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Kobold-Bard
2010-05-31, 10:26 AM
My houserules have been altered, but since the old ones are still in effect (and as such can't be deleted) and the thread is long past necro date I'm reposting the new ones.

This is purely as a location for my houserules to sit, feel free to post if you see something that intrigues/confounds/angers you, or if I've stolen your fix without due credit and I'll rectify it.

Base Classes:
Barbarian
- Damage Reduction is 1/- at Level 1, and increases by 1 at every odd numbered level.
- Rage is usable multiple times/encounter, but not whilst Fatigued.
- Additional Rage usages are 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.

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.

Druid
- Shapeshift Variant from PHBII replaces Wild Shape.
Optional Feat: Animal Bond:You gain an 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 iterative attacks as a Standard action.
At Level 11 they may make their three iterative attacks as a Standard Action.
At Level 16 they may make their four iterative attacks (ie a normal Full Attack) as a Standard Action.
-
- Increase Skill Points to 4/level. Add Appraise, Craft, Diplomacy, Knowledge (History), Knowledge (Local), Knowledge (Royalty & Nobility), Listen, Profession, Spot and Survival to Class Skill List.

Monk
Replaced by Pramxnim's Tattooed Monk. (http://www.giantitp.com/forums/showthread.php?t=111792)

I planned to delete the regular Monk because I gave most of their abilities to my Paladin (see below). However if you want to be one then here's my changes:
- d10 Hit Dice.
- Lose Slow Fall. Replaced by Spell-like abilities:
Lvl 4: Slow Fall 1/day + 1/day /4 levels, and
Lvl 10: Fly 1/day + 1/day / 5 levels.
- Gain Enhanced Unarmed Strikes (As original Soulknife), except any legal enhancement is allowed.
- Still Mind becomes Mental Block: and has the same affect as the Dwarven racial Bonus against all Spell effects, except that it is an unnamed bonus as Still Mind was.
- Gain Pounce at Level 3, meaning they may Flurry at the end of a Charge. You may only use this Pounce ability as long as you have at least as many Monk Levels as you do levels in other classes (eg. a Monk 4/Fighter 3 may use Pounce, but a Monk 4/Fighter 5 may not until you gain another Monk level, making you Monk 5/Fighter 5).
- 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 only requires a single successful attack roll, and then the Monk may simply will the target to die as a Swift Action.
- Tongue of the Sun and Moon (Ex)
A Monk of 17th level or higher can speak with any living creature. In addition any creature she converses with has an attitude one step better towards the Monk, to a maximum of Fanatical. This only affects any creature once per day, though additional diplomacy checks or other factors may change it's attitude again.
- Perfect Self Damage Reduction changes to 5/-

Paladin
Use my Paladin (http://www.giantitp.com/forums/showthread.php?p=8437161#post8437161). It gets Spells/day as the normal Paladin, I just screwed up the table.

Ranger
- You gain Animal Companion as the former Druid ability.
- You gain the usual archery Style Feats, plus my re-done TWF at Level 2, Twin Weapon Fighting at Level 6 & Improved Two Weapon Defence at Level 11, regardless of whether you meet the pre-requisites.
- 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 Favoured Enemy bonuses increase AND you pick a new favoured Enemy).
- At Lvl 14 Rangers benefit from permanent Freedom of Movement as an Ex ability (using their Ranger level as CL).
- At Lvl 16 the Ranger gains Greater Two Weapon Defence and <insert archery feat here>

Rogue
- Trap Sense also gives the numerical bonus to Disable Device checks on traps. This is Rogues only, Barbarians and other classes to not gain this bonus.
- New Special Ability options:
.....- Distant Strike: Your Sneak Attack range doubles.
.....- Superior Strike: Your Sneak Attack is usable against creature normally immune to Precision Damage. You deal half Sneak Attack damage against these creatures. You may take this ability twice to deal full damage to creatures.
- Slippery Mind is replaced by a permanent Mind Blank effect and may only be taken at Level 19 or later.

