Ceaon
2011-07-10, 05:40 AM
For a new campaign, I've decided to try to cut down the number of base classes and bring them closer together, balance-wise. I also want to introduce some houserules. The game would be PH+MM+DMG only. Are these alterations to the system balanced? PEACH!
Edits are in blue.
Some in-depth questions:
1. Are there any skills that are now on no classes' skill list?
2. What would be your estimate for the level that full-casters take over other classes in this new system?
3. Am I missing any obvious errors or 'glitches' with these changes?
4. How to handle hit points and constitution?
New Classes
Note: In this new campaign, no other base classes (or prestige classes) would be allowed.
Channeler
Template: Wizard
Change casting to spontaneous (casting stat still intelligence)
Change spells per day to sorcerer's progression
Crusader
Template: Paladin
Combine spell list with cleric
Caster level is equal to class level
Change Smite Evil to Smite Foe (can target any creature instead of only evil ones)
Add: ability to cast orisons (2 at level 1, 3 at level 2, 4 at level 3 and higher)
Add: alignment restriction as cleric
Add: Detect Hostility as with the Detect Hostile Intent Power (ML = class level) as a Spell-like ability 1/day
Add: Extra uses of Smite Foe at level 3, 7, 13, 17
Remove: Detect Evil
Remove: Special Mount
Remove: Remove Disease
Remove: Alignment restriction and paladin code
Knight
Template: Barbarian
Combine skill list with fighter
Add: fighter bonus feats at level 3, 6, 9, 12, 15, 18
Add: can qualify for fighter-only feats
Remove: Trap Sense ability
Remove: Illiteracy
Remove: Alignment restriction
Priest
Template: Cleric
Remove: heavy armor proficiency
Scourge
Template: Bard
Combine skill list with rogue
Change casting to prepared
Add: sneak attack as rogue
Add: trapfinding as rogue
Remove: bardic music
Remove: alignment restriction
Wildling
Template: Ranger
Change animal companion progression to druid's
Combine spell list with druid's
Caster level is equal to class level
Change skill points to 4+int per level
Change combat style (see Spoiler box)
Add: ability to cast orisons (2 at level 1, 3 at level 2, 4 at level 3 and higher)
Remove: favored enemy
Combat Style (Ex)
At 2nd level, a wildling must select one of three combat styles to pursue: archery, two-weapon combat or unarmed combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.
If the wildling selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.
If the wilding selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
If the wildling selects unarmed combat, he is treated as having the flurry of blows and unarmed strike class abilities like a monk.
At 5th level, attacks made when applying the wildling's chosen combat style deal 1d8 extra damage. If the wildling chose the two-weapon combat style, this extra damage applies to attacks made while wielding two weapons, even if he only makes an attack with one of them. This extra damage increases to 2d8 at level 10, to 3d8 at level 15 and to 4d8 at level 20.
The benefits of the wilding’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Improved Combat Style (Ex)
At 6th level, a wildling’s aptitude in his chosen combat style (archery, two-weapon combat, or unarmed combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.
If the wildling selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
If the wildling selected unarmed combat at 2nd level, he automatically ignores any damage reduction (except DR/epic) when making unarmed attacks.
As before, the benefits of the wildling’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Combat Style Mastery (Ex)
At 11th level, a wildling’s aptitude in his chosen combat style (archery, two-weapon combat, or unarmed combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.
If the wildling selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
If the wildling selected unarmed combat at 2nd level, he is treated as having the Greater Flurry class ability (see the monk class).
As before, the benefits of the wildling’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Other Houserules
Character Creation
Sources: PH+DMG+MM only.
Roll 5d6, choose the best three, assign in the order you rolled, you may switch two stats around. You may reroll if your total modifier is +4 or lower.
Changes to Races
A dwarf's favored class is Crusader.
Elves gain Quick Draw as a bonus feat, even if they do not meet the prerequisites. An elf's favored class is Channeler.
Gnomes gain Magical Aptitude as a bonus feat. A gnome's favored class is Scourge.
Half-elves gain Skill Focus as a bonus feat. They gain a +2 racial bonus to Sense Motive. A half-elf's favored class is Priest.
Half-orcs do not take a -2 penalty to charisma. They gain Diehard as a bonus feat, even if they do not meet the prerequisites. A half-orc's favored class is Knight.
Halfling base land speed is 30 feet. A halfling's favored class is Wildling.
Hit Points
You add your constitution score to your hit points at character creation, but do not add your constitution modifier each level. If your constitution score changes, change your hit points accordingly.
When you roll for hit points and you roll lower than your consititution modifier, you instead gain hit points equal to your constitution modifier. This also applies retroactively.
Skill Points
Increases in intelligence give you more skill points retroactively.
Bonus Feats
Characters may select feats from the General Feats list (excluding feats marked as fighter bonus feats) at level 1, 5, 9, 13 and 17. These could be feats like Skill Focus and Run to flesh out your character.
