Elitarismo
2011-09-15, 02:46 PM
Before getting into the nitty gritty, a few disclaimers:
The houserules are meant to be used collectively, as a single set. Changing one rule impacts related and associated mechanics, so cherry picking from this list will result in a far less balanced game than not using any of them. As they were devised to make the game more balanced this is clearly counterproductive.
The houserules assume players that already know what they are doing. If they don't, these probably won't be able to help you by themselves. However, said players will also only discover imbalance by accident so that isn't all bad.
The main purpose of my posting these here is to have a reference point on these boards. Of course being a forum thread it's open to commentary, however it is unlikely any changes will be made unless you have a solid logical argument to explain either that a particular thing is missing or that some aspect of it is critically flawed and needs to be changed in the following ways... And a description of those ways follows. Invalid arguments will be ignored, so I ask that you not attempt to derail the thread with them.
If you choose to use these for your own game, keep in mind the other disclaimers. Otherwise you are welcome to do so (you can do it anyways, but again it would be counterproductive and you should just stick to 3.5 then).
It might take more than one post to get everything up, as they are several pages long and I am not sure what the text limit of this forum is.
If you are not a fan of game balance please keep it to yourself.
If you are curious as to the motivation behind a particular change do feel free to ask.
And without further delays, here they are:
Classes:
Barbarians gain DR x/- equal to their Con modifier or their Barbarian class level, whichever is lower. This is in addition to the DR x/- gained at level 7, 10, 13, 16, and 19 and any DR x/- the Barbarian has from items.
Barbarians of level 11 or higher also have Mettle, but only while raging.
The Fighter class is 6 levels long.
Monks get full BAB. Not that that will stop them from failing.
Paladin Smite Evil can be used x times per encounter instead of per day and applies to any attacks made for one round, including AoOs. In addition if you Smite a target that is neither Good nor Evil the Smite still has half normal effect. Note the change to Smite also applies to any other Smite abilities with the target lines changed accordingly.
Paladins have good Will saves, and every six levels they can take a bonus feat from the following list: Great Fortitude, Lightning Reflexes, Iron Will. Before you laugh, keep in mind what those feats do now.
Rangers need not choose between ranged and melee. They get both the ranged line and the TWF line. If you're using some alternate Ranger progression it replaces one of these (your choice).
As ITWF and GTWF no longer exist, Rangers get Two Weapon Defense and Two Weapon Parry at levels 6 and 11 instead. They still get Two Weapon Fighting at level 2.
Paladins and Rangers have full caster level. Their actual access to spells remains unchanged.
Paladin casting is now Charisma based.
Ranger's Animal Companion progresses at the same rate as the Druid's.
Evoker Wizards, Warmages, and Sorcerers who have Evocation spells as at least a third of their total spells known do one additional damage per damage dice. Such characters can also ignore a number of points of energy resistance on their targets equal to their caster level. This must be applied or not applied to all targets within the spell area and can be chosen at the time of casting. If the target does not actually have any energy resistance, this has no effect. This ability requires no action beyond that required to cast the spell and can be used at will.
Warmage Edge has its bonus cut in half, but it applies to each die. Minimum 1 point per die. Thus an 18 Int Warmage does an additional 2 damage per die. This ability, unlike the others is capped at your Warmage level, even if your caster level is higher for any reason. Thus a CL 20th Warmage who only actually has 15 levels of Warmage only applies the bonus to 15 dice. PRC levels that advance Warmage spellcasting count as Warmage levels for this purpose. Caster level boosts do not.
Warlocks can Eldritch Blast as an attack action as long as it is your turn. This includes Invocations that alter or enhance Eldritch Blast. Any other Invocation still has its usual casting time. Yes, this means you can full attack with it, applying the same or different invocations to each blast. Haste will even grant you an extra shot.
There was a Hexblade fix around written by the creators. I can't find it, but it's in.
Tome of Battle classes, when using a maneuver that specifies they attack once and deliver the effect of the maneuver can full attack with the maneuver, but it will only be used on the first attack of the sequence or the first pair of attacks for those TWF maneuvers. If a maneuver does already allow you to full attack and gain the benefit on each swing you still do. Yes, this does mean Warblades can use a maneuver, then full attack and use a second maneuver while recovering both.
Swordsages get Adaptive Style as a bonus feat. It only applies to maneuvers learned from being a Swordsage. It otherwise functions exactly the same.
Factorums don't exist. They were eaten by a Grue. No, I don't think they're overpowered. They just give me a headache.
Since everyone gets Craft feats automatically, and that steals some of the Artificer's thunder a 5th level Artificer can craft items 20% faster. This increases to 40% faster at level 10, 60% faster at level 15, and 80% faster at level 20. This does not stack with any other effects that expedite the crafting process. You must still meet all of the prerequisites for creating the item, including having the money on hand. This only makes the process faster.
Crusader and Warblade stance progression is delayed by 1 level, so as to match up to the levels at which new stances become available.
Iron Heart Surge has been rewritten to be sensible. See addendum for details.
Feats:
Some feats have been rendered unnecessary or less useful. See other sections for details.
The Weapon Focus line automatically scales with HD. At 4 you are considered to have Weapon Specialization for all purposes, at 8 Greater Weapon Focus, and at 12 Greater Weapon Specialization. Note that it does not matter what class those levels are in. And yes, that does include monsters. All of these extra feats apply to the same weapon type as the original, which must be acquired normally. In addition this line of feats applies to a category of weapons rather than a single type chosen from the following list: Bludgeoning, Piercing, or Slashing. You can still take Weapon Focus more than once, but it must apply to a different category each time.
If you have a Least Dragonmark, and are of at least 6th level you can be considered to have a Lesser Dragonmark for all purposes. At 9th level, you can develop a Greater Dragonmark. If for some reason you don't want to advance your dragonmark, you don't have to.
The caster level of Dragonmark spells is equal to your character level. Dragonmark Heir still provides its usual boost to CL.
The Toughness feat grants 3 + HD HP, and cannot be taken more than once.
Improved Toughness grants 3 + HD HP, requires Toughness and a base Fortitude save of +2, and can still only be taken once.
Metamagic cost reducers cannot reduce the cost of any given metamagic below 1 or by more than 1. Thus Extend Spell cannot be reduced below a +1 spell level metamagic, Empower Spell cannot be reduced below a +1 spell metamagic, and Maximize cannot be reduced below a +2 spell metamagic. Metamagic rods and Sudden Metamagic feats still work normally. Divine Metamagic still works normally, but beware of Dispels!
