diplomacy and Gather information gain an inherent +2 bonus. All other CHA-based skills gain an inherent +1 bonus.
Half-Orc HP: 10 at Zero level; 6 at paragon levels Class Skills: Climb, Handle Animal, Intimidate, Jump, Ride, Swim and Survival. Racial Traits changes: Also gain +2 to CON, +3 on all Intimidate checks and +2 to all Survival checks. Paragon Levels (BAB: good ; Good Saves: Fort) 1st: Bonus Feat: Rage, Monstrous Mien 2nd: Improved Darkvision (+30 ft.), Ability Boost (Str +2)
Halfling HP: 6 at Zero level; 4 at paragon levels Class Skills: Climb, Disable Device, Escape Artist, Hide, Move Silently, Ride and Use Rope Racial Traits changes: Base land speed is set to 25. Halflings also gain a +2 competence bonus to Balance, Ride and Tumble. Paragon Levels (BAB: average ; Good Saves: Ref) 1st: Thrown Weapon Mastery, Athletic Prowess * 2nd: Ability Boost (Dex +2), Save Bonus * The bonus increase is assigned to Balance, Climb, Jump and Swim (which better represent athleticism).
Human HP: 8 at Zero level; 5 at paragon levels Class Skills: Any 7 skills Racial Traits changes: Also has +1 skill-cap at all levels Paragon Levels (BAB: average ; Good Saves: Will) 1st: Bonus Feat: Any, Bonus Feat: Able Learner 2nd: Skill Supremacy, Ability boost (+2) - Skill Supremacy: The Human-Paragon's skill-cap limit is stretched by +1 (+2 for human, +1 for half-human).
//-- Orc Paragon Levels (BAB: good ; Good Saves: Fort) 1st: Greater Darkvision (+60 feet), No light sensitivity. 2nd: Elf Slayer *, Ability Boost (Str +2) * The Orc paragon gains Improved Favored Enemy (Elf) as a bonus feat, even if he doesn't meet the prerequisites.
1. A PrC is always derived from 2 or more specific classes with specific level requirement (each PrC requires a very specific route in order to receive the proper training that will enable taking it). No single prerequisite class can have more than 70% the total level requirements. This rule revolves around the approach to classes not just as an arbitrary collection of features, but as complete packages of areas of expertise. A PrC, in my view, is supposed to be a mix of areas of expertise evolving into a new area of expertise based upon very specific builds. The would be PrC-X member must be able to use ALL class features of each prerequisite base-class (according to the required level) to qualify as a viable PrC-X candidate. Even without naming a PrC, its requirements should hint of its abilities to come and the ties between the two should be obvious. With nearly all core / supplemental PrCs the connections seem loosely tied and sometimes even irrelevant. 2. The minimum combined entry level that may qualify for becoming a member of a PrC is 10. 3. A PrC is never based on another PrC and thus never advances an ability of another PrC. 4. Class Skills: All skills from all prerequisite classes. 5. A role that's applicable with any base-class / base-class-combo is non-viable for a PrC. 6. A PrC can never outshine a base class at what it does better than all other base classes.
Notes: - Rules 1, 2 & 3 guarantee the prevention of power abuse by taking multiple PrCs (you could, but they won't synergize very well, if at all). - Rule 4 make PrCs even more prestigious than base classes. - Rule 5 guarantees that PrCs would be scarce, thus enhancing the prestigious feel. - Rule 7 keeps each base class better than any other class/class-combo at something, for having a viable incentive of sticking to your chosen base class all the way. - A PrC provides the means to an end. Except for specific cases where there's a divine intervention (e.g. the Paladin), there should be no mandatory link between the PrC's abilities and the character's ethos/agenda.
First, I'd like to point out the reasons for choosing a PrC for implementing draconic features rather than taking the Dragon Shaman from PHB II and working from there? 1. The Draconic Aura feature doesn't stick well with the essence of the dragon. 2. Many draconic features are missing from the Dragon Shaman build and the base class will always be a pale shadow of a true dragon. 3. Tapping into the essence of the dragon doesn't seem appropriate for a base class. It should involve intricate knowledge, special traits, personal power and an appropriate ritual – not worshiping.
Class levels: Mage 7, Sorcerer 4 Skills: Intimidate 6, Knowledge (Dragons) 8, Listen 5, Sense Motive 6, Spot 5 and Swim 5. Feats: Great Fortitude, Iron Lungs, Iron Will Special I: able to cast the following arcane spells without preparation: Read Magic, Charm Person, Identify, Sleep, See Invisible, Darkvision, Fly, Water Breathing and Fear. Special II: No Blast Shape or Eldritch Essence Invocations. Special III: Found the transformation ritual to turn into a Dragon Disciple. Must cast all the required spells during the ritual, after at least 3 days of fasting and deprived sleep (must be exhausted when performing the ritual and pass DC20 Fort & Will save to complete).
