sonofzeal
2011-08-13, 03:10 PM
Premise
The best fix is one that involves minimal re-learning. Rather than rewrite classes or systems completely, small caveats are added that can be easily learned and/or ignored as any particular group finds necessary. These caveats may not fix every issue, but should serve to, in broad strokes, equalize some of the worst imbalances. This fix assumes the JaronK Tier System is accurate, and that it accurately identifies some of the key class disparities.
Tier 1
Clerics: Sanction
A Cleric needs Sanction from his Patron to apply his full might. Without Sanction, they are restricted to the spells-per-day chart of the Adept (http://www.d20srd.org/srd/npcClasses/adept.htm). The Cleric still prepares spells as normal, but puts a special mark beside spells not in their Adept spell slots. These spells cannot be cast until Sanction is granted.
Sanction can be granted by the Patron at any time, even when it is not the Cleric's turn, but only when necessary. The DM should tell the player at the beginning of combat whether Sanction was granted.
In general, Sanction should be granted...
when fighting favored enemies of the church;
when fighting heretics or enemy churches;
when acting in support of a domain you took;
when acting in support of a church-sanctioned activity.
when following the direct instruction of their patron deity.
For positive-energy clerics, merely fighting "evil" enemies is insufficient. A Cleric of Corellon Larethian would not receive Sanction against a nest of vampires unless the vampires are a specific danger to elves. The reverse is true for negative energy clerics.
In return, when Sanction is received, the Cleric may cast both domain spells of any given level, as if they had a domain spell slot for each of their domains.
Druids: Sanction
See the Cleric trait of the same name, with the following adjustments.
In general, Sanction should be granted...
when fighting favored enemies of nature;
when acting in support of a natural region;
when acting in support of an activity sanctioned by a council of Druids.
Without Sanction, Druids are restricted to Wildshape forms of two less Hit Dice than they would otherwise be able to Wildshape into. Any class that gains Wildshape "as Druid" retains this restriction, but cannot gain Sanction to overcome it unless they already possess a Sanction mechanic.
In return, when Sanction is received, the Druid automatically receives the benefit of the Natural Spell feat, and may cast a spell in the same round as they use their Wild Shape ability, as if that spell was affected by the Quicken Spell (http://www.d20srd.org/srd/feats.htm#quickenSpell) metamagic.
Wizards
All Wizards must choose a school to specialize in.
A Wizard can only prepare spells of their chosen school in most of their spell slots. For non-school spells, they are limited to the spell slots of an Adept.
For example, a 5th level Evoker Wizard with 16 Int gains three 2nd level spells, among others. A 5th level Adept would only gains two. Thus, the third slot could only be filled with Evocation spells.
Archivist: Gnosis
See the Wizard trait of the same name, with the following adjustments:
Dark Knowledge is based off of successful Gnosis checks instead of Knowledge checks. Lore Mastery gives a +2 bonus on any two Gnosis categories. Bonus Feat includes "Skill Focus (any Gnosis skill)"
Tier 2
Favoured Souls: Beholden
This trait functions like the Cleric's "sanction" trait, with the following adjustments:
The Favoured Soul can cast at full strength EXCEPT:
when acting against the orders of members of the church of your deity;
at your deity's discretion (does not require "falling").
At these times, they are restricted to an Adept's spells per day.
In return, unlike the other restrictions on full casters, this ability allows the Favoured Soul to apply their full power outside of combat without requiring the approval of an organization.
Sorcerers: Beholden
This trait functions like the Cleric's "sanction" trait, with the following adjustments:
The Sorcerer can cast at full strength EXCEPT:
when fighting against Dragons;
when acting against the orders of a Dragon with CR greater than the Sorcerer's class level.
At these times, they are restricted to an Adept's spells per day.
In return, unlike the other restrictions on full casters, this ability allows the Favoured Soul to apply their full power outside of combat without requiring the approval of an organization.
Sidenote: Other creature types besides Dragons are options for this. Aberration, Fey, Celestials, Demons, Devils, Genies, and Undead are all possible at the DM's discretion.
