PDA

View Full Version : Homebrew campaign stuff (requesting balance check)



Eslin
2013-05-03, 12:22 PM
Looking for critiques on the various class changes and special attacks especially - you guys are pretty good at spotting flaws.

General stuff

Check out the d20srd (http://www.d20srd.org/index.htm) for more information about D&D

Any class that grants 2+ int skill points per level and does not cast spells modified by intelligence now instead gains 4+ skill points per level.

All characters are treated as having the weapon finesse feat.

If you would gain a bonus feat from a class, race or template that you already have you may instead take any feat for which you qualify. This does not apply for feats you are allowed to choose from a list (3 or more) of specific feats - you can not take dodge as a fighter bonus feat if you already have it in order to take any feat.

For effects such as the ranger's favoured enemy and bane weapons, humanoids count as one group.

Power attack may be used on any ranged weapon that adds your strength modifier to damage, and effects that increase power attack damage are additive, not multiplicative.

Racial substitution levels may be taken for a race not your own. If you take a racial substitution level, you cannot take a racial substitution level for any other race, even if it is your own (changelings are an exception to this rule).

Turn/rebuke undead may be taken as a feat, though you only gain uses equal to your charisma modifier.

Any time you would gain a feat from a class, race or template, you may swap it out for any feat that is stated to count as the first for the purpose of pre-requisites - for instance, if you would be given the dodge feat from your class, you can instead take the expeditious dodge feat.

Any non touch attack that beats the target's armour class by twenty or more is automatically a critical hit.

Base attack bonus for a class is either low (0.5 per level), medium (.75 per level) or high (1 per level). This means taking a level in two different medium BAB classes would give you a base attack bonus of 1.5 rather than 0.

For any base class, you may give up a level of spellcasting advancement in exchange for full BAB, HD one size larger and a good fortitude and will save. Completely abandoning spellcasting for a class grants you one bonus feat for every four levels.

The mind blank and freedom of movement spells (and racial traits, class abilities, items and other methods that provide similar benefits) grant a +10 on saves or opposed checks rather than blanket immunity and make the character immune to failing on a one.

All spontaneous spellcasters whose spells per day progression is similar to that of the sorcerer gains 2 spells per day of a certain spell level the class level before they would get 3 spells per day of that spell level. Thus a sorcerer would have 2 level 2 spells per day at level 3, 2 level 3 spells per day at level 5, etc. If the character does not know any spells of that level yet he is treated as knowing 1 spell of that level.

Diplomacy and intimidate now work like they do here (http://www.giantitp.com/forums/showpost.php?p=9606632&postcount=2).

Any character may create magical items without the relevant feats - to create an item without a feat, they must meet all other prerequisites and have ranks equal to the caster level of the item being created in the relevant skill. These skills are:
Craft (armoursmithing) - armour
Craft (weaponsmithing) - weapons
Craft (alchemy) - potions
Craft (magical trinkets) - rings, wondrous items
Craft (woodworking) - rods, wands, staves
Decipher script - scrolls

No feats, items or class abilities that help item creation can be used in conjunction with the creation of a certain item if skills are being used to craft it - for such advanced uses, you have to use the relevant feat. The relevant item creation feats are also necessary for the creation of custom magical items.

New special ability, available to all characters:
Parry
A character may, at the end of her turn, choose to sacrifice the ability to make attacks of opportunity in order to parry the attacks directed at her. She is still treated as threatening nearby squares for purposes of flanking.

A character can choose to parry a melee or ranged weapon attack directed at her that she is aware of by making an attack roll at her highest base attack bonus. You may then use the result as your AC against the incoming attack, as long as it is not directed at your touch armour class. A character cannot parry under conditions in which she would not be able to make an attack of opportunity and can parry as many times as she could make an an attack of opportunity, though until the start of her next round each parry attempt after the first takes a successive -2 penalty.

Character creation

Any race is allowed, a list of more common races can be found here (http://www.giantitp.com/forums/showpost.php?p=15171339&postcount=5)

Character stats are based on character tier (tier system (http://brilliantgameologists.com/boards/index.php?topic=5293)) and level adjustment.

Any 3.5 legal source accepted, no infinite loops/exploits, dragon magazine stuff needs DM approval.

Every character gets a free background feat, as detailed below

Flaws and traits are allowed, up to two of each.

Each character starts with 38 points to buy stats and all abilities start at 8, pay listed cost for ability score improvements. Paladins, monks and certain other classes recieve a higher point buy, talk to me if you're planning to create one.
Ability:Cost (cost must total up to 38)
9:1
10:2
11:3
12:4
13:5
14:7
15:9
16:12
17:15
18:19

True dragons have a LA of 0.


Background feats

These are bonus feats taken at level one and have no prerequisites, and each character can only have one. The skills mentioned become class skills for every class that character takes.

Altered perspective
Others can't seem to see your reasoning, but it's always been obvious to you that your strength, your dexterity or maybe your charisma is the source of your bonus spells.
For one of your spellcasting classes, you can determine your bonus spells per day with an ability score of your choice. Your choice of spellcasting class and ability score cannot be changed.
Class skills: Any two class skills that use the ability score that modifies your spells per day.

Armsmaster
Whether you have trained exhaustively in their use or possess a natural talent for equipment use, you are a master of innumerable weapons and armour
You are automatically proficient with every type of weapon, armour and shield.
Class skills: Balance, craft, jump, tumble.

Burglar
A life of crime, a fascination with mechanisms or an eye for small detail means you are able to break and enter with ease
You automatically gain skill ranks in the disable device, open lock and search skills equal to your character level+3 and gain the trapfinding class feature.
Class skills: Hide, move silently, use rope.

Dual wielder
Ambidextrous, well trained or a master of weapon synergy, you find it nearly as easy to attack with two weapons as with one.
By choosing to take a -2 penalty on all attacks until the start of your next round before your first attack, you may designate a primary and a secondary weapon. The secondary weapon, typically wielded in your other hand, temporarily gains the same magical properties as the primary weapon (if applicable to that weapon type) and any time you make an attack with the primary weapon you may make an attack with the secondary weapon at the same attack bonus, though you may only apply half your strength modifier to damage. If the secondary weapon is not light, the penalty increases to -4. This does not apply to maneuvers, and cannot be used in conjunction with two-weapon fighting.
Class skills: Balance, sleight of hand, tumble.

