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Kobold-Bard
2009-08-30, 10:49 AM
This is mostly for my own reference so I have somewhere to link to when I open a recruiting thread. However if you have any advice, comments, criticisms etc. feel free to post them, I'll take any help I can get.

If I have used on of your fixes and either not given a link to it, or you just don't want me to use it then let me know and I'll change stuff.

Links to used material that isn't mine:
Pathfinder SRD (http://www.d20pfsrd.com/)
Savant + Summoner Classes (http://www.giantitp.com/forums/showthread.php?t=95336)
Rearranger Class (http://www.giantitp.com/forums/showthread.php?t=99314)

Everything stays the same except the stuff below.

Classes:
Barbarian
- Lose Trap Sense
- Add 1/2 Barbarian Level as an untyped bonus to melee damage rolls.
- Damage Reduction changes to DR 1/- at Level 1, and increases by 1 point every two levels afterwards.
- Rage usable multiple times/ encounter, but not while Fatigued.
- Rage Use gained at every odd level, same as DR.
- Rage fatigue lasts for 1/2 as many rounds as the rage did.
- Rage bonus applies to all Saves, not just Will.
- 1/5 Levels / day a Barbarian may automatically succeed on an attack whilst Raging. They still roll to determine a Critical chance, but nothing can block this attack short of Deific Power.

Bard
- Use Pathfinder Bard (http://www.d20pfsrd.com/classes/basic-classes/bard), except no reusable cantrips.

Cleric
- Lose Heavy Armour Proficiency.
- Gain Weapon Proficiency with Deity's favoured weapon.
- Heavy Armour Proficiency becomes part of the War Domain in place of Weapon Proficiency.
- Increase Skill Points to 4/level. Add Sense Motive and Speak Language to Class Skill list.
- Turning Clerics may spontaneously cast any Spell that heals HP (eg. Heal, Regeneration). Rebuking Clerics gain no additional benefit.

Druid
- Shapeshift Variant from PHBII replaces Wild Shape.
Optional Feat: Animal Bond:You regain your Animal Companion, as the former Druid Class Feature.

Fighter
- Combat Training feats are gained as follows, with the level they are gained in brackets:
Weapon Focus (1)
Weapon Specalization (4)
Greater Weapon Focus (8)
Improved Critical (10)
Greater Weapon Specialization (12)
Weapon Mastery [Melee or Ranged] (16)
Weapon Supremacy (18).
These Feats all apply to the same weapon, and the weapon that they apply to may be changed as a Full-Round Action. When he changes the weapon, he may also change whether he uses the Ranged or Melee version of Weapon Mastery, and which damage type it applies to. These Feats are on top of the normal Fighter bonus Feats.
- At Level 6 Fighters may make their two highest iterative attacks as a Standard action.
At Level 11 they may make their three highest iterative attacks as a Standard Action.
At Level 16 they may make their four highest iterative attacks (ie a normal Full Attack) as a Standard Action.
- Increase Skill Points to 4/level. Add Appraise, Diplomacy, Knowledge (History), Knowledge (Local), Knowledge (Royalty & Nobility), Listen, Profession, Spot and Survival to Class Skill List.

Monk
- Gain Full BAB (As Fighter)
- Flurry of Blows adjusted for higher BAB
{table]Level|Flurry of Blows
1|-1/-1
2|+0/+0
3|+1/+1
4|+2/+2
5|+4/+4
6|+5/+5/+0
7|+6/+6/+1
8|+7/+7/+2
9|+9/+9/+4
10|+10/+5
11|+11/+11/+11/+6/+1
12|+12/+12/+12/+7/+2
13|+13/+13/+13/+8/+3
14|+14/+14/+14/+9/+4
15|+15/+15/+15/+10/+5
16|+16/+16/+16/+11/+6/+1
17|+17/+17/+17/+12/+7/+2
18|+18/+18/+18/+13/+8/+3
19|+19/+19/+19/+14/+9/+4
20|+20/+20/+20/+15/+10/+5[/table]
- May Use Flurry of Blows as a Standard Action at the end of a charge.
- Gain Enhanced Unarmed Strikes (As original Soulknife), except any legal enhancement is allowed.
- Lose Ki Strike [Magic] because the Enhancements make it irrelevant.
- Wholeness of Body can heal a max/day of the Monk's normal full HP+Monk Level.
- Quivering Palm can be used 1/day, it works like Disintegrate except the target just dies if it fails the Save and it's corpse remains whole.
- Perfect Self Damage Reduction changes to 5/-