Improved Two Weapon Fighting and Greater Two Weapon Fighting no longer exist.
Two Weapon Fighting grants you a number of offhand attacks equal to the number of main hand attacks you are entitled to, and does not impose additional to hit penalties for a one handed weapon in the off hand. It also no longer has any prerequisites. In addition, as long as you have the feat attacking once with each hand is an attack action. When making an Attack of Opportunity, you can strike once with each hand as a single AoO.
Two Weapon Defense provides an Insight bonus to AC equal to the number of mainhand attacks you can make derived from BAB.
A third feat exists in the Two Weapon Fighting line called Two Weapon Parry. It requires both of the previous feats and a BAB of 11. With it you can 'hold' a pair of attacks from Two Weapon Fighting, and use those attacks as an Immediate action against an attack made on you. This pair of attacks can either be your primary pair or one of your secondary pairs. If either of your attack rolls are higher than the attack roll of the attack, the attack is parried and does not harm you. If both attack rolls are higher, the attack is parried and if the attack rolls are also sufficient to hit the enemy's AC + 4, you hit them normally with your attacks. If neither are higher, the parry fails and the attack is resolved normally. You must choose to use your stored Parry before learning the result of the attack roll. Parries not used by the start of your next turn are lost.
Improved Trip no longer requires Combat Expertise.
Improved Critical and Keen stack. In addition Improved Critical applies to a category of weapons rather than a single type chosen from the following list: Bludgeoning, Piercing, or Slashing.
Improved Sunder, and anything else relating to breaking magic items no longer exists. You can still tunnel through dungeons with your adamantine greatsword if you want.
Any of the feats that give +2 to 2 different skills no longer exist. If they were needed somewhere as a prerequisite, now you don't.
All three of the feats that give +2 to a save still do, except that if your base save bonus of that type is at least +6 you also no longer auto fail saves of that type on a natural 1. You must still actually roll high enough to save normally. If your base save bonus of that type is at least +12 you gain the following additional effect: Fortitude/Will: Mettle. Reflex: Evasion. If you already have these abilities for any reason you instead get a 1/day reroll on a failed save of that type. You must choose to use it after you know you failed the save, but before knowing what the result of doing so is. If the reroll is worse than the original roll, you're still screwed.
Monks are proficient with their own bodies. They are also automatically proficient with gauntlets, which are considered a Monk weapon and do the listed damage or their unarmed strike damage, whichever is the greater. Not that any of this will save them, mind you...
Craft feats no longer grant a discount on the gold cost of an item, and no longer have an XP cost. They still cost the usual amount of time, but are granted automatically to anyone with a sufficient caster level.
If you would be granted a bonus feat that you already have, you can instead take any feat you qualify for. Proficiencies are not considered feats for this purpose. This also only applies to abilities that grant you a specific feat. It only applies to abilities that make you choose a feat from a list if you have every feat on that list.
Multiattack, and Improved Multiattack are no longer restricted to natural weapons. They also grant the same benefit for manufactured weapons, and do not require you to have natural weapons to take them.
General:
Everyone gets maximum HP per HD.
There is no such thing as multiclass penalties.
In addition to the usual uses for Action Points, you can use them to reroll a natural 1 on an attack roll or a saving throw. The normal limits on Action Point usage apply.
Fractional BAB is in effect.
Fractional saves are in effect, but you can get the first level bonus more than once.
LA buyoff is in effect.
Iterative attacks from Base Attack Bonus have a penalty of -5, non stacking. Yes, this does mean a 20th level Warblade swings at +20/+15/+15/+15. This penalty can be further reduced with feats. Refer to feats section for more details.
Full attacks are a Standard action. You still need Pounce in order to benefit from charge based effects on a full attack.
If you have at least 1 BAB, you can Power Attack with any weapon you are proficient in and are treated as if you have the Power Attack feat for all purposes. Yes, this does include ranged weapons. Refer to feats section for more details.
If you have at least 1 BAB, you can Point Blank Shot with any ranged weapon you are proficient in and are treated as if you have the Point Blank Shot feat for all purposes. Refer to feats section for more details.
If you have at least 4 BAB, you can Precise Shot with any ranged weapon you are proficient in and are treated as if you have the Point Blank Shot feat for all purposes. Refer to feats section for more details.
You can become proficient with any weapon by training with it for (7 days - your BAB, minimum 1 day) and making an Int check. The DC is 5 for Simple weapons, 10 for Martial weapons, 15 for Exotic weapons. You cannot take 10 on this check. If this check fails you can try again from the beginning, but if it fails by 5 or more you cannot reattempt to learn that weapon until your BAB permanently improves.
You can become proficient with any armor by training with it for (14 days - your BAB + the armor bonus of the armor, minimum 1 day) and making an Int check. The DC is 7 + the armor bonus of the armor. You cannot take 10 on this check. If this check fails you can try again from the beginning, but if it fails by 5 or more you cannot reattempt to learn that armor until your BAB permanently improves. If the armor has other negative effects such as arcane spell failure or violates Druidic oath you still suffer those drawbacks.
Forgotten Realms, and anything from it is banned. With one exception. Pun Pun actually does exist. He's the overdeity of the campaign, but he ignores all worship or happenings in his domain not related to infinite loops. If anyone does attempt an infinite loop, he kills them before they are born. :P
If you have resistance to energy from a permanent, inherent source such as a racial bonus, that resistance applies against each attack made against you that it applies to and not merely as a per round thing. More like DR, less like temporary HP. In addition this stacks with any resistance you have from non permanent and/or inherent sources such as the Resist Energy spell, or a Ring of Greater Fire Resistance. Other sources of elemental resistances still do not stack.
Items:
WBL has been increased by 50%. This also means enemies will have 50% more treasure (and use that treasure against you). Beware!
Keen and Improved Critical stack. Listed twice to be sure you catch it.
Burst type effects (elemental burst, holy burst, etc) have the burst aspect of their damage doubled. The basic on hit damage remains unchanged.
Magic armor, magic shields, enhancement bonus to natural armor items, and deflection bonus to AC items have the cost of said properties cut in half. Thus armor and shields are 500 * bonus squared and natural armor and deflection items are 1,000 * bonus squared. Magic weapons keep the same cost.
The maximum enhancement bonus possible on such items is now +8, not +5. Magic armor and shields can still only have up to +9 worth of special properties in total. Magic weapons keep the same limitations.