Esoteric learning
You go out of your way to learn the basics of unusual sources of power
You gain a free feat at first level, fourth level and every four levels thereafter. These feats must be chosen from the following list: martial study, martial stance, bind vestige, improved bind vestige, practiced binder, bonus essentia, shape soulmeld, open least/lesser/greater chakra, draconic aura, double draconic aura, any truename feat. Your effective binder, initiator, truespeak, or meldshaper level is always half your ECL (rounded up) if you have taken a feat related to it from the above list, even if you gain levels in a related class.
This wide versatility comes at the cost of focus however, and you can never cast spells above level six or manifest powers that require 13 or more power points.
Class skills: Concentration, truespeak, any two.

Forceful personality
Most people with such sense of self use their skills to influence others or direct supernatural abilities - maybe you do too, but you've mastered a few unusual uses in any case.
Once per round, you can use your bluff to feint or your intimidate to demoralise as a free action, though if you fail your opponent may do the same as a free action at the beginning of his next turn. You may substitute your base attack bonus for your skill ranks in bluff or intimidate while doing so.
Class skills: Iaijutsu focus, use magic device, use psionic device.

Harsh training
You have spent a huge amount of time vigorously training your mind and body to perfection, but unfortunately picked a really stupid direction for that training.
You gain dodge, toughness, endurance and run as bonus feats, which cannot be retrained or swapped out in any way.
Class skills: Appraise, climb, decipher script, disguise, forgery, psicraft, sleight of hand, truespeak, use rope.

Infiltrator
Maybe you were a thief, a bounty hunter or just have a natural gift for blending in, but you're almost impossible to find if someone's looking for you.
You can choose to register as any result you want to abilities such as detect evil or detect incarnum. In addition you are undetectable by divination effects that do not target you specifically, and are treated as being under the effect of a permanent nondetection spell (CL equal to your ECL) when specifically targeted by effects that the nondetection spell would counter.
Class skills: Disguise, forgery, gather information, hide.

Jack of all trades
You've lived a long time, had a wide range of training or are just naturally gifted, and can do anything you put your mind to.
Every skill is considered trained for you, and you are considered to have skill ranks equal to half your character level (rounded up) in any skill you have no ranks in, though you gain no synergy bonuses unless you have invested actual skill points.
No bonus class skills.

Magical dilettante
Whether by training, knack or a lot of time around other arcanists, you've learned a few spells over the years.
You can know and can cast a limited number arcane spells in the same way a sorcerer does and have an arcane caster level equal to half your character level rounded up. The DC for saves against your spells is 10 + your charisma modifier and you must have a high enough charisma modifier to learn and cast a spell, but you gain no bonus spells per day from having a high charisma score.
At level one, you can knowledge of one first level spell and can cast it once per day. Every four levels thereafter you gain knowledge of a spell of one level higher, and every eight levels after you gain knowledge of a spell you can cast it once more per day.
Class skills: Concentration, knowledge: arcana and spellcraft.

Martial talent
You've taken a less violent route in life, but you nonetheless retain a surprising amount of combat skill.
All classes you take count as having at least medium base attack bonus progression. You are also proficient in one martial or exotic weapon of your choice.

Perceptive
You always keep a sharp eye on the rest of the world, never letting details about the people around you or your surroundings escape you.
You reduce the miss chance against a foe granted by concealment or total concealment by 20% when making a melee or ranged physical attack.
Class skills: Listen, sense motive, spot.

Powerful build
Whether by luck, magic or unusual ancestry you're much larger than the average member of your race.
The character's space and reach remain the same, but she is treated as one size larger whenever this would be beneficial (such as when wielding weapons, grappling or determining whether a creature can swallow her whole).
Class skills: Climb, jump, swim.

Psychic potential
Whether through exposure to psionic energy, natural talent, a childhood in an environment with many practicising psions or focused study later in life, you have a rudimentary ability with psionics.
You can know and can manifest a limited number psionic powers in the same way a psion does and have an manifester level equal to half your character level rounded up. The DC for saves against your powers is 10 + your intelligence modifier and you must have a high enough intelligence modifier to learn and manifest, but you gain no bonus power points from having a high intelligence score.
At level one, you gain knowledge of one first level power, and every four levels thereafter you gain knowledge of a power of one level higher. You gain a power point reserve equal to your character level +2.
Class skills: Concentration, knowledge: psionics and psicraft.

Religious aptitude
Through religious training, insight or natural attunement to the ways of your deity or philosophy, your faith enables you to cast a few orisons.
You can know and can cast a limited number divine spells in the same way a cleric does and have a divine caster level equal to half your character level rounded up. The DC for saves against your spells is 10 + your wisdom modifier and you must have a high enough wisdom modifier to learn and cast a spell, but you gain no bonus spells per day from having a high wisdom score.
At level one, you gain the ability to cast one first level spell from the cleric spell list each day, which requires an hour of meditation to prepare. Every four levels thereafter you gain the ability to cast another spell per day of one level higher.
Class skills: Concentration, knowledge: religion and spellcraft.

Saddleborn
Part of a culture or tradition based around riding, trained from birth or naturally gifted, you have incomparable skill at riding animals.
You can temporarily improve any animal you ride, teaching it three tricks as a free action as you mount it. If the animal has less hit dice than you it temporarily gains enough hit dice to equal yours, and gains a +1 bonus to strength, constitution, dexterity and natural armour for every two hit dice gained in this manner. These bonuses last until one round after you dismount, can only be applied to one animal at a time and cannot be applied for another 24 hours if an animal you are mounted on dies.
Class skills: Handle animal, knowledge: nature, ride.

Skilled
No matter what stage of life you're at, you constantly pick up new skills.
Regardless of any other factor (such as low intelligence), you always gain no less than five skill points to spend as normal when you gain a level(x4 at first level). This obviously provides no benefit if you are already gaining four or more skill points once your class, intelligence modifier and any relevant racial bonuses or feats are taken into account.
Class skills: Any three.