Paladin
- Gain Aura of Law as well as Good.
- Paladin's may Detect and Smite Chaos as well as Evil (reversed as necessary for Paladin Variants).
- Paladin's Smite is useable 1/5 rounds. Every time a Paladin would normally gain another use of it, they instead have to wait 1 less round to use it again (so at Level 20 they can use it 1/round, every round).
- Lose Remove Disease.
- All weapons the Paladin wields (as long as they are proficient in them) are treated as Lawful and Good aligned for overcoming Damage Reduction.
- Lay on Hands works like Dragon Shaman's Touch of Vitality ability (Double Level*Cha Bonus, etc).
- Gain Bard's Spellcasting progression, using the Cleric + Paladin Spell lists (minus any spells opposed to the Paladin's alignment). Thematically appropriate spells may be added from higher Spell Levels (as with Bards) at DM's discretion.

Ranger
- Animal Companion at Level 1. As the former Druid Class Feature.
- You gain the benefits of both Combat Styles.
- Favoured Enemy bonuses increase every time it is obtained. A new type is picked at each interval, which automatically gains the full benefits for your level (so at Level 5/10/15/20 your first Favoured Enemy bonuses increase AND you pick a new favoured Enemy).
- Gain Bard's Spellcasting progression, using the Druid + Ranger Spell lists (minus any spells opposed to the Ranger's alignment). Thematically appropriate spells may be added from higher Spell Levels (as with Bards) at DM's discretion.

Rogue
- New Special Ability options:
.....- Distant Strike: Your Sneak Attack distance increases by 20ft.
.....- Superior Strike: Your Sneak Attack is usable against creature normally immune to Precision Damage. You deal half Sneak Attack damage against these creatures.

Sorcerer
- Use Pathfinder Sorcerer (http://www.d20pfsrd.com/classes/basic-classes/sorcerer), except no reusable Cantrips, no Bloodline bonus spells (only Bloodline powers) and it keeps it's d4 Hit Dice.
- Increase Skill Points to 4/level. Add Diplomacy, Intimidate, Knowledge (The Planes) and Profession to Class Skills List.

Wizard
- Wizard's must specialize. No generalists.

Specialist Casters
All the below classes use the spell progression of the Warmage, despite what they may say.

- Beguiler
- Dread Necromancer
- Warmage
- The Savant
The Savant

Alignment: Any
Hit Die: d6

Class Skills: Concentration (Con), Craft (Wis), Heal (Wis), Knowledge (any) (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int)
Skill Ranks: 4+Int mod

The Savant
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+2|Spellcasting; Abjurant Defenses +1, Boosted Knowledge

2nd|
+1|
+3|
+0|
+3|Increased Clarity

3rd|
+2|
+3|
+1|
+3|

4th|
+3|
+4|
+1|
+4|Flowing Defense

5th|
+3|
+4|
+1|
+4|Bonus Feat

6th|
+4|
+5|
+2|
+5|

7th|
+5|
+5|
+2|
+5|Abjurant Defenses +2

8th|
+6/1|
+6|
+2|
+6|Advanced Clarity

9th|
+6/1|
+6|
+3|
+6|

10th|
+7/2|
+7|
+3|
+7|Bonus Feat

11th|
+8/3|
+7|
+3|
+7|

12th|
+9/4|
+8|
+4|
+8|Wall of Sight

13th|
+9/4|
+8|
+4|
+8|Abjurant Defenses +3

14th|
+10/5|
+9|
+4|
+9|Unnatural Clarity

15th|
+11/6/1|
+9|
+5|
+9|Bonus Feat

16th|
+12/7/2|
+10|
+5|
+10|

17th|
+12/7/2|
+10|
+5|
+10|

18th|
+13/8/3|
+11|
+6|
+11|

19th|
+14/9/4|
+11|
+6|
+11|Abjurant Defenses +4

20th|
+15/10/5|
+12|
+6|
+12|Bonus Feat; Perfect Clarity[/table]

Weapon and Armor Proficiencies: Savants are proficient with all simple weapons. They are proficient with no forms of armor or shields.

Spellcasting: A savant casts arcane spells which are drawn from the savant spell list. A savant must choose and prepare her spells ahead of time (see below).

To learn, prepare, or cast a spell, the savant must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a savant's spell is 10 + the spell level + the savant's Intelligence modifier.

Like other spellcasters, a savant can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Savant (as the Wizard). In addition, she receives bonus spells per day if she has a high Intelligence score.