Psionics:Resistance
Any creature immune to mind-affecting abilities is difficult to affect psionicly, as even with powers that aren't mind-affecting still make use of some psychic resonance with the target. As a result, any power that targets one of these creatures has its power point cost increased by 2.
In exchange, any character with a ML of 5 or more can use "Sense Psionic" (as "Sense Magic") at will. Normal transparency rules do not apply - this ability senses psionic energy (including any characters with at least 1 power point), but does not detect arcane or divine energy.
Tier 5
Ninjas
Ninjas retain their AC Bonus when wearing Light Armor.
At level 4, the Ninja gains a +2 bonus on Spot, Listen, Hide, and Move Silently. At level 14 it increases to +4.
At level 8, the Ninja receives "Darkstalker" (Lords of Madness) as a bonus feat.
Monks
The Monk can add the extra attacks from Flurry of Blows onto a Standard Action attack.
At level 8, the Monk's unarmed strike attacks gain the "Ghost Touch" property.
At level 14, the Monk's grapple attempts can no longer be resisted by Freedom of Movement.
At level 18, the Monk can restore their daily use of Abundant Step by meditating for a full minute. If the meditation is interrupted, they must begin again.
Soulknives
Soulknives count as 2 levels higher for the purpose of Mind Blade abilities (gaining +1 Mind Blade at lvl 2 and +1 Mind Blade Enhancement at lvl 4). At level 20 they gain +5 Mind Blade Enhancement.
Additionally, Soulknives gain Multiple Throw at level 8 instead of level 17. Instead, at level 17 a Soulknife can alter the enhancements on his mindblade as a full round action instead of requiring 8 hours.
Finally, at 4th level, Soulknives gain "AC Bonus" as Monk, except that it applies when wearing light armor or no armor. This does not stack with the AC Bonus of Monk, Ninja, Swordsage, or other classes that have an "AC Bonus" that references one of these three.
Fighters
Master Builder
Fighters are expected to be good with equipment. They add Disable Device and Knowledge: Architecture and Engineering to their list of class skills, and gain bonus skillpoints per level as if their Intelligence was 4 higher. These bonus skillpoints can only be spent on these two skills, and on Craft skills.
Master Smith
At 5th level, the Fighter gains a +2 on all Craft checks involving smithing, and on Craft: Siegeworks. At 9th level this bonus increases to +4, at 13th level it increases to +6, and at 17th level it increases to +8.
Healers
Healer spellcasting is based off Charisma instead of Wisdom.
In addition, the Healer can spontaneously sacrifice any of their prepared spell for any "Conjuration: Healing" spell of the same level.
Sidenote: It is highly recommended that the Healer spell list be expanded appropriately. Recommendations are available on request.
Crafting (and other xp penalties)
Anything that reduced xp in any way instead reduces gp at a 1:5 ratio of xp to gp. The character never has the option to pay xp instead, unless by special DM exemption. Effects that reduce the gp cost of crafting only affect the cost before the exchange rate is applied.
Example: Bracers of Armor +1 cost 1000. Previously, crafting a pair would require 500 gp and 40 xp. Under this system, it would cost 700 gp and 0 xp.
Artificer Craft Reserve is replaced by the ability to improve the exchange rate to 1:4
Fleshwarper Craft Reserve is replaced by the ability to improve the exchange rate to 1:2, but only for grafts. And Artificer/Fleshwarper can improve the exchange rate to 1:1.
Flight
Flight is a skill, like Swim, that only appears on the class skill list of creatures with Fly speeds, Warlocks, and Dragonfire Adepts. Any creature with a racial fly speed can take 10 even when threatened.
Fly (Dex; Armor Check Penalty)
Check
Make a Fly check once per round while you are in the air. Success means you may fly at up to your fly speed. If you fail by 4 or less, you make no progress and instead drift downward as if under the effects of Featherfall. If you fail by 5 or more, or if you roll a Natural 1 on your check, you plummet. Recovering from a plummet is a DC 20 check that can be attempted the next turn if you are still in the air. If you hit ground during a plummet, you take full falling damage.
The DC for the Fly check depends on the weather, as given on the table below.
Each hour that you fly, you must make a DC 20 Fly check or take 1d6 points of nonlethal damage from fatigue.