BAB: full HP: Monstrous (7 / level) Good Saves: Fort & Will Added Class Skills: Appraise, Climb, Jump, Knowledge (nature), Listen, Search, Spot, Survival and Swim. Skill points per level: 4 + INT-mod. Arcane Spellscasting progression: 3/4 (all levels except 1 & 5). Invocations: Level stacks with Sorcerer level. SR: 10 + Dragon Disciple's character level. Damage Reduction: Stacks with Sorcerer level, but is now overcome by magic instead of cold iron. Lost Class Feature: Eldritch Blast
Dragon Blooded (Ex) A Dragon Disciple is immune to sleep magic, paralysis and draconic frightful presence.
Natural Armor A Dragon Disciple's skin is covered with scales appropriate to his studied dragon type. As levels accumulate, they become harder and provide natural protection against physical blows.
Breath Weapon (Su): The Dragon Disciple gains his appropriate dragon type's breath weapon. The Dragon Disciple's breath weapon does 1d8 per 2 character levels. Like a true dragon, once he uses this attack form, he must wait 1d4 rounds before he can use it again. Cone shaped breath weapon is a 60-degree cone, up to 30' in length. Line shaped breath weapon has 60' range. The dimensions are doubled at level 6.
Strength Increase The Dragon Disciple's STR score gains +2 boost.
Dragon Adaptation (Ex) This ability is taken from the PHB II Dragon Shaman.
Frightful Presence (Su) The Dragon Disciple can mimic a true dragon's Frightful Presence. The effect lasts for 1 round per CHA-mod.
Dragon Sense (Ex) The Dragon Disciple takes on all of the dragon’s special senses: Blindsense 60', Darkvision 120', sees four times as well as human in shadowy illumination and twice as well in normal light.
Claws & Bite Taken from the core Dragon Disciple, the Dragon Disciple can make claws & bite attack.
Wings & Tail The Dragon Disciple grows a pair of wings and a short tail. As this stage, the wings grant flight speed 30 (poor). At level 7 the wings are powerful enough to carry the Dragon Disciple at 60' (average) and the tail is now usable when attacking with Clew & Bite (damage as claws + tripping (allows counter-tripping)).
Energy Immunity (Ex) The Dragon Disciple is now immune to his chosen dragon's breath weapon and similar attacks.
Dragon Mind (Ex) The Dragon Disciple begins to actually think like a dragon. The dragon Disciple gains a +4 inherent bonus to INT and a +2 inherent bonus to WIS and CHA. His natural lifespan doubles and he's now considered dragon type for magical items and effects.
Dragon Form (Su) The Dragon Disciple can now shape-change into the true form of his studied dragon type and back, with HD appropriate to his character level. This ability is active indefinitely. While in dragon form, the Dragon Disciple's physical stats, AC and BAB are taken from his studied dragon's form.
Ghost infiltrators are individuals who utilize their Rogue and Sorcerer background to focus all their attention on obtaining unparalleled stealth, mobility and the ability to penetrate anywhere and live to infiltrate another day. There's almost no place a Ghost Infiltrator can't enter or leave.
Classes: Rogue 3, Sorcerer 7 Least Invocations: Darkness, Devil's Sight, Entropic Warding, Spiderwalk Lesser Invocations: Walk Unseen, Flee the Scene Feats: Cunning Evasion, Fade into Violence, Iron Lungs, Quicken Spell-like Ability (Flee the Scene), Quicken Spell-like Ability (Walk Unseen) Skills: Disable Device, Escape Artist, Jump, Hide, Listen, Move Silently, Search, Spot and Tumble – 8 ranks each
BAB: Average HP: As Rogue (4 / level) Good Saves: Ref & Will Skill points per level: 6 + INT-mod. Invocations: Level stacks with Sorcerer level. SR: 10 + Ghost Infiltrator's character level.
Level Special =================================================== 1st [b]Guarded Mind, Silenced EB[/b] 2nd [b]Reduce (3ce / day)[/b] 3rd [b]Detect Thoughts (2ce / day)[/b] 4th [b]Ranged legerdemain[/b] (1ce / day) 5th SA II, Blindsense (60ft) 6th [b]Impromptu sneak attack[/b] (1ce / encounter) 7th Freedom of Movement (always active) 8th Ranged legerdemain (2ce / day) 9th SA III, Blindsight (30ft) 10th Impromptu sneak attack (2ce / encounter)
Guarded Mind (Sp) A permanent Nondetection effect (DC: 15 + character level)
Silenced EB (Sp) A Ghost Infiltrator's EB emits no sound, regardless of the shape & essence it carries.
Reduce (Sp) As the spell of the same name.
Detect Thoughts (Sp) As the spell of the sane name
Ranged legerdemain (Su) Taken from the core Arcane Trickster
Impromptu sneak attack (Su) Taken from the core Arcane Trickster
Contemplating the old days of OD&D, one could easily conclude that the paladin and the Druid are probably the prototypes for all PrCs. While the Druid is firmly built, the Paladin feels awkward – both thematically and in usability. It doesn't feel right that such a role can be taken simply by choice. This class feels just right for the niche of PrC.
The core paladin is the epitome of the holy knight in shining armor, a beacon of heroic Good. The PrCed Paladin is a Warrior-Priest with intense devotion to a certain deity's cause, a zealot that puts tremendous amount of attention to his willpower. A Warrior who meets all the prerequisites in the eye of a certain deity is petitioned by the deity to become his/her active hand of execution on earth.