Unlike a bard, a savant may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the savant decides which spells to prepare.

Abjurant Defenses: A savant, through repeated exposure to abjuration spells, has learned how to ward herself against incoming attacks. She gains a +1 bonus to Armor Class. This bonus increases to +2 at 7th level, +3 at 13th, and +4 at 17th.

Boosted Knowledge: A savant has expanded knowledge on all topics, thanks to the Sight boosting their knowledge. The savant may make a Boosted Knowledge check (as Dark Knowledge and Bardic Knowledge, but Int-based) at will.

Increased Clarity: A savant has a deeper understanding of the Sight than other mortal beings, and may tap into it at times to gain insight into problems that elude her. Twice per day, a savant of at least 2nd level may access the Sight to gain an insight bonus equal to her class level on any Intelligence-based check. This may be used as an immediate action.

Flowing Defense: At 4th level, the savant learns to shield others from harm with her expert knowledge of the Sight. As a move action, the savant may harmlessly absorb an amount of hit point damage equal to her class level that would affect an ally. This ability may only absorb damage from a single source, and only functions for one turn. The savant may use Flowing Defense once per day per class level.

Bonus Feat: A savant gains a bonus feat at 5th, 10th, 15th, and 20th level. This feat may be any metamagic feat, Spell Focus (abjuration or divination), Greater Spell Focus (abjuration or divination), Spell Penetration, or Greater Spell Penetration.

Advanced Clarity: At 8th level, the savant gains the ability to use the Sight to empower her spells with more punch, using the target's past and future against them. Whenever the savant casts an abjuration or divination spell, they may afflict a target with some of their future misfortune. This deals the target 1d6 force damage per level of the spell. The target of this ability does not need to be the target of the divination. This ability may be used even if the divination has no target.

Wall of Sight: At 12th level, the savant has learned a deeper secret of the Sight. Once per week, the savant may erect a semi-tangible wall of flowing time. This wall takes the form of a 5-foot/class level sphere, centered on the savant, and takes 1 hour to create (this sphere clips into the ground, and prevents even burrowing creatures from passing). It lasts for 1 hour/class level, and prevents anything from passing it. It cannot be defeated by any magic short of a rod of cancellation or a Mordenkainen's disjunction spell, and may be lowered or raised by the savant at will. The wall is immobile, rooted to the savant's position at the time of creation. If the savant is interrupted during the creation of the wall, the wall is lost, but the weekly use of the ability is not.

Unnatural Clarity: At 14th level, the savant's connection to the Sight has increased, granting the savant permanent magical effects. The savant gains the benefit of several spells permanently: true sight, arcane sight, and detect scrying. These effects have a caster level equal to the savant's caster level.

Perfect Clarity: At 20th level, the savant's connection to the Sight has reached it's pinnacle. Once per day, the savant may stop time for one round (as per the time stop spell). However, unlike the spell, the savant is able to affect targets with anything they desire (attacks, spells, whatever). If she affects a target, they are allowed a save (as against a 9th level spell from the savant) to break the Perfect Clarity. If they succeed, the effect ends prematurely.

Spell List:
All arcane spells of the abjuration and divination schools from the PHB, Spell Compendium, and Complete Mage. Savants also get all cantrips.

Spells/Day
{table=head]Level|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|2|1
2nd|3|2|-
3rd|4|2|1|-
4th|4|3|2|-|-
5th|4|3|2|1|-|-
6th|4|3|3|2|-|-|-
7th|4|4|3|2|1|-|-|-
8th|4|4|3|3|2|-|-|-
9th|4|4|4|3|2|1|-|-|-
10th|4|4|4|3|3|2|-|-|-
11th|4|4|4|4|3|2|1|-|-
12th|4|4|4|4|3|3|2|-|-|-
13th|4|4|4|4|4|3|2|1|-|-
14th|4|4|4|4|4|3|3|2|-|-
15th|4|4|4|4|4|4|3|2|1|-
16th|4|4|4|4|4|4|4|3|2|-
17th|4|4|4|4|4|4|4|3|2|1
18th|4|4|4|4|4|4|4|3|3|2
19th|4|4|4|4|4|4|4|4|3|3
20th|4|4|4|4|4|4|4|4|4|4
[/table]
- The Summoner
The Summoner

Alignment: Any
Hit Die: d4

Class Skills: Bluff (Cha), Concentration (Con), Craft (Wis), Diplomacy (Cha), Intimidate (Cha), Knowledge (any) (Int), Profession (Wis), Sense Motive (Cha), Spellcraft (Int)
Skill Ranks: 4+Int mod

