The Troubadour
2012-03-02, 01:21 PM
Hey there, guys! So, I've come up with some homebrews and I'd like to hear your opinion:
Barbarian:
1. Add Search and Spot to their list of class skills and increase the number of skill points to 6 + Int modifier.
2. Increase the number of Rages per day at 1st level to 3/day (it increases as usual from then on).
3. Bravery (Ex): Starting at 3rd level, a Barbarian gains a +1 bonus on Will saves against fear effects. These bonuses rise by +1 every three Barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Bravery bonuses gained from multiple classes stack.
4. Damage Reduction now starts at level 4 and it increases from there as usual (+1 for every additional 3 levels).
5. Mighty Rage is gained at level 10. At level 20, gain Legendary Rage (Ex): The Barbarian's bonuses to Strength and Constitution during his rage each increase to +16, and his morale bonus on Will saves increases to +6. The penalty to AC remains at -2.
Cleric:
1. Lose proficiency with heavy armor and heavy shields.
2. Increase the number of skill points to 4 + Int modifier.
3. Remove Divine Power and Righteous Might from their list of class spells.
Fighter:
1. Add Knowledge (Architecture and engineering), Knowledge (Geography), Knowledge (Nobility and royalty), Listen, Profession (any), Search and Spot to their list of class skills and increase the number of skill points to 4 + Int modifier.
2. Bravery (Ex): Starting at 3rd level, a Fighter gains a +1 bonus on Will saves against fear effects. These bonuses rise by +1 every three Fighter levels thereafter (6th, 9th, 12th, 15th, and 18th level). Bravery bonuses gained from multiple classes stack.
3. Combat Tactic: Choose one of the following abilities at 5th level:
- Armiger: A Fighter reduces the armor check penalty of any armor he wears and any shield he wields by 2. This reduction rises by 1 every five Fighter levels thereafter (10th, 15th, 20th). In addition, the Fighter now no longer suffers an attack roll penalty when wielding a tower shield.
- Berserker: You double your Strength bonus to damage rolls when wielding a two-handed weapon, instead of adding 1 1/2.
- Tactician: When attacking a prone enemy, an enemy who is being flanked (either by you or one of your allies), or who has lost his Dex bonus to AC, or when making an attack of opportunity, you gain an insight bonus to that attack's damage roll equal to your Intelligence modifier.
- Tempest: You reduce the total penalty for fighting with two weapons by 2.
4. Superior Combat Tactic: Choose one of the following abilities at 10th level (you must have chosen the appropriate Combat Tactic at 5th level):
- Superior Armiger: You no longer suffer a movement speed penalty from wearing medium or heavy armor. In addition, when using Combat Expertise, you gain Damage Reduction equal to the number by which you reduce your Base Attack Bonus.
- Superior Berserker: When declaring a Power Attack with a two-handed weapon, increase Power Attack's damage multiplier by 1 (3x the number subtracted from attack rolls with "vanilla" Power Attack, 4x the number subtracted from attack rolls with Leap Attack Power Attack).
Note: This assumes "Complete Champion" isn't available and thus there's no easy way to gain Pounce.
- Superior Tactician: The bonus to damage rolls gained from Tactician now also applies to attack rolls. In addition, you gain a dodge bonus equal to your Intelligence modifier to your Armor Class and Reflexes saving throws against all attack, spells and abilities used by a prone or flanked enemy (either by you or one of your allies), or an enemy who has lost his Dex bonus to AC.
- Superior Tempest: When wielding two weapons at the same time, you can declare a full attack as a standard action. In addition, your shield bonus from Two-Weapon Defense is raised to +2 (+4 when you are fighting defensively or using the total defense action).
5. Combat Tactic Mastery: Choose one of the following abilities at 20th level (you must have chosen the appropriate Combat Tactics at 5th and 10th levels):
- Master Armiger: When using Combat Expertise, you gain a bonus to all saving throws equal to the number by which you reduce your Base Attack Bonus, and you also gain Spell Resistance equal to 20 + twice the number by which you reduce your Base Attack Bonus.