Slight build
A pint sized powerhouse, for some reason you're much smaller than the average member of your race.
The character's space and reach remain the same, but he is treated as one size smaller whenever this would be beneficial (such as when determining space he can squeeze into, his size based equipment costs or determining an escape artist check).
Class skills: Escape artist, sleight of hand, tumble.

Sneaky
You're good at getting into and out of places unseen, whatever your goals may be.
You are not automatically detected by means such as blindsense or mindsight, but creatures with senses that would otherwise automatically detect you get a +5 bonus on checks to detect you per sense that would normally do so automatically.
Class skills: Hide, move silently, open lock.

Social creature
You're naturally good with others, no matter what road you take down life.
You can take ten on any charisma based skill apart from use magic device, no matter the circumstance.
Class skills: Bluff, diplomacy, gather information, intimidate.

Traveller
Whether you've been swept from place to place, explored, adventured or went where the work was, you've been practically everywhere and nothing can slow you down
You are treated as always being under the effect of the freedom of movement spell (though it cannot be dispelled), except for the purposes of grappling.
Class skills: Knowledge: geography, knowledge: local, knowledge: the planes, survival.

Unlocked power
Whether by manifesting power from unusual ancestry, magically experimenting on yourself or being naturally in tune with a certain type of viewpoint, you gradually gain a measure of unusual physical or mental power.
At level one, choose the fey heritage, fiendish heritage, willing deformity, devil-touched or draconic heritage feat. These feats have no prerequisites and no effect on your alignment, though others may treat you with suspicion or hostility based on your choice. At level four and every four levels thereafter you are granted a bonus feat, which must have the feat you took at level one listed as a pre-requisite.
Class skills: knowledge: religion, knowledge: the planes, heal.

Well rounded
Whether careful to correct your flaws or perhaps just really crap at everything, your flaws and strengths run together.
Your lowest ability score increases by two and your second and third lowest ability scores increase by one each.
Class skills: Any two skills that use the ability score you increased by two.

Wild at heart
Whether you grew up in the wild, studied it later in life or have a natural affinity for certain environments, you're always at home away from civilisation.
You gain the favoured environment ability (http://www.d20srd.org/srd/variant/classes/classFeatureVariants.htm)as a ranger of your ECL.
Class skills: Handle animal, knowledge: nature, survival.

Religion


Due to their race's loss of overall power Corellon Larathian, Garl Glittergold, Gruumsh, Moradin and Yondalla are all intermediate deities, not greater ones.

Deities listed here (http://dungeons.wikia.com/wiki/DnDWiki:List_of_deities)

Zarus, god of humanity
(Greater god, lawful evil)
Portfolio: Humanity, domination, perfection.
Domains: Competition, Destiny, Domination, Magic, Strength, War.
Rumoured to be the first human, Zarus' star has recently risen along with that of humanity. Hated by many other gods, he is beset on all sides by deities trying to reduce his power or destroy him, but has thus far held fast, thanks in part to the constant stream of monuments, temples, sacrifices and devotions given to him by his subjects.

Haephax, god of progress
(Lesser god, lawful neutral)
Portfolio: Invention, education, building.
Domains: Artifice, Craft, Creation, Knowledge, Mind, Metal.
Former mortal elevated to godhood by Zarus after her creations and drive to adapt magical spells and items to new purposes greatly increased humanity's power.

Eslin
2013-05-03, 12:24 PM
MONK

Stunning fist may be used an additional number of times per day equal to your wisdom modifier.

Full BAB instead of 3/4

Flurry of blows can also be used on a standard action attack.

The monk's wisdom bonus to AC functions while wearing light armour, though the +AC from monk levels does not.

Slow fall does not require presence of a wall, and monks can run on water or up walls for a distance equal to the distance they can ignore with slow fall, though they must end their action on solid ground.

Quivering palm may be used once per day, and can be reused by sacrificing 5 uses of stunning fist.

Abundant Step can also be used as Plane Shift by sacrificing 3 uses of stunning fist, and can be reused by sacrificing 2 uses of stunning fist.

Imbue body: Beginning at second level a monk may, by sacrificing the same amount of experience and gold the relevant enchant would cost on an item and meditating for one day per +1 enchanted, enchant his unarmed strikes or body as one would a physical weapon or suit of armour (respectively). The monk can only do this to her own unarmed strikes or body and can only have a total bonus equal to her half her character level per enchant. This effect is considered supernatural and can be dispelled in the same manner as one would dispel an item, returning after 1d4 rounds.

Focused Strike: Beginning at third level a monk may opt to use his wisdom modifier instead of his strength modifier to determine bonus damage with monk weapons.

RANGER

Rangers have a caster level equal to their class level.

A ranger's effective druid level for determining animal companion's abilities is equal to her ranger level.

Natural Skill: Once per day at fourth level and once more per 4 ranger levels the ranger possesses she may choose to take 15 on any wisdom, strength or dexterity based check or skill check.

Wild Strike: At twelfth level a ranger adds his wisdom modifier to damage rolls made with a manufactured or natural weapon.

The feat Battle Blessing now also applies to ranger spells.

BARBARIAN

Damage reduction: The barbarian's damage reduction is doubled.

Mettle: At sixth level a barbarian gains mettle.

Sweeping Rage: At 6th level any time a barbarian in a rage deals damage with a melee attack she can apply half of the damage done to up to two enemies she threatens that are within 5 feet of the target. The barbarian does not make a new attack roll- She takes the result of the original attack roll and applies that to the enemies she wishes to damage, and if it that attack roll would hit the creatures take damage. This skill does not work in conjunction with Whirlwind Attack or similar abilities, but does work in conjunction with Cleave and Great Cleave.

Imposing Physique: At 8th level a barbarian may add his strength modifier to any intimidate check he makes.

Improved sweeping rage: At 12th level the barbarian can now apply full damage rather than half damage.

Greater Sweeping Rage: At 18th level the enemies attacked can be any distance up to the barbarian's weapon's reach from the original target.

PALADIN

Paladins have a caster level equal to their class level.

Remove disease also removes poisons and curses and is usable per day, not per week.

Divine Training: At third level and every four levels thereafter a paladin receives a bonus feat, which must have the [Divine] descriptor. In addition, the paladin may use any divine feat that is listed as requiring a standard action to use as a free action.

Smite evil now applies to all weapon attacks until the beginning of the paladin's next turn.