The Summoner
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+0|
+2|Spellcasting

2nd|
+1|
+0|
+0|
+3|Rapid Summoning

3rd|
+1|
+1|
+1|
+3|Augmented Summoning

4th|
+2|
+1|
+1|
+4|Summoned Cohort

5th|
+2|
+1|
+1|
+4|Sudden Extend 1/day

6th|
+3|
+2|
+2|
+5|Advanced Rapid Summoning

7th|
+3|
+2|
+2|
+5|Sudden Extend 2/day

8th|
+4|
+2|
+2|
+6|

9th|
+4|
+3|
+3|
+6|Calling Synergy, Sudden Extend 3/day

10th|
+5|
+3|
+3|
+7|Piercing Conjurations

11th|
+5|
+3|
+3|
+7|Advanced Augmented Summoning, Sudden Extend 4/day

12th|
+6/1|
+4|
+4|
+8|

13th|
+6/1|
+4|
+4|
+8|Sudden Extend 5/day

14th|
+7/2|
+4|
+4|
+9|

15th|
+7/2|
+5|
+5|
+9|Sudden Extend 6/day

16th|
+8/3|
+5|
+5|
+10|

17th|
+8/3|
+5|
+5|
+10|Sudden Extend 7/day

18th|
+9/4|
+6|
+6|
+11|

19th|
+9/4|
+6|
+6|
+11|Sudden Extend 8/day

20th|
+10/5|
+6|
+6|
+12|Mastery of Summoning
[/table]

Spellcasting: A summoner casts arcane spells which are drawn primarily from the summoner spell list. He can cast any spell he knows without preparing it ahead of time, the way a savant or a cleric must (see below).

To learn or cast a spell, a summoner must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a summoner’s spell is 10 + the spell level + the summoner’s Charisma modifier.

Like other spellcasters, a summoner can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Summoner. In addition, he receives bonus spells per day if he has a high Charisma score.

A summoner knows all spells that he can cast at any given time. Unlike a savant or a cleric, a summoner need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.

Rapid Summoning: At 2nd level, the summoner casts all Summon Ice Beast, Summon Monster, Summon Nature's Ally, and Summon Undead spells as standard actions.

Augmented Summoning: At 3rd level, the summoner gains the Augment Summoning feat, even if he does not meet the prerequisites.

Summoned Cohort: At 4th level, the summoner may extend the duration of a [summoning] spell to 24 hours. This ability is not cumulative with other effects that increase the duration of a spell, and may only be used once per day.

Sudden Extend: The summoner, at 5th level, may apply the Extend Spell metamagic feat to a [summoning] spell he casts 1/day. This ability can be used 2/day at level 7, 3/day at level 9, 4/day at level 11, 5/day at level 13, 6/day at level 15, 7/day at level 17, and 8/day at level 19.

Advanced Rapid Summoning: At 6th level, the summoner can spontaneously quicken one [summoning] spell. This ability may be used 2/day.

Calling Synergy: At 9th level, the summoner may treat all spells of the [calling] subschool as thought they had the [summoning] subschool, allowing him to apply the Rapid Summoning, Augmented Summoning, and Mastery of Summoning abilities to called creatures.

Piercing Conjurations: At 10th level, the summoner gains the ability to punch through spells that deny trans-planar travel, such as Dimensional Lock and the like. The summoner's spells ignore any effect or spell that prevents summoning, teleportation, calling, or planar travel. This causes strange effects when inside of an antimagic field. The summoner may cast any spell inside the field related to the above categories, but depending on the spell, the effects may not occur (for example, if the summoner uses Summon Monster 5 to get a critter, the critter will wink out for the field's duration, unless it has SR [as noted in the antimagic field description]).

Advanced Augmented Summoning: At 11th level, the summoner's creatures become even more powerful. Any creature created with a [summoning] spell gains DR 2/-, +2 insight to AC, and +1 hp per HD.

Mastery of Summoning: At 20th level, the summoner may apply a single template of his choice (chosen when this ability is gained) to summoned creatures. He may use this ability up to 3/day. The template may not be worth more than a +2 increase in CR.

