Maho-Tsukai
2010-12-01, 01:22 PM
The recent thread reguarding banning tier 1 classes has inspired me to create a "fix" to 3.5p to reduce the ballance issues somewhat, although I know they will still exsist. The aim of this fix is to eliminate both the weakest and most powerful classes from 3.5e while still being able to model all the stock fantasy arctypes, thus creating a slightly smaller disparity between classes.(It will still exsist, but the power gap between say a tier 3 and tier 2 class will be far less noticable then say between a tier 5 and tier 1.) Since the disparity is smaller players will still feel like they are useful even though some disparity will be present.
This fix dose two main things, cuts out the most broken and most underpowered classes from the game and adds(some) pathfinder elements to the game. Below I will outline these additions and then proceed to the list of avalible base classes.
Rules changes:
-The crafting system is changed to the pathfinder crafting system, and the acoiated feats are added to the game, so mundane characterc can still craft magical items as in pathfinder.
-All classes with spellcasting or manuvers except Ranges, Paladins(all vairents) and Factotums use the standard one feat every three levels feat progression. All other classes(Including Rangers, paladins and Factotums) use the pathfinder feat progression of one feat every 2 levels.
-All non-metamagic pathfinder feats that do not exsist in 3.5e or improve 3.5e feats are selectable. All non-metamagic feats that where powerful in 3.5e but nerfed or weakened in pathfinder remain as their 3.5e version. Metamagic and metamagic feats remains as it is in 3.5e. All frank and K feats which follow the normal 3.5e feat system are also selectable.(So [combat] feats, which use a new system, are not.)
- Only certain base classes are allowed/exsist in this version fo 3.5p. Those classes will be listed later in this post.
-Epic Spellcasting and Epic Leadership are removed. All other epic cheese is illegal.
Other then those changes everything remains as it is in 3.5e, including the skill system and spells(So all spells use their 3.5e versions, not their pathfinder
duplicats.)
Base classes:
The folowing classes are the allowed base classes for this fix of 3.5e. Most classes remain the same but to moddle certain concepts some classes have been altered somewhat. If a class is changed in any way the changes will be listed with the class.
Arcane archtypes:
"Wizard(s)"-
Generalist Wizard:
"Wizard"(Sorcerer)(Changes: casting stat becomes int as appose to cha...uses the wizard's class skill list and profiencies instead of the sorcerer's. Can exchange spells known for a spell from the wiz/sorc list possessed in any written format(but cannot gain extra spells known..spells "learned" this way replace a already known spell rather then adding a bonus spell to their spells known. Scorls are not destroyed when used in this manner but the DCs for "learning" spells in this manner are as follows: Level 1: DC 2o, Level 2: DC 25, Level 3: DC 30, Level 4: DC 35, Level 5: DC 40, level 6: DC 45, Level 7: DC 50, Level 8: DC 55, level 9: DC 60). Gains scribe scroll. Dose not qualify for dragon feats....otherwise identacle to the sorcerer in every way)
Specalist Wizards:
(Changes- All: All "specalists" qualify for PrCs which require specalization such as Red Wizard and Master Specalist.)
Beguiler [Illusion/Enchantment specalist]
Dread Necromancer [Necromancy specalist] (Changes: Uses this spell list (http://www.giantitp.com/forums/showthread.php?t=162358) in place of the one given to it by Wizards. otherwise identacle to the standard class. Rebuking for DNs remains Cha based.)
Warmage[Evocation Specalist] (Changes: Uses this fix. ( http://www.giantitp.com/forums/showthread.php?t=131346&highlight=warmage))
Summoner(Frank and K)[Conjuration Specalist]
(As for the other specalists I am looking for some homebrew classes to fit the bill. If somebody knows any good ones, please tell me.)
"Sorcerer"- Sorcerer
"Bard"- Bard
Divinen Archtypes:
"Cleric(s)"- 'Priest"(Cleric)(Changes: Loses all armor profiencies and weapon profiencies and gains wizard weapon profiency. Gains Sorcerer spells-per day, spellcasting progression and spells known. Casting stat is changed to Cha and turning/rebuking is instead wisdom based...but only for this class.)
