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LoyalPaladin
2019-01-29, 01:52 AM
Welcome!
This is a heavy work in progress. I'm going to be running a game for my table, the majority of which have very little experience with 3.5e, and I wanted to shift a little power into the low-tier classes to give them something excited to play with.

The goal of these small adjustments is to add just a touch of power to these classes to push them towards tier three and four. I won't be doing extensive reworks of the classes, mostly just adding a feature here or there that isn't very complicated; something like Combat Style or Armor Mastery.

Lastly, I will not be posting the text of class features that are being entirely unaltered (even SRD classes). I will, however, note the book and page number you can find the class feature on for your convenience. For new class features, or class features that have had their text altered, I will make the text bold, italic, and red. I have carefully noted below which classes are currently "finished" (done being worked on, with a very small possibility of being adjusted later), a "work in progress" (either next on my agenda, or being worked on heavily at the moment), and "untouched" (essentially a blank template post).

Thank you!

Progress
Here is where you can keep up with what I'm currently working on.

Finished:

Fighter (http://www.giantitp.com/forums/showsinglepost.php?p=23669112&postcount=3)
Healer (http://www.giantitp.com/forums/showsinglepost.php?p=23669113&postcount=4)
Knight (http://www.giantitp.com/forums/showsinglepost.php?p=23669116&postcount=5)
Monk (http://www.giantitp.com/forums/showsinglepost.php?p=23669117&postcount=6)
Paladin (http://www.giantitp.com/forums/showsinglepost.php?p=23669120&postcount=8)
Ranger (http://www.giantitp.com/forums/showsinglepost.php?p=23669126&postcount=9)
Samurai (http://www.giantitp.com/forums/showsinglepost.php?p=23669134&postcount=11)
Warmage (http://www.giantitp.com/forums/showsinglepost.php?p=23669143&postcount=16)

Work in Progress:

Ninja (http://www.giantitp.com/forums/showsinglepost.php?p=23669119&postcount=7)
Warlock (https://forums.giantitp.com/showsinglepost.php?p=23669142&postcount=15)

Untouched:

Barbarian
Rogue
Scout
Spellthief
Swashbuckler

LoyalPaladin
2019-01-29, 01:53 AM
Barbarian
https://gdurl.com/J8fE (Credit Link)
"Quote"
Quotee

Description

Hit Die
d12

Class Skills
The Ranger's class skills (and the key ability for each skill) are

Skill Points at Each Additional Level
4 + Int modifier.



Table: The Barbarian


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features


1st
+1
+2
+0
+2
-


2nd
+2
+3
+0
+3
-


3rd
+3
+3
+1
+3
-


4th
+4
+4
+1
+4
-


5th
+5
+4
+1
+4
-


6th
+6/+1
+5
+2
+5
-


7th
+7/+2
+5
+2
+5
-


8th
+8/+3
+6
+2
+6
-


9th
+9/+4
+6
+3
+6
---


10th
+10/+5
+7
+3
+7
-


11th
+11/+6/+1
+8
+3
+8
---


12th
+12/+7/+2
+8
+4
+8
-


13th
+13/+8/+3
+8
+4
+8
-


14th
+14/+9/+4
+9
+4
+9
---


15th
+15/+10/+5
+9
+5
+9
-


16th
+16/+11/+6/+1
+10
+5
+10
-


17th
+17/+12/+7/+2
+10
+5
+10
---


18th
+18/+13/+8/+3
+11
+6
+11
-


19th
+19/+14/+9/+4
+11
+6
+11
---


20th
+20/+15/+10/+5
+12
+6
+12
-



Class Features
All the following are class features of the Barbarian base class.

Weapon and Armor Proficiency:
A Barbarian is proficient with all simple and martial weapons and with light armor, and with light shields.

LoyalPaladin
2019-01-29, 01:54 AM
Fighter
https://gdurl.com/ze41 (Credit Link)
"Certainty of death. Small chance of success. What are we waiting for?"
Gimli, The Return of the King

Hit Die
d10

Class Skills
The Fighter's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Tumble (Dex), Swim (Str), and Use Rope (Dex).

Skill Points at Each Additional Level
4 + Int modifier.



Table: The Fighter


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features


1st
+1
+2
+2
+0
Bonus Feat, Martial Discipline, Weapon Aptitude, Weapon Focus


2nd
+2
+3
+3
+0
Bonus Feat


3rd
+3
+3
+3
+1
-


4th
+4
+4
+4
+1
Bonus Feat, Weapon Specialization


5th
+5
+4
+4
+1
Martial Stance


6th
+6/+1
+5
+5
+2
Bonus Feat


7th
+7/+2
+5
+5
+2
-


8th
+8/+3
+6
+6
+2
Bonus Feat, Greater Weapon Focus


9th
+9/+4
+6
+6
+3
Martial Stance


10th
+10/+5
+7
+7
+3
Bonus Feat


11th
+11/+6/+1
+8
+8
+3
-


12th
+12/+7/+2
+8
+8
+4
Bonus Feat, Greater Weapon Specialization


13th
+13/+8/+3
+8
+8
+4
Martial Stance


14th
+14/+9/+4
+9
+9
+4
Bonus Feat


15th
+15/+10/+5
+9
+9
+5
-


16th
+16/+11/+6/+1
+10
+10
+5
Bonus Feat


17th
+17/+12/+7/+2
+10
+10
+5
Martial Stance


18th
+18/+13/+8/+3
+11
+11
+6
Bonus Feat, Weapon Supremacy


19th
+19/+14/+9/+4
+11
+11
+6
-


20th
+20/+15/+10/+5
+12
+12
+6
Bonus Feat



Class Features
All the following are class features of the Fighter base class.

Weapon and Armor Proficiency:
A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Bonus Feats:
As Fighter from the Player's Handbook, page 37.

Martial Discipline:
At first level, a fighter must select one of the nine martial disciplines, adding its corresponding class skill to his skill list (with the exception of Desert Wind, Devoted Spirit, and Tiger Claw which grant a +5 to their corresponding skill). This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way. Once a discipline is chosen, the choice is permanent and cannot be changed later.

Desert Wind: +5 Tumble
Devoted Spirit: +5 Intimidate
Diamond Mind: Concentration
Iron Heart: Balance
Setting Sun: Sense Motive
Shadow Hand: Hide
Stone Dragon: Balance
Tiger Claw: +5 to all Jump checks.
White Raven: Diplomacy


Weapon Aptitude (Ex):
Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. You have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus). You must have the newly designated weapon available during your practice session to make this change. For example, if you wish to change the designated weapon for your Weapon Focus feat from greatsword to longsword, you must have a longsword available to practice with during your practice session. You can adjust any number of your feats in this way, and you don't have to adjust them all in the same way.

However, you can't change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess. For instance, if you have both Weapon Focus (longsword) and Weapon Specialization (longsword), you can't change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way.

Weapon Focus:
At 1st level, you gain Weapon Focus as a bonus feat.

Weapon Specialization:
At 4th level, you gain Weapon Specialization as a bonus feat.

Martial Stance:
At 5th level, and every four levels thereafter, a fighter learns a stance from his chosen discipline. The fighter does not have to meet the prerequisites for the stance in order to use it.

Desert Wind:

5th: Flame's Blessing
9th: Holocaust Cloak
13th: Fiery Assault
17th: Rising Phoenix


Devoted Spirit:

5th: Martial Spirit
9th: Thicket of Blades
13th: Radiant Charge
17th: Immortal Fortitude


Diamond Mind:

5th: Stance of Clarity
9th: Pearl of Black Doubt
13th: Hearing the Air
17th: Stance of Alacrity


Iron Heart:

5th: Punishing Stance
9th: Absolute Steel
13th: Dancing Blade Form
17th: Supreme Blade Parry


Setting Sun:

Step of the Wind
5th: Step of the Wind
9th: Giant Killing Style
13th: Shifting Defense
17th: Ghostly Defense


Shadow Hand:

5th: Child of Shadow
9th: Dance of the Spider
13th: Step of the Dancing Moth
17th: Balance on the Sky


Stone Dragon:

5th: Stonefoot Stance
9th: Crushing Weight of the Mountain
13th: Roots of the Mountain
17th: Strength of Stone


Tiger Claw:

5th: Blood in the Water
9th: Leaping Dragon Stance
13th: Prey on the Weak
17th: Wolf Pack Tactics


White Raven:

5th: Bolstering Voice
9th: Tactics of the Wolf
13th: Press the Advantage
17th: Swarm Tactics


Greater Weapon Focus:
At 8th level, you gain Greater Weapon Focus as a bonus feat.

Greater Weapon Specialization:
At 12th level, you gain Greater Weapon Specialization as a bonus feat.

Weapon Supremacy:
At 18th level, you gain Weapon Supremacy as a bonus feat.

LoyalPaladin
2019-01-29, 01:55 AM
Healer
https://gdurl.com/ch-R (Credit Link)
"As to diseases, make a habit of two things - to help, or at least, to do no harm."
Hippocrates

Hit Die
d8

Class Skills
The Healer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (Nature) (Int), Knowledge (Religion), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).

Skill Points at Each Additional Level
4 + Int modifier.