Spell List:

0—caltrops, darkness, detect magic, detect poison, light, protection from alignment, read magic, resist planar alignment

1st—avoid planar effects, comprehend languages, entangle, grease, portal beacon, conjure frost beast i, summon monster i, summon nature's ally i, summon undead i, wall of smoke

2nd—analyze portal, baleful transposition, dimension hop, daylight, deeper darkness, phantom steed, planar tolerance, portal alarm, regroup, sleet storm, summon monster ii, summon nature's ally ii, summon undead ii, tongues, web, wind wall, conjure frost beast ii

3rd—dimension step, dimensional anchor, magic circle against alignment, plant growth, stinking cloud, summon monster iii, summon nature's ally iii, summon undead iii, vipergout, wall of ice, conjure frost beast iii

4th—dimension door, dismissal, instant summons, lesser planar ally, lesser planar binding, summon monster iv, summon nature's ally iv, summon undead iv, wall of fire, conjure frost beast iv

5th—dimensional lock, black tentacles, greater dimension door, plane shift, summon monster v, summon nature's ally v, summon undead v, teleport, wall of iron, wall of stone, word of recall, conjure frost beast v

6th—antipathy, greater plane shift, planar ally, planar binding, summon monster vi, summon nature's ally vi, sympathy, wall of thorns, conjure frost beast vi

7th—binding, forcecage, greater teleport, maze, shadow walk, summon monster vii, summon nature's ally vii, conjure frost beast vii

8th—freedom, greater planar ally, greater planar binding, summon golem, summon monster viii, summon nature's ally viii, conjure frost beast viii

9th—elemental swarm, gate, imprisonment, refuge, summon elemental monolith, summon monster ix, summon nature's ally ix, teleportation circle, unbinding, conjure frost beast ix


Spells/day{table=head]Level|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|5|3
2nd|6|4|-
3rd|6|5|3|-
4th|6|6|4|-|-
5th|6|6|5|3|-|-
6th|6|6|6|4|-|-|-
7th|6|6|6|5|3|-|-|-
8th|6|6|6|6|4|-|-|-
9th|6|6|6|6|5|3|-|-|-
10th|6|6|6|6|6|4|-|-|-
11th|6|6|6|6|6|5|3|-|-
12th|6|6|6|6|6|6|4|-|-|-
13th|6|6|6|6|6|6|5|3|-|-
14th|6|6|6|6|6|6|6|4|-|-
15th|6|6|6|6|6|6|6|5|3|-
16th|6|6|6|6|6|6|6|6|4|-
17th|6|6|6|6|6|6|6|6|5|3
18th|6|6|6|6|6|6|6|6|6|4
19th|6|6|6|6|6|6|6|6|6|5
20th|6|6|6|6|6|6|6|6|6|6
[/table]
- The Rearranger
The Rearranger

Alignment: Any
Hit Die: d4

Class Skills: Appraise (Int), Concentration (Con), Craft (Int), Knowledge (Int), Profession (Wis), Spellcraft (Int)
Skill Ranks: 2+Int mod

The Rearranger
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+0|
+0|
+2|Spellcasting; Summon Familiar

2nd|
+1|
+0|
+0|
+3|Instant Creation

3rd|
+2|
+1|
+1|
+3|

4th|
+3|
+1|
+1|
+4|Basic Transmutation

5th|
+3|
+1|
+1|
+4|Bonus Feat

6th|
+4|
+2|
+2|
+5|

7th|
+5|
+2|
+2|
+5|Matter Rearrangement

8th|
+6/1|
+2|
+2|
+6|

9th|
+6/1|
+3|
+3|
+6|

10th|
+7/2|
+3|
+3|
+7|Bonus Feat; Adept Transmutation

11th|
+8/3|
+3|
+3|
+7|

12th|
+9/4|
+4|
+4|
+8|

13th|
+9/4|
+4|
+4|
+8|Skilled Transmutation

14th|
+10/5|
+4|
+4|
+9|

15th|
+11/6/1|
+5|
+5|
+9|Bonus Feat

16th|
+12/7/2|
+5|
+5|
+10|Superior Transmutation

17th|
+12/7/2|
+5|
+5|
+10|

18th|
+13/8/3|
+6|
+6|
+11|

19th|
+14/9/4|
+6|
+6|
+11|Master Transmutation

20th|
+15/10/5|
+6|
+6|
+12|Bonus Feat; Supreme Transmutation[/table]

Weapon and Armor Proficiencies: The rearranger is proficient with all simple weapons, and light armor.

Spellcasting: A rearranger casts arcane spells which are drawn from the rearranger spell list. A rearranger must choose and prepare her spells ahead of time (see below).