"Cleric"(Favored Soul)(Changes: Casting stat becomes Wis and only Wis. Gains Heavy armor and cleric aligenment restrictions and aligenment spell restrictions. Other then those changes the class remains as it is.)
"Druid(s)"- "Druid"(Spirit Shaman)(Changes: Casting Stat becomes Wis and only Wis. Gains the aligenment restrictions of a 3.5e Druid. Otherwise identacle to the normal class)
"Wildshaper"(Wildshape ranger)(Changes: Is not considered a "ranger' and thus gets the 1 feat every three levels as appose to the 1 feat every 2 levels any other ranger would get.)
"Paladin(s)"- Paladin(Pathfinder Paladin)(Changes: Uses 3.5e skill system instead of pathfinder one and has the skill points of a 3.5e Paladin. Otherwise identacle to the pathfinder Paladin)
Anti-Paladin(Pathfinder Anti-Paladin)(Changes: Uses 3.5e skill system instead of pathfinder one and has the skill points of a 3.5e Paladin. Otherwise identacle to the pathfinder Anti-Paladin.)
Skillmonky archtypes-
"Theif"- "Rogue"(Pathfinder Rogue)(Changes: Uses 3.5e skill system and 3.5e rogue skill points. Otherwise identacle.)
"General skillmonkey"- Factotum
Melee archtypes-
"Fighter(s)"- Warblade, Fighter(Pathfinder fighter)(Changes: Uses 3.5 skill system and 3.5e fighter skill points. Otherwise identacle.)
"Monk(s)"-Swordsage, "Monk"(Pathfinder Monk)(Changes: Uses 3.5 skill system and 3.5e Monk skill points. Otherwise identacle.)
"Ranger"- Ranger(Pathfinder Ranger)(Changes: Uses 3.5 skill system and 3.5e Monk skill points. Otherwise identacle.)
"Barbarian"- Barbarian(Pathfinder Barbarian)(Changes: Uses 3.5 skill system and 3.5e barbarian skill points. Otherwise identacle.)
"Knight(s)"- Crusader, Cavalier(Pathfinder Cavalier)(Changes: Uses 3.5 skill system and 3.5e Crusader skill points. Otherwise identacle.)
Before I run this I want to know, is this a good change? Dose it do what I want or fall flat on it's face? Would any of you run a game with these fixes? I want honest opinions.(Also, ignore all spelling/gramar errors as I am on a machine with no spell check when I posted this.)
This fix dose two main things, cuts out the most broken and most underpowered classes from the game and adds(some) pathfinder elements to the game. Below I will outline these additions and then proceed to the list of avalible base classes.
Rules changes:
-The crafting system is changed to the pathfinder crafting system, and the acoiated feats are added to the game, so mundane characterc can still craft magical items as in pathfinder.
-All classes with spellcasting or manuvers except Ranges, Paladins(all vairents) and Factotums use the standard one feat every three levels feat progression. All other classes(Including Rangers, paladins and Factotums) use the pathfinder feat progression of one feat every 2 levels.
-All non-metamagic pathfinder feats that do not exsist in 3.5e or improve 3.5e feats are selectable. All non-metamagic feats that where powerful in 3.5e but nerfed or weakened in pathfinder remain as their 3.5e version. Metamagic and metamagic feats remains as it is in 3.5e. All frank and K feats which follow the normal 3.5e feat system are also selectable.(So [combat] feats, which use a new system, are not.)
- Only certain base classes are allowed/exsist in this version fo 3.5p. Those classes will be listed later in this post.
-Epic Spellcasting and Epic Leadership are removed. All other epic cheese is illegal.
Other then those changes everything remains as it is in 3.5e, including the skill system and spells(So all spells use their 3.5e versions, not their pathfinder
duplicats.)
Base classes:
The folowing classes are the allowed base classes for this fix of 3.5e. Most classes remain the same but to moddle certain concepts some classes have been altered somewhat. If a class is changed in any way the changes will be listed with the class.