Becoming a paladin is a two-step process. First you have to start as a Warrior and after being petitioned by the deity and taking advancement as a War Cleric. Should the warrior-priest be deemed worthy, he gains the status of Paladin.
Step 1: - Class levels: Warrior 6 - Abilities: STR 15+, WIS 14+, CHA 16+ - Feats: Iron Will, Endurance, Diehard, Combat Focus, Combat Stability. - Primary weapon of focus: The deity's favored weapon (weapon focus step II) - Special: Must start out non-religious. The deity petitions the Warrior and not vice versa.
Step 2: - Class levels: War Cleric 4 - Skills: Diplomacy 5, Heal 4, Intimidate 4, Knowledge (religion) 5, Knowledge (nobility and royalty) 5 and Sense Motive 6. - Feats: Last Stand, Combat Vigor
HP: As Warrior (6 / level) BAB: Full Good Saves: Fort & Will Skill points per level: 2 + INT-mod Weapon of Focus: As Warrior, according to the Paladin's BAB Divine Spellcasting Progression: 1/2 (at each even level)
[b]Level Special[/b] ========================================================== 1st Hero's Courage, Smite 1/encounter, Divine Grace 2nd Lay on Hands, Immune to Charm 3rd Smite 2/encounter, Pierce Illusion 4th Aura of Courage, Holy Sword 5th Smite 3/encounter, Immune to Paralysis 6th Aura of Resolve, Immune to magical Blindness & Deafness 7th Smite 4/encounter, Immune to Compulsion 8th Aura of Faith, Immune to Possession 9th Smite 5/encounter, Death Ward 10th Hammer of God, True Seeing
Smite (Su) A number of times per encounter, according to the paladin's level, he may attempt to smite an opponent with one normal melee attack (missing the declared attack waists the attempt). He adds His Charisma bonus to his attack roll and deals 1 extra point of damage per the Paladin's character level. A Paladin can smite: - An enemy he has personally witnessed to violate his code of ethics (hearsay doesn't count) - An enemy he knows / believes to be a member of power groups who are opposed to his chosen order. - An enemy that stands in his way of upholding his code of ethics.
Weapon of Focus The Paladin's level stacks with his Warrior level to determine his weapon-skill capabilities. This, however, is limited to the deity's favored weapon and does not extend to other weapons.
Divine Grace (Ex) As given for the core Paladin
Lay on Hands (Su) Same as the core Paladin, using the character's total class-level to determine healing capacity.
Hero's Courage (Ex) The paladin is immune to fear (magical or otherwise).
Immune to Charm (Ex) The Paladin is immune to all Enchantment spells and effects.
Pierce Illusion (Ex) The Paladin gains the ability to penetrate all illusory effects (the usual DC) and disguises (+4 competence bonus to his Spot checks) upon sight.
Aura of Courage (Su) The paladin may exude an aura of courage that inspires his allies. Each ally within 30 feet of him gains a +4 morale bonus on saving throws against fear effects. Aura of Courage's bonuses scales by level. At level 8, allies gain +8 to saves against fear, and a +1 morale bonus to attack rolls.
Holy Sword (Su) A 4th level Paladin can imbue his deity's weapon with the power of Holy Sword. This can be accomplished a number of times a day equal to the Paladin's class level. If the deity's preferred fighting style is TWF, the Paladin requires both weapons for the effect to be activated and it applies to both weapons. If during this time the weapon is successfully sundered, the Paladin's faith is shaken and he cannot use this ability for 1d4 days. 1ce per week, as a full round action, the Paladin can actually create his deity's weapon if he doesn't have one available. 1ce per day, if the Paladin is disarmed, he can summon his weapon to his hands as an immediate action (IF it was his deity's weapon he was wielding).
Immune to Paralysis (Ex) The Paladin is immune to paralysis of all kinds.
Immune to magical Blindness & Deafness The paladin cannot be deprived of his vision and hearing senses via magical means.
Aura of Resolve (Su) The paladin gains Aura of Resolve. While this ability is active, the Paladin grants the ability to re-roll one Fort save every round to any ally within a 30ft radius of his. The decision to re-roll must be made after the roll is made but before the result is declared. There are 2 other auras the Paladin gains later on. only one of them can be active at any given time.
Switchable Auras All auras except Aligned Aura are switchable as a move action. You may have only one aura other than Aligned Aura active at a given time. These auras function while the paladin is conscious, but not while the paladin is unconscious or dead. The paladin's auras only effect his allies, and not the paladin himself.
Immune to Compulsion (Ex) The Paladin is immune to all Compulsion spells and effects.
Aura of Faith (Su) The paladin gains Aura of Faith. While this ability is active, the Paladin grants the ability to re-roll one Will save every round to any one ally within a 30ft radius of his. The decision to re-roll must be made after the roll is made but before the result is declared.
Immune to Possession (Ex) The Paladin is immune to Magic Jar, Soul Bind, Trap the Soul, a ghost's malevolence ability and all other spells and effects that displace or replace a character's life force. The Paladin can still travel to the planes via Astral Projection, if so desired.
Hammer of God (Su) The deity's weapon of choice is a mighty and unstoppable weapon in the hands of the Paladin. When the Paladin wields his deity's weapon, it constantly fluctuates with numerous energy types and bypasses all DR. Furthermore, the weapon cannot be broken under his grip.