Table: The Healer
Table: Spells per Day


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
+0
+2
+0
+2
Healing Hands
4
3
-
-
-
-
-
-
-
-


2nd
+1
+3
+0
+3
Skill Focus (Healing)
4
4
-
-
-
-
-
-
-
-


3rd
+1
+3
+1
+3
Mercy
5
4
3
-
-
-
-
-
-
-


4th
+2
+4
+1
+4
-
5
4
4
-
-
-
-
-
-
-


5th
+2
+4
+1
+4
-
5
5
4
3
-
-
-
-
-
-


6th
+3
+5
+2
+5
Mercy
5
5
4
4
-
-
-
-
-
-


7th
+3
+5
+2
+5
Effortless Healing
6
5
5
4
3
-
-
-
-
-


8th
+4
+6
+2
+6
-
6
5
5
4
3
-
-
-
-
-


9th
+4
+6
+3
+6
Mercy
6
6
5
5
4
3
-
-
-
-


10th
+5
+7
+3
+7
Empower Healing
6
6
5
5
4
4
-
-
-
-


11th
+5
+8
+3
+8
---
6
6
6
5
5
4
3
-
-
-


12th
+6/+1
+8
+4
+8
Mercy
6
6
6
5
5
4
4
-
-
-


13th
+6/+1
+8
+4
+8
Maximize Healing
6
6
6
6
5
5
4
3
-
-


14th
+7/+2
+9
+4
+9
---
6
6
6
6
5
5
4
4
-
-


15th
+7/+2
+9
+5
+9
New Limb
6
6
6
6
6
5
5
4
3
-


16th
+8/+3
+10
+5
+10
Supreme Healing
6
6
6
6
6
5
5
4
4
-


17th
+8/+3
+10
+5
+10
---
6
6
6
6
6
6
6
5
4
3


18th
+9/+4
+11
+6
+11
-
6
6
6
6
6
6
6
5
4
4


19th
+9/+4
+11
+6
+11
---
6
6
6
6
6
6
6
5
5
4


20th
+10/+5
+12
+6
+12
New Life
6
6
6
6
6
6
6
5
5
4



Class Features
All the following are class features of the Healer base class.

Weapon and Armor Proficiency:
A Healer is proficient with all simple and martial weapons and with light armor, and with light shields.

Weapon and Armor Proficiency:
As Healer from Miniature's Handbook, page 8.

Spells:
A healer casts divine spells, which are drawn from the healer spell list. You can cast any spell you know without preparing it ahead of time. A healer's spell list is incredibly small and focused, effectively allowing all spells on her list to be known, so long as she can cast them.

To learn or cast a spell, a healer must have an Intelligence score of 10 + the spell's level. The Difficulty Class for a saving throw against a healer's spell is 10 + the spell's level + the healer's Intelligence modifier. Like other spellcasters, a healer can cast only a certain number of spells of each spell level per day. She receives bonus spells per day if she has a high Intelligence. Healers are learned scholars who acquire their spells from books and scrolls, perfecting them through intense study and academia. However, due to the nature of the magic they harness, they have access to higher or lower powers that tend to align themselves with their magic.

Unlike a wizard or a cleric, a healer need not prepare her spells in advance. She can cast any spell he knows at any time, assuming she has not yet used up her spells per day for that spell level.

Spontaneous Casting
A healer can channel stored spell energy into healing spells that the healer did not prepare ahead of time. The healer can "lose" any prepared spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name).

Aligned Source (Ex):
A healer's source of power comes from intense study and her innate ability to draw on the energies from a variety of aligned planes. Due to this fact, the healer's spell list is affected by her own alignment. A good healer has access to a variety of Good and Exalted spells, whereas an evil healer has access to a variety of Evil and Vile spells. If a healer is of a neutral alignment, she must choose whether to draw on the powers of evil or good. Once she makes this choice, it cannot be reversed.

If a healer changes alignments dramatically and is of a conflicting alignment (such as a lawful evil healer becoming lawful good, but not a lawful evil healer becoming lawful neutral) then her spell list will change accordingly immediately, even in the heat of battle.

Healing Hands:
As Healer from Miniature's Handbook, page 8.

Skill Focus (Heal):
As Healer from Miniature's Handbook, page 8.

Mercy (Su):
At 3rd level, and every three levels thereafter, a healer can select one mercy. Each mercy adds an effect to the healer’s conjuration (healing) spells. Whenever the healer uses a conjuration (healing) spell to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the healer. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

At 3rd level, the healer can select from the following initial mercies.

Deceived: The target can immediately attempt a new saving throw to disbelieve any ongoing illusions that it failed to disbelieve within the last minute.
Fatigued: The target is no longer fatigued.
Shaken: The target is no longer shaken.
Sickened: The target is no longer sickened.


At 6th level, a healer adds the following mercies to the list of those that can be selected.

Dazed: The target is no longer dazed.
Diseased: The healer’s conjuration (healing) spells ability also acts as remove disease, using the healer’s level as the caster level.
Enfeebled: The healer dispels any magical effects that are reducing one of the target’s ability scores (healer’s choice).
Haunted: The healer’s conjuration (healing) spells also acts as protection from evil, but only for the purpose of allowing a new saving throw against enchantment (charm) and enchantment (compulsion) effects, making the target immune to any attempts to possess or exercise mental control over the target, or preventing a life force from controlling the target (all as described in the second effect of protection from evil). Use the healer’s level as the caster level.
Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.


At 9th level, a healer adds the following mercies to the list of those that can be selected.

Confused: The target is no longer confused.
Exhausted: The target is no longer exhausted. The healer must have the fatigue mercy before selecting this mercy.
Frightened: The target is no longer frightened. The healer must have the shaken mercy before selecting this mercy.
Injured: The target gains fast healing 3 for a number of rounds equal to 1/2 the healer’s level.
Nauseated: The target is no longer nauseated. The healer must have the sickened mercy before selecting this mercy.
Poisoned: The healer’s conjuration (healing) spells ability also acts as neutralize poison, using the healer’s level as the caster level.
Restorative: The target heals 1d4 points of ability damage from a single ability score of the healer’s choosing. The healer must have the enfeebled mercy before selecting this mercy.


At 12th level, a healer adds the following mercies to the list of those that can be selected.

Blinded: The target is no longer blinded.
Deafened: The target is no longer deafened.
Paralyzed: The target is no longer paralyzed.
Petrified: The healer’s conjuration (healing) spells ability also acts as stone to flesh, but only for the purpose of removing the petrified condition from a creature.
Stunned: The target is no longer stunned.

These abilities are cumulative. For example, a 12th-level healer's cure light wound's spell heals 1d8+5 points of damage and might also cure Fatigued and Exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can’t be changed.

Effortless Healing (Ex):
As Healer from Miniature's Handbook, page 8.

Empower Healing (Su):
As Radiant Servant of Pelor from Complete Divine, Page 52.

Maximize Healing (Su):
As Radiant Servant of Pelor from Complete Divine, Page 52.

New Limb (Su):
As Healer from Miniature's Handbook, page 8.

Supreme Healing (Su):
As Radiant Servant of Pelor from Complete Divine, Page 52.

New Life (Su):
As Healer from Miniature's Handbook, page 8.

Spells
Healers add the following spells to their list depending on their alignment:

1st: Bless Water (PHB), Grave Strike (SpC), Lantern Light (BoED), Light of Lunia (SpC), Protection from Evil (PHB), Ray of Hope (BoED)

2nd: Consecrate (PHB), Lastai's Caress (BoED), Light of Faith (CC), Light of Mercuria (PlH), Turn Anathema (CC)

3rd: Affliction (BoED), Awaken Sin (SpC), Grace (SpC), Holy Storm (SpC), Light of Venya (SpC), Light of Wisdom (CC), Magic Circle Against Evil (PHB), Mantle of Good (SpC), Refreshment (BoED), Shield of Warding (SpC), Soul of Light (DM)

4th: Blessing of the Righteous (PHB II), Blood of the Martyr (BoED), Celestial Brilliance (BoED), Light of Purity (CC), Mark of the Enlightened Soul (DM), Sacred Item (CC), Stars of Arvandor (CoV), Sword of Conscience (BoED), Wall of Good (SpC)

5th: Chaav's Laugh (BoED), Dispel Evil (PHB), Hallow (PHB), Opalescent Glare (PHB), Radiance (PHB)

6th: Bolt of Glory (SpC), Celestial Blood (BoED), Light of Courage (CC), Weight of Sin (CC)

7th: Bastion of Good (BoED), Holy Word (PHB), Righteous Burst (PHB II), Tomb of Light (BoED)

8th: Holy Aura (PHB), Last Judgement (BoED)

9th: Righteous Exile (PlH), Undeath's Eternal Foe (SpC)


1st: Curse Water (PHB), Deathwatch (PHB), Heartache (BoVD), Slow Consumption (BoVD), Sorrow (BoVD)

2nd: Darkbolt (LoM), Infernal Wound (SpC), Sap Strength (BoVD), Turn Anathema (CC), Wave of Grief (BoVD),

3rd: Animate Dead (PHB), Circle of Nausea (BoVD), Contagion (PHB), Magic Circle Against Good (PHB), Masochism (BoVD), Sadism (BoVD), Unholy Storm (PHB)

4th: Animate Legion (HoB), Bleakness (PHB), Damning Darkness (SpC), Infernal Wound (PlH), Profane Item (CC), Wrack (SpC)

5th: Charnel Fire (BoVD), Dispel Good (PHB), Heartclutch (BoVD), Morality Undone (LoM), Symbol of Pain (PHB)

6th: Create Undead (PHB), Remorseless Charm (CoR), Weight of Sin (CC)

7th: Blasphemy (PHB), Evil Glare (SpC), Necrotic Curse (CM), Plague (PHB)

8th: Befoul (LoM), Create Greater Undead (PHB), General of Undeath (SpC), Unholy Aura (PHB)

9th: Despoil (LoM), Plague of Undead (SpC)

LoyalPaladin
2019-01-29, 01:56 AM
Knight
https://gdurl.com/yJez (Credit Link)
"I would prefer even to fail with honor than win by cheating."
Sophocles

Hit Die
d12

Class Skills
The Knight's class skills (and the key ability for each skill) are Climb (Str), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nobility and Royalty) (Int), Ride (Str), Sense Motive (Wis), and Swim (Str).