- Master Berserker: When you declare a Power Attack, you gain Damage Reduction equal to the number by which you reduce your Base Attack Bonus.
- Master Tactician: You gain an insight bonus equal to your Intelligence modifier on the opposed attack roll to disarm an opponent, on the feint roll, on the Strength check to trip or knock down your opponent, on the opposed Strength check to push back a defender when bull rushing, and on the attack and damage rolls against an object held or carried by another character. In addition, your enemy's size bonus (but not penalty) is halved against you for those rolls.
- Master Tempest: The penalty to your second attack with your off-hand weapon is reduced to 3, and the penalty to your third attack with your off-hand weapon is reduced to 6. In addition, your shield bonus from Two-Weapon Defense is raised to +3 (+6 when you are fighting defensively or using the total defense action).
Paladin:
1. Add Listen, Search and Spot to their list of class skills and increase the number of skill points to 4 + Int modifier.
2. Increase the number of times per day Smite Evil may be used to 3/day (it increases as usual from then on) and add the Paladin's Charisma modifier to the damage roll as well.
3. Replace Wisdom with Charisma as the Paladin's spellcasting ability.
4. At 6th level, a paladin can produce a remove blindness/deafness effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).
5. At 6th level, a paladin can produce a remove curse effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).
6. Unstoppable Champion (Su): At 10th level, the Paladin gains resistance 10 to acid, cold, electricity and fire, and a +4 bonus to saving throws against petrification, poison and sleep effects.
7. Aura of Divine Fervor (Su): At 20th level, the Paladin permanently gains an aura that he may turn on or off at will as a free action. Any hostile creature within a 20-foot radius of the Paladin must succeed on a Will save to resist its effects (DC 10 + 1/2 the Paladin's class level + Paladin's Charisma modifier). Those who fail take a -4 penalty on attacks, AC, and saves for 24 hours. A creature that has resisted the effect cannot be affected again by the same Paladin’s aura for 24 hours.
Ranger:
1. Increase the number of skill points to 6 + Int modifier.
2. Add Weapon Finesse as a bonus feat at 1st level.
3. Favored Enemy: Add Intimidate and Search to the list of skills to which the Ranger gains a bonus against his favored enemies.
The bonuses against favored enemies all increase together at the same rate - +2 at 1st level, +4 at 5th level, +6 at 10th level, etc.
Animal, Magical Beasts and Vermin are all considered as being a single category: Animals & Magical Beasts.
Humanoid (aquatic), Humanoid (goblinoid), Humanoid (gnoll), Humanoid (orc) and Monstrous Humanoid are all considered as being a single category: Monstrous Humanoids.
4. Combat Style, Improved Combat Style, Combat Style Mastery: The Ranger gains the bonus feats from both combat styles at the same time.
5. Animal Companion: Increase the Ranger's effective Druid level to his class level.
6. Animal Skin (Su): At 10th level, the Ranger permanently gains blindsense, climb speed of 30 ft., low-light vision, scent and swim speed of 30 ft. In addition, his regular movement speed is permanently increased by 10 ft.
7. Nature's Skin (Su): At 10th level, the Ranger permanently gains darkvision 60 ft. and immunity to poison, sleep effects, paralysis, and stunning, and is no longer subject to critical hits.
Sorcerer:
1. Add Diplomacy, Disguise, Gather Information, Hide, Intimidate and Move Silently to their list of class skills and increase the number of skill points to 4 + Int modifier.
2. Add Eschew Materials as a bonus feat at 1st level.
3. Add Endurance, Diehard, Great Fortitude, Spell Focus (any), Spell Penetration, Toughness, Weapon Focus (orbs), Weapon Focus (rays) and any Metamagic feat as bonus feats gained at 5th, 10th, 15th and 20th levels.