There is no such thing as Dust of Sneezing and Choking. The Thought Bottles swallowed it all, before they were also erased from existence.
If you really want to play a Monk anyways, despite their ineptitude gauntlets are considered an unarmed strike and can be enchanted the same as any other weapon. This also applies to real unarmed combatant classes. Like CoDzillas. :D
Amulet of Natural Attacks no longer exists. Instead it's Bracers of Natural Attacks, to dodge the off slot mark up and make the price 4k * bonus squared.
The following items do not exist: All of those minor SR items in the DMG, the Brilliant Energy weapon property (it's just bad), and all those terrible named items in the DMG (It's a trap!).
Vorpal now triggers on a critical hit, not just on a natural 20. Yes, I am aware that lets someone with IC: Slashing and a Keen Vorpal slashing weapon behead people 45% of the time or so. It's a +5 enchantment, it had better be good. To dual wield with it you need two such weapons, at a minimum cost of 196,000 gold. Also Vorpal was errataed so Death Ward blocks it. Who doesn't have Death Ward at those levels? This also makes Heavy Fort block it. See previous comment.
The Bane weapon enchantment also bypasses all damage reduction by creatures of that type, even if you could not normally bypass that type of damage reduction with that type of attack and even if that type of damage reduction normally cannot be bypassed at all.
Any weapon labeled as 'finesseable' will allow you to use your Dexterity for attack and damage instead of your Strength if you so choose. It's just something you can do.
The Aptitude weapon enhancement does not exist.
Races:
Half elves gain bonus skill points as humans. This is in addition to all of their other features.
Half orcs gain a bonus feat as humans. This is in addition to all of their other features.
Tieflings have -2 Wis instead of -2 Cha. Their other stats are unchanged.
Skills:
Class skills no longer exist. Yes, this means everyone can take Tumble and UMD. Of course since even the best skills aren't that great, and the DCs there are relatively low this doesn't matter.
Anyone who would normally have 2 + Int skills instead has 4 + Int skills. Those that already have 4 or more skill points per level remain unchanged.
The following skills have been combined: Balance and Tumble = Acrobatics (Dex). Handle Animal and Ride = Animal Affinity (Wis). Climb, Jump, and Swim = Athletics (Str). Listen and Spot = Perception (Wis). Bluff, Diplomacy, and Intimidate = Persuasion (Cha). Hide and Move Silently = Stealth (Dex). Disable Device, Open Lock, and Sleight of Hand = Thievery (Dex). Decipher Script and Forgery = Wordsmithing (Int). In addition Use Rope is now a function of Escape Artist, Survival is a function of Knowledge (nature), and Concentration is a factor of Spellcraft (Con for Concentration, Primary Casting Stat for Spellcraft).
Untrained Knowledge skills can reveal information with a DC higher than 10. Of course you're still untrained, so don't expect miracles here.
When using the Craft skill to create a non magical item, determine the time it will take to complete the item using the formula for magic items (1,000 gold/day) instead of the existing formula. If this would result in a time of less than 1 day instead use the following formula: Less than 50 gold = 1 hour, 51-250 gold = 2 hours, every 125 gold or fraction thereof = +1 hour.
Permanent increases to Intelligence provide retroactive skill points. Temporary increases to Intelligence do not grant additional skills.
When using the Use Magic Device skill to emulate caster level, you may not emulate a caster level higher than your own. If you have no caster level, you may not emulate a caster level higher than your hit dice. If your skill check would yield a higher result than your CL or HD, it is instead capped at your CL or HD.
Spells:
Blasting spells:
To qualify as a blasting spell for the purposes of this discussion a spell must have a primary function of doing damage. If a spell only does damage it qualifies as a blasting spell. If a spell does damage and has an additional effect it only counts as a blasting spell if the additional effect is less useful than HP damage. (hint: it's probably not) Thus Orb of ______ spells do not qualify. Lesser Orb of ______ spells do. It should be obvious what the difference is between blasting spells and save or loses that happen to do damage.
All blasting spells have the following changes made to them:
SR: All blasting spells have SR: No. If they already are SR: No, they continue to be.
Damage: If the base damage dice of the spell are D4, D6, or D8, add 1 damage per die. If the base damage dice are D10 or D12, add 2 damage per die. The usual damage dice limits still apply. This bonus damage is of the same type as the spell itself.
General:
Conjuration (calling) effects no longer exist. If this is the entire purpose of the spell or item (Planar Ally, Planar Binding, etc) those spells do not exist. If the spell or item has other functions (Gate, Candle of Invocation, etc), it still has them but can no longer call creatures. Conjuration (summoning) effects are unaffected.
Shapechange no longer exists. Alter Self and Polymorph remain unchanged.
The Celerity line of spells no longer exist.
Mordenkainen's (Game) Disjunction no longer exists. If you want to turn off enemy magic items, use a Chain Dispel. Then you don't destroy your own loot.
Magic Vestment, Barkskin, and Shield of Faith now gives a bonus of +2, +1 per 3 CLs rounded down, max 8. Greater Magic Weapon remains unchanged, but if you prepare any of these spells in a slot 3 levels higher than the spell is for you or cast them spontaneously out of a slot 3 levels higher you can instead cast a Mass version of that type, targeting up to one target (people for Barkskin and Shield of Faith, armor or shields for Magic Vestment, weapons for Greater Magic Weapon) per caster level within 30 feet. The exceptions are Rangers and Barkskin, who can cast a mass Barkskin out of a 4th level spell slot and Artificers, who can cast a Mass Greater Magic Weapon out of a 6th level infusion slot. In addition, Dragonskin is +1, +1 per 2 CLs rounded down, max 8. The energy resistance part remains the same, and there is no multi target option.
The +4 enhancement to a stat line of spells (Bull's Strength/Cat's Grace/Bear's Endurance/Fox's Cunning/Owl's Insight/Eagle's Splendor.) has a duration of 10 minutes/level.
Mage Armor is an Abjuration spell.
Enlarge Person has a Standard action casting time. This also affects similar effects, such as Expansion.
Unfettered Heroism (or whatever that spell is that gives you an Action Point a round) does not exist.
If you have spell resistance, and beneficial spells are cast on you, those spells are not hindered by your spell resistance. They should not be considered SR: No, however... While you are in no danger of having a Heal spell fizzle on you if you are a living creature with spell resistance, an undead with spell resistance would not be automatically affected by the same Heal spell as it is not beneficial to it. Such an undead could benefit from a Harm spell in exactly the same way though.