Sorcerer
- As normal, but they pick a bloodline from the Pathfinder Sorcerer (http://www.d20pfsrd.com/classes/basic-classes/sorcerer). You gain the Class Skill and Bloodline Arcana for your chosen Bloodline, but do not gain the Bonus Spells, Feat or Bloodline powers.
- Increase Skill Points to 4/level. Add Diplomacy, Intimidate, Knowledge (The Planes) and Profession to Class Skills List.
- Gain Eschew Materials as a bonus Feat at Level 1, one of Still or Silent Spell at Level 10 and Rapid Metamagic at Level 15. If you already have Rapid Metamagic you gain the other of Still or Silent Spell instead.

Wizard
- Wizards must Specialize, unless they are Elves.

Specialist Casters
All the below classes use the Spell Points (see below) of a Sorcerer.

- 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]
Savant, Summoner & Rearranger are courtesy of arguskos.

Favoured Soul
- Use Charisma only for Spellcasting
- May convert spells (as a Cleric) even if they do not have the appropriate spells on their spell list.
- They gain Wings at Level 12 and Deities Weapon Specialisation at Level 8.
- They gain Spell Resistance 10+HD at Level 17.

Soulknife
- Replaced by the Xallace's Soulblade (http://www.giantitp.com/forums/showthread.php?t=100035).

Warlock
- Replaced by Mhvaughan's Warlock 2.0 (http://www.giantitp.com/forums/showthread.php?t=142707)

Truenamer:
Use Kyeudo's Truenaming Fix (http://www.giantitp.com/forums/showthread.php?t=12048), it actually works.

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).
- Prestige Classes must be finished before multiclassing again.

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. Though Drow is now only LA+1

Rules:
- 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.)
- Two-Weapon Fighting
Pre-requisites: Dex 13
When wielding two weapons you ignore the non-proficiency penalty and add 1/2 your strength bonus to each weapon. You may make full iterative attacks with both weapons as normal. If your offhand weapon is light you may add you full strength bonus to your primary weapon.
Normal: You take a -4 penalty to attack rolls with both weapons you wield when dual-wielding, as you are considered unproficient in the fighting style. This stacks with the penalty for using a weapon you are unproficient with.
- - You may enchant two weapons as a single one (so you can have a +3 longsword and a +2 Flaming Dagger for the single cost of 18,300gp, only the two weapons base costs must both be paid). The weapon's enchantments only function if the two are used in unison; if you use only one of them it becomes Masterwork only and you take a -2 penalty to attack rolls with it until both are used again (this is to stop people abusing this rule to get a cheap weapon).
- Spell Points (http://www.giantitp.com/forums/showthread.php?t=153113) replace spell slots.
- - The two optional rules (Erudit-ish Spellcasters & SP/PP transparency) are both in effect.

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.
- Spells affected by Permanency are not lost if dispelled. They can be recalled with one minute of uninterrupted focus.
- Use Drolyt's Vow of Poverty fix. (http://www.giantitp.com/forums/showthread.php?t=140428)
- Freedom of Movement doesn't auto negate Grappling, it instead gives a bonus on opposed Grapple checks equal to the caster's CL.

That's all for now but there will probably be more.

K-B

Marriclay
2010-05-31, 10:35 AM
Are we allowed to suggest some?

In the games that I run, minotaurs are only allowed to use their immunity to getting lost in their home and in maze spells, but not off in the wilderness or the like. keeps players from abusing it without getting rid of its uses

Kobold-Bard
2010-05-31, 10:37 AM
Are we allowed to suggest some?

In the games that I run, minotaurs are only allowed to use their immunity to getting lost in their home and in maze spells, but not off in the wilderness or the like. keeps players from abusing it without getting rid of its uses

By all means.

I've never come across that before but if it ever come up I'll add it. Thanks.