To learn, prepare, or cast a spell, the rearranger must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a rearranger's spell is 10 + the spell level + the rearranger's Intelligence modifier.

Like other spellcasters, a rearranger can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Rearranger. In addition, she receives bonus spells per day if she has a high Intelligence score.

Unlike a bard, a rearranger may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the rearranger decides which spells to prepare.

Rearranger spells may be cast in light armor with no chance of spell failure chance, just like bard spells.

Summon Familiar: As the Wizard ability of the same name (http://www.systemreferencedocuments.org/35/sovelior_sage/wizard.html#familiar).

Instant Creation (Su): As a standard action, a rearranger may conjure a minor non-magical object in his hand. This object can be worth no more than 5 gp, and must be holdable in one hand. The rearranger may create no more than 5xcaster level gp worth of items per day. This item is permanent.

Basic Transmutation: At 4th level, the rearranger unlocks the first true secret of transmutation magic, and learns to siphon magic to enhance himself when he casts. Whenever the rearranger casts a transmutation spell, he gains DR 5/- for the next round, or until he casts another transmutation spell, which ever comes first.

Bonus Feat: At 5th level, and every 5 levels thereafter (10th, 15th, 20th, etc), the creator gains a bonus feat. This feat must be an item creation feat, a metamagic feat, or a reserve feat.

Matter Rearrangement: At 7th level, the rearranger gains power over metal objects. He can change any metal object into the metal of his choice, with a full-round action. For example, he could shift the fighter's sword from normal steel to adamantine, to beat a monster's damage reduction. This shift lasts for one round per creator level.

Adept Transmutation: At 10th level, the rearranger unlocks another secret of transmutation. He can alter his surroundings, as by casting Stone to Flesh, Flesh to Stone, Rock to Mud, Mud to Rock, Bone to Metal, and Metal to Bone. These may be cast at-will (as full-round actions), but only on non-living and unattended objects. The effects are permanent.

Skilled Transmutation: At 13th level, the rearranger can alter the very substance of living beings. He may, as a full-round action, grant a touched creature (including himself) an inherent penalty to any one physical or mental ability score of his choice, and grant another physical or mental score an equivalent inherent bonus. He must grant the bonus to the same category of score that he penalized (ie. if he grants a -4 to Str, he must grant a +4 to Dex or Con, etc). This bonus may be up to a -4/+4.

Superior Transmutation: At 16th level, the rearranger is nearly at his peak of power. He casts all transmutation spells as silent and stilled spells, with no increase of spell level. He need not possess the Silent Spell and Still Spell feats to gain these benefits.

Master Transmutation: At 19th level, the rearranger's bonuses from previous powers increase. Basic Transmutation duration increases to 3 rounds. Matter Rearrangement is now a permanent effect. Skilled Transmutation now may grant up to a -8/+8.

Supreme Transmutation: At 20th level, the rearranger reaches the pinnacle of his might. He no longer ages, having gained total control over the matter in his body. He also may cast transmutation spells as though they were quickened, though he may still only cast 1 quickened spell a round.

Spell List:
All transmutation spells from the PHB and Spell Compendium, plus those below. Additional spells from the Spell Compendium marked with an *.

0- Everything, transmutation and otherwise.

1- grease, obscuring mist, tenser's floating disk, hail of stone*, ice dagger*, benign transposition*

2- fog cloud, glitterdust, web, shatter, ice knife*, battering ram*, baleful transposition*

3- sleet storm, stinking cloud, bands of steel*, icelance*, glowing orb*

4- stoneskin, minor creation, wall of ice, wall of chaos/evil/good/law*, wall of sand*, wall of water*, stone sphere*, floating disk, greater*

5- major creation, wall of stone, indomitiability*, wall of dispel magic*

6- wall of iron, wall of gears*

7- phase door, ice claw*, avasculate*

8- wall of greater dispel magic*, field of icy razors*, avascular mass*, heart of stone*

9- obedient avalanche*



Rearranger Spells/day
{table=head]Level|0th|1st|2nd|3rd|4th|5th|6th|7th|8th|9th
1st|2|1
2nd|3|2|-
3rd|4|2|1|-
4th|4|3|2|-|-
5th|4|3|2|1|-|-
6th|4|3|3|2|-|-|-
7th|4|4|3|2|1|-|-|-
8th|4|4|3|3|2|-|-|-
9th|4|4|4|3|2|1|-|-|-
10th|4|4|4|3|3|2|-|-|-
11th|4|4|4|4|3|2|1|-|-
12th|4|4|4|4|3|3|2|-|-|-
13th|4|4|4|4|4|3|2|1|-|-
14th|4|4|4|4|4|3|3|2|-|-
15th|4|4|4|4|4|4|3|2|1|-
16th|4|4|4|4|4|4|4|3|2|-
17th|4|4|4|4|4|4|4|3|2|1
18th|4|4|4|4|4|4|4|3|3|2
19th|4|4|4|4|4|4|4|4|3|3
20th|4|4|4|4|4|4|4|4|4|4
[/table]

