Galt_Devil
2013-12-11, 12:22 AM
Hi guys, I'm currently working on bringing all tier 4 and lower classes up to be on par with tier 3 classes. I'm trying to avoid de-powering the tier one and two's, as I simply don't allow my players to break my campaigns, mitigating some concerns (infinite wishes, abuse of divination, etc)
Most of my attention right now is on the classes my players are using. Those being, the Warlock, the Fighter, the Monk to a lesser degree, and the Ranger. That said, I have thoughts on paladins.
Classes not listed above that I would like to work on:
Rogue, Barbarian, Warlock, Warmage.
I have also given minor buffs to sorcerers, simply so they can keep relative pace with the wizard without becoming T1 themselves, as more T1 classes simply would bring more problems.
For reference, this is intended to be used in a homebrew campaign setting where the players have much less access to magical items and cannot purchase any but the most basic (potions, a few low level scrolls, and wands at triple or higher price) and so these class fixes are also intended to compensate for that.
This is what i have currently, and I'd really like opinions.
First, I created a number of new combat styles in addition to the two canonical ones. I've made them five-tiered instead of three, but haven't determined the levels at which they become available yet. More on that later.
First, I'm allowing the Giant's homebrew feats for fighters. Second, I'm allowing all classes access to the weapon focus/specialization tree but making fighter weapon focus/specialization grant them +2 dmg and +1 to hit for each level taken.
I'm also using Pathfinder races with a few minor, unimportant tweaks. Bow users get to add their dexterity to ranged damage, and composite bows add half strength rounded down. This gives archers way more punch at early levels, but looks like it should balance out against strength based characters at later levels (two-handing for strength and a half, power attack, and so on, against the Uzi abilities of well-built archers)
I use the third party feat Improved weapon finesse, allowing characters with weapon finesse to add dexterity to damage as well as to-hit, if they qualify for and take the feat.
Dodge now grants +2 AC vs one target of choice, and a +1 general bonus, the bonuses do not stack.
That said, into the meat and potatoes. What i have of classes thus far:
Fighters choose, at level one, one of three paths which are yet unnamed.
Path 1: Access to favored enemies at ranger levels
Path 2: Free access to weapon OR armor focus trees at their earliest availability, regardless of prereqs
Path 3: Access to combat styles at standard progression.
In addition, they gain +2 BAB at level one instead of +1, and an extra +1 at level five and every five thereafter. (So at level 20, a straight fighter would have +25 BAB)
Fighters gain D12 HD instead of barbarians, as barbarians already gain DR, and fighters are intended to be the most prolific stand-up melee warriors.
Sorcerers: Unlimited cantrips per day, ability to learn spells off of scrolls with a succesful spellcraft check of 15+spell level. Tentative access to Pathfinder bloodlines.
Monks. Full BAB, d10 HD, Gain fighter bonus feats at level 3, 7, and every four thereafter.
Paladins: Paladins no longer cast from wisdom, they now cast from Charisma
Make Smite evil a per encounter ability
Access to "fighter only" feats, but NOT the homebrew fighter Weapon Focus tree.
Intent to allow trading of special mount for other ability trees.
Perhaps allow Healer ACF, of trading both Smite Evil and special mount for access to healing domain spells at bard progression plus healing domain abilities and bonus spells. I'm concerned this may bring them up to tier 2
Rangers: Gain fast movement at level five, as the barbarian ability. Past that, they benefit from the increased weapon styles.
My first ideas for said weapon styles are as follows. The feats/abilities are listed in the order they are obtained, but the levels are not yet mapped out.
Sword and board? Improved shield bash, shield focus, shield specialization, shield deflection, shield charge. In addition, a Sword and Board specialist would gain the magical enhancement of their shield to shield bash damage.
Polearm? Allowed to attack foes within reach with reach weapons as though wielding a quarterstaff, ability to use the cleave ability in straight lines, to limit of range (Incomplete)
Single weapon style: applies to any one or two handed weapon used alone, power attack – weapon focus – weapon spec – greater weapon focus – greater weapon spec. (Debating on whether to have this apply as per the fighter Weapon Focus tree if a ranger takes it)
Fencer style? rapier and dagger) Two weapon defense, two weapon fighting, +1 to AC when wielding dagger and rapier, gain improved critical (rapier), gain improved critical (dagger)
^I'm not as happy with this one, but would like to include it if I can
Mounted Combat: Mounted Combat, Ride by attack, spirited charge, shield mount, mount of choice
Mounted Archery: Mounted Combat, Mounted Archery, galloping shot (think ride by attack but with weapons), improved mounted archery(doubles the effect of Mounted Archery), rapid shot and the ability to use it on horseback.