Skill Points at Each Additional Level
4 + Int modifier.



Table: The Knight


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features


1st
+1
+2
+0
+2
Knight's Code, Power Attack, Shield Block +1


2nd
+2
+3
+0
+3
Bonus Feat


3rd
+3
+3
+1
+3
Cleave


4th
+4
+4
+1
+4
Armor Mastery (Medium), Bonus Feat, Knight's Challenge


5th
+5
+4
+1
+4
Shield Block +2, Vigilant Defender


6th
+6/+1
+5
+2
+5
Great Cleave, Shield Ally


7th
+7/+2
+5
+2
+5
Armor Mastery (Heavy)


8th
+8/+3
+6
+2
+6
Bonus Feat


9th
+9/+4
+6
+3
+6
Supreme Cleave


10th
+10/+5
+7
+3
+7
Greater Knight's Challenge, Shield Block +3


11th
+11/+6/+1
+8
+3
+8



12th
+12/+7/+2
+8
+4
+8
Bonus Feat


13th
+13/+8/+3
+8
+4
+8
Mettle


14th
+14/+9/+4
+9
+4
+9
Improved Shield Ally


15th
+15/+10/+5
+9
+5
+9
Mighty Knight's Challenge, Shield Block +4


16th
+16/+11/+6/+1
+10
+5
+10
Bonus Feat


17th
+17/+12/+7/+2
+10
+5
+10
Impetuous Endurance


18th
+18/+13/+8/+3
+11
+6
+11



19th
+19/+14/+9/+4
+11
+6
+11



20th
+20/+15/+10/+5
+12
+6
+12
Bonus Feat, Grand Tournament, Shield Block +5



Class Features
All the following are class features of the Knight base class.

Weapon and Armor Proficiency:
Knights are proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and all shields (except tower shields).

The Knight's Code:
As Knight from Player's Handbook II, page 24.

Shield Block (Ex):
A knight excels in using his armor and shield to frustrate his enemy's attacks. During your action, designate a single opponent as the target of this ability. Your shield bonus to AC against that foe increases by 1, as you move your shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss.

This shield bonus increases to +2 at 5th level, +3 at 10th, +4 at 15th level, and +5 at 20th level.

Power Attack:
At 1st level, you gain Power Attack as a bonus feat.

Bonus Feat:
At 2nd, 4th, 8th, 12th, 16th, and 20th levels a knight gains a bonus feat chosen from the following list:

Active Shield Defense
Animal Affinity
Armor Specialization
Diehard
Endurance
Great Fortitude
Greater Heavy Armor Optimization
Heavy Armor Optimization
Intercept Charge (https://www.d20pfsrd.com/feats/combat-feats/intercept-charge-combat-teamwork/)
Improved Shield Bash
Iron Will
Mounted Combat
Quick Draw
Ride-By Attack
Shield Specialization
Shield Ward
Spirited Charge
Trample
Weapon Focus

You must still meet any prerequisites for the feat.

Cleave
At 3rd level, you gain Cleave as a bonus feat.

Knight's Challenge (Ex):
A number of times per day equal one half his knight level, as a swift action, a knight can issue a valiant challenge. The target must be able to hear the knight. The target of a knight's challenge takes a -4 penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls for 1 round per class level thereafter against any target other than the knight. A successful Will save (DC 10 + 1/2 knight's class level + knight's Cha modifier) negates the effect.

Likewise, this effect is also negated if anyone except the knight takes hostile actions (such as casting a spell or attacking) towards the target of the knight's curse.

Multiple knight's challenges don't stack, and any foe that successfully resists the effect cannot be affected again by the same knight's challenge for 24 hours.

A knight can only issue one knight's challenge per round, even if he gets multiple challenges from a high class level.

Bulwark of Defense (Ex):
As Knight from Player's Handbook II, page 24.

Armor Mastery (Ex):
As Knight from Player's Handbook II, page 24.

Vigilant Defender (Ex):
As Knight from Player's Handbook II, page 24.

Shield Ally (Ex):
As Knight from Player's Handbook II, page 24.

Great Cleave:
At 6th level, you gain Great Cleave as a bonus feat.

Supreme Cleave (Ex):
At 9th level, a knight can take a 5-foot step between attacks when using the Cleave or Great Cleave feat.

Greater Knight's Challenge (Ex):
When a knight attains 10th level, the penalty on attacks, saves, ability checks, skill checks, and weapon damage rolls incurred by a target of the knight's curse becomes -8 instead of -4.

Mettle (Ex):
As Crusader from Tome of Battle, page 8.

Improved Shield Ally (Ex):
As Knight from Player's Handbook II, page 24.

Mighty Knight's Challenge (Ex):
When a knight attains 15th level, a knight may affect a number of enemies equal to one half his class level with his Knight's Challenge ability.

Impetuous Endurance (Ex):
As Knight from Player's Handbook II, page 24.

Grand Tournament (Ex):
At 20th level, once per day, as a swift action, when a knight issues a Mighty Knight's Challenge, he gains a +1 morale bonus to attacks, saves, ability checks, skill checks, and weapon damage rolls for each enemy affected by his Knight's Challenge ability.

EX-KNIGHTS
As Knight from Player's Handbook II, page 24.

LoyalPaladin
2019-01-29, 01:57 AM
Monk
https://gdurl.com/AP23 (Credit Link)
"I fear not the man who has practiced 10,000 kicks once, but I fear the man who has practiced one kick 10,000 times."
Bruce Lee

Hit Die
d8

Alignment
Any Lawful

Class Skills
The monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (history), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points at Each Additional Level
4 + Int modifier.



Table: The Monk


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features
Unarmed Damage
AC Bonus
Unarmored Speed Bonus


1st
+0
+2
+2
+2
Bonus Feat, Flurry of Blows, Unarmed Strike
1d6
+1
+0 ft.


2nd
+1
+3
+3
+3
Bonus Feat, Evasion
1d6
+1
+0 ft.


3rd
+2
+3
+3
+3
Still Mind
1d6
+1
+10 ft.


4th
+3
+4
+4
+4
Ki Strike (Magic), Slow Fall 20 ft.
1d8
+1
+10 ft.


5th
+3
+4
+4
+4
Chosen Way Acolyte
1d8
+2
+10 ft.


6th
+4
+5
+5
+5
Bonus Feat, Slow Fall 30 ft.
1d8
+2
+20 ft.


7th
+5
+5
+5
+5
Wholeness of Body
1d8
+2
+20 ft.


8th
+6/+1
+6
+6
+6
Slow Fall 40 ft.
1d10
+2
+20 ft.


9th
+6/+1
+6
+6
+6
Improved Evasion
1d10
+2
+30 ft.


10th
+7/+2
+7
+7
+7
Chosen Way Practitioner, Ki Strike (Lawful), Slow Fall 50 ft.
1d10
+3
+30 ft.


11th
+8/+3
+8
+8
+8
Greater Flurry
1d10
+3
+30 ft.


12th
+9/+4
+8
+8
+8
Abundant Step, Slow Fall 60 ft.
2d6
+3
+40 ft.


13th
+9/+4
+8
+8
+8
Diamond Soul
2d6
+3
+40 ft.


14th
+10/+5
+9
+9
+9
Tongue of the Sun and Moon, Slow Fall 70 ft.
2d6
+3
+40 ft.


15th
+11/+6/+1
+9
+9
+9
Chosen Way Master
2d6
+4
+50 ft.


16th
+12/+7/+2
+10
+10
+10
Ki Strike (Adamantine), Slow Fall 80 ft.
2d8
+4
+50 ft.


17th
+12/+7/+2
+10
+10
+10
Timeless Body
2d8
+4
+50 ft.


18th
+13/+8/+3
+11
+11
+11
Slow Fall 90 ft.
2d8
+4
+60 ft.


19th
+14/+9/+4
+11
+11
+11
Empty Body
2d8
+4
+60 ft.


20th
+15/+10/+5
+12
+12
+12
Perfect Self, Slow Fall Any Distance
2d10
+5
+60 ft.



Class Features
All of the following are class features of the monk.

Weapon and Armor Proficiency
Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.

Monks are not proficient with any armor or shields

When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.