A paladin whose alignment changes or grossly violates his ethos loses all paladin abilities except his weapon skills. He may not progress any further in levels as a paladin. He regains his abilities and advancement potential if he atones for his violations (see the Atonement spell description).
Paladins may not deviate from their course and may not take levels in another class before attaining Paladin level 10.
A Soulbow is the perfect archer, combining his diverse background to rain death upon his enemies from afar. The Soulbow PrC is basically the core Arcane Archer modified as follows:
Classes: Soulknife 5, Mage 3, Sorcerer 1, Warrior 1 Weapon Proficiency: Bows Feats: Far Shot, Precise Shot, Rapid Shot, Shot on the Run, Close Combat Shot. Spell: Able to cast the following spells without preparation: Mage Hand, Magic Missile, Magic Weapon and Acid Arrow. Invocation: Eldritch Spear. Other Features: Weapon Focus (Longbow or Shortbow).
Arcane Spellcasting Progression: At each odd level. Psychic Deflection: Level stack with Soulknife to determine potency.
Mind Bow (Su) (1st level) A Soulbow's most basic training is the ability to shape his Mind Blade into a bow (long/short – according to his selected weapon focus). Upon pulling the bow, an arrow of psychic force is formed. A Soulbow has long spell range with his Mind Bow, tied to the Soulbow's class level. Using a Mind Bow, a Soulbow can issue a firing rate according to the Medium-Melee-Weapons category attack speed, since a Soulbow never has to load an arrow onto hit Mind Bow.
Hideous Shot (Su) (1st level) The 1st arrow shot by a Soulbow in a combat turn also carries EB damage with it. Furthermore, a Soulbow's level stacks with his Sorcerer level for determining this added EB damage (but is irrelevant to any other Sorcerer class feature).
Phase Arrow (Sp) A Phase Arrow flickers between the material prime, the Ethereal and Astral planes, so it overcomes all barriers that don't stretch to all three. Phase Arrow attack is a ranged touch attack.
Hail of Arrows (Sp) All opponents in a 120-degree cone. Each arrow carries the extra EB damage along with it.
Arrow of Death (Sp) No special preparation - just plain simple usable 1ce / day. The DC equals [10 + 1/2 character level + CHA-mod]
Arrow Tricks All even-level abilities (Imbue Arrow, Seeker Arrow, Phase Arrow, Hail of Arrows and Arrow of Death) are regarded as arrow tricks. When an arrow trick is learned, it's usable 1ce / day and all previous arrow tricks are usable 1ce more per day. A 6th level Soulbow can apply 2 arrow-tricks to a single shot (1 when applying Hail of Arrows) and at 10th level he can apply 3 arrow-tricks to a single shot (2 when applying Hail of Arrows).
A Spellblade is an elite soldier, highly practiced in sword, skill & spell and trained to utilize them in an unequaled harmony. The first Spellblades where elves and most still are to this very day.
Class levels: Mage 5, Rogue 3, Warrior 2 Feats: Armor Mastery (medium), Combat Casting, Graceful Defense, Mobility, Silent Spell, Slashing Flurry and Still Spell Skills: Balance 5, Concentration 6, Jump 6, Perform (dance) 5, Tumble 9 Other Features: Longsword or Scimitar as weapon of focus Special I: trained by elves Special II: must own a personal Mithral full plate.
HP: As Monk (5 / level) BAB: full Good saves: All Skill points per level: 6 Weapon Skill: levels stack with Warrior level Arcane Spellcasting progression: 4/5 (all levels except 1 and 6).
Level Special ================================================== 1st Arcane Channeling, Armored Mage 2nd Spell Surge I 3rd Uncanny Dodge 4th Spell Power +2 5th Magic Deflection 6th Spell Surge II 7th Arcane Channeling (full attack) 8th SA II 9th Spell Power +5 10th Spell Surge III
Arcane Channeling A Spellblade can deliver a touch spell effect with a successful weapon strike (melee or ranged) as a standard action. At 7th level, a Spellblade can deliver the effect of any spell he can cast as part of a full attack and everyone hit is affected.
Armored Mage A Spellblade ignores the first 20% to ASF in any armor that doesn't hinder his movement.
Spell Surge 1ce a day a 2nd level Spellblade can quick-cast a spell at no extra cost. With each 4 extra levels gained the Spellblade can use this ability 1ce more per day.
Uncanny Dodge As given for the revised Fighter/Monk/Rogue.
Spell Power See the Core Duskblade for a detailed description.
Magic Deflection Same Occult Slayer (CW) "Mind over Magic" feature. This ability is usable 1ce / encounter and up to 3ce / day.
A Spellweaver is the ultimate spellcaster, the only one who grasps the true nature of magic & spellcasing - that equations, formulae, prayers, rituals and incantations only limit the range of possibilities. Trading raw power for deep insight, a Spellweaver has the ability to invoke any spell in the gameworld (within his spell-level limits, of course), taken from the Cleric's, Druid's, Mage's and Witch's spell lists. This one is mainly for NPCs, since it really staggers behind on the CR aspect, and enjoys the fruit of its labor only at very high levels (but it's also fine if you're looking for a swiss-army-knife type that has little significance during combat).