{table=head]Table: Fly skill check DCs
{table=head]Action|DC
Fight while airborne|5
Remain airborne when injured|10 + damage dealt
Recover from plummetting|20
Hover|25
Headwind|+5
Strong Wind|+10
Hurricane-force wind|+20[/table][/table]
Special
Creatures gain a bonus on their Fly checks based on their maneuverability, as shown on the following table:
{table=head]Table: Maneuverability bonus
{table=head]Maneuverability|Bonus
Clumsy|+0
Poor|+2
Average|+4
Good|+6
Perfect|+8[/table][/table]
Levitate
The spell Levitate requires Fly checks each round. The DC for these Fly checks is 5.
New ranged weapon enchantment: Grounding
Cost: +1 enchantment
Any creature struck by this projectile is affected as if by Earthbind (Spell Compendium), with a DC equal to 10 plus the damage dealt.
Other (remove?)
At level 5, any character can choose to take "Pierce Magical Protection" (Complete Arcane) as a bonus feat. Its -4 penalty to Caster Level still applies, and additionally applies against Manifester Level, Binding Level, and Initiator Level. If the character already has this feat, they may immediately retrain it to a different feat. In addition, the character gains a +2 stacking bonus on saves against Divination effects.
At level 10, any character can choose to take "Blind-Fight" and "Pierce Magical Concealment" (Complete Arcane) as a bonus feat. Its -4 penalty to Caster Level still applies, and additionally applies against Manifester Level, Binding Level, and Initiator Level. If the character already has either of these feats, they may immediately retrain them to different feats. In addition, the character gains a +2 stacking bonus on saves against Divination effects.
Any character who chose to take both Pierce Magical Protection and Pierce Magical Concealment can, at level 15, take "Martial Study: Iron Heart Surge" (Tome of Battle) as a bonus feat. If the character already has this feat or the Iron Heart Surge maneuver, they may immediately retrain them. In addition, the character gains a +2 stacking bonus on saves against Divination effects.
All characters gain Blind-Fight at level 10.
Pierce Magical Protection and Pierce Magical Concealment no longer require "Mage Slayer".
The best fix is one that involves minimal re-learning. Rather than rewrite classes or systems completely, small caveats are added that can be easily learned and/or ignored as any particular group finds necessary. These caveats may not fix every issue, but should serve to, in broad strokes, equalize some of the worst imbalances. This fix assumes the JaronK Tier System is accurate, and that it accurately identifies some of the key class disparities.
Tier 1
Clerics: Sanction
A Cleric needs Sanction from his Patron to apply his full might. Without Sanction, they are restricted to the spells-per-day chart of the Adept (http://www.d20srd.org/srd/npcClasses/adept.htm). The Cleric still prepares spells as normal, but puts a special mark beside spells not in their Adept spell slots. These spells cannot be cast until Sanction is granted.
Sanction can be granted by the Patron at any time, even when it is not the Cleric's turn, but only when necessary. The DM should tell the player at the beginning of combat whether Sanction was granted.
In general, Sanction should be granted...
when fighting favored enemies of the church;
when fighting heretics or enemy churches;
when acting in support of a domain you took;
when acting in support of a church-sanctioned activity.
when following the direct instruction of their patron deity.
For positive-energy clerics, merely fighting "evil" enemies is insufficient. A Cleric of Corellon Larethian would not receive Sanction against a nest of vampires unless the vampires are a specific danger to elves. The reverse is true for negative energy clerics.
In return, when Sanction is received, the Cleric may cast both domain spells of any given level, as if they had a domain spell slot for each of their domains.
Druids: Sanction
See the Cleric trait of the same name, with the following adjustments.
In general, Sanction should be granted...
when fighting favored enemies of nature;
when acting in support of a natural region;
when acting in support of an activity sanctioned by a council of Druids.
Without Sanction, Druids are restricted to Wildshape forms of two less Hit Dice than they would otherwise be able to Wildshape into. Any class that gains Wildshape "as Druid" retains this restriction, but cannot gain Sanction to overcome it unless they already possess a Sanction mechanic.