So, what do you guys think?
Barbarian:
1. Add Search and Spot to their list of class skills and increase the number of skill points to 6 + Int modifier.
2. Increase the number of Rages per day at 1st level to 3/day (it increases as usual from then on).
3. Bravery (Ex): Starting at 3rd level, a Barbarian gains a +1 bonus on Will saves against fear effects. These bonuses rise by +1 every three Barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Bravery bonuses gained from multiple classes stack.
4. Damage Reduction now starts at level 4 and it increases from there as usual (+1 for every additional 3 levels).
5. Mighty Rage is gained at level 10. At level 20, gain Legendary Rage (Ex): The Barbarian's bonuses to Strength and Constitution during his rage each increase to +16, and his morale bonus on Will saves increases to +6. The penalty to AC remains at -2.
Cleric:
1. Lose proficiency with heavy armor and heavy shields.
2. Increase the number of skill points to 4 + Int modifier.
3. Remove Divine Power and Righteous Might from their list of class spells.
Fighter:
1. Add Knowledge (Architecture and engineering), Knowledge (Geography), Knowledge (Nobility and royalty), Listen, Profession (any), Search and Spot to their list of class skills and increase the number of skill points to 4 + Int modifier.
2. Bravery (Ex): Starting at 3rd level, a Fighter gains a +1 bonus on Will saves against fear effects. These bonuses rise by +1 every three Fighter levels thereafter (6th, 9th, 12th, 15th, and 18th level). Bravery bonuses gained from multiple classes stack.
3. Combat Tactic: Choose one of the following abilities at 5th level:
- Armiger: A Fighter reduces the armor check penalty of any armor he wears and any shield he wields by 2. This reduction rises by 1 every five Fighter levels thereafter (10th, 15th, 20th). In addition, the Fighter now no longer suffers an attack roll penalty when wielding a tower shield.
- Berserker: You double your Strength bonus to damage rolls when wielding a two-handed weapon, instead of adding 1 1/2.
- Tactician: When attacking a prone enemy, an enemy who is being flanked (either by you or one of your allies), or who has lost his Dex bonus to AC, or when making an attack of opportunity, you gain an insight bonus to that attack's damage roll equal to your Intelligence modifier.
- Tempest: You reduce the total penalty for fighting with two weapons by 2.
4. Superior Combat Tactic: Choose one of the following abilities at 10th level (you must have chosen the appropriate Combat Tactic at 5th level):
- Superior Armiger: You no longer suffer a movement speed penalty from wearing medium or heavy armor. In addition, when using Combat Expertise, you gain Damage Reduction equal to the number by which you reduce your Base Attack Bonus.
- Superior Berserker: When declaring a Power Attack with a two-handed weapon, increase Power Attack's damage multiplier by 1 (3x the number subtracted from attack rolls with "vanilla" Power Attack, 4x the number subtracted from attack rolls with Leap Attack Power Attack).
Note: This assumes "Complete Champion" isn't available and thus there's no easy way to gain Pounce.
- Superior Tactician: The bonus to damage rolls gained from Tactician now also applies to attack rolls. In addition, you gain a dodge bonus equal to your Intelligence modifier to your Armor Class and Reflexes saving throws against all attack, spells and abilities used by a prone or flanked enemy (either by you or one of your allies), or an enemy who has lost his Dex bonus to AC.
- Superior Tempest: When wielding two weapons at the same time, you can declare a full attack as a standard action. In addition, your shield bonus from Two-Weapon Defense is raised to +2 (+4 when you are fighting defensively or using the total defense action).
5. Combat Tactic Mastery: Choose one of the following abilities at 20th level (you must have chosen the appropriate Combat Tactics at 5th and 10th levels):
- Master Armiger: When using Combat Expertise, you gain a bonus to all saving throws equal to the number by which you reduce your Base Attack Bonus, and you also gain Spell Resistance equal to 20 + twice the number by which you reduce your Base Attack Bonus.