Class levels: Cleric 1, Druid 1, Mage 5, Witch 3 Feats: Heighten Spell, Silent Spell, Still Spell Skills: Craft (alchemy) 6, Knowledge (Nature) 6, Knowledge (religion) 6, Knowledge (the planes) 6, Spellcraft 6. Languages: Abyssal, Aquan, Auran, Celestial, Common, Draconian, Infernal, Sylvan and Terran. Special: must worship a deity strongly tied with magic.
HP: As Mage (3 / level) BAB: poor Good saves: Will Skill points per level: 2 Max Spell Level: According to Spellweaver level + 5 Spellcasting Strain Cost: According to Spellweaver level + 5 Tolerance: According to Spellweaver level + 10 Spells known: Irrelevant. A Spellweaver can invoke any desired spell effect (as long as it's within the Spellweaver's spell-level limits). Familiar: level stacks with Witch.
Lore A Spellweaver gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The Spellweaver adds his level + his INT-mod + 4 to the lore check, which otherwise functions exactly like a Bardic Knowledge check.
Spellshield (Su) Same as the core-Sorcerer's Dungeonscape-ACF of the same name.
Silent Spellcasting (Su) A Spellweaver quickly learns how to cast all spells without the need for the verbal component of spellcasting. This requires no special effort or cost.
Greater Lore (Su) As Identify spell, at will.
Extreme Spell Edge (Su) All spell effects generated by the Spellweaver are unusually potent and gain +2 to DC and to overcome SR.
Still Spellcasting (Su) The Spellweaver has learned how to cast all spells without the need for the somatic component of spellcasting. This requires no special effort or cost.
True Lore (Su) As Legend Lore spell, 1ce per day, focus not required.
Analyze Dweomer (Su) As the spell of the same name, at will, focus not required.
Quick Spellcasting (Su) The Spellweaver has learned how to cast spells without action, but may do so only 1ce per combat turn. This requires no special effort or cost.
Magical Splendor (Ex) Once per day, as a full round action, a Spellweaver can momentarily create a 10' radius field, centered on himself, that suppresses Antimagic of all kinds. This ability can also be initiated from within an area affected by Antimagic. The AoE sheds a dim yellow light and lasts for 3 rounds plus 1 round per CHA-mod. In case a Spellweaver has an Antimagic Field on, using this ability automatically dismisses it.
Beyond character-level 20: Spellweavers take a major power-setback and don't end their journey at character-level 20. They have 2 more levels to advance before they peek their spell-levels and 5 more levels to advance before they peek their tolerance.
A Swordsage is an icon of the complete acrobatic combat (think of Kong-Foo, Jit-Kun-Do, Aikido, Ninjitsu, Taequando and Brazilian Jujitsu – all rolled into one). Combining the Monk's martial arts, the Rogue's trickery, the Soulknife's blade-manifestation and the Warrior's pure combat prowess, a 10th level Swordsage is the ultimate gameworld martial artist.
Classes: Monk 6, Rogue 3, Soulknife 2, Warrior 1 Weapon Proficiency: Light Blades, Heavy Blades Feats: Close Combat Fighting, Combat Focus, Combat Stability, Combat Vigor, Improved Deflect, Improved Disarm, Improved Feint, Improved Grapple, Prone Fighting, Slashing Flurry Skills: Balance 12, Concentration 6, Escape Artist 12, Jump 5, Move Silently 8, Perform (dance) 5, Sense Motive 9, Tumble 15 Skill Tricks: Back on Your Feet, Escape Attack
HP: As Monk (5 / level) BAB: Full Good Saves: All Skill points per level: 4 Psychic Deflection: Level stacks with Soulknife Weapon Focus (Mind Blade): Level stacks with Soulknife and Warrior Unarmed Strike: Level Stacks with Monk
1st Channeled Ki Strike, Free Draw, Shape Mind Blade 2nd [b]Special Ability[/b], SA II 3rd Counter Attack, Greater Feint 4th Burst, Versatile Unarmed Attack 5th Bladewind, Far Reach 6th Special Ability, SA III 7th Master Strike, Superior Feint 8th Fluid Defense, Multiple Throw 9th Riposte, Ranged Bladewind 10th Special Ability, Ki Strike (adamantine)
Special Ability: Choose from: Crippling Strike, Flank Everywhere, Improved Evasion, Master Acrobat and Opportunist.
* Everything else is taken from the base classes as is.
Feats: - Complete _______ (All) – subject to these house roles.
Spells & Invocations: - Complete _______ (All) – subject to these house roles. Note: Class-specific combat spells of the core full-BAB base-classes can be most appropriately assigned to appropriate PrCs (e.g. the Spellblade)
With your classes, put all the benefits on the table. I'm looking at monk in particular, since they get all the benefits of their table, plus everything in "Additional Changes".
Why do you have the soulknife in if you don't do psionics? Characters with the abilities of a soulknife don't really fit the general fantasy feel, and would be better left separate or modified as a PrC. Having Wild Talent allowed soulknives to use the feats which required psionic focus to use - now they can't do that, they also cannot use their bonus feat Speed of Thought (which only works while psionically focused). It doesn't matter if they can still take the feat because they ignore the prerequisites, they still can't use it.