Purity of purpose: At sixth level and again at twelfth level the paladin gains her choice of the Good Devotion, War Devotion, Healing Devotion and Law Devotion feats.

Divine Ascension: At twentieth level the paladin gains the Saint template, incurring all benefits but retaining her current ECL.

ROGUE

Improved Sneak Attack: At sixth level the rogue can deal half damage with sneak attack to a creature immune to critical hits instead of none.

Unstoppable Sneak Attack: At fourteenth level the rogue can do full damage with sneak attack to any creature.

Master of shadows: At twentieth level the rogue gains the Dark template, incurring all the benefits but retaining her current ECL.

Special Ability: Also gained at level four and seven. At any level, +1 dexterity may be chosen as an option.

FIGHTER

Adaptability: Adaptable in skills as well as feats, the fighter may choose any three skills to become class skills. In addition, the fighter always has spot, listen and knowledge (history) as class skills.

Bonus feats: Beginning at fourth level the fighter can now treat mettle (fortitude), mettle (will), evasion, poison use, any general incarnum feat, hidden talent, bind vestige, improved bind vestige, practised binder and any devotion feat (the fighter may fuel devotion feats by sacrificing BAB for the rest of the day equal to the turn undead attempts required) as fighter bonus feats.

At level three, and every four levels thereafter, a fighter may choose any non supernatural feat as a bonus feat as long as she meets the pre-requisites.

At level five, and every four levels thereafter, a fighter may select a feat from the list of fighter bonus feats. Any or all of the feats selected in this way may be retrained for any other fighter bonus feats the fighter is qualified for as a standard action.

SORCERER

Sorcerers gain 4+int skill points.

At first level, fifth level and every five levels thereafter a sorcer gains a bonus feat which must be either extra spell, a metamagic or item creation feat or a draconic heritage feat.

Eslin
2013-05-03, 12:26 PM
HEXBLADE

The class uses the fixes Mike Mearls (lead D&D designer) suggested (http://community.wizards.com/go/thread/view/75882/19547530/Contacting_Wizards_of_the_Coast_about_Hex_Blades?p ost_id=332210466#332210466) - some are repeated below for clarity's sake.

Hexblades have a caster level equal to their class level.

Hexblades know every spell on their spell list.

Hexblades no longer have an alignment restriction and the feat Battle Blessing now also applies to Hexblade spells.

Hexblades are now proficient with shields and with medium armour and have a good fortitude save as well as will.

Hexblade's curse is now castable as a swift action, is usable an additional number of times per day equal to his charisma modifier and does not count against his uses per day if it has no effect.

Summon Familiar: The hexblade is treated as a sorcerer of his hexblade level when determining his familiar's abilities and qualities, and does not pay an experience cost when the familiar dies, instead losing the ability to cast spells for the rest of the day. A familiar can be brought back to life by using a number of spell slots equal to the hexblade's class level.

Light Shield Casting: At third level the hexblade does not suffer arcane spell failure when wearing a light shield.

Augmented Attack: Beginning at sixth level, a hexblade may choose to use his charisma modifier instead of his strength modifier as a bonus to attack rolls with melee weapons.

Medium Armour Casting: At seventh level the hexblade does not suffer arcane spell failure when wearing medium armour.

Intimidating Familiar: Beginning at eighth level any enemy adjacent to the hexblade's familiar takes a -2 penalty to saves and armour class.

Heavy Shield Casting: At eleventh level the hexblade does not suffer arcane spell failure when wearing a heavy shield.

SWASHBUCKLER

Insightful Strike: A swashbuckler's insightful strike works against all enemies, regardless of their immunity to critical hits or sneak attack.

Precise Strike: At fourth level and every four levels thereafter a swashbuckler increases the damage she deals with a weapon to which she can apply weapon finesse increases by two.

Dodge Bonus: The dodge bonus class feature applies to all attacks against the swashbuckler, not just those by one enemy. The bonus increases by one and the swashbuckler is treated as having the Dodge feat.

Agile Athletics: Beginning at sixth level a swashbuckler can add her dexterity modifier to her swim, jump and climb skill checks.

Enhanced Mobility: Beginning at ninth level a swashbuckler gains +4 to AC against attacks of opportunity caused when she moves out of a threatened square. This stacks with the mobility feat, and counts as the mobility feat for meeting other pre-requisites.

Agile Parry: At tenth level, a swashbuckler not wearing medium or heavy armour and wielding only light weapons (or a rapier) may choose to sacrifice the ability to make attacks of opportunity in order to parry the attacks directed at her. At the end of her turn the swashbuckler can choose to parry instead of making attacks of opportunity until the start of her next turn. She is still treated as threatening nearby squares for purposes of flanking.

A swashbuckler can choose to parry a melee or ranged weapon attack directed at her by making an attack roll at her highest base attack bonus, with a bonus equal to her dodge bonus class feature. You may then use the result as your AC against the incoming attack, and can choose to use the higher of the result and your normal AC. A swashbuckler cannot parry under conditions in which she would not be able to make an attack of opportunity and can parry as many times as she wishes, though each round each parry attempt after the first takes a successive -5 penalty. If she is only wielding one weapon and that weapon is a light weapon or rapier the successive penalty is only -2.

Enhanced Spring Attack: Beginning at level 13 a swashbuckler may make a full attack action and move her speed, but can only attack a target once during the action. She may make her attacks at any points before, during and after the move. A swashbuckler cannot take a 5 foot step in addition to an enhanced spring attack, and takes attacks of opportunity as normal. This can be combined with the spring attack feat in order to avoid some attacks of opportunity and counts as the spring attack feat in terms of meeting other pre-requisites.

Riposte: At 16th level a swashbuckler's skill at parrying increases. She may now make both attacks of opportunity and parry attempts. She can choose to once again relinquish her ability to make attacks of opportunity in exchange for the ability to riposte. When this feature is activated whenever she successfully parries an attack she may make a melee attack against the enemy that attacked her, providing this enemy is within reach. This attack is performed at the bonus at which she made the parry, and provides an attack of opportunity from the enemy who attacked her and she in turn is attacking. This can cause an infinite loop of attacks, but keep in mind she takes a successive penalty to parry checks.