In return, when Sanction is received, the Druid automatically receives the benefit of the Natural Spell feat, and may cast a spell in the same round as they use their Wild Shape ability, as if that spell was affected by the Quicken Spell (http://www.d20srd.org/srd/feats.htm#quickenSpell) metamagic.
Wizards
All Wizards must choose a school to specialize in.
A Wizard can only prepare spells of their chosen school in most of their spell slots. For non-school spells, they are limited to the spell slots of an Adept.
For example, a 5th level Evoker Wizard with 16 Int gains three 2nd level spells, among others. A 5th level Adept would only gains two. Thus, the third slot could only be filled with Evocation spells.
Archivist: Gnosis
See the Wizard trait of the same name, with the following adjustments:
Dark Knowledge is based off of successful Gnosis checks instead of Knowledge checks. Lore Mastery gives a +2 bonus on any two Gnosis categories. Bonus Feat includes "Skill Focus (any Gnosis skill)"
Tier 2
Favoured Souls: Beholden
This trait functions like the Cleric's "sanction" trait, with the following adjustments:
The Favoured Soul can cast at full strength EXCEPT:
when acting against the orders of members of the church of your deity;
at your deity's discretion (does not require "falling").
At these times, they are restricted to an Adept's spells per day.
In return, unlike the other restrictions on full casters, this ability allows the Favoured Soul to apply their full power outside of combat without requiring the approval of an organization.
Sorcerers: Beholden
This trait functions like the Cleric's "sanction" trait, with the following adjustments:
The Sorcerer can cast at full strength EXCEPT:
when fighting against Dragons;
when acting against the orders of a Dragon with CR greater than the Sorcerer's class level.
At these times, they are restricted to an Adept's spells per day.
In return, unlike the other restrictions on full casters, this ability allows the Favoured Soul to apply their full power outside of combat without requiring the approval of an organization.
Sidenote: Other creature types besides Dragons are options for this. Aberration, Fey, Celestials, Demons, Devils, Genies, and Undead are all possible at the DM's discretion.
Psionics:Resistance
Any creature immune to mind-affecting abilities is difficult to affect psionicly, as even with powers that aren't mind-affecting still make use of some psychic resonance with the target. As a result, any power that targets one of these creatures has its power point cost increased by 2.
In exchange, any character with a ML of 5 or more can use "Sense Psionic" (as "Sense Magic") at will. Normal transparency rules do not apply - this ability senses psionic energy (including any characters with at least 1 power point), but does not detect arcane or divine energy.
Tier 5
Ninjas
Ninjas retain their AC Bonus when wearing Light Armor.
At level 4, the Ninja gains a +2 bonus on Spot, Listen, Hide, and Move Silently. At level 14 it increases to +4.
At level 8, the Ninja receives "Darkstalker" (Lords of Madness) as a bonus feat.
Monks
The Monk can add the extra attacks from Flurry of Blows onto a Standard Action attack.
At level 8, the Monk's unarmed strike attacks gain the "Ghost Touch" property.
At level 14, the Monk's grapple attempts can no longer be resisted by Freedom of Movement.
At level 18, the Monk can restore their daily use of Abundant Step by meditating for a full minute. If the meditation is interrupted, they must begin again.
Soulknives
Soulknives count as 2 levels higher for the purpose of Mind Blade abilities (gaining +1 Mind Blade at lvl 2 and +1 Mind Blade Enhancement at lvl 4). At level 20 they gain +5 Mind Blade Enhancement.
Additionally, Soulknives gain Multiple Throw at level 8 instead of level 17. Instead, at level 17 a Soulknife can alter the enhancements on his mindblade as a full round action instead of requiring 8 hours.
Finally, at 4th level, Soulknives gain "AC Bonus" as Monk, except that it applies when wearing light armor or no armor. This does not stack with the AC Bonus of Monk, Ninja, Swordsage, or other classes that have an "AC Bonus" that references one of these three.
Fighters
Master Builder
Fighters are expected to be good with equipment. They add Disable Device and Knowledge: Architecture and Engineering to their list of class skills, and gain bonus skillpoints per level as if their Intelligence was 4 higher. These bonus skillpoints can only be spent on these two skills, and on Craft skills.