Rogues now can't sneak attack with saps, and they now require hide and move silently to use sneak attack? You may have increased the rogue's melee attack ability, but that means he has less skills to spend in other areas - some of the most incredible rogues I've seen played were talk rogues. It doesn't make sense to me that only rogues with hide and move silently can sneak attack, since they can sneak attack when flanking as well - and you can't hide if you want to flank. It also seems you've reduced the damage from a rogue's sneak attack.
Gaining untyped bonuses to AC and damage reduction seem a bit odd considering that most druids seem to spend their entire time in wild shape - you haven't reduced the duration of wild shape so I see no reason to change back.
The prerequisites for your paladin class seem very steep - 13 feats, plus the high ability scores, and why on earth Improved unarmed strike and Improved grapple? Your class does not seem have anything to do with these feats, nor have they any thematic tie to the traditional DnD paladin. The flaming weapon I can understand, but perhaps it should be "energy weapon" with a type specified on taking the class - not all LG deities are about fire. Ditto for fiery touch for the monk.
I am also uncertain about some of your revised rules - the 'attack buckles and weak points in armour' rule in particular seems as though it should be a varient of Sunder or Improved Sunder.
I do, however, like the spell system, the new Lay on hands, the revised fighter, and death attack for the rogue.
Okay... With your classes, put all the benefits on the table. I'm looking at monk in particular, since they get all the benefits of their table, plus everything in "Additional Changes".
I'm well aware of that. The idea behind the Monk is versatility. Most of the class's abilities don't synergize, So it's not supposed to be overpowered.
Okay... Why do you have the soulknife in if you don't do psionics? Characters with the abilities of a soulknife don't really fit the general fantasy feel, and would be better left separate or modified as a PrC. Having Wild Talent allowed soulknives to use the feats which required psionic focus to use - now they can't do that, they also cannot use their bonus feat Speed of Thought (which only works while psionically focused). It doesn't matter if they can still take the feat because they ignore the prerequisites, they still can't use it.
Speed of Thought could be easily be replaced with Fast Movement.
Okay... Rogues now can't sneak attack with saps, and they now require hide and move silently to use sneak attack? You may have increased the rogue's melee attack ability, but that means he has less skills to spend in other areas - some of the most incredible rogues I've seen played were talk rogues. It doesn't make sense to me that only rogues with hide and move silently can sneak attack, since they can sneak attack when flanking as well - and you can't hide if you want to flank. It also seems you've reduced the damage from a rogue's sneak attack.
You're probably right. I probably should keep only the Knowledge (Vital areas) requirement.
Okay... Gaining untyped bonuses to AC and damage reduction seem a bit odd considering that most druids seem to spend their entire time in wild shape - you haven't reduced the duration of wild shape so I see no reason to change back.
1. I guess I wasn't clear enough. It's ARMOR AC bonus. 2. I now notice I did mention that "Strength of the Land" is lost in wild shape.
Okay... The prerequisites for your paladin class seem very steep - 13 feats, plus the high ability scores, and why on earth Improved unarmed strike and Improved grapple? Your class does not seem have anything to do with these feats, nor have they any thematic tie to the traditional DnD paladin. The flaming weapon I can understand, but perhaps it should be "energy weapon" with a type specified on taking the class - not all LG deities are about fire. Ditto for fiery touch for the monk.
1. The prerequisites should be very steep. The Paladin-would-be should be very attractive to begin with. 2. Improved unarmed strike and Improved grapple are there to make sure he's not totally helpless without his weapon (e.g. disarm). 3. I never mentioned LG in this Paladin build. 4. As for the Monk, the idea is that 1st he learns to produce tremendous amount of heat and then he learns to substitute it with other damage types.
Okay... I am also uncertain about some of your revised rules - the 'attack buckles and weak points in armour' rule in particular seems as though it should be a varient of Sunder or Improved Sunder.
Reasonable enough. It probably should provoke AoO's, unless you take Improved Armor Targeting (another feat to add to the list).
Okay... I do, however, like the spell system, the new Lay on hands, the revised fighter, and death attack for the rogue.
If there are any other comments, by all means, share them.
I think all in all you ahve a good idea and good intention...however youve narrowed the fireld for alot of the best character ideas ive seen.
Arcane Your "Strain casting" system seems inspired, and id like to commend you on it...
Your Witch reminds me of a combination of the Hexblade and the OA shaman. I dont really know how i feel about the class however.
Your "Sorcerer" (which is a renamed warlock) seems odd... since its just a rebalanced Warlock, that i dont agree with. No one should get Fast Healing that early with that degree of ease.
You killed the bard. Ive had bards who danced with slashing scimitars to get their bardic music. Ive had bards who made fun of the enemy with perform oratory to get it. Ive had some REALLY GOOD bards, and i see no reason why you should make them MORE music dependant. Also, Bards CHARMING the world into doing what they want... um...thats manipulating the inert forcews of reality ..and theres a name for it. ARCANE MAGIC.
Divine your Cleric seems ok i suppose... though i dont like not having to petiton the diety for specific spells. Allowing them to have acess to all the cleric spells at once, from all the books...thats dirty.