Spell DCs
Spell DCs are no longer 10 + spell level + relevant casting stat modifier. Instead, they become 10 + relevant casting stat modifier + half your caster level (rounded down).
Edits are in blue.
Some in-depth questions:
1. Are there any skills that are now on no classes' skill list?
2. What would be your estimate for the level that full-casters take over other classes in this new system?
3. Am I missing any obvious errors or 'glitches' with these changes?
4. How to handle hit points and constitution?
New Classes
Note: In this new campaign, no other base classes (or prestige classes) would be allowed.
Channeler
Template: Wizard
Change casting to spontaneous (casting stat still intelligence)
Change spells per day to sorcerer's progression
Crusader
Template: Paladin
Combine spell list with cleric
Caster level is equal to class level
Change Smite Evil to Smite Foe (can target any creature instead of only evil ones)
Add: ability to cast orisons (2 at level 1, 3 at level 2, 4 at level 3 and higher)
Add: alignment restriction as cleric
Add: Detect Hostility as with the Detect Hostile Intent Power (ML = class level) as a Spell-like ability 1/day
Add: Extra uses of Smite Foe at level 3, 7, 13, 17
Remove: Detect Evil
Remove: Special Mount
Remove: Remove Disease
Remove: Alignment restriction and paladin code
Knight
Template: Barbarian
Combine skill list with fighter
Add: fighter bonus feats at level 3, 6, 9, 12, 15, 18
Add: can qualify for fighter-only feats
Remove: Trap Sense ability
Remove: Illiteracy
Remove: Alignment restriction
Priest
Template: Cleric
Remove: heavy armor proficiency
Scourge
Template: Bard
Combine skill list with rogue
Change casting to prepared
Add: sneak attack as rogue
Add: trapfinding as rogue
Remove: bardic music
Remove: alignment restriction
Wildling
Template: Ranger
Change animal companion progression to druid's
Combine spell list with druid's
Caster level is equal to class level
Change skill points to 4+int per level
Change combat style (see Spoiler box)
Add: ability to cast orisons (2 at level 1, 3 at level 2, 4 at level 3 and higher)
Remove: favored enemy
Combat Style (Ex)
At 2nd level, a wildling must select one of three combat styles to pursue: archery, two-weapon combat or unarmed combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.
If the wildling selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.
If the wilding selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
If the wildling selects unarmed combat, he is treated as having the flurry of blows and unarmed strike class abilities like a monk.
At 5th level, attacks made when applying the wildling's chosen combat style deal 1d8 extra damage. If the wildling chose the two-weapon combat style, this extra damage applies to attacks made while wielding two weapons, even if he only makes an attack with one of them. This extra damage increases to 2d8 at level 10, to 3d8 at level 15 and to 4d8 at level 20.
The benefits of the wilding’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Improved Combat Style (Ex)
At 6th level, a wildling’s aptitude in his chosen combat style (archery, two-weapon combat, or unarmed combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.
If the wildling selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
If the wildling selected unarmed combat at 2nd level, he automatically ignores any damage reduction (except DR/epic) when making unarmed attacks.
As before, the benefits of the wildling’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Combat Style Mastery (Ex)
At 11th level, a wildling’s aptitude in his chosen combat style (archery, two-weapon combat, or unarmed combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.
If the wildling selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
If the wildling selected unarmed combat at 2nd level, he is treated as having the Greater Flurry class ability (see the monk class).
As before, the benefits of the wildling’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Other Houserules
Character Creation
Sources: PH+DMG+MM only.
Roll 5d6, choose the best three, assign in the order you rolled, you may switch two stats around. You may reroll if your total modifier is +4 or lower.
Changes to Races
A dwarf's favored class is Crusader.
Elves gain Quick Draw as a bonus feat, even if they do not meet the prerequisites. An elf's favored class is Channeler.
Gnomes gain Magical Aptitude as a bonus feat. A gnome's favored class is Scourge.
Half-elves gain Skill Focus as a bonus feat. They gain a +2 racial bonus to Sense Motive. A half-elf's favored class is Priest.
Half-orcs do not take a -2 penalty to charisma. They gain Diehard as a bonus feat, even if they do not meet the prerequisites. A half-orc's favored class is Knight.
Halfling base land speed is 30 feet. A halfling's favored class is Wildling.
Hit Points
You add your constitution score to your hit points at character creation, but do not add your constitution modifier each level. If your constitution score changes, change your hit points accordingly.
When you roll for hit points and you roll lower than your consititution modifier, you instead gain hit points equal to your constitution modifier. This also applies retroactively.
Skill Points
Increases in intelligence give you more skill points retroactively.
Bonus Feats
Characters may select feats from the General Feats list (excluding feats marked as fighter bonus feats) at level 1, 5, 9, 13 and 17. These could be feats like Skill Focus and Run to flesh out your character.
Spell DCs
Spell DCs are no longer 10 + spell level + relevant casting stat modifier. Instead, they become 10 + relevant casting stat modifier + half your caster level (rounded down).