Blasphemy and similar effects have been rewritten to be sensible. See addendum for details.
Power Word spells have all HP caps increased by 50%.
Power Word: Maladroit and Weaken are instead 2nd level spells that apply ability penalties, as Ray of Clumsiness or Enfeeblement. The durations are a static one minute but the severity of the penalty depends on HP: 1st tier = 4d4, 2nd tier = 2d4, 3rd tier = 1d4.
Healing:
All non Mass Cure spells gain a bonus equal to the user's Wis bonus (if any) per die. This is regardless of the source of the cure, be it from spell, wand, potion, or other item.
Mass Cure spells gain two additional dice (D8s) of healing, and gain a bonus equal to the user's Wis bonus (if any) per two dice, rounded up.
Other forms of HP recovery, such as Repair spells function in the same way except with Int or Cha (whichever is the caster's associated stat) in place of Wisdom.
Weapons:
Ranged weapons:
Heavy crossbows (including their repeating forms) have their base damage die increased by one step. As this is a modification to the base item, it stacks with any other effects of that type.
Crossbows can be made to utilize the user's Strength bonus by mechanisms that provide more resistance, and recoil when fired that requires a stronger user in order to utilize properly. This otherwise works just like composite bows, including the +75 (light) or +100 (heavy) gold per + of strength bonus on the 'pull'.
Crossbows, but not bows can ignore a number of points of armor or natural armor bonus equal to the strength bonus of the crossbow or the strength bonus of the wielder, whichever is the lower. Crossbows do not bypass AC that is not armor or natural armor, and if the target has less armor or natural armor than you have penetrating power the remainder has no effect. Yes, this does effectively give you Str and Dex to hit with a crossbow against armored foes.
Composite bows and crossbows can have their pull increased, but not decreased by a skilled bowyer. This requires materials of a total cost of the price difference between the current and the new item + 50 gold, 1 hour of time, and a successful Craft (bowyer) check made at the end of this process. The DC on this skill check is 10 + the new composite bonus of the bow + 2 if the bow or crossbow is an exotic weapon. Failing this check requires the bowyer to restart the hour long process from the beginning but their materials remain intact. Failing by 5 or more ruins the materials but does not harm the bow or crossbow. Yes, the DC is intentionally low. That's because...
A new wondrous item exists in the form of the Sniper's Bowstring. Despite its name, it also works fine with any crossbow, including magical bows and crossbows. Any bow or crossbow fitted with a Sniper's Bowstring automatically counts as composite adjusted to their current Strength score. Its market value is 1,000 gold and can be crafted by anyone with a CL of 3, Craft Wondrous Item, and Bull's Strength.
A new item exists, the throwing dagger. As you might expect from the name, they are finely balanced for throwing, and have a range increment of 30 feet. However they are not suited for close quarters combat. Melee attacks with a throwing dagger take a -2 penalty. They are otherwise identical to daggers.
Addendum:
Blasphemy (and similar):
Blasphemy
Evocation [Evil, Sonic]
Level: Clr 7, Evil 7
Components: V
Casting Time: 1 standard action
Range: 40 ft.
Area: Nonevil creatures in a 40-ft.-radius spread centered on you
Duration: Instantaneous
Saving Throw: Will negates; see text
Spell Resistance: Yes
Any nonevil creature within the area of a blasphemy spell must make special Will save (DC = spell’s save DC - creature’s HD + your caster level + 1). or suffer the following ill effects.
Save result Effect
Failed save Dazed
Failed save by 2-5 Weakened, dazed
Failed save by 6-10 Paralyzed, weakened, dazed
Failed save by 11 or more Killed, paralyzed, weakened, dazed
The effects are cumulative and concurrent.
Dazed
The creature can take no actions for 1 round, though it defends itself normally.
Weakened
The creature’s Strength score decreases by 2d6 points for 2d4 rounds.
Paralyzed
The creature is paralyzed and helpless for 1d10 minutes.
Killed
Living creatures die. Undead creatures are destroyed.
Furthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy. The banishment effect allows a Will save (as above, but at a -4 penalty) to negate.
Iron Heart Surge:
Iron Heart
Level: Warblade 3.
Prequisite: One Iron Heart maneuver.
Initiation Action: 1 standard action or 1 immediate action, see text
Range: Personal.
Target: You.
Duration: Instantaneous.
WEEABOO!!! ...Fightan' Magick!
Your fighting spirit, dedication, and training allow you to overcome almost anything to defeat your enemies.
When you use this maneuver as a Standard action, choose one of the following conditions currently in effect on you:
Blinded, Dazzled, Deafened, Exhausted, Fatigued, Immobilized, Shaken, Sickened.
Blinded improves to Dazzled, Exhausted improves to Fatigued, and any other condition on this list ends immediately. The duration of the Dazzled or Fatigued conditions in this case remains the same as whatever effect inflicted them, though you can use Iron Heart Surge again to remove them entirely. Further, if the effect that caused one of these conditions is a persistent area effect, that effect cannot reinflict the same condition on you provided that you leave it as a single Move action on your next turn. You otherwise have no protection against being debilitated again in the same way, or a different way or even by the same effect. And yes, that does mean Drow and Orc Warblades can still Iron Heart Surge the sun... at which point they stop being dazzled, and don't get dazzled by the sun again if they go inside immediately. If not, they get dazzled again. And if someone cases Flare on them, they still get dazzled. And that's it. :P
When you use this maneuver as an Immediate action, choose one of the following conditions about to be inflicted upon you:
Confused, Cowering, Dazed, Fascinated, Frightened, Nauseated, Panicked, Paralyzed, Stunned.
Frightened or Panicked improves to Shaken, Nauseated improves to Sickened, and any other condition on this list ends immediately. The duration of the Shaken or Sickened conditions in this case remains the same as whatever effect inflicted them, though you can use Iron Heart Surge again to remove them entirely. Further, if the effect that caused one of these conditions is a persistent area effect, that effect cannot reinflict the same condition on you provided that you leave it as a single Move action on your next turn. You otherwise have no protection against being debilitated again in the same way, or a different way or even by the same effect.
If you use Iron Heart Surge in this way, you do not get a Standard action on your next turn. You still get a Move action, and free actions, can still make Attacks of Opportunity, and attackers are at no special advantage against you as a result of using Iron Heart Surge.
You also surge with confidence and vengeance against your enemies, gaining a +2 morale bonus to attack rolls until the end of your next turn.