- Master Berserker: When you declare a Power Attack, you gain Damage Reduction equal to the number by which you reduce your Base Attack Bonus.
- Master Tactician: You gain an insight bonus equal to your Intelligence modifier on the opposed attack roll to disarm an opponent, on the feint roll, on the Strength check to trip or knock down your opponent, on the opposed Strength check to push back a defender when bull rushing, and on the attack and damage rolls against an object held or carried by another character. In addition, your enemy's size bonus (but not penalty) is halved against you for those rolls.
- Master Tempest: The penalty to your second attack with your off-hand weapon is reduced to 3, and the penalty to your third attack with your off-hand weapon is reduced to 6. In addition, your shield bonus from Two-Weapon Defense is raised to +3 (+6 when you are fighting defensively or using the total defense action).
Paladin:
1. Add Listen, Search and Spot to their list of class skills and increase the number of skill points to 4 + Int modifier.
2. Increase the number of times per day Smite Evil may be used to 3/day (it increases as usual from then on) and add the Paladin's Charisma modifier to the damage roll as well.
3. Replace Wisdom with Charisma as the Paladin's spellcasting ability.
4. At 6th level, a paladin can produce a remove blindness/deafness effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).
5. At 6th level, a paladin can produce a remove curse effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).
6. Unstoppable Champion (Su): At 10th level, the Paladin gains resistance 10 to acid, cold, electricity and fire, and a +4 bonus to saving throws against petrification, poison and sleep effects.
7. Aura of Divine Fervor (Su): At 20th level, the Paladin permanently gains an aura that he may turn on or off at will as a free action. Any hostile creature within a 20-foot radius of the Paladin must succeed on a Will save to resist its effects (DC 10 + 1/2 the Paladin's class level + Paladin's Charisma modifier). Those who fail take a -4 penalty on attacks, AC, and saves for 24 hours. A creature that has resisted the effect cannot be affected again by the same Paladin’s aura for 24 hours.
Ranger:
1. Increase the number of skill points to 6 + Int modifier.
2. Add Weapon Finesse as a bonus feat at 1st level.
3. Favored Enemy: Add Intimidate and Search to the list of skills to which the Ranger gains a bonus against his favored enemies.
The bonuses against favored enemies all increase together at the same rate - +2 at 1st level, +4 at 5th level, +6 at 10th level, etc.
Animal, Magical Beasts and Vermin are all considered as being a single category: Animals & Magical Beasts.
Humanoid (aquatic), Humanoid (goblinoid), Humanoid (gnoll), Humanoid (orc) and Monstrous Humanoid are all considered as being a single category: Monstrous Humanoids.
4. Combat Style, Improved Combat Style, Combat Style Mastery: The Ranger gains the bonus feats from both combat styles at the same time.
5. Animal Companion: Increase the Ranger's effective Druid level to his class level.
6. Animal Skin (Su): At 10th level, the Ranger permanently gains blindsense, climb speed of 30 ft., low-light vision, scent and swim speed of 30 ft. In addition, his regular movement speed is permanently increased by 10 ft.
7. Nature's Skin (Su): At 10th level, the Ranger permanently gains darkvision 60 ft. and immunity to poison, sleep effects, paralysis, and stunning, and is no longer subject to critical hits.
Sorcerer:
1. Add Diplomacy, Disguise, Gather Information, Hide, Intimidate and Move Silently to their list of class skills and increase the number of skill points to 4 + Int modifier.
2. Add Eschew Materials as a bonus feat at 1st level.
3. Add Endurance, Diehard, Great Fortitude, Spell Focus (any), Spell Penetration, Toughness, Weapon Focus (orbs), Weapon Focus (rays) and any Metamagic feat as bonus feats gained at 5th, 10th, 15th and 20th levels.
So, what do you guys think?