DRAGON SHAMAN

A dragon shaman whose alignment changes too far away from their dedicated dragon they can align themselves with an appropriate type of dragon by meditating for one day.

Blindsense: At tenth level the dragon shaman gains blindsense out to 30'.
At eighteenth level the range of the dragon shaman's blindsense increases to 60'.

Ability boost: At second level and every three levels afterwards, the dragon shaman gains a +2 bonus to the one ability score. She may increase strength up to three times over the course of her career and may choose constitution, intelligence, wisdom and charisma once each.

DRAGONFIRE ADEPT

The dragonfire adept gains an extra die of breath weapon damage at level 13, 16 and 19.

The dragonfire adept gains an extra invocation known at level 4, 9, 14 and 19, which may be warlock invocations.

DUSKBLADE

Duskblades now know every spell on their spell list.

At level four and every four levels thereafter the duskblade can add a sorcerer/wizard spell of a level you can cast from the evocation, conjuration or transmutation schools to their spell list.

KNIGHT

Valour: Beginning at level one, the knight's charisma score increases to match the knight's second highest ability score. The knight cannot improve his charisma score by an amount higher than his knight level.

Eternal glory: At level four he becomes immune to charisma penalties, at level eight he becomes to immune to charisma damage, and at level twelve he becomes immune charisma drain.

Shield mastery: Beginning at 7th level, a knight adds the armour bonus from his shield to his touch AC (this bonus stacks with the parrying shield feat. Beginning at 11th level, a knight adds the armour bonus from his shield to any opposed strength based check, such as a check to resist being grappled.

Knight bonus feats may also be drawn from the fighter bonus feat list.

MARSHAL

The marshal now has full base attack bonus.

Auras known: The marshal knows every single aura from the marshal aura list.

Extra Minor Aura: Beginning at sixth level a marshal may have two different minor auras activated at once. The marshal gains the ability to have a third minor going at twelfth level and a fourth minor aura at eighteenth level. The marshal may give up the effects of one or more minor auras in order to increase the power of an already present minor aura, gaining an increase to ane aura of your choice of 3. If a second aura is relinquished the bonus increases to 5, and if a third is relinquished the bonus increases to 6. A relinquished aura can be resumed as normal, but the benefit gained from relinquishing it is negated.

Extra Major Aura: Beginning at tenth level a marshal may have two different major auras activated at once. The marshal may give up the effect of the second aura in order to gain a +2 bonus to the first. A relinquished aura can be resumed as normal, but the benefit gained from relinquishing it is negated.

Grant Standard Action: Beginning at eleventh level a marshal may instead of granting his party a move action grant a single party member within 30 feet a standard action. A character can take only one extra standard action per round.

Unstoppable Command: Beginning at nineteenth level a marshal who has an ally that he is commanding within 60' cannot become dazed, unconscious, stunned, silenced or paralyzed. Abilities that cause such effects may still target the marshal but are considered supressed until the marshal no longer has an ally within 60' that he is commanding.

WARLOCK

The warlock gains an extra die of eldritch blast damage at level 13, 16 and 19.

The warlock gains an extra invocation known at level 3, 7, 12 and 17, which may be dragonfire adept invocations.

SAMURAI/NINJA

Haha, no. Both classes suck and have no actual interesting mechanics behind them - go play a warblade/fighter/knight or rogue/monk/swordsage respectively and refluff slightly. Why do these classes even exist?

Eslin
2013-05-03, 12:31 PM
Notes: These are special attacks like bull rush and disarm, and may be used at will by any character who meets the prerequisites.
[W] means your weapon's base damage - 1d8 for a medium longsword, 1d6 for a medium shortbow etc.
All attacks are at your highest base attack bonus unless otherwise stated - a full round attack still has iterative penalties
Unarmed attack means unarmed strike or gauntlet
Unless otherwise specified their benefits can only be used by the specified weapon - if you perform bludgeon while wielding a club and a shortsword, only the club gains extra non lethal damage.

Aim
Usable with: Any bow, any crossbow.
As a full round action, attack the target once - you add your dexterity bonus to the shot's damage and ignore up to 5 range increments worth of attack penalties.

All or nothing
Usable with: Any two handed weapon
As a full round action, perform two full attacks. You are now exhausted and sickened until the end of the encounter, even if you would otherwise be unable to be affected by these conditions.

Bludgeon
Usable with: Unarmed attack, club, greatclub, nunchaku, any hammer
As a standard action, perform an attack. For every attack you would have gotten if you had full attacked, deal an additional [W] as nonlethal damage.

Brawler
Special: Requires the improved unarmed strike feat.
Usable with: Unarmed attack, one handed weapon.
As a full round action, perform a full attack. Until your next turn (or, if you successfully grapple the foe, until the grapple ends) are considered to have a secondary natural weapon with damage equal to your unarmed strike that you have the improved grab special ability for though unlike the normal improved grab you can grapple a creature of any size, though you take a -10 penalty (instead of the normal -20) if you choose to use improved grab's secondary grapple mode. Your brawling attack can be used in addition to a one handed weapon or your regular unarmed attack.

Combat appraisal
Useable with: Any piercing weapon
As a standard action, take stock of an individual within 30' you have already attacked and roll an appraise check. For the rest of the encounter, ignore points of armour or natural armour (if they have both, choose one to reduce. The other can be reduced by using this ability again) equal to your result on the table below.
5 or less: Opponent gains a +3 dodge bonus against you due to your faulty assessment.
6-15: -1
16-25: -2
26-35: -3
36-45: -4
46+: -5

Confusing throw
Usable with: Any melee weapon with a range increment
As a full round action, move up to half your speed and throw a weapon from up to two hands - no more than one weapon may be aimed at a particular target, and any targets are treated as flat footed for the attack.

Crane Stance
Usable with: Any reach weapon that is not a spiked chain
As a standard action, nominate any number of targets within reach. These targets get a +2 bonus on attack and damage rolls against you, but attacks against them do not count towards your limit of attacks of opportunity you can make. Additionally, if you make a successful attack of opportunity against that target they must make a fortitude save equal to the damage you dealt or be unable to move beyond the square they were in when they provoked that attack.