Favoured Soul
- May spontaneously Cast Spells as a Cleric), regardless of whether they have these Spells on their Spells Known list.
- Cha only for Spellcasting.

Soulknife
- Replaced by the Soulblade (http://www.giantitp.com/forums/showthread.php?t=100035).

Warlock
- Replaced by Warlock 2.0 (http://www.giantitp.com/forums/showthread.php?t=142707)

Prestige Classes
- Changes (if any) on request. Some have been upgraded (eg. Blood Magus can Blood Walk more times/day), many have not, and some have been downgraded (eg. IotSV is no longer full casting).

Races:
Dwarf
- Cha Penalty is replaced by Dex Penalty. Dwarves are tough, but their stocky build leaves them somewhat less than nimble.

Elf
- Con Penalty is replaced by Str Penalty. Elves prefer swift strikes to the crushing blows of Dwarves <insert Firefly quote here>

Half-Elf
- +2 Cha / -2 Str. Half-Elves are friendly and open, but they maintain their Elvish ancestor's "speed over strength" nature.
- +1 Skill Point at every level, quadrupled at Level 1.

Half-Orc
- No Charisma Penalty
- Bonus Feat at Level 1 (must be a Fighter Bonus Feat).

There's a reason they have the Drow, Aasimar and Tiefling. No lesser versions.

Misc:
- Healing spells are Necromancy, not Conjuration.
- Cure X Wounds are Evocation.
- Orb of X spells are Evocation.
- The Celerity spell line do not exist.
- The Shadow Evocation etc. spells do not function if you have the school they mimic as a barred school.
- Shapechange costs 200XP to cast and lasts for only 1 min/level, as Greater Metamorphosis (http://www.d20srd.org/srd/psionic/powers/metamorphosisGreater.htm).
- Any spells cast by Summoned Creatures require you to pay their XP/Material costs. Spell-Like Abilities still need to you to pay these costs, even thought the creature does not. The additional magic required puts a strain on you as the Summoner, hence the costs.
- Ever heard of the Persistent Spell Feat? I thought not. That's probably because it doesn't exist.
- Two Weapon Fighting is a single Feat, it advances to Improved at Level 6 and Greater at Level 11, assuming you meet the other pre-reqs for them
- Spells affected by Permanency are not lost if dispelled. They can be recalled with one minute of uninterrupted focus.
- I use The Giant's Superior Diplomacy Rules (http://www.giantitp.com/articles/jFppYwv7OUkegKhONNF.html). (It's honestly not as complicated as it first looks.)
- Ranged weapon attacks add their appropriate modifier to their damage rolls, just as melee weapons do. This doesn't affect spells.
- No dual advancing quick-spell classes such as Ur-Priest. Just...just no.

There will most likely be more, especially in the Misc section, but for now that's all.

bosssmiley
2009-08-30, 11:27 AM
Change Barbarian DR to 1+1 per 2 levels. Simpler to remember, same end result.
Citing modifications to the Pathfinder SRD for your personal use should be legally ok (IANAL)
Justice for the poor, put-upon Half-Orc too. :smallamused:

You might also want to look over the Tome Series "Races of War" collection for some interesting alternative ideas for the Core martial classes. Fighters with class features that aren't just Pathfinder-style flat bonuses TH? :smalleek:

Kobold-Bard
2009-08-30, 11:31 AM
Change Barbarian DR to 1+1 per 2 levels. Simpler to remember, same end result.
Justice for the poor, put-upon Half-Orc too. :smallamused:

You might also want to look over the Tome Series "Races of War" collection for some interesting alternative ideas for the Core martial classes. Fighters with class features that aren't just Pathfinder-style flat bonuses TH? :smalleek:

Wow, my DR thing is actually a bit insane in retrospect. Thanks.