Master Smith
At 5th level, the Fighter gains a +2 on all Craft checks involving smithing, and on Craft: Siegeworks. At 9th level this bonus increases to +4, at 13th level it increases to +6, and at 17th level it increases to +8.
Healers
Healer spellcasting is based off Charisma instead of Wisdom.
In addition, the Healer can spontaneously sacrifice any of their prepared spell for any "Conjuration: Healing" spell of the same level.
Sidenote: It is highly recommended that the Healer spell list be expanded appropriately. Recommendations are available on request.
Crafting (and other xp penalties)
Anything that reduced xp in any way instead reduces gp at a 1:5 ratio of xp to gp. The character never has the option to pay xp instead, unless by special DM exemption. Effects that reduce the gp cost of crafting only affect the cost before the exchange rate is applied.
Example: Bracers of Armor +1 cost 1000. Previously, crafting a pair would require 500 gp and 40 xp. Under this system, it would cost 700 gp and 0 xp.
Artificer Craft Reserve is replaced by the ability to improve the exchange rate to 1:4
Fleshwarper Craft Reserve is replaced by the ability to improve the exchange rate to 1:2, but only for grafts. And Artificer/Fleshwarper can improve the exchange rate to 1:1.
Flight
Flight is a skill, like Swim, that only appears on the class skill list of creatures with Fly speeds, Warlocks, and Dragonfire Adepts. Any creature with a racial fly speed can take 10 even when threatened.
Fly (Dex; Armor Check Penalty)
Check
Make a Fly check once per round while you are in the air. Success means you may fly at up to your fly speed. If you fail by 4 or less, you make no progress and instead drift downward as if under the effects of Featherfall. If you fail by 5 or more, or if you roll a Natural 1 on your check, you plummet. Recovering from a plummet is a DC 20 check that can be attempted the next turn if you are still in the air. If you hit ground during a plummet, you take full falling damage.
The DC for the Fly check depends on the weather, as given on the table below.
Each hour that you fly, you must make a DC 20 Fly check or take 1d6 points of nonlethal damage from fatigue.
{table=head]Table: Fly skill check DCs
{table=head]Action|DC
Fight while airborne|5
Remain airborne when injured|10 + damage dealt
Recover from plummetting|20
Hover|25
Headwind|+5
Strong Wind|+10
Hurricane-force wind|+20[/table][/table]
Special
Creatures gain a bonus on their Fly checks based on their maneuverability, as shown on the following table:
{table=head]Table: Maneuverability bonus
{table=head]Maneuverability|Bonus
Clumsy|+0
Poor|+2
Average|+4
Good|+6
Perfect|+8[/table][/table]
Levitate
The spell Levitate requires Fly checks each round. The DC for these Fly checks is 5.
New ranged weapon enchantment: Grounding
Cost: +1 enchantment
Any creature struck by this projectile is affected as if by Earthbind (Spell Compendium), with a DC equal to 10 plus the damage dealt.
Other (remove?)
At level 5, any character can choose to take "Pierce Magical Protection" (Complete Arcane) as a bonus feat. Its -4 penalty to Caster Level still applies, and additionally applies against Manifester Level, Binding Level, and Initiator Level. If the character already has this feat, they may immediately retrain it to a different feat. In addition, the character gains a +2 stacking bonus on saves against Divination effects.
At level 10, any character can choose to take "Blind-Fight" and "Pierce Magical Concealment" (Complete Arcane) as a bonus feat. Its -4 penalty to Caster Level still applies, and additionally applies against Manifester Level, Binding Level, and Initiator Level. If the character already has either of these feats, they may immediately retrain them to different feats. In addition, the character gains a +2 stacking bonus on saves against Divination effects.
Any character who chose to take both Pierce Magical Protection and Pierce Magical Concealment can, at level 15, take "Martial Study: Iron Heart Surge" (Tome of Battle) as a bonus feat. If the character already has this feat or the Iron Heart Surge maneuver, they may immediately retrain them. In addition, the character gains a +2 stacking bonus on saves against Divination effects.
All characters gain Blind-Fight at level 10.
Pierce Magical Protection and Pierce Magical Concealment no longer require "Mage Slayer".