AC Bonus (Ex)
When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC. This bonus increases by 1 for every five monk levels thereafter (+2 at 5th, +2 at 10th, +4 at 15th, and +5 at 20th level).

These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Flurry of Blows (Ex)
When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus. but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.

In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.

Unarmed Strike
As Monk from the Player's Handbook, page 39.

Bonus Feat
As Monk from the Player's Handbook, page 39.

Evasion (Ex)
As Monk from the Player's Handbook, page 39.

Fast Movement (Ex)
As Monk from the Player's Handbook, page 39.

Still Mind (Ex)
A monk of 3rd level is continually immune to detect thoughts, discern lies, and any attempt to magically discern her alignment.

Ki Strike (Su)
As Monk from the Player's Handbook, page 39.

Slow Fall (Ex)
As Monk from the Player's Handbook, page 39.

Chosen Way Acolyte
At 5th level, a monk dedicates his life to one of three paths of enlightenment: the Way of endurance, the fist, or purity. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.

If the monk selects endurance, she is treated as having the Diehard feat, even if she does not have the normal prerequisites for that feat.

If the monk selects the fist, her unarmed strike's damage is increased by one step, as if her size had increased by one category.

If the monk selects purity, she is treated as having Purity of Body & Diamond Body (as monk from the Player's Handbook, page 39).

The benefits of the monk's chosen way apply only when she wears no armor. She loses all benefits of his chosen way when wearing armor of any kind.

Wholeness of Body (Su)
At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level × her Constitution bonus each day as a swift action, and she can spread this healing out among several uses.

Improved Evasion (Ex)
As Monk from the Player's Handbook, page 39.

Chosen Way Practitioner
At 10th level, a monk's mastery of her chosen way (endurance, the fist, or purity) improves. If she selected endurance at 5th level, she gains a bonus equal to her Wisdom bonus (if any) on all saving throws.

If the monk selected the fist at 5th level, she adds her Wisdom bonus (if any) to her attack and damage rolls.

If the monk selected purity at 5th level, she gains a bonus to her hit points equal to her Wisdom bonus (if any) times her Hit Dice.

As before, the benefits of the monk's chosen way apply only when she wears no armor. She loses all benefits of her chosen way when wearing any armor.

Greater Flurry (Ex)
As Monk from the Player's Handbook, page 39.

Abundant Step (Su)
At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, a number of times per day equal to her Wisdom bonus. Her caster level for this effect is one-half her monk level (rounded down).

Diamond Soul (Ex)
As Monk from the Player's Handbook, page 39.

Tongue of the Sun and Moon (Ex)
A monk of 14th level or higher can speak with any living creature.

Chosen Way Master
At 15th level, a monk's mastery of her chosen way (endurance, the fist, or purity) improves. If she selected endurance at 5th level, she gains fast healing 4.

If the monk selected the fist at 5th level, when initiating a grapple, when it is beneficial to her, she is treated as though she is the same size category as the creature she is grappling.

If the monk selected purity at 5th level, she is treated as having Quivering Palm (as monk from the Player's Handbook, page 39).

As before, the benefits of the monk's chosen way apply only when she wears no armor. She loses all benefits of her chosen way when wearing any armor.

Timeless Body (Ex)
As Monk from the Player's Handbook, page 39.

Empty Body (Su)
At 19th level, a monk gains the ability to separate her body from her spirit. A monk can produce an astral projection effect, as the spell, once per day. There are a few differences from the spell, however. First, a this ability lasts for a number of minutes equal to the monk's class level. Second, this ability works on the monk only and she may not take an additional creature with her. Finally, a monk projects herself onto the ethereal plane, allowing her to see and know all that is going on around her, but denying her the ability to travel to all other planes.

Perfect Self
At 20th level, a monk becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/Chaotic, which allows her to ignore the first 10 points of damage from any attack made by a non-chaotic weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.

Ex-Monks
A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities.

Like a member of any other class, a monk may be a multiclass character, but multiclass monks face a special restriction. A monk who gains a new class or (if already multiclass) raises another class by a level may never again raise her monk level, though she retains all her monk abilities.

LoyalPaladin
2019-01-29, 01:59 AM
Ninja
https://gdurl.com/hIdK (Credit Link)
"Quote"
Quotee

Description

Hit Die
d6

Class Skills
The Ninja's class skills (and the key ability for each skill) are

Skill Points at Each Additional Level
6 + Int modifier.



Table: The Ninja


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features


1st
+0
+2
+0
+2
Child of Shadow, Sudden Strike +1d6, Trapfinding


2nd
+1
+3
+0
+3
Ghost Step (Invisible)


3rd
+2
+3
+1
+3
Poison Use, Sudden Strike +2d6


4th
+3
+4
+1
+4
Great Leap


5th
+3
+4
+1
+4
Dance of the Spider, Sudden Strike +3d6


6th
+4
+5
+2
+5
Acrobatics +4


7th
+5
+5
+2
+5
Sudden Strike +4d6


8th
+6/+1
+6
+2
+6
Ghost Strike, Improved Poison Use


9th
+6/+1
+6
+3
+6
Step of the Dancing Moth, Sudden Strike +5d6


10th
+7/+2
+7
+3
+7
Ghost Step (Ethereal)


11th
+8/+3
+8
+3
+8
Sudden Strike +6d6


12th
+9/+4
+8
+4
+8
Acrobatics +6


13th
+9/+4
+8
+4
+8
Sudden Strike +7d6


14th
+10/+5
+9
+4
+9
Ghost Mind


15th
+11/+6/+1
+9
+5
+9
Balance on the Sky, Sudden Strike +8d6


16th
+12/+7/+2
+10
+5
+10
Ghost Sight


17th
+12/+7/+2
+10
+5
+10
Sudden Strike +9d6


18th
+13/+8/+3
+11
+6
+11
Acrobatics +8


19th
+14/+9/+4
+11
+6
+11
Sudden Strike +10d6


20th
+15/+10/+5
+12
+6
+12
Mind Over matter



Class Features
All the following are class features of the Ninja base class.

Weapon and Armor Proficiency:
Ninjas are proficient with all simple weapons, plus the hand crossbow, kama, kukri, nunchaku, sai, shortbow, short sword, shuriken, and siangham. Ninjas are not proficient with any type of armor or shield.

AC Bonus (Ex):
A ninja is highly trained at dodging blows, and she has a sixth sense that lets her avoid even unanticipated attacks. When unarmored and unencumbered, a ninja adds her Wisdom bonus (if any) to her Armor Class. This ability does not stack with the monk's AC bonus ability (a ninja with levels of monk does not add the bonus twice). In addition, a ninja gains a +1 bonus to AC. This bonus increases by 1 for every five ninja levels thereafter (+2 at 5th, +2 at 10th, +4 at 15th, and +5 at 20th level).

These bonuses to AC apply even against touch attacks or when a ninja is flat-footed. The character loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Child of Shadow (Ex):
A Ninja is able to use the Child of Shadow (Tome of Battle, page 76) stance as swordsage.

Sudden Strike (Ex):
As Ninja from Complete Adventurer, Page 5.

Trapfinding (Ex):
As Ninja from Complete Adventurer, Page 5.

Ghost Step (Su):
Starting at 2nd level, a number of times per day equal to one half her class level, a ninja can spend one daily use of her ki power to become invisible for 1 round. Using this ability is a swift action (see Swift Actions and Immediate Actions, page 137) that does not provoke attacks of opportunity.

At 10th level, a ninja can become ethereal when using ghost step instead of becoming invisible, allowing her to strike incorporeal and ethereal creatures as if they were corporeal..

Poison Use (Ex):
As Ninja from Complete Adventurer, Page 5.

Great Leap (Su):
As Ninja from Complete Adventurer, Page 5.

Acrobatics (Ex):
Starting at 4th level, a ninja gains a +4 bonus on Climb, Balance, Jump and Tumble checks. This bonus increases to +6 at 10th level and +8 at 16th level.

Dance of the Spider (Ex):
At 5th level, a Ninja is able to use the Dance of the Spider (Tome of Battle, page 76) stance as swordsage.

Speed Climb (Ex):
A ninja of 7th level or higher can scramble up or down walls and slopes with great speed. She can climb at her speed as a move action with no penalty; however, she must begin and end the round on a horizontal surface (such as the ground or a rooftop). If she does not end her movement on a horizontal surface, she falls, taking falling damage as appropriate for her distance above the ground.

A ninja needs only one free hand to use this ability. This ability can be used only if a ninja is wearing no armor and is carrying no more than a light load.

Evasion:
As Ninja from Complete Adventurer, Page 5.

Improved Poison Use (Ex):
As Ninja from Complete Adventurer, Page 5.

Step of the Dancing Moth (Ex):
At 9th level, a Ninja is able to use the Step of the Dancing Moth (Tome of Battle, page 80) stance as swordsage.

Improved Evasion (Ex):
As Rogue from the Player's Handbook, page 49.

Ghost Mind (Su):
As Ninja from Complete Adventurer, Page 5.

Balance on the Sky (Ex):
At 15th level, a Ninja is able to use the Balance on the Sky (Tome of Battle, page 75) stance as swordsage.

Ghost Sight (Su):
At 16th level and higher, a ninja gains blindsight out to 30 feet.