The houserules are meant to be used collectively, as a single set. Changing one rule impacts related and associated mechanics, so cherry picking from this list will result in a far less balanced game than not using any of them. As they were devised to make the game more balanced this is clearly counterproductive.
The houserules assume players that already know what they are doing. If they don't, these probably won't be able to help you by themselves. However, said players will also only discover imbalance by accident so that isn't all bad.
The main purpose of my posting these here is to have a reference point on these boards. Of course being a forum thread it's open to commentary, however it is unlikely any changes will be made unless you have a solid logical argument to explain either that a particular thing is missing or that some aspect of it is critically flawed and needs to be changed in the following ways... And a description of those ways follows. Invalid arguments will be ignored, so I ask that you not attempt to derail the thread with them.
If you choose to use these for your own game, keep in mind the other disclaimers. Otherwise you are welcome to do so (you can do it anyways, but again it would be counterproductive and you should just stick to 3.5 then).
It might take more than one post to get everything up, as they are several pages long and I am not sure what the text limit of this forum is.
If you are not a fan of game balance please keep it to yourself.
If you are curious as to the motivation behind a particular change do feel free to ask.
And without further delays, here they are:
Classes:
Barbarians gain DR x/- equal to their Con modifier or their Barbarian class level, whichever is lower. This is in addition to the DR x/- gained at level 7, 10, 13, 16, and 19 and any DR x/- the Barbarian has from items.
Barbarians of level 11 or higher also have Mettle, but only while raging.
The Fighter class is 6 levels long.
Monks get full BAB. Not that that will stop them from failing.
Paladin Smite Evil can be used x times per encounter instead of per day and applies to any attacks made for one round, including AoOs. In addition if you Smite a target that is neither Good nor Evil the Smite still has half normal effect. Note the change to Smite also applies to any other Smite abilities with the target lines changed accordingly.
Paladins have good Will saves, and every six levels they can take a bonus feat from the following list: Great Fortitude, Lightning Reflexes, Iron Will. Before you laugh, keep in mind what those feats do now.
Rangers need not choose between ranged and melee. They get both the ranged line and the TWF line. If you're using some alternate Ranger progression it replaces one of these (your choice).
As ITWF and GTWF no longer exist, Rangers get Two Weapon Defense and Two Weapon Parry at levels 6 and 11 instead. They still get Two Weapon Fighting at level 2.
Paladins and Rangers have full caster level. Their actual access to spells remains unchanged.
Paladin casting is now Charisma based.
Ranger's Animal Companion progresses at the same rate as the Druid's.
Evoker Wizards, Warmages, and Sorcerers who have Evocation spells as at least a third of their total spells known do one additional damage per damage dice. Such characters can also ignore a number of points of energy resistance on their targets equal to their caster level. This must be applied or not applied to all targets within the spell area and can be chosen at the time of casting. If the target does not actually have any energy resistance, this has no effect. This ability requires no action beyond that required to cast the spell and can be used at will.
Warmage Edge has its bonus cut in half, but it applies to each die. Minimum 1 point per die. Thus an 18 Int Warmage does an additional 2 damage per die. This ability, unlike the others is capped at your Warmage level, even if your caster level is higher for any reason. Thus a CL 20th Warmage who only actually has 15 levels of Warmage only applies the bonus to 15 dice. PRC levels that advance Warmage spellcasting count as Warmage levels for this purpose. Caster level boosts do not.
Warlocks can Eldritch Blast as an attack action as long as it is your turn. This includes Invocations that alter or enhance Eldritch Blast. Any other Invocation still has its usual casting time. Yes, this means you can full attack with it, applying the same or different invocations to each blast. Haste will even grant you an extra shot.
There was a Hexblade fix around written by the creators. I can't find it, but it's in.
Tome of Battle classes, when using a maneuver that specifies they attack once and deliver the effect of the maneuver can full attack with the maneuver, but it will only be used on the first attack of the sequence or the first pair of attacks for those TWF maneuvers. If a maneuver does already allow you to full attack and gain the benefit on each swing you still do. Yes, this does mean Warblades can use a maneuver, then full attack and use a second maneuver while recovering both.
Swordsages get Adaptive Style as a bonus feat. It only applies to maneuvers learned from being a Swordsage. It otherwise functions exactly the same.
Factorums don't exist. They were eaten by a Grue. No, I don't think they're overpowered. They just give me a headache.
Since everyone gets Craft feats automatically, and that steals some of the Artificer's thunder a 5th level Artificer can craft items 20% faster. This increases to 40% faster at level 10, 60% faster at level 15, and 80% faster at level 20. This does not stack with any other effects that expedite the crafting process. You must still meet all of the prerequisites for creating the item, including having the money on hand. This only makes the process faster.
Crusader and Warblade stance progression is delayed by 1 level, so as to match up to the levels at which new stances become available.
Iron Heart Surge has been rewritten to be sensible. See addendum for details.
Feats:
Some feats have been rendered unnecessary or less useful. See other sections for details.
The Weapon Focus line automatically scales with HD. At 4 you are considered to have Weapon Specialization for all purposes, at 8 Greater Weapon Focus, and at 12 Greater Weapon Specialization. Note that it does not matter what class those levels are in. And yes, that does include monsters. All of these extra feats apply to the same weapon type as the original, which must be acquired normally. In addition this line of feats applies to a category of weapons rather than a single type chosen from the following list: Bludgeoning, Piercing, or Slashing. You can still take Weapon Focus more than once, but it must apply to a different category each time.
If you have a Least Dragonmark, and are of at least 6th level you can be considered to have a Lesser Dragonmark for all purposes. At 9th level, you can develop a Greater Dragonmark. If for some reason you don't want to advance your dragonmark, you don't have to.
The caster level of Dragonmark spells is equal to your character level. Dragonmark Heir still provides its usual boost to CL.
The Toughness feat grants 3 + HD HP, and cannot be taken more than once.
Improved Toughness grants 3 + HD HP, requires Toughness and a base Fortitude save of +2, and can still only be taken once.
Metamagic cost reducers cannot reduce the cost of any given metamagic below 1 or by more than 1. Thus Extend Spell cannot be reduced below a +1 spell level metamagic, Empower Spell cannot be reduced below a +1 spell metamagic, and Maximize cannot be reduced below a +2 spell metamagic. Metamagic rods and Sudden Metamagic feats still work normally. Divine Metamagic still works normally, but beware of Dispels!