So, tell me your opinions and suggestions, if anything has been too thoroughly powered up, or not powered up enough.
Most of my attention right now is on the classes my players are using. Those being, the Warlock, the Fighter, the Monk to a lesser degree, and the Ranger. That said, I have thoughts on paladins.
Classes not listed above that I would like to work on:
Rogue, Barbarian, Warlock, Warmage.
I have also given minor buffs to sorcerers, simply so they can keep relative pace with the wizard without becoming T1 themselves, as more T1 classes simply would bring more problems.
For reference, this is intended to be used in a homebrew campaign setting where the players have much less access to magical items and cannot purchase any but the most basic (potions, a few low level scrolls, and wands at triple or higher price) and so these class fixes are also intended to compensate for that.
This is what i have currently, and I'd really like opinions.
First, I created a number of new combat styles in addition to the two canonical ones. I've made them five-tiered instead of three, but haven't determined the levels at which they become available yet. More on that later.
First, I'm allowing the Giant's homebrew feats for fighters. Second, I'm allowing all classes access to the weapon focus/specialization tree but making fighter weapon focus/specialization grant them +2 dmg and +1 to hit for each level taken.
I'm also using Pathfinder races with a few minor, unimportant tweaks. Bow users get to add their dexterity to ranged damage, and composite bows add half strength rounded down. This gives archers way more punch at early levels, but looks like it should balance out against strength based characters at later levels (two-handing for strength and a half, power attack, and so on, against the Uzi abilities of well-built archers)
I use the third party feat Improved weapon finesse, allowing characters with weapon finesse to add dexterity to damage as well as to-hit, if they qualify for and take the feat.
Dodge now grants +2 AC vs one target of choice, and a +1 general bonus, the bonuses do not stack.
That said, into the meat and potatoes. What i have of classes thus far:
Fighters choose, at level one, one of three paths which are yet unnamed.
Path 1: Access to favored enemies at ranger levels
Path 2: Free access to weapon OR armor focus trees at their earliest availability, regardless of prereqs
Path 3: Access to combat styles at standard progression.
In addition, they gain +2 BAB at level one instead of +1, and an extra +1 at level five and every five thereafter. (So at level 20, a straight fighter would have +25 BAB)
Fighters gain D12 HD instead of barbarians, as barbarians already gain DR, and fighters are intended to be the most prolific stand-up melee warriors.
Sorcerers: Unlimited cantrips per day, ability to learn spells off of scrolls with a succesful spellcraft check of 15+spell level. Tentative access to Pathfinder bloodlines.
Monks. Full BAB, d10 HD, Gain fighter bonus feats at level 3, 7, and every four thereafter.
Paladins: Paladins no longer cast from wisdom, they now cast from Charisma
Make Smite evil a per encounter ability
Access to "fighter only" feats, but NOT the homebrew fighter Weapon Focus tree.
Intent to allow trading of special mount for other ability trees.
Perhaps allow Healer ACF, of trading both Smite Evil and special mount for access to healing domain spells at bard progression plus healing domain abilities and bonus spells. I'm concerned this may bring them up to tier 2
Rangers: Gain fast movement at level five, as the barbarian ability. Past that, they benefit from the increased weapon styles.
My first ideas for said weapon styles are as follows. The feats/abilities are listed in the order they are obtained, but the levels are not yet mapped out.
Sword and board? Improved shield bash, shield focus, shield specialization, shield deflection, shield charge. In addition, a Sword and Board specialist would gain the magical enhancement of their shield to shield bash damage.
Polearm? Allowed to attack foes within reach with reach weapons as though wielding a quarterstaff, ability to use the cleave ability in straight lines, to limit of range (Incomplete)
Single weapon style: applies to any one or two handed weapon used alone, power attack – weapon focus – weapon spec – greater weapon focus – greater weapon spec. (Debating on whether to have this apply as per the fighter Weapon Focus tree if a ranger takes it)
Fencer style? rapier and dagger) Two weapon defense, two weapon fighting, +1 to AC when wielding dagger and rapier, gain improved critical (rapier), gain improved critical (dagger)
^I'm not as happy with this one, but would like to include it if I can
Mounted Combat: Mounted Combat, Ride by attack, spirited charge, shield mount, mount of choice
Mounted Archery: Mounted Combat, Mounted Archery, galloping shot (think ride by attack but with weapons), improved mounted archery(doubles the effect of Mounted Archery), rapid shot and the ability to use it on horseback.
So, tell me your opinions and suggestions, if anything has been too thoroughly powered up, or not powered up enough.