Mind Over Matter (Ex):
At 20th level, a ninja has learned to control her body by exercising the control of her mind. A ninja may use her wisdom bonus instead of Dexterity or Strength for all checks involving those abilities.

LoyalPaladin
2019-01-29, 02:00 AM
Paladin
https://i.pinimg.com/564x/52/65/85/5265852b150abbf7eb1caf5c16dc277e.jpg (https://www.deviantart.com/jasonengle/art/Solar-732097923)
"The hottest places in Hell are reserved for those who in time of moral crisis preserve their neutrality."
Henry Powell Spring, credit Dante

The paladin is a champion of ideals, devoted to serving the cause of good with every action he takes. A truly devout paladin will take his light into the dark places even angels fear to tread.

Hit Die
d10

Alignment
Lawful Good

Class Skills
The Paladin's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str).

Skill Points at Each Additional Level
4 + Int modifier.



Table: The Paladin
Spells per Day


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features
0th
1st
2nd
3rd
4th
5th


1st
+1
+2
+0
+2
Aura of Good, Detect Evil, Smite Evil 1/day
3
2+1
-
-
-
-


2nd
+2
+3
+0
+3
Divine Grace, Lay on Hands
4
2+1
-
-
-
-


3rd
+3
+3
+1
+3
Aura of Courage, Divine Health
5
3+1
-
-
-
-


4th
+4
+4
+1
+4
Turn Undead
6
3+1
-
-
-
-


5th
+5
+4
+1
+4
Smite Evil 2/day, Special Mount
6
4+1
2+1
-
-
-


6th
+6/+1
+5
+2
+5
Bonus Feat
6
4+1
2+1
-
-
-


7th
+7/+2
+5
+2
+5
-
6
4+1
3+1
-
-
-


8th
+8/+3
+6
+2
+6
Bonus Domain
6
4+1
3+1
-
-
-


9th
+9/+4
+6
+3
+6
Bonus Feat
6
4+1
4+1
2+1
-
-


10th
+10/+5
+7
+3
+7
Domain Focus, Smite Evil 3/day
6
4+1
4+1
2+1
-
-


11th
+11/+6/+1
+8
+3
+8
-
6
4+1
4+1
3+1
-
-


12th
+12/+7/+2
+8
+4
+8
Bonus Feat
6
4+1
4+1
3+1
-
-


13th
+13/+8/+3
+8
+4
+8
Mettle
6
4+1
4+1
4+1
2+1
-


14th
+14/+9/+4
+9
+4
+9
-
6
4+1
4+1
4+1
2+1
-


15th
+15/+10/+5
+9
+5
+9
Smite Evil 4/day, Bonus Feat
6
4+1
4+1
4+1
3+1
-


16th
+16/+11/+6/+1
+10
+5
+10
-
6
4+1
4+1
4+1
3+1
-


17th
+17/+12/+7/+2
+10
+5
+10
-
6
4+1
4+1
4+1
4+1
2+1


18th
+18/+13/+8/+3
+11
+6
+11
Bonus Feat
6
4+1
4+1
4+1
4+1
3+1


19th
+19/+14/+9/+4
+11
+6
+11
-
6
4+1
4+1
4+1
4+1
3+1


20th
+20/+15/+10/+5
+12
+6
+12
Smite Evil 5/day, True Resurrection 1/year
6
4+1
4+1
4+1
4+1
4+1



Class Features
All the following are class features of the Paladin base class.

Weapon and Armor Proficiency:
A Paladin is proficient with all simple and martial weapons and with light armor, and with light shields.

Spells
A Paladin casts divine spells, which are drawn from the Paladin spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A Paladin must choose and prepare his spells in advance (see below).

To prepare or cast a spell, a Paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Paladin’s spell is 10 + the spell level + the Paladin’s Charisma modifier.

Like other spellcasters, a Paladin can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Paladin. In addition, he receives bonus spells per day if he has a high Charisma score. A Paladin also gets one domain spell of each spell level he can cast, starting at 1st level. When a Paladin prepares a spell in a domain spell slot, it must come from his domain (see Deities, Domains, and Domain Spells, below).

Paladins meditate or pray for their spells. Each Paladin must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a Paladin can prepare spells. A Paladin may prepare and cast any spell on the Paladin spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is one-half his paladin level.

Deity, Domains, and Domain Spells
A Paladin’s deity influences his alignment, what magic he can perform, his values, and how others see him. A Paladin chooses a domain from among those belonging to his deity. A Paladin can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.

The Paladin’s chosen domain gives him access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power.

If a domain spell is not on the Paladin spell list, a Paladin can prepare it only in his domain spell slot.

Chaotic, Evil, Good, and Lawful Spells
A Paladin can’t cast spells of an alignment opposed to his own or his deity’s. Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Aura of Good (Ex)
As the Paladin from Player's Handbook, page 42.

Detect Evil (Sp)
A paladin is under the constant effect of Blessed Sight (Book of Exalted Deeds, page 92).

Smite Evil (Su)
A paladin may attempt to smite evil a number of times per day equal to one plus his Charisma bonus (if any). He adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, to a maximum of five times plus his Charisma bonus per day at 20th level.

Divine Grace (Su)
As the Paladin from Player's Handbook, page 42.

Lay on Hands (Su)
As the Paladin from Player's Handbook, page 42.

Aura of Courage (Su)
As the Paladin from Player's Handbook, page 42.

Divine Health (Ex)
At 3rd level, a paladin gains immunity to all poisons and diseases, including supernatural and magical poisons and diseases.

Turn Undead (Su)
As the Paladin from Player's Handbook, page 42.

Special Mount (Sp)
As the Paladin from Player's Handbook, page 42.

Bonus Feats:
At 6th level a paladin gets a bonus feat in addition to the feat that any 6th level character gets. The paladin gains an additional bonus feat at 9th level and every three paladin levels thereafter (12th, 15th, and 18th). These bonus feats must be drawn from the feats noted as exalted feats or fighter bonus feats. A paladin must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A paladin is not limited to the list of paladin bonus feats when choosing these feats.

Mettle (Ex):
As Crusader from Tome of Battle, page 8.

Bonus Domain:
At 8th level, you gain an additional domain from your deity.

With access to two domain spells at a given spell level, a paladin prepares one or the other each day in her domain spell slot. If a domain spell is not on the paladin spell list, a paladin can prepare it only in her domain spell slot.

Domain Focus (Sp):
At 10th level a paladin chooses to embody one of her two domains more wholly. The paladin chooses a domain and gains a number of spell-like abilities based on her caster level. These spell-like abilities can each be used once per day and are taken from her chosen domain's spell list. The level of spell-like ability the paladin may use is equal to one-half her caster level rounded down to a maximum of 9th level spells.

For example, a paladin of 15th level that has selected the Sun domain may cast Endure Elements, Heat Metal, Searing Light, Fire Shield, Flame Strike, Fire Seeds, and Sunbeam once per day each.

True Resurrection (Sp):
At 20th level, a paladin has become so in tune with her deity that her prayers can be directly answered. The paladin can use True Resurrection, as the spell, once per year.

Paladin Spell List:
Add the following spells to the paladin spell list.

Player's Handbook
Create Water
Cure Minor Wounds
Detect Poison
Guidance
Light
Mending
Purify Food and Drink
Resistance
Virtue

Other:
Summon Holy Symbol (Complete Champion)


Player's Handbook
Command
Sanctuary

Other
Vigor, Lesser (Spell Compendium)


Player's Handbook
Status


Player's Handbook
Remove Disease


Other
Righteous Wrath of the Faithful (Spell Compendium)


Player's Handbook
Atonement
Banishment
Command, Greater
Commune
Cure Light Wounds, Mass
Dispel Chaos
Dispel Evil
Disrupting Weapon
Geas/Quest
Hallow
Righteous Might
Sanctuary, Mass
True Seeing
Undeath to Death

Other
Blistering Radiance (Spell Compendium)
Bolt of Glory (Spell Compendium)
Celestial Blood (Book of Exalted Deeds)
Condemnation (Player's Handbook II)
Crown of Brilliance (Book of Exalted Deeds)
Crown of Courage (The Forge of War)
Crown of Flame (Book of Exalted Deeds)
Dawn Shroud (Champions of Valor)
Death Throes (Spell Compendium)
Divine Agility (Complete Divine)
Divine Retribution (Complete Champion)
Energy Immunity (Spell Compendium)
Healing Circle (Complete Champion)
Incorporeal Nova (Spell Compendium)
Invest Heavy Protection (Player's Handbook)
Life's Grace (Spell Compendium)
Radiance (Player's Handbook II)
Resistance, Superior (Spell Compendium)
Revivify (Spell Compendium)
Sacred Guardian (Book of Exalted Deeds)
Spiritual Calvary (Heroes of Battle)
Stalwart Pact (Complete Divine)
Status, Greater (Heroes of Battle)
Surge of Fortune (Complete Champion)
Vengeance Halo (Book of Exalted Deeds)
Vigor, Greater (Spell Compendium)
Visage of the Deity (Spell Compendium)





Variant Paladins
https://i.pinimg.com/564x/2c/4e/9d/2c4e9d5e43dd77389db776e70ce261f2.jpg (https://www.deviantart.com/juniu21/art/Commission-781093124)
"I know what it's like to lose. To feel so desperately that you're right, yet to fail nonetheless. It's frightening, turns the legs to jelly. I ask you to what end? Dread it. Run from it. Destiny arrives all the same. And now it's here. Or should I say, I am."
Thanos

While paladins are primarily champions of law and good, some find their services better put to use championing more chaotic or evil causes.