Arcane archtypes:
"Wizard(s)"-
Generalist Wizard:
"Wizard"(Sorcerer)(Changes: casting stat becomes int as appose to cha...uses the wizard's class skill list and profiencies instead of the sorcerer's. Can exchange spells known for a spell from the wiz/sorc list possessed in any written format(but cannot gain extra spells known..spells "learned" this way replace a already known spell rather then adding a bonus spell to their spells known. Scorls are not destroyed when used in this manner but the DCs for "learning" spells in this manner are as follows: Level 1: DC 2o, Level 2: DC 25, Level 3: DC 30, Level 4: DC 35, Level 5: DC 40, level 6: DC 45, Level 7: DC 50, Level 8: DC 55, level 9: DC 60). Gains scribe scroll. Dose not qualify for dragon feats....otherwise identacle to the sorcerer in every way)
Specalist Wizards:
(Changes- All: All "specalists" qualify for PrCs which require specalization such as Red Wizard and Master Specalist.)
Beguiler [Illusion/Enchantment specalist]
Dread Necromancer [Necromancy specalist] (Changes: Uses this spell list (http://www.giantitp.com/forums/showthread.php?t=162358) in place of the one given to it by Wizards. otherwise identacle to the standard class. Rebuking for DNs remains Cha based.)
Warmage[Evocation Specalist] (Changes: Uses this fix. ( http://www.giantitp.com/forums/showthread.php?t=131346&highlight=warmage))
Summoner(Frank and K)[Conjuration Specalist]
(As for the other specalists I am looking for some homebrew classes to fit the bill. If somebody knows any good ones, please tell me.)
"Sorcerer"- Sorcerer
"Bard"- Bard
Divinen Archtypes:
"Cleric(s)"- 'Priest"(Cleric)(Changes: Loses all armor profiencies and weapon profiencies and gains wizard weapon profiency. Gains Sorcerer spells-per day, spellcasting progression and spells known. Casting stat is changed to Cha and turning/rebuking is instead wisdom based...but only for this class.)
"Cleric"(Favored Soul)(Changes: Casting stat becomes Wis and only Wis. Gains Heavy armor and cleric aligenment restrictions and aligenment spell restrictions. Other then those changes the class remains as it is.)
"Druid(s)"- "Druid"(Spirit Shaman)(Changes: Casting Stat becomes Wis and only Wis. Gains the aligenment restrictions of a 3.5e Druid. Otherwise identacle to the normal class)
"Wildshaper"(Wildshape ranger)(Changes: Is not considered a "ranger' and thus gets the 1 feat every three levels as appose to the 1 feat every 2 levels any other ranger would get.)
"Paladin(s)"- Paladin(Pathfinder Paladin)(Changes: Uses 3.5e skill system instead of pathfinder one and has the skill points of a 3.5e Paladin. Otherwise identacle to the pathfinder Paladin)
Anti-Paladin(Pathfinder Anti-Paladin)(Changes: Uses 3.5e skill system instead of pathfinder one and has the skill points of a 3.5e Paladin. Otherwise identacle to the pathfinder Anti-Paladin.)
Skillmonky archtypes-
"Theif"- "Rogue"(Pathfinder Rogue)(Changes: Uses 3.5e skill system and 3.5e rogue skill points. Otherwise identacle.)
"General skillmonkey"- Factotum
Melee archtypes-
"Fighter(s)"- Warblade, Fighter(Pathfinder fighter)(Changes: Uses 3.5 skill system and 3.5e fighter skill points. Otherwise identacle.)
"Monk(s)"-Swordsage, "Monk"(Pathfinder Monk)(Changes: Uses 3.5 skill system and 3.5e Monk skill points. Otherwise identacle.)
"Ranger"- Ranger(Pathfinder Ranger)(Changes: Uses 3.5 skill system and 3.5e Monk skill points. Otherwise identacle.)
"Barbarian"- Barbarian(Pathfinder Barbarian)(Changes: Uses 3.5 skill system and 3.5e barbarian skill points. Otherwise identacle.)
"Knight(s)"- Crusader, Cavalier(Pathfinder Cavalier)(Changes: Uses 3.5 skill system and 3.5e Crusader skill points. Otherwise identacle.)
Before I run this I want to know, is this a good change? Dose it do what I want or fall flat on it's face? Would any of you run a game with these fixes? I want honest opinions.(Also, ignore all spelling/gramar errors as I am on a machine with no spell check when I posted this.)