Crossbow trap
Usable with: Any crossbow
As a standard action, ready a standard attack against a square of your choosing. If a foe steps into that square and the attack hits it does x2 damage, increasing the multiplier by one for every extra attack you would have gotten had you made a full attack.

Decipher weakness
Usable with: Quarterstaff, dwarven waraxe, bastard sword, whip.
Special: You must be wielding a magical weapon
As a standard action, perform a single attack and make a decipher script check - if the attack hits, choose a magic item belonging to the target and attempt to dispel it using your decipher script check -10 as your caster level for the attempt. If you succeed, both the weapon used and the item targeted are suppressed for 1d4 rounds.

Duel
Usable with: Any sword
As a standard action, perform a single attack against one foe. For the rest of the encounter or until that foe is incapacitated you may only direct attacks against that foe and can not flank him, but any time the foe attacks you may make an attack roll back - if yours exceeds his, the attack is nullified. For every time you do this you take a -2 penalty to AC until the start of your next turn, making you more vulnerable to other enemies and to attacks that get through your guard.

Execution
Usable with: Any crossbow, any dagger, scythe, falchion
As a standard action, perform a Coup de Grace.

Flurry
Usable with: Unarmed strike, any special monk weapon
As a standard action, perform a single attack and any extra attacks your flurry of blows would give you if you'd performed a full attack, with the appropriate penalties (if any).

Focus defense
Special: Must be within reach of more than one foe that is intent on harming you or your allies
Usable with: Any shield
As a free action, pick a foe that you are within reach of. The bonuses to AC your shield grants you are doubled against that foe until the start of your next turn, but removed against any other foe.

Great cleavage
Usable with: Scythe, any axe
Attack as a standard or full round action - any attack may target two adjacent squares within your reach simultaneously, but you do not apply your strength bonus to damage.

Harvest
Usable with: Scythe, sickle.
As a standard action, pick a number of opponents within reach and perform an attack against each of them. You are treated as nonproficient with scythes and sickles for a number of rounds equal to the number of foes who took no damage from these attacks.

Hew
Usable with: Any axe
Attack as a standard or full round action - your attacks ignore the target's damage reduction, but afterwards until the end of your next turn the target is considered to have bonus AC equal to their damage reduction against you.

Hybrid style
Usable with: Any ranged weapon, any melee weapon
Attack as a standard or full round action - at the end of the action you sheathe your weapon and cannot draw a weapon of that same type (melee or ranged) until the end of your next turn. If you attacked with a melee weapon your ranged attacks deal extra damage equal to your str mod next until the end of your next turn and if you attacked with a ranged weapon your melee attacks deal extra damage equal to your dex mod until the end of your next turn.

Iaijutsu focus
Usable with: Any one handed sword or light weapon
Special: Must not have a weapon drawn
As a standard action you draw your weapon and attempt to strike your opponent before he can react. You and your foe both make a reflex check - whoever wins is treated as having just attacked and threatened a critical hit with a critical modifier of x3. If the reflex checks result in a draw neither party attacks and anyone with quick draw gains a +4 bonus on the reflex check.

Memorise style
Usable with: Any monk special weapon, unarmed attack, any crossbow
As part of a full attack or standard attack against a single, take a -2 penalty to all attacks and provoke an attack of opportunity from your foe for doing so. If the opponent makes an attack of opportunity, roll an autohypnosis check - if it is higher than your foe's attack roll for the rest of the encounter you may, as an immediate action, make an attack of opportunity against him whenever that opponent makes one of his own. If the opponent does not make an attack of opportunity in response to this maneuver he is dazed until the end of his next turn.

Multiple missile massacre
Usable with: Any light throwing weapon.
As a full round action, make a sleight of hand check and throw one throwing weapon per target at a number of targets equal to your result on the table below.
5 or less: Attack yourself, no other targets
6-11: One target
11-17: Two targets
18-25: Three targets
26-34: Four targets
35-44: Five targets
45+: All targets within range

Pummel
Usable with: Any blunt weapon, light or heavy shield.
Special: Must be wielding both a shield and blunt weapon (two shields is acceptable)
Attack with your weapon as a standard or full round action - every time you deal damage with your blunt weapon you may slam the target with your shield, attacking at the same attack bonus as your weapon and dealing damage equal to your strength modifier and reducing their fortitude save by 1 until the start of your next turn every time you hit.

Quick feint
Usable with: Any light weapon, rapier
Special: Must be dual-wielding melee weapons
As a standard action, make a feint check and then perform a single attack with both weapons. If the feint check is successful, your opponent is denied his dexterity bonus to AC for the lowest of your attack rolls. If your BAB is 6+ your opponent is denied his bonus for one of your attacks (your choice) and if your BAB is 11+ he is denied his dexterity bonus to AC for both attacks.

Relentless march
Usable with: Any shield
As a standard action, move up to your speed - immediately and until the beginning of your next turn, you gain a bonus to ability checks, skill checks or saves to resist movement impairing or compulsion effects equal to the AC bonus your shield grants you.

Salvo
Usable with: Any ranged weapon with a reload time longer than a free action.
As a full round action, make a full attack - every time you damage a target, you may reload your weapon as a free action. If you miss you must spend a full round action to reload your weapon again.

Sheathe and shock
Special: Must start this maneuver with a one handed weapon in one hand and nothing in the other hand
Usable with: Any one handed weapon
As a move action, sheathe your weapon and move up to half your speed. Until the end of your next turn, you are treated as having the improved grapple, improved bull rush, improved trip, improved disarm and improved overrun feats.

Shield rush
Usable with: Heavy shield, extreme shield, tower shield
As a move action, perform a bull rush with a bonus on your strength check equal to your shield's AC value. You lose your shield's shield bonus to AC until the start of your next unless you have the improved shield bash feat.

Shorten grip
Usable with: Any reach weapon
As a move action, shorten your reach - you now threaten squares adjacent to you but your weapon no longer counts as a reach weapon until you take another move action to return to your original stance

Skewer
Usable with: Any spear, lance
As a standard action, make an attack roll - if your weapon deals damage the spear is stuck in the target, causing the target to bleed for damage equal to your strength modifier x1 (increase the multiple by 1 for every extra attack you would have made if you'd made a full attack) every round unless it is pulled out as a full round action which causes the same damage as the weapon did going in. A successful heal check (DC equal to the original attack) allows the weapon to be pulled out with no damage.