Improved Two Weapon Fighting and Greater Two Weapon Fighting no longer exist.
Two Weapon Fighting grants you a number of offhand attacks equal to the number of main hand attacks you are entitled to, and does not impose additional to hit penalties for a one handed weapon in the off hand. It also no longer has any prerequisites. In addition, as long as you have the feat attacking once with each hand is an attack action. When making an Attack of Opportunity, you can strike once with each hand as a single AoO.
Two Weapon Defense provides an Insight bonus to AC equal to the number of mainhand attacks you can make derived from BAB.
A third feat exists in the Two Weapon Fighting line called Two Weapon Parry. It requires both of the previous feats and a BAB of 11. With it you can 'hold' a pair of attacks from Two Weapon Fighting, and use those attacks as an Immediate action against an attack made on you. This pair of attacks can either be your primary pair or one of your secondary pairs. If either of your attack rolls are higher than the attack roll of the attack, the attack is parried and does not harm you. If both attack rolls are higher, the attack is parried and if the attack rolls are also sufficient to hit the enemy's AC + 4, you hit them normally with your attacks. If neither are higher, the parry fails and the attack is resolved normally. You must choose to use your stored Parry before learning the result of the attack roll. Parries not used by the start of your next turn are lost.
Improved Trip no longer requires Combat Expertise.
Improved Critical and Keen stack. In addition Improved Critical applies to a category of weapons rather than a single type chosen from the following list: Bludgeoning, Piercing, or Slashing.
Improved Sunder, and anything else relating to breaking magic items no longer exists. You can still tunnel through dungeons with your adamantine greatsword if you want.
Any of the feats that give +2 to 2 different skills no longer exist. If they were needed somewhere as a prerequisite, now you don't.
All three of the feats that give +2 to a save still do, except that if your base save bonus of that type is at least +6 you also no longer auto fail saves of that type on a natural 1. You must still actually roll high enough to save normally. If your base save bonus of that type is at least +12 you gain the following additional effect: Fortitude/Will: Mettle. Reflex: Evasion. If you already have these abilities for any reason you instead get a 1/day reroll on a failed save of that type. You must choose to use it after you know you failed the save, but before knowing what the result of doing so is. If the reroll is worse than the original roll, you're still screwed.
Monks are proficient with their own bodies. They are also automatically proficient with gauntlets, which are considered a Monk weapon and do the listed damage or their unarmed strike damage, whichever is the greater. Not that any of this will save them, mind you...
Craft feats no longer grant a discount on the gold cost of an item, and no longer have an XP cost. They still cost the usual amount of time, but are granted automatically to anyone with a sufficient caster level.
If you would be granted a bonus feat that you already have, you can instead take any feat you qualify for. Proficiencies are not considered feats for this purpose. This also only applies to abilities that grant you a specific feat. It only applies to abilities that make you choose a feat from a list if you have every feat on that list.
Multiattack, and Improved Multiattack are no longer restricted to natural weapons. They also grant the same benefit for manufactured weapons, and do not require you to have natural weapons to take them.
General:
Everyone gets maximum HP per HD.
There is no such thing as multiclass penalties.
In addition to the usual uses for Action Points, you can use them to reroll a natural 1 on an attack roll or a saving throw. The normal limits on Action Point usage apply.
Fractional BAB is in effect.
Fractional saves are in effect, but you can get the first level bonus more than once.
LA buyoff is in effect.
Iterative attacks from Base Attack Bonus have a penalty of -5, non stacking. Yes, this does mean a 20th level Warblade swings at +20/+15/+15/+15. This penalty can be further reduced with feats. Refer to feats section for more details.
Full attacks are a Standard action. You still need Pounce in order to benefit from charge based effects on a full attack.
If you have at least 1 BAB, you can Power Attack with any weapon you are proficient in and are treated as if you have the Power Attack feat for all purposes. Yes, this does include ranged weapons. Refer to feats section for more details.
If you have at least 1 BAB, you can Point Blank Shot with any ranged weapon you are proficient in and are treated as if you have the Point Blank Shot feat for all purposes. Refer to feats section for more details.
If you have at least 4 BAB, you can Precise Shot with any ranged weapon you are proficient in and are treated as if you have the Point Blank Shot feat for all purposes. Refer to feats section for more details.
You can become proficient with any weapon by training with it for (7 days - your BAB, minimum 1 day) and making an Int check. The DC is 5 for Simple weapons, 10 for Martial weapons, 15 for Exotic weapons. You cannot take 10 on this check. If this check fails you can try again from the beginning, but if it fails by 5 or more you cannot reattempt to learn that weapon until your BAB permanently improves.
You can become proficient with any armor by training with it for (14 days - your BAB + the armor bonus of the armor, minimum 1 day) and making an Int check. The DC is 7 + the armor bonus of the armor. You cannot take 10 on this check. If this check fails you can try again from the beginning, but if it fails by 5 or more you cannot reattempt to learn that armor until your BAB permanently improves. If the armor has other negative effects such as arcane spell failure or violates Druidic oath you still suffer those drawbacks.
Forgotten Realms, and anything from it is banned. With one exception. Pun Pun actually does exist. He's the overdeity of the campaign, but he ignores all worship or happenings in his domain not related to infinite loops. If anyone does attempt an infinite loop, he kills them before they are born. :P
If you have resistance to energy from a permanent, inherent source such as a racial bonus, that resistance applies against each attack made against you that it applies to and not merely as a per round thing. More like DR, less like temporary HP. In addition this stacks with any resistance you have from non permanent and/or inherent sources such as the Resist Energy spell, or a Ring of Greater Fire Resistance. Other sources of elemental resistances still do not stack.
Items:
WBL has been increased by 50%. This also means enemies will have 50% more treasure (and use that treasure against you). Beware!
Keen and Improved Critical stack. Listed twice to be sure you catch it.
Burst type effects (elemental burst, holy burst, etc) have the burst aspect of their damage doubled. The basic on hit damage remains unchanged.
Magic armor, magic shields, enhancement bonus to natural armor items, and deflection bonus to AC items have the cost of said properties cut in half. Thus armor and shields are 500 * bonus squared and natural armor and deflection items are 1,000 * bonus squared. Magic weapons keep the same cost.
The maximum enhancement bonus possible on such items is now +8, not +5. Magic armor and shields can still only have up to +9 worth of special properties in total. Magic weapons keep the same limitations.