Table: The Paladin


Level
Freedom
Tyranny
Slaughter


1st
Aura of Good, Detect Evil, Smite Evil 1/day
Aura of Evil, Detect Good, Smite Good 1/day
Aura of Evil, Detect Good, Smite Good 1/day


2nd
Divine Grace, Lay on Hands
Divine Grace, Deadly Touch
Divine Grace, Deadly Touch


3rd
Aura of Resolve, Divine Health
Aura of Despair, Divine Health
Aura of Debilitation, Divine Health


4th
Turn Undead
Rebuke Undead
Rebuke Undead


5th
Smite Evil 2/day, Special Mount
Smite Good 2/day, Special Mount
Smite Good 2/day, Special Mount


6th
Bonus Feat
Bonus Feat
Bonus Feat


7th
-
-
-


8th
Bonus Domain
Bonus Domain


9th
Bonus Feat
Bonus Feat
Bonus Feat


10th
Domain Focus, Smite Evil 3/day
Domain Focus, Smite Good 3/day
Domain Focus, Smite Good 3/day


11th
-
-
-


12th
Bonus Feat
Bonus Feat
Bonus Feat


13th
Mettle
Mettle
Mettle


14th
-
-
-


15th
Smite Evil 4/day, Bonus Feat
Smite Good 4/day, Bonus Feat
Smite Good 4/day, Bonus Feat


16th
-
-
-


17th
-
-
-


18th
Bonus Feat
Bonus Feat
Bonus Feat


19th
-
-
-


20th
Smite Evil 5/day, True Resurrection 1/year
Smite Good 5/day, Imprison Soul 1/year
Smite Good 5/day, Imprison Soul 1/year



Paladin of Freedom
Alignment
Chaotic Good

Class Skills
Replace Diplomacy with Bluff on the class skill list.

Aura of Resolve (Su)
Beginning at 3rd level, a paladin of freedom is immune to charm and compulsion effects. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against compulsion effects. This ability otherwise functions identically to the paladin's aura of courage class feature.

Variant Paladin Spell Lists
Some spells are unsuitable for certain variants of paladin. When playing a variant paladin, adjust your spell list as follows.

Remove:
1st: Command (PHB)

5th: Dispel Chaos (PHB), Geas/Quest (PHB)

Add:
5th: Break Enchantment (PHB), Dispel Law (PHB)


Paladin of Tyranny
Alignment
Lawful Evil

Aura of Evil (Ex)
The power of a paladin of tyranny's aura of evil (see the detect evil spell) is equal to his paladin of tyranny level, just as with the aura of a cleric of an evil deity.

Detect Good (Sp)
At will, a paladin of tyranny can use detect good, as the spell.

Smite Good (Su)
Once per day, a paladin of tyranny may attempt to smite good with one normal melee attack. This ability is otherwise identical to the standard paladin's ability to smite evil, including increased daily uses as the paladin of tyranny gains class levels.

Deadly Touch (Su)
Beginning at 2nd level, a paladin of tyranny can cause wounds with a successful touch attack. Each day she can deal a total number of hit points of damage equal to her paladin level x her Charisma bonus. An opponent subjected to this attack can make a Will save (DC 10 + 1/2 paladin level + paladin's Cha modifier) to halve the damage dealt.

Alternatively, a paladin of tyranny can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does. This power otherwise functions identically to the paladin's lay on hands ability.

Aura of Despair (Su)
Beginning at 3rd level, a paladin of tyranny radiates a malign aura that causes enemies within 10 feet of him to take a penalty on all saving throws equal to 1/2 the paladin's class level. This ability otherwise functions identically to the paladin's aura of courage class feature.

Rebuke Undead (Su)
A paladin of tyranny rebukes undead rather than turning undead.

Bonus Feats
At 6th level a paladin of tyranny gets a bonus feat in addition to the feat that any 6th level character gets. The paladin gains an additional bonus feat at 9th level and every three paladin levels thereafter (12th, 15th, and 18th). These bonus feats must be drawn from the feats noted as vile feats or fighter bonus feats. A paladin must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A paladin is not limited to the list of paladin bonus feats when choosing these feats.

Variant Paladin Spell Lists
Some spells are unsuitable for certain variants of paladin. When playing a variant paladin, adjust your spell list as follows.

Remove:
3rd Remove Disease (PHB)

5th: Cure Light Wounds, Mass (PHB), Crown of Brilliance (BoED), Crown of Flame (BoED), Dispel Evil (PHB), Hallow (PHB), Healing Circle (BoED), Vengeance Halo (BoED)

Add:
3rd Contagion (PHB)

5th: Bind to Hell (FC II), Dispel Good (PHB), Inflict Light Wounds, Mass (PHB), Mortality Undone (LoM), Symbol of Pain (PHB), Unhallow (PHB)


Paladin of Slaughter
Alignment
Chaotic Evil

Class Skills
Replace Diplomacy with Intimidate on the class skill list.

Aura of Evil (Ex)
The power of a paladin of slaughter's aura of evil (see the detect evil spell) is equal to her paladin of slaughter level, just as with the aura of a cleric of an evil deity.

Detect Good (Sp)
At will, a paladin of slaughter can use detect good, as the spell.

Smite Good (Su)
Once per day, a paladin of slaughter may attempt to smite good with one normal melee attack. This ability is otherwise identical to the standard paladin's ability to smite evil, including increased daily uses as the paladin of slaughter gains class levels.

Deadly Touch (Su)
Beginning at 2nd level, a paladin of slaughter can cause wounds with a successful touch attack. Each day she can deal a total number of hit points of damage equal to her paladin level x her Charisma bonus. An opponent subjected to this attack can make a Will save (DC 10 + 1/2 paladin level + paladin's Cha modifier) to halve the damage dealt.

Alternatively, a paladin of slaughter can use any or all of this power to cure damage to undead creatures, just as an inflict wounds spell does. This power otherwise functions identically to the paladin's lay on hands ability.

Aura of Debilitation (Su)
Beginning at 3rd level, a paladin of slaughter radiates a malign aura that causes enemies within 10 feet of her to take a penalty to Armor Class equal to 1/2 the paladin's class level. This ability otherwise functions identically to the paladin's aura of courage class feature.

Rebuke Undead (Su)
A paladin of slaughter rebukes undead rather than turning undead.

Bonus Feats
At 6th level a paladin of slaughter gets a bonus feat in addition to the feat that any 6th level character gets. The paladin gains an additional bonus feat at 9th level and every three paladin levels thereafter (12th, 15th, and 18th). These bonus feats must be drawn from the feats noted as vile feats or fighter bonus feats. A paladin must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A paladin is not limited to the list of paladin bonus feats when choosing these feats.

Variant Paladin Spell Lists
Some spells are unsuitable for certain variants of paladin. When playing a variant paladin, adjust your spell list as follows.

Remove:
1st: Command (PHB),
2nd:
3rd Remove Disease (PHB)

5th: Cure Light Wounds, Mass (PHB), Crown of Brilliance (BoED), Crown of Flame (BoED), Dispel Chaos (PHB), Dispel Evil (PHB), Geas/Quest (PHB), Hallow (PHB), Healing Circle (BoED), Vengeance Halo (BoED)

Add:
3rd Contagion (PHB)

5th: Bind to Hell (FC II), Dispel Good (PHB), Dispel Law (PHB), Inflict Light Wounds, Mass (PHB), Mortality Undone (LoM), Break Enchantment (PHB), Symbol of Pain (PHB), Unhallow (PHB)

LoyalPaladin
2019-01-29, 02:01 AM
Ranger
https://gdurl.com/bjmn (Credit Link)
"The only good goblins are the ones who never come out of their holes."
Goblin Slayer

Hit Die
d8

Class Skills
The Ranger's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).

Skill Points at Each Additional Level
6 + Int modifier.



Table: The Ranger
Spells per Day


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features
0th
1st
2nd
3rd
4th
5th


1st
+1
+2
+2
+0
1st Favored Enemy, Track, Wild Empathy
3
2
-
-
-
-


2nd
+2
+3
+3
+0
Combat Style
4
2
-
-
-
-


3rd
+3
+3
+3
+1
Endurance
5
3
-
-
-
-


4th
+4
+4
+4
+1
Animal Companion
6
3
-
-
-
-


5th
+5
+4
+4
+1
2nd Favored Enemy
6
4
2
-
-
-


6th
+6/+1
+5
+5
+2
Improved Combat Style
6
4
2
-
-
-


7th
+7/+2
+5
+5
+2
Woodland Stride
6
4
3
-
-
-


8th
+8/+3
+6
+6
+2
Swift Tracker
6
4
3
-
-
-


9th
+9/+4
+6
+6
+3
Evasion
6
4
4
2
-
-


10th
+10/+5
+7
+7
+3
3rd Favored Enemy
6
4
4
2
-
-


11th
+11/+6/+1
+8
+8
+3
Combat Style Mastery
6
4
4
3
-
-


12th
+12/+7/+2
+8
+8
+4
-
6
4
4
3
-
-


13th
+13/+8/+3
+8
+8
+4
Camouflage
6
4
4
4
2
-


14th
+14/+9/+4
+9
+9
+4
-
6
4
4
4
2
-


15th
+15/+10/+5
+9
+9
+5
4th Favored Enemy
6
4
4
4
3
-


16th
+16/+11/+6/+1
+10
+10
+5
-
6
4
4
4
3
-


17th
+17/+12/+7/+2
+10
+10
+5
Hide in Plain Sight
6
4
4
4
4
2


18th
+18/+13/+8/+3
+11
+11
+6
-
6
4
4
4
4
3


19th
+19/+14/+9/+4
+11
+11
+6
-
6
4
4
4A
4
3


20th
+20/+15/+10/+5
+12
+12
+6
5th Favored Enemy
6
4
4
4
4
4



Class Features
All of the following are class features of the ranger.