Your druid seems wierd. You could easily use the Shapeshift variant from the PHB2 and remove all the "polymorph"-like abilities of wildshape. Its a very good fix, thats already in the books.
Your lack of animal companions seemes based on flawed logic. The druid IS a divine caster, one that can turn into an effing animal, so i dont see why their "personal resonance" wouldnt be able to strengthen an animal. Besides, One level of expirience SHOULD be a long time.
The lack of a paladin & ranger is ridiculous. If your going to have the hybrid arcane caster (bard) you should have the hybrid divines. The paladin is an archetype, one that is reinforced by the idea of the "crusader". the ranger is the hermit Hunter who mingles with nature and civilization, not really fitting in anywhere. In LOTR Aragorns Horse risked his life to find aragorn. WHy? because he trained him, and because that horse was part of him. Logolas? Ranger. If you cant see the inherent difference between a magical woodsy archer and a big furry fighter...you shouldnt be playing dnd.
Expert Rouges who cant sneak attack with subdual weapons? Your insane. And, im pretty much sure the rogues are dealing less damage now. Theres a joke in my group abou the last ten levels of rogue being called "assassin". You havent done much to fix that by adding death attack.FURTHERMORE, almost EVERY GOOD ROGUE FEAT EVER requires sneak attack damage, and buffs it.
Swashbucklers were erronious and are 20 level of the Deulist PRC so i dont miss them.
Scouts. where are my scouts. Skirmish is amazing. wheres my skirmish.
Warriors Your fighter is bad. very bad. Its not a fix. Its a broke-ix. Erradicating all the classes and lumping them into one is a horrible idea. Its as abad an idea as combining all the spellcasting classes into one class. Fighter styles are as different as Casting classes... dont lump them. Wanna fix the fighter? do what i did. After lvl 10, fighters get a feat every level. BAM. fixed. Now youve got enough feats to excel at anything, and theirs a good reason to play into the teens as a fighter.
Barbarians are a necessary evil. Rage cant be mimicked by feats, and feats that grant DR arent balanced. What a good barbarian needs is the feat "goad." Barbarians are made to absorb damage, and to deal damage. You need that niche.
Knights are a nice way of saying "sword and a board class". I like them. Change the flavor or alignment requirements if you want... but some class abilities cant be replaced by feats. They just cant.
Soulknives not being psionic is ok...but its just like saying that a warlock can recieve their power from wherever they want. If you dont give flavor, then why are all these different sources of power bottlenecking to manifest in the same way in different people?
ALL IN ALL All in all i think your missin a very basic idea in dnd... That the rules are "simplified" versions of realism. We could easily use things like Large fatigue scales, or wound and vitality points...we could have stats for every organ if we wanted...but DND is made to have streamlined Gameplay. Its already got enough papaerwork... you dont need to change everything.
Think about the Multitude of feats out there. There are HUGE amounts. And alot of them are REALLY REALLY GOOD. Not broken, not weak, and not a waste of my "only have 11 of em" feats. Think about the prestige classes out there. Tons. Some are really good and worthwhile.
The last thing you want to do when trying to fix the game, is break it. If your going to try and change things, be sure you take into account how much of the Content out there your making obsolete ot useless.
For example, without sneak attack dice, almost all of the rogue PRC's and Feats...just stop being useful. You cant touch them anymore. If you change the spell system, you have to change the metamagic system, the reserve feats, the prestige classes...ect.
Dnd is not a computer game. Every extra bit of realism you add is more paperwork. Every new mechaninc you add is new rules that have to be learned, and every mechaninc you throw out changes things.
If you want to fix dnd, you shouldnt end up taking out more than you put in, unless what your putting in is just AMAZING ENOUGH to compensate.
>> Your "Sorcerer" (which is a renamed warlock) seems odd... since its just a rebalanced Warlock, that i dont agree with. No one should get Fast Healing that early with that degree of ease.<< Check out your friendly neighborhood Dragon Shaman when you get the chance.
>> You killed the bard....... i see no reason why you should make them MORE music dependant.<< What do you mean more music dependant ?! 1. I didn't remove or decrease a single Bard ability 2. I gave the Bard automatic maximized Perform (singing) – without investing a single skill point. This was done to make sure no one could take away his music abilities by breaking his guitar/flute on his head.
>> Also, Bards CHARMING the world into doing what they want... um...thats manipulating the inert forcews of reality ..and theres a name for it. ARCANE MAGIC.<< The bard is the only core class that has both arcane & divine spells. His spell casting was defined arcane – that's spell weaving. And what's his musical magic if not charming reality?
>> your Cleric seems ok i suppose... though i dont like not having to petiton the diety for specific spells. Allowing them to have acess to all the cleric spells at once, from all the books...thats dirty.<< 1. I think you missed out on something. Here's a quote of mine from "A new perspective regarding spell casting": "Only pure Arcane spell casting allows magical-effects' alteration and researching for new spells (beyond those given in PHB I & II)". Meaning I think all the listed spells in PHB I & II plus the new spells from the extra domains are enough for any campaign. 2. Event the most narcissistic deity would get tired of his followers ringing his requests-bell more than 40 times a day. Praying for spells 1ce a day seems nagging enough to me. The thing that bothered me the most whenever I role played a spell caster was having to rest whenever I wasn't lucky enough to guess the right spells for the unknown events to come (role-playing is not 20-questions you know).