Skyfire
Usable with: Any bow, sling
Attack as a standard or full round action - your missiles ignore the effects of any weather effect and deal bonus damage equal to your dex mod, but afterwards you may not fire at any target that is in contact with the ground until the end of your next turn.

Skullsplitter
Usable with: Heavy mace, morningstar, any flail, any pick, warhammer, gnome hooked hammer.
As a full round action, perform a single attack - your opponent makes a fortitude save against (1/2 HD+str mod) and if he passes the attack is negated. If the attack is not negated, deal [W] damage to the target's intelligence. If your BAB is 6 or higher you may perform this as part of a charge and if your BAB is 11+ you may perform this is as a standard action.

Weaken
Usable with: Sap, whip or bola.
As part of a full attack or standard attack you can decide to convert all nonlethal damage to a strength penalty at a rate of -1 to strength per 10 nonlethal damage done over the course of that action. This penalty lasts for one minute.

Eslin
2013-05-04, 06:13 AM
Common races are humans, gnomes, halflings, dwarves and elves (http://www.d20srd.org/srd/races.htm) (height, age and weight lists here (http://www.d20srd.org/srd/description.htm)) and dromites, duergar, elans, half-giants, maenads and xephs (http://www.d20srd.org/srd/psionic/psionicRaces.htm).

Raptorans (https://www.wizards.com/default.asp?x=dnd/iw/20050106b&page=1), grey orcs (http://www.wizards.com/default.asp?x=dnd/ex/20030301a), goliaths (http://www.wizards.com/default.asp?x=dnd/iw/20040711b&page=5), warforged, shifters, changelings and sharakim (http://www.wizards.com/default.asp?x=dnd/ex/20041203a&page=3) are all relatively common races as well.

Other common races include orcs (http://www.d20srd.org/srd/monsters/orc.htm), goblins (http://www.d20srd.org/srd/monsters/goblin.htm), kobolds (http://www.d20srd.org/srd/monsters/kobold.htm), lizardfolk (http://www.d20srd.org/srd/monsters/lizardfolk.htm) and minotaurs (http://www.d20srd.org/srd/monsters/minotaur.htm) and dragons (http://www.d20srd.org/srd/monsters/dragonTrue.htm).

The rules for, and a list of, other common monster races are here (http://www.d20srd.org/srd/monstersAsRaces.htm).

Halflings: Most halflings are of the furfoot variant, though regular, deep, strongheart and tallfellow halflings still exist.
Furfoot halflings have the same racial traits as regular halflings, except as follows:
+4 racial bonus to handle animal checks. Furfoot halflings have a natural affinity for nature, and can be found living alongside local wildlife.
+2 racial bonus on ride and heal checks. Furfoot halflings are adept at riding and caring for their companions and mounts.
Furfoot halflings tend to rely on animals to guard them and do the heavy work, and do not have a racial bonus to climb, jump, listen and move silently checks.
+1 racial bonus on attack rolls with spears and light crossbows.
Furfoot halflings rarely hunt, and thus are not as familiar with slings and thrown weapons as their cousins, so do not get a bonus on attack rolls with them.

Humans
There are several races officially recognised as humans (though there is a lot of debate over the distinction, divine mandate means that they are generally accepted into society). Humans, aasimar, illumians, maenads, azurins, changelings and genasi are all accepted as human.

Free orcs

Free orcs are the descendents of a great meeting of various kinds of orcs, an event mandated by their god Gruumsh. Frostblood, mountain, jungle, desert, water and arctic orcs all travelled to the great plains of Parachea and there they mingled. For several generations (short orcish ones) the tribes bred and sent horde after horde of warriors to ravage humanity, spending their strength in order to weaken humanity enough that their progeny could spread to every corner of the globe unhindered. Thirty years after the tribes arrived in the great plains their descendents departed the now desolate wastes, the survivors of the original tribes guiding them away to secret valleys and mountains, there to grow and surpass humanity, eventually returning to wreak bloody revenge for the slaughter of their ancestors.

Free orcs have a variety of skin, hair and eye colours, with skin ranging from light browns and greens to deep greys and purples. A free orc physically matures very rapidly, becoming capable of breeding by 6 or 7 and physically mature by 10 years of age, growing slightly taller and heavier until their growth peaks at 12. Their constant wars and raiding with nearby sentient races mean that few free orcs survive to reach middle age, those that do usually being in some way exceptional - a master crafter not expected to go into battle, an exceptional warrior or a great leader. Because a free orc's initially limited mind develops to its full potential over his lifetime but his body remains at its physical peak until death, old free orcs are greatly respected - the death of most orcs during childhood or adolescence is seen as the natural method of weeding out those unfit to lead. Young orcs are trained by their elders, who are usually masters of a particular profession. All orc youths are taught the basics of a path they prove themselves suited to, and further trained in them should they happen to survive for long enough.

A large amount of free orcs are barbarians, those strong of body but deemed unexceptional in mind - they are expected to form the first wave of any attack, and seldom live very long, though those that do are as respected as any other elder. A free orc of greater discipline is often taught to be a fighter, while those who survive for any length of time or show exceptional insight as a child are trained as warblades, forming the elite core of a raiding party. Most tribes of a reasonable size contain several totemists who are constantly on the lookout for orcs with the natural connection necessary to shape incarnum. Because a free orc begins his adulthood with a comparatatively weak mind, comparatively few become clerics, sorcerers or other primary casters - those who enough aptitude to become proficient in such careers in their youth are usually kept in relative safety during raids and battles, under the close supervision of an elder so that they may survive to empower the tribe at old age.
Instead, orcs who show the signs of proficiency at religious, arcane or psionic endeavours are usually apprenticed to rangers, paladins, hexblades, psychic warriors, duskblades, crusaders or other such classes - able to use their massive combat prowess to their advantage in youth and take advantage of the mentally taxing aspects of their class as they age.