Weapon and Armor Proficiency
A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).

Favored Enemy (Ex)
At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

Track
As Ranger from the Player's Handbook, page 46.

Wild Empathy (Ex)
As Ranger from the Player's Handbook, page 46.

Combat Style (Ex)
At 2nd level, a ranger must select one of three combat styles to pursue: archery, beast mastery, or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.

If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.

If the ranger selects beast mastery, he is treated as having the Animal Affinity feat, even if he does not have the normal prerequisites for that feat.

If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Endurance
As Ranger from the Player's Handbook, page 46.

Animal Companion (Ex)
At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.

This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is three less than his effective ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is three less than his effective ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

Spells
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is one-half his ranger level.

Improved Combat Style (Ex)
If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.

If the ranger selected beast mastery at 2nd level, he is treated as having the Natural Bond feat (Complete Adventurer, page 111), even if he does not have the normal prerequisites for that feat.

If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Woodland Stride (Ex)
As Ranger from the Player's Handbook, page 46.

Swift Tracker (Ex)
As Ranger from the Player's Handbook, page 46.

Evasion (Ex)
As Ranger from the Player's Handbook, page 46.

Combat Style Mastery (Ex)
At 11th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.

If the ranger selected beast mastery at 2nd level, he is treated as having the Companion Spellbond feat (Player's Handbook II, page 77), even if he does not have the normal prerequisites for that feat.

If the ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

Camouflage (Ex)
As Ranger from the Player's Handbook, page 46.

Hide in Plain Sight (Ex)
As Ranger from the Player's Handbook, page 46.

Ranger Spell List:
Add the following spells to the Ranger spell list.

Player's Handbook
Create Water
Cure Minor Wounds
Guidance
Know Direction
Flare
Light
Mending
Purify Food and Drink
Resistance


Other
Vigor, Lesser (Spell Compendium)


Other
Thornskin (Spell Compendium)


Other
Seed of Life (Complete Champion)


Player's Handbook
Cure Critical Wounds
Find the Path
Fire Seeds
Ironwood
Move Earth
Repel Wood
Stoneskin
Wall of Thorns

Other
Binding Winds (Complete Divine)
Bleed (Complete Champion)
Cloak of the Seas (Complete Adventurer)
Crumble (Complete Divine)
Dawn Shroud (Champions of Valor)
Drown (Spell Compendium)
Energy Immunity (Spell Compendium)
Fireward (Spell Compendium)
Hibernate (Frostburn)
Hide the Path (Spell Compendium)
Jungle's Rapture (Spell Compendium)
Mark of the Wild (Dragonmarked)
Move Ice and Snow (Frostburn)
Mudslide (Stormwrack)
Phantom Stag (Spell Compendium)
Plant Body (Spell Compendium)
Poison Thorns (Spell Compendium)
Rushing Waters (Underdark)
Thunderfield (Player's Handbook II)
Tortoise Shell (Spell Compendium)
Vigor, Greater (Spell Compendium)
Wall of Sand (Spell Compendium)
Wood Rot (Complete Arcane)

LoyalPaladin
2019-01-29, 02:02 AM
Rogue
https://gdurl.com/rwcW (Credit Link)
"Quote"
Quotee

Description

Hit Die
d6

Class Skills
The Rogue's class skills (and the key ability for each skill) are

Skill Points at Each Additional Level
4 + Int modifier.



Table: The Rogue


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features


1st
+1
+2
+0
+2
-


2nd
+2
+3
+0
+3
-


3rd
+3
+3
+1
+3
-


4th
+4
+4
+1
+4
-


5th
+5
+4
+1
+4
-


6th
+6/+1
+5
+2
+5
-


7th
+7/+2
+5
+2
+5
-


8th
+8/+3
+6
+2
+6
-


9th
+9/+4
+6
+3
+6
---


10th
+10/+5
+7
+3
+7
-


11th
+11/+6/+1
+8
+3
+8
---


12th
+12/+7/+2
+8
+4
+8
-


13th
+13/+8/+3
+8
+4
+8
-


14th
+14/+9/+4
+9
+4
+9
---


15th
+15/+10/+5
+9
+5
+9
-


16th
+16/+11/+6/+1
+10
+5
+10
-


17th
+17/+12/+7/+2
+10
+5
+10
---


18th
+18/+13/+8/+3
+11
+6
+11
-


19th
+19/+14/+9/+4
+11
+6
+11
---


20th
+20/+15/+10/+5
+12
+6
+12
-



Class Features
All the following are class features of the Rogue base class.

Weapon and Armor Proficiency:
A Rogue is proficient with all simple and martial weapons and with light armor, and with light shields.

LoyalPaladin
2019-01-29, 02:03 AM
Samurai
https://gdurl.com/7HgW (Credit Link)
"Tranquillity is courage in repose. It is a statical manifestation of valor, as daring deeds are a dynamical. A truly brave man is ever serene; he is never taken by surprise; nothing ruffles the equanimity of his spirit."
Inazo Nitobe, Bushido, the Soul of Japan

Hit Die
d12

Class Skills
The Samurai's class skills (and the key ability for each skill) are Concentration (Con), Climb (Str), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Knowledge (nobility and royalty) (Int), Listen (Wis), Ride (Dex), Sense Motive (Wis), and Spot (Wis).

Skill Points at Each Additional Level
4 + Int modifier.



Table: The Samurai


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features


1st
+1
+2
+0
+2
Daisho Proficiency


2nd
+2
+3
+0
+3
Bonus Feat, Combat Style


3rd
+3
+3
+1
+3
Kiai Smite 1/day


4th
+4
+4
+1
+4
Armor Mastery (Medium), Bonus Feat


5th
+5
+4
+1
+4
Improved Initiative


6th
+6/+1
+5
+2
+5
Improved Combat Style


7th
+7/+2
+5
+2
+5
Bonus Feat, Kiai Smite 2/day


8th
+8/+3
+6
+2
+6
Lightning Blade


9th
+9/+4
+6
+3
+6
Armor Mastery (Heavy)


10th
+10/+5
+7
+3
+7
Bonus Feat, Frightful Presence


11th
+11/+6/+1
+8
+3
+8
Combat Style Mastery


12th
+12/+7/+2
+8
+4
+8
Kiai Smite 3/day


13th
+13/+8/+3
+8
+4
+8
Bonus Feat


14th
+14/+9/+4
+9
+4
+9
-


15th
+15/+10/+5
+9
+5
+9
-


16th
+16/+11/+6/+1
+10
+5
+10
Bonus Feat, Combat Style Supremacy


17th
+17/+12/+7/+2
+10
+5
+10
Kiai Smite 4/day


18th
+18/+13/+8/+3
+11
+6
+11
-


19th
+19/+14/+9/+4
+11
+6
+11
Bonus Feat


20th
+20/+15/+10/+5
+12
+6
+12
Iaijutsu Master



Class Features
All the following are class features of the Samurai base class.

Weapon and Armor Proficiency:
A samurai is proficient with all simple and martial weapons, and with all types of armor, but not with shields.

Bonus Feats
At 2nd level, the samurai gets a bonus feat. The samurai gains an additional bonus feat at 4th level and every three levels thereafter (7th, 10th, 13th, 16th, and 19th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A samurai must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A samurai is not limited to the list of fighter bonus feats when choosing these feats.

Daisho Proficiency (Ex):
As Samurai from the Complete Warrior, page 8.

Combat Style (Ex)
At 2nd level, a samurai must select one of three combat styles to pursue: archery, kendo, or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.

If the samurai selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.

If the samurai selects kendo, he is treated as having the Power Attack feat, even if he does not have the normal prerequisites for that feat.

If the samurai selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

Kiai Smite (Ex)
A samurai can let out a vicious shout a number of times per day equal to one plus his Charisma bonus (if any). When a samurai shouts (a free action), he adds his Charisma bonus (if any) to his attack roll and deals 1 extra point of damage per samurai level.

At 7th level, and at every five levels thereafter, the samurai may use his kiai smite one additional time per day, to a maximum of five times plus his Charisma bonus per day at 20th level.

Armor Mastery
As Knight from Player's Handbook II, page 24.

Improved Initiative (Ex):
As Samurai from the Complete Warrior, page 8.