>> Your druid seems wierd. You could easily use the Shapeshift variant from the PHB2 and remove all the "polymorph"-like abilities of wildshape. Its a very good fix, thats already in the books.<< 1. I think you missed the intention. Shapeshifting has an enormous amount of uses. It just feels wrong to me that melee combat would be one of the main issues tied to shapeshifting. 2. I visualize the druid more nature-tied and less monster-tied. The core druid outshines any warrior built in melee and that's wrong. In all cases I encountered Druid related characters in literature and folklore, the emphasis was always subtlety rather than pure brute force. 3. My concept of the Druid if of the one and only true self-sufficient class that lets nature provide all his needs.
>> Your lack of animal companions seemes based on flawed logic. The druid IS a divine caster, one that can turn into an effing animal, so i dont see why their "personal resonance" wouldnt be able to strengthen an animal. Besides, One level of expirience SHOULD be a long time.<< I must admit I didn't understand you at all. See if you could rephrase yourself.
>> The lack of a paladin & ranger is ridiculous.<< 1. Did you get to "The PrCed Paladin" part ? 2. The archetypical Ranger is best described by the Hunter variant. The core Ranger is mechanically awkward. TWF got ABSOFRAG'NLUTELY NOTHING TO DO with being the woodland type. And the spells – where do they fit in the archetype ?
>> If your going to have the hybrid arcane caster (bard) you should have the hybrid divines.<< The Bard is not hybrid. He's the jack of all trades, having some of everything (ok, not exactly everything, but a lot).
>> The paladin is an archetype, one that is reinforced by the idea of the "crusader".<< Which doesn't feel thematically right with spell casting at all.
>> the ranger is the hermit Hunter who mingles with nature and civilization, not really fitting in anywhere. In LOTR Aragorns Horse risked his life to find aragorn.<< 1. I really don't remember that part about the horse. 2. Please remind me how many spells Aragorn was described to be casting during the saga.
>> Logolas? Ranger. If you cant see the inherent difference between a magical woodsy archer and a big furry fighter...you shouldnt be playing dnd.<< 1. You're taking things awfully personal. We can still get along without agreeing. 2. I challenge you to catch me tying Logolas with the archetypical Ranger.
>> Rouges who cant sneak attack with subdual weapons<< That's exactly where the Monk comes in - a lot of subdual damage.
>> And, im pretty much sure the rogues are dealing less damage now.<< 1. The Rogue eats the Fighter for breakfast as a skill monkey. I see no reason he'd match the Fighter in straight forward melee combat. 2. It seems appropriate to me that bigger weapons deal more damage and more SA damage. 3. I role played a Roguish type more than any other since the days of OD&D and always managed to be the most important character in the group, even though I was the least significant during combat. Competing with the Fighter is the worst attitude possible to role such a class.
>> Theres a joke in my group abou the last ten levels of rogue being called "assassin". You havent done much to fix that by adding death attack.<< And what's Death Attack if not assassination?
>> Scouts. where are my scouts. Skirmish is amazing. wheres my skirmish.<< I'd be grateful if you could direct me to some literature or folklore describing anything vaguely resembling the Scout's "skirmishism".
>> Wanna fix the fighter? do what i did. After lvl 10, fighters get a feat every level. BAM. fixed. Now youve got enough feats to excel at anything, and theirs a good reason to play into the teens as a fighter.<< That's exactly the narrow minded power-gaming approach I'm trying to shift from. I don't need more feats for the power buildup. Weapon Supremacy + Shield Ward + Combat Stability / Vigor is obtainable with 19 feats. The Fighter lacks skills. The extra feats are there for versatility – the exact opposite of a minimum-options build.
>> Barbarians are a necessary evil. Rage cant be mimicked by feats, and feats that grant DR arent balanced. What a good barbarian needs is the feat "goad." Barbarians are made to absorb damage, and to deal damage. You need that niche.<< There's a juggernaut built on these boards. It takes more and deals more. I get the feeling your concept is that of fantasy-marvel mesh. Mine is purely fantasy.
>> Knights are a nice way of saying "sword and a board class". I like them.<< Good. With my approach you don't need a separate class to role them.
>> Soulknives not being psionic is ok...but its just like saying that a warlock can recieve their power from wherever they want. If you dont give flavor, then why are all these different sources of power bottlenecking to manifest in the same way in different people?<< Spell casting IS power of the mind over reality. I never found any added value in psionics.
>> Think about the prestige classes out there. Tons. Some are really good and worthwhile.<< Right. Now show me a single player that didn't take a PrC for the power boost.
>> For example, without sneak attack dice, almost all of the rogue PRC's and Feats...just stop being useful. You cant touch them anymore.<< Can you point out anything specific from PHB I& II ?
>> Dnd is not a computer game. Every extra bit of realism you add is more paperwork.<< Which one of my changes ADDS paperwork ? (as opposed to ToB & BoED ?!) The most "problematic I can think of are "Missile-Throwing-Weapons and Tumbling" and "skill points at 1st ECL". Both are manageable outside of gameplay.