Although free orc society is civilised compared to that of most other orcs (at least, once they reach middle age - a free orc's youth is a dizzying whirlwind of instruction, hardships and violence) and has a far more extensive verbal and written tradition, classes such as wizard, archivist, artificer or knight are almost unheard of.
All tribes have their own traditions, and any tribe might contain several members of an unusual class - monks, dragon shaman, binders, warlocks, incarnates, swordsages, dragonfire adepts, marshals, warmages, beguilers, dread necromancers, rogues and factotums can all be found, though it is rare even a very large orc tribe will have practicing members in all of them.

Free orc Traits (Ex)

Free orcs possess the following racial traits.

+4 Strength, +2 constitution -2 Intelligence, -2 Wisdom, -2 Charisma: Free orcs possess the strength and limited mental capacity of their ancestors, as well as
enjoying additional hardiness from their water orc ancestry.

A free orc’s base land speed is 30 feet.

Dragonblood Subtype: Frostblood orcs were distinguished from other orcs by their blood, blood which has been passed down to free orcs.

Low-Light Vision: An arctic orc can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
He retains the ability to distinguish color and detail under these conditions.

Vulnerability to fire: Their frostblood and water orc ancestors were both unusually vulnerable to fire, and thus free orcs are burdened with a weakness to flames.

Resistance to cold 10: The frostblood running through their veins makes the free orcs incredibly resistant to the cold.

Endurance: Though vulnerable to actual fire, a free orc counts orcs adapted for desert survival amongst his relatives and is well suited to surviving in harsh
conditions and thus free orcs gain Endurance as a racial bonus feat.

Bonus feat: The natural versatility born of a varied genetic and cultural background combined with the frostblood propensity to learn quickly in the time another race
might spend achieving feats of endurance means that free orcs are liable to pick up unusual talents growing up. Free orcs gain any feat for which they qualify as a bonus feat.

+2 racial bonus on Handle Animal checks: The arctic orcs were migrant herders, naturally good with animals, and free orcs have this trait too.

+2 racial bonus on Heal and Survival checks: A free orc's jungle heritage leaves him with a natural talent for self sufficiency.

No aging penalties: The divine nature of the race's conception and the draconic blood both inherited and consumed in the race's early days allow a grey orc great physical longevity. While a free orc grows and ages at the same rate as his ancestors did and does not live a lifespan much longer, his body grows no weaker until the moment of his death while his initially limited mind continues to develop throughout his lifespan. A free orc who manages to live a long life will have his skin grow leathery and wrinkled, but will enjoy the same physical prowess he had in his youth.

Automatic Languages: Common, Orc. Bonus Languages: Dwarven, Giant, Gnoll, Goblin, Undercommon.

Favored Classes: Barbarian, totemist.

Level Adjustment: +0. A player is not allowed to make a free orc character any older than twenty unless he pays +1 LA for every age category beyond adulthood.

Age:
Adulthood: 12 years
Middle age: 28 years
Old age: 42 years
Venerable: 60 years
Maximum age: 2d6 years plus 5x (charisma+intelligence+wisdom modifier) years

Height:
Male: 5' 0" +2d12"
Female: 4' 9" +2d12"

Weight:
Male: 180 + (result of above 2d12x2d6) lbs
Female: 150 + (result of above 2d12x2d6) lbs

Lizardfolk now have a LA of +0
True dragons now have a LA of +0
Sharakim now have a LA of +0
Minotaurs now have a LA of +1

Frog Dragon
2013-05-04, 12:48 PM
Your parry mechanic makes combat reflexes just about mandatory, since attack bonus is so much easier to pump than AC.

The cost of LA is far too low. For example, I could make a Half-Dragon warblade with these stats.
Str 20, Dex 13, Con 14, Int 14, Wis 8, Cha 11

He would also have a 6d8 1/day breath weapon, +4 natural armor, and three natural attacks. At first level. And that's before being a warblade. And half-dragon isn't even that great a template.

Eslin
2013-05-04, 01:00 PM
Cheers, was thinking that giving up the ability to make attacks of opportunity would even it out. Should I increase the penalties that successive parries cause or add a different weakness?

LA wise, cheers, I'll redo the numbers on it. Any suggestions?

Eslin
2013-06-03, 07:23 AM
Excellent, finished updating races. My players who have been linked here, enjoy.

ericgrau
2013-06-03, 09:19 PM
Dear lord that's way too many house rules. Your players will never remember them all and be incredibly frustrated. And most of the rules hardly do anything. Been there, put up with that.

One exception to the random nothingness is ranged power attack. Ranged power attack is far worse than you might think. The theory is to make archer damage keep up with melee damage. Which is exactly the problem. You get a tactical advantage on top of that damage. And the archer's damage is actually higher due to higher attack bonus (point blank shot, for example), more full attacks, and rapid shot. In fact the attack bonus makes PA worth it even when THF might suffer from attack roll penalties. At best all fights might be short range making the choice between melee or range totally dull and pointless. At worst the archer will fight at long range and kill short range foes before their first attack. Btw all this assumes a 2:1 power attack. A 1:1 is a bit weak and possibly a wasted feat.

Shocktrooper muddles the matter even more, if allowed. Ranged shocktrooper nukes the field and trumps THF shocktrooper by far, while allowing it only for melee means THF trumps all other styles by far. Either way you don't get any balance. Generally if you want to encourage a style a little more then (a) eliminate any problematic abilities like shocktrooper and (b) give it a +1 or a +2 to all rolls including d20 rolls and damage. Or a +1 or +2 vs. all rolls, if it's a defense. Anything beyond that and it's easy to accidentally rip game balance in half.

Parry on top of AC means half as many physical attacks hit. Meaning if all creatures can do this then physical attacks are half as effective. Meaning physical classes are half as effective...

6 point buy points are only worth a +2 on your main stats. That's worth way way less than an LA. Otherwise with a much higher point cost the concept could be interesting.

Almost all the background feats seem really neat. And players don't need to remember all the feats, only 1 at most, so they are a wonderful exception to rules overload. Except jack of all trades seems like a bit much. Either you've made partial skills worthless in your campaign world (which isn't RAW) making the feat worthless, or this feat is crazy. Remember many skills have low nonscaling DCs.

I stopped reading after the first post. Info overload.

DracoDei
2013-06-04, 04:11 PM
Parrying should never reduce your AC.

Consider doing the same thing with saves as you do with BAB, with the exception that you can only gain the +2 kicker for a good save once.