UserClone
2009-08-30, 11:42 AM
Wait, so you want to give the Barbarian the Swordsage's maneuvers/recovery, with the Warblade's BAB/HD, on top of his normal abilities AND more DR? ...:smallconfused:

Right, right. Guess I should have kept reading. That is quite a smattering of ToB you have there. I'm not sure I'd want to play in that game, if only because every single class has maneuvers or spells to worry about. *shrug* If that's what I wanted, I'd play 4E. But if it works for you, more power to ya!:smallbiggrin:

Jergmo
2009-08-30, 01:21 PM
I've got a list of ideas for base class/PrC changes here (http://www.giantitp.com/forums/showthread.php?p=6828128#post6828128), and would appreciate some input. Hope some of my ideas are helpful.

Gorgondantess
2009-08-30, 02:16 PM
1st of all, things seem to get rather homogenous when everything that doesn't cast has maneuvers. Makes it get stale.
Also, I find it peculiar that elf=charisma penalty while elf+human=charisma bonus. Also, isn't charisma more force of personality than likableness, which elves seem to have plenty of...

Kobold-Bard
2009-08-30, 02:34 PM
1st of all, things seem to get rather homogenous when everything that doesn't cast has maneuvers. Makes it get stale.
Also, I find it peculiar that elf=charisma penalty while elf+human=charisma bonus. Also, isn't charisma more force of personality than likableness, which elves seem to have plenty of...

If I'm honest, I am debating whether to keep all the maneuvers. When I heard about them I thought someone had build separate progressions for each class (something I may look into doing myself) and it seemed really interesting, but I kind of agree with you at the moment.

And actually, I was thinking about how to counter your Charisma point, when I realised that you were right. They may think themselves better than other races (not mentioning any names :vaarsuvius:), but they do well enough to produce a sizeable number of Half-Elves, and traditionally they definitely cut an intimidating figure (one of the reasons I got rid of the Dwarf penalty, they may be gruff but they can shout down a Troll). I'm going to trade that for either a Strength Penalty (speed over strength etc) or possibly a Wisdom penalty, but that could just be because it's the only other stat besides Int (which defeats the purpose of having Wizard as a Favoured Class).

The Half-Elf bonus represents their ability to exist in both Elf and Human society (a sort of bridge between worlds), as a sort of supplement to their pre-existing skill bonuses.

Foryn Gilnith
2009-08-30, 02:43 PM
Elf charisma penalty is indeed bad. Half-elves get a charisma bonus by having the "best" personality points of both races, so elves can't have lower-than-average charisma. If you give the elves a strength penalty, you can balance them against the Xeph (psionic race, in the SRD).

Jergmo
2009-08-30, 05:15 PM
Elves make lousy wizards to begin with, anyway. Dwarves make vastly better wizards than an elf.

Edit: Actually, elves are just lousy in general. Take away the penalty period, then they're on even footing with dwarves and humans.

Robert Frost
2009-10-08, 08:43 PM
Question - Based on what you're doing with monk, Monks can change the enhancement bonus on their fists like the Mind Blade if they spend 8 hours, correct?

Also - Does it remove the other Ki Strike gains? Such as Adamantine, or Lawful?

Kobold-Bard
2009-10-09, 07:28 AM
Question - Based on what you're doing with monk, Monks can change the enhancement bonus on their fists like the Mind Blade if they spend 8 hours, correct?

Also - Does it remove the other Ki Strike gains? Such as Adamantine, or Lawful?

1. Yes they can change them.

2. No, Adamantine and Lawful are still acquired.

Grynning
2009-10-09, 10:34 AM
I would suggest giving Half-Orcs a Bonus Feat at level 1 instead of the extra skill points. Fits their martial bent a little better IMO, and gives them the other "half" of humans, since half-elves get the skillz.

Edit: Maybe limit it to fighter bonus feats to keep Half-Orcs from overshadowing humans too much.

Paladins have a lot of online fixes floating around that are more extensive than the one above. I would suggest at least boosting their smite progression a little, removing the worthless remove disease class feature and possibly just adding it to their spell list, and giving them fighter bonus feats and/or divine feats on the levels where they used to get remove disease.

(I've always thought that was the most insulting "class feature" ever. A level 3 spell a number of times per week? Seriously? Even rangers get it on their spell list.)

oxinabox
2009-10-09, 10:44 AM
I would suggest giving Half-Orcs a Bonus Feat at level 1 instead of the extra skill points. Fits their martial bent a little better IMO, and gives them the other "half" of humans, since half-elves get the skillz.

I like the sound of this.
Maybe limit it to fighter bonus feats, (stiull the ones a halforc would proably take)