There is no such thing as Dust of Sneezing and Choking. The Thought Bottles swallowed it all, before they were also erased from existence.
If you really want to play a Monk anyways, despite their ineptitude gauntlets are considered an unarmed strike and can be enchanted the same as any other weapon. This also applies to real unarmed combatant classes. Like CoDzillas. :D
Amulet of Natural Attacks no longer exists. Instead it's Bracers of Natural Attacks, to dodge the off slot mark up and make the price 4k * bonus squared.
The following items do not exist: All of those minor SR items in the DMG, the Brilliant Energy weapon property (it's just bad), and all those terrible named items in the DMG (It's a trap!).
Vorpal now triggers on a critical hit, not just on a natural 20. Yes, I am aware that lets someone with IC: Slashing and a Keen Vorpal slashing weapon behead people 45% of the time or so. It's a +5 enchantment, it had better be good. To dual wield with it you need two such weapons, at a minimum cost of 196,000 gold. Also Vorpal was errataed so Death Ward blocks it. Who doesn't have Death Ward at those levels? This also makes Heavy Fort block it. See previous comment.
The Bane weapon enchantment also bypasses all damage reduction by creatures of that type, even if you could not normally bypass that type of damage reduction with that type of attack and even if that type of damage reduction normally cannot be bypassed at all.
Any weapon labeled as 'finesseable' will allow you to use your Dexterity for attack and damage instead of your Strength if you so choose. It's just something you can do.
The Aptitude weapon enhancement does not exist.
Races:
Half elves gain bonus skill points as humans. This is in addition to all of their other features.
Half orcs gain a bonus feat as humans. This is in addition to all of their other features.
Tieflings have -2 Wis instead of -2 Cha. Their other stats are unchanged.
Skills:
Class skills no longer exist. Yes, this means everyone can take Tumble and UMD. Of course since even the best skills aren't that great, and the DCs there are relatively low this doesn't matter.
Anyone who would normally have 2 + Int skills instead has 4 + Int skills. Those that already have 4 or more skill points per level remain unchanged.
The following skills have been combined: Balance and Tumble = Acrobatics (Dex). Handle Animal and Ride = Animal Affinity (Wis). Climb, Jump, and Swim = Athletics (Str). Listen and Spot = Perception (Wis). Bluff, Diplomacy, and Intimidate = Persuasion (Cha). Hide and Move Silently = Stealth (Dex). Disable Device, Open Lock, and Sleight of Hand = Thievery (Dex). Decipher Script and Forgery = Wordsmithing (Int). In addition Use Rope is now a function of Escape Artist, Survival is a function of Knowledge (nature), and Concentration is a factor of Spellcraft (Con for Concentration, Primary Casting Stat for Spellcraft).
Untrained Knowledge skills can reveal information with a DC higher than 10. Of course you're still untrained, so don't expect miracles here.
When using the Craft skill to create a non magical item, determine the time it will take to complete the item using the formula for magic items (1,000 gold/day) instead of the existing formula. If this would result in a time of less than 1 day instead use the following formula: Less than 50 gold = 1 hour, 51-250 gold = 2 hours, every 125 gold or fraction thereof = +1 hour.
Permanent increases to Intelligence provide retroactive skill points. Temporary increases to Intelligence do not grant additional skills.
When using the Use Magic Device skill to emulate caster level, you may not emulate a caster level higher than your own. If you have no caster level, you may not emulate a caster level higher than your hit dice. If your skill check would yield a higher result than your CL or HD, it is instead capped at your CL or HD.
Spells:
Blasting spells:
To qualify as a blasting spell for the purposes of this discussion a spell must have a primary function of doing damage. If a spell only does damage it qualifies as a blasting spell. If a spell does damage and has an additional effect it only counts as a blasting spell if the additional effect is less useful than HP damage. (hint: it's probably not) Thus Orb of ______ spells do not qualify. Lesser Orb of ______ spells do. It should be obvious what the difference is between blasting spells and save or loses that happen to do damage.
All blasting spells have the following changes made to them:
SR: All blasting spells have SR: No. If they already are SR: No, they continue to be.
Damage: If the base damage dice of the spell are D4, D6, or D8, add 1 damage per die. If the base damage dice are D10 or D12, add 2 damage per die. The usual damage dice limits still apply. This bonus damage is of the same type as the spell itself.
General:
Conjuration (calling) effects no longer exist. If this is the entire purpose of the spell or item (Planar Ally, Planar Binding, etc) those spells do not exist. If the spell or item has other functions (Gate, Candle of Invocation, etc), it still has them but can no longer call creatures. Conjuration (summoning) effects are unaffected.
Shapechange no longer exists. Alter Self and Polymorph remain unchanged.
The Celerity line of spells no longer exist.
Mordenkainen's (Game) Disjunction no longer exists. If you want to turn off enemy magic items, use a Chain Dispel. Then you don't destroy your own loot.
Magic Vestment, Barkskin, and Shield of Faith now gives a bonus of +2, +1 per 3 CLs rounded down, max 8. Greater Magic Weapon remains unchanged, but if you prepare any of these spells in a slot 3 levels higher than the spell is for you or cast them spontaneously out of a slot 3 levels higher you can instead cast a Mass version of that type, targeting up to one target (people for Barkskin and Shield of Faith, armor or shields for Magic Vestment, weapons for Greater Magic Weapon) per caster level within 30 feet. The exceptions are Rangers and Barkskin, who can cast a mass Barkskin out of a 4th level spell slot and Artificers, who can cast a Mass Greater Magic Weapon out of a 6th level infusion slot. In addition, Dragonskin is +1, +1 per 2 CLs rounded down, max 8. The energy resistance part remains the same, and there is no multi target option.
The +4 enhancement to a stat line of spells (Bull's Strength/Cat's Grace/Bear's Endurance/Fox's Cunning/Owl's Insight/Eagle's Splendor.) has a duration of 10 minutes/level.
Mage Armor is an Abjuration spell.
Enlarge Person has a Standard action casting time. This also affects similar effects, such as Expansion.
Unfettered Heroism (or whatever that spell is that gives you an Action Point a round) does not exist.
If you have spell resistance, and beneficial spells are cast on you, those spells are not hindered by your spell resistance. They should not be considered SR: No, however... While you are in no danger of having a Heal spell fizzle on you if you are a living creature with spell resistance, an undead with spell resistance would not be automatically affected by the same Heal spell as it is not beneficial to it. Such an undead could benefit from a Harm spell in exactly the same way though.
Blasphemy and similar effects have been rewritten to be sensible. See addendum for details.
Power Word spells have all HP caps increased by 50%.
Power Word: Maladroit and Weaken are instead 2nd level spells that apply ability penalties, as Ray of Clumsiness or Enfeeblement. The durations are a static one minute but the severity of the penalty depends on HP: 1st tier = 4d4, 2nd tier = 2d4, 3rd tier = 1d4.
Healing:
All non Mass Cure spells gain a bonus equal to the user's Wis bonus (if any) per die. This is regardless of the source of the cure, be it from spell, wand, potion, or other item.
Mass Cure spells gain two additional dice (D8s) of healing, and gain a bonus equal to the user's Wis bonus (if any) per two dice, rounded up.
Other forms of HP recovery, such as Repair spells function in the same way except with Int or Cha (whichever is the caster's associated stat) in place of Wisdom.
Weapons:
Ranged weapons:
Heavy crossbows (including their repeating forms) have their base damage die increased by one step. As this is a modification to the base item, it stacks with any other effects of that type.
Crossbows can be made to utilize the user's Strength bonus by mechanisms that provide more resistance, and recoil when fired that requires a stronger user in order to utilize properly. This otherwise works just like composite bows, including the +75 (light) or +100 (heavy) gold per + of strength bonus on the 'pull'.
Crossbows, but not bows can ignore a number of points of armor or natural armor bonus equal to the strength bonus of the crossbow or the strength bonus of the wielder, whichever is the lower. Crossbows do not bypass AC that is not armor or natural armor, and if the target has less armor or natural armor than you have penetrating power the remainder has no effect. Yes, this does effectively give you Str and Dex to hit with a crossbow against armored foes.
Composite bows and crossbows can have their pull increased, but not decreased by a skilled bowyer. This requires materials of a total cost of the price difference between the current and the new item + 50 gold, 1 hour of time, and a successful Craft (bowyer) check made at the end of this process. The DC on this skill check is 10 + the new composite bonus of the bow + 2 if the bow or crossbow is an exotic weapon. Failing this check requires the bowyer to restart the hour long process from the beginning but their materials remain intact. Failing by 5 or more ruins the materials but does not harm the bow or crossbow. Yes, the DC is intentionally low. That's because...
A new wondrous item exists in the form of the Sniper's Bowstring. Despite its name, it also works fine with any crossbow, including magical bows and crossbows. Any bow or crossbow fitted with a Sniper's Bowstring automatically counts as composite adjusted to their current Strength score. Its market value is 1,000 gold and can be crafted by anyone with a CL of 3, Craft Wondrous Item, and Bull's Strength.
A new item exists, the throwing dagger. As you might expect from the name, they are finely balanced for throwing, and have a range increment of 30 feet. However they are not suited for close quarters combat. Melee attacks with a throwing dagger take a -2 penalty. They are otherwise identical to daggers.
Addendum:
Blasphemy (and similar):
Blasphemy
Evocation [Evil, Sonic]
Level: Clr 7, Evil 7
Components: V
Casting Time: 1 standard action
Range: 40 ft.
Area: Nonevil creatures in a 40-ft.-radius spread centered on you
Duration: Instantaneous
Saving Throw: Will negates; see text
Spell Resistance: Yes
Any nonevil creature within the area of a blasphemy spell must make special Will save (DC = spell’s save DC - creature’s HD + your caster level + 1). or suffer the following ill effects.
Save result Effect
Failed save Dazed
Failed save by 2-5 Weakened, dazed
Failed save by 6-10 Paralyzed, weakened, dazed
Failed save by 11 or more Killed, paralyzed, weakened, dazed
The effects are cumulative and concurrent.
Dazed
The creature can take no actions for 1 round, though it defends itself normally.
Weakened
The creature’s Strength score decreases by 2d6 points for 2d4 rounds.
Paralyzed
The creature is paralyzed and helpless for 1d10 minutes.
Killed
Living creatures die. Undead creatures are destroyed.
Furthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy. The banishment effect allows a Will save (as above, but at a -4 penalty) to negate.
Iron Heart Surge:
Iron Heart
Level: Warblade 3.
Prequisite: One Iron Heart maneuver.
Initiation Action: 1 standard action or 1 immediate action, see text
Range: Personal.
Target: You.
Duration: Instantaneous.
WEEABOO!!! ...Fightan' Magick!
Your fighting spirit, dedication, and training allow you to overcome almost anything to defeat your enemies.
When you use this maneuver as a Standard action, choose one of the following conditions currently in effect on you:
Blinded, Dazzled, Deafened, Exhausted, Fatigued, Immobilized, Shaken, Sickened.
Blinded improves to Dazzled, Exhausted improves to Fatigued, and any other condition on this list ends immediately. The duration of the Dazzled or Fatigued conditions in this case remains the same as whatever effect inflicted them, though you can use Iron Heart Surge again to remove them entirely. Further, if the effect that caused one of these conditions is a persistent area effect, that effect cannot reinflict the same condition on you provided that you leave it as a single Move action on your next turn. You otherwise have no protection against being debilitated again in the same way, or a different way or even by the same effect. And yes, that does mean Drow and Orc Warblades can still Iron Heart Surge the sun... at which point they stop being dazzled, and don't get dazzled by the sun again if they go inside immediately. If not, they get dazzled again. And if someone cases Flare on them, they still get dazzled. And that's it. :P
When you use this maneuver as an Immediate action, choose one of the following conditions about to be inflicted upon you:
Confused, Cowering, Dazed, Fascinated, Frightened, Nauseated, Panicked, Paralyzed, Stunned.
Frightened or Panicked improves to Shaken, Nauseated improves to Sickened, and any other condition on this list ends immediately. The duration of the Shaken or Sickened conditions in this case remains the same as whatever effect inflicted them, though you can use Iron Heart Surge again to remove them entirely. Further, if the effect that caused one of these conditions is a persistent area effect, that effect cannot reinflict the same condition on you provided that you leave it as a single Move action on your next turn. You otherwise have no protection against being debilitated again in the same way, or a different way or even by the same effect.
If you use Iron Heart Surge in this way, you do not get a Standard action on your next turn. You still get a Move action, and free actions, can still make Attacks of Opportunity, and attackers are at no special advantage against you as a result of using Iron Heart Surge.
You also surge with confidence and vengeance against your enemies, gaining a +2 morale bonus to attack rolls until the end of your next turn.