Improved Combat Style (Ex)
At 6th level, a samurai's aptitude in his chosen combat style (archery, kendo, or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.

If the samurai selected kendo at 2nd level, he is treated as having the Cleave feat, even if he does not have the normal prerequisites for that feat.

If the samurai selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

Lightning Blade (Ex)
At 8th level, the samurai adds his Charisma modifier to his initiative checks, as well as his Dexterity modifier.

Frightful Presence (Ex)
A 10th level samurai's bravery, honor, and fighting prowess have become legendary. When the samurai draws his blade, opponents within 30 feet must succeed on a Will save (DC 10 + 1/2 the samurai's class level + the samurai's Cha bonus) or become frightened for 4d4 rounds. Any foe that successfully resists the effect cannot be affected again by the same samurai's frightful presence for 24 hours.

Combat Style Mastery (Ex)
At 11th level, a samurai's aptitude in his chosen combat style (archery, kendo, or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.

If the samurai selected kendo combat at 2nd level, he is treated as having the Great Cleave feat, even if he does not have the normal prerequisites for that feat.

If the samurai selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.

Combat Style Supremacy (Ex)
At 16th level, a samurai's aptitude in his chosen combat style (archery, kendo, or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Manyshot feat, even if he does not have the normal prerequisites for that feat.

If the samurai selected kendo combat at 2nd level, he is treated as having Supreme Cleave (as Master Samurai from Sword and Fist: A Guidebook to Monks and Fighters, page 29).

If the samurai selected two-weapon combat at 2nd level, he is treated as having the Perfect Two-Weapon Fighting, even if he does not have the normal prerequisites for that feat.

Iaijutsu Master (Ex)
At 20th level, if a samurai begins combat within melee range of an opponent, he gains a free surprise round, even though his opponents are aware of his presence. The only action the samurai can take in this surprise round is an attack action using a katana.

Ex-Samurai
As Samurai from the Complete Warrior, page 8.

LoyalPaladin
2019-01-29, 02:04 AM
Scout
https://gdurl.com/NSGP (Credit Link)
"A trap is only a trap if you walk into it before you see it."
Flint Fireforge, Dragonlance

Hit Die
d8

Class Skills
The Scout's class skills (and the key ability for each skill) are

Skill Points at Each Additional Level
8 + Int modifier.



Table: The Scout


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features


1st
+1
+2
+0
+2
-


2nd
+2
+3
+0
+3
-


3rd
+3
+3
+1
+3
-


4th
+4
+4
+1
+4
-


5th
+5
+4
+1
+4
-


6th
+6/+1
+5
+2
+5
-


7th
+7/+2
+5
+2
+5
-


8th
+8/+3
+6
+2
+6
-


9th
+9/+4
+6
+3
+6
---


10th
+10/+5
+7
+3
+7
-


11th
+11/+6/+1
+8
+3
+8
---


12th
+12/+7/+2
+8
+4
+8
-


13th
+13/+8/+3
+8
+4
+8
-


14th
+14/+9/+4
+9
+4
+9
---


15th
+15/+10/+5
+9
+5
+9
-


16th
+16/+11/+6/+1
+10
+5
+10
-


17th
+17/+12/+7/+2
+10
+5
+10
---


18th
+18/+13/+8/+3
+11
+6
+11
-


19th
+19/+14/+9/+4
+11
+6
+11
---


20th
+20/+15/+10/+5
+12
+6
+12
-



Class Features
All the following are class features of the Scout base class.

Weapon and Armor Proficiency:
A Scout is proficient with all simple and martial weapons and with light armor, and with light shields.

LoyalPaladin
2019-01-29, 02:05 AM
Spellthief
https://gdurl.com/XR4G (Credit Link)
"Quote"
Quotee

Description

Hit Die
d6

Class Skills
The Spellthief's class skills (and the key ability for each skill) are

Skill Points at Each Additional Level
6 + Int modifier.



Table: The Spellthief
Spells per Day


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features
0th
1st
2nd
3rd
4th
5th


1st
+1
+2
+0
+2
-
3
2
-
-
-
-


2nd
+2
+3
+0
+3
-
4
2
-
-
-
-


3rd
+3
+3
+1
+3
-
5
3
-
-
-
-


4th
+4
+4
+1
+4
-
6
3
-
-
-
-


5th
+5
+4
+1
+4
-
6
4
2
-
-
-


6th
+6/+1
+5
+2
+5
-
6
4
2
-
-
-


7th
+7/+2
+5
+2
+5
-
6
4
3
-
-
-


8th
+8/+3
+6
+2
+6
-
6
4
3
-
-
-


9th
+9/+4
+6
+3
+6
---
6
4
4
2
-
-


10th
+10/+5
+7
+3
+7
-
6
4
4
2
-
-


11th
+11/+6/+1
+8
+3
+8
---
6
4
4
3
-
-


12th
+12/+7/+2
+8
+4
+8
-
6
4
4
3
-
-


13th
+13/+8/+3
+8
+4
+8
-
6
4
4
4
2
-


14th
+14/+9/+4
+9
+4
+9
---
6
4
4
4
2
-


15th
+15/+10/+5
+9
+5
+9
-
6
4
4
4
3
-


16th
+16/+11/+6/+1
+10
+5
+10
-
6
4
4
4
3
-


17th
+17/+12/+7/+2
+10
+5
+10
---
6
4
4
4
4
2


18th
+18/+13/+8/+3
+11
+6
+11
-
6
4
4
4
4
3


19th
+19/+14/+9/+4
+11
+6
+11
---
6
4
4
4A
4
3


20th
+20/+15/+10/+5
+12
+6
+12
-
6
4
4
4
4
4



Class Features
All the following are class features of the Spellthief base class.

Weapon and Armor Proficiency:
A Spellthief is proficient with all simple and martial weapons and with light armor, and with light shields.

LoyalPaladin
2019-01-29, 02:06 AM
Swashbuckler
https://gdurl.com/LRyb (Credit Link)
"Quote"
Quotee

Description

Hit Die
d8

Class Skills
The Swashbuckler's class skills (and the key ability for each skill) are

Skill Points at Each Additional Level
4 + Int modifier.



Table: The Swashbuckler


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features


1st
+1
+2
+0
+2
-


2nd
+2
+3
+0
+3
-


3rd
+3
+3
+1
+3
-


4th
+4
+4
+1
+4
-


5th
+5
+4
+1
+4
-


6th
+6/+1
+5
+2
+5
-


7th
+7/+2
+5
+2
+5
-


8th
+8/+3
+6
+2
+6
-


9th
+9/+4
+6
+3
+6
---


10th
+10/+5
+7
+3
+7
-


11th
+11/+6/+1
+8
+3
+8
---


12th
+12/+7/+2
+8
+4
+8
-


13th
+13/+8/+3
+8
+4
+8
-


14th
+14/+9/+4
+9
+4
+9
---


15th
+15/+10/+5
+9
+5
+9
-


16th
+16/+11/+6/+1
+10
+5
+10
-


17th
+17/+12/+7/+2
+10
+5
+10
---


18th
+18/+13/+8/+3
+11
+6
+11
-


19th
+19/+14/+9/+4
+11
+6
+11
---


20th
+20/+15/+10/+5
+12
+6
+12
-



Class Features
All the following are class features of the Swashbuckler base class.

Weapon and Armor Proficiency:
A Swashbuckler is proficient with all simple and martial weapons and with light armor, and with light shields.

LoyalPaladin
2019-01-29, 02:08 AM
Warlock
https://gdurl.com/UVvN (Credit Link)
"Quote"
Quotee

While the Hexblade (https://forums.giantitp.com/showthread.php?503447-Hexblade-(Base-Class)-(PEACH)) dedicates itself to the pursuit of an eldritch mind, the Warlock finds itself drawn into the services of a being far beyond the mortal understanding. This small difference is what separates the two adventurers from being one and the same.

Hit Die
d6

Class Skills
The Warlock's class skills (and the key ability for each skill) are

Skill Points at Each Additional Level
4 + Int modifier.



Table: The Warlock
Spells per Day


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features
0th
1st
2nd
3rd
4th
5th


1st
+0
+2
+0
+2
Eldritch Blast 1d6
3
2
-
-
-
-


2nd
+1
+3
+0
+3
-
4
3
-
-
-
-


3rd
+2
+3
+1
+3
Eldritch Blast 2d6, Advanced Learning, Summon Familiar
5
4
-
-
-
-


4th
+3
+4
+1
+4
Pact Boon
6
5
-
-
-
-


5th
+3
+4
+1
+4
Eldritch Blast 3d6
6
6
2
-
-
-


6th
+4
+5
+2
+5
Advanced Learning
6
6
3
-
-
-


7th
+5
+5
+2
+5
Eldritch Blast 4d6
6
6
4
-
-
-


8th
+6/+1
+6
+2
+6
Pact Boon
6
6
5
-
-
-


9th
+6/+1
+6
+3
+6
Eldritch Blast 5d6
6
6
6
2
-
-


10th
+7/+2
+7
+3
+7
-
6
6
6
3
-
-


11th
+8/+3
+8
+3
+8
Eldritch Blast 6d6, Advanced Learning
6
6
6
4
-
-


12th
+9/+4
+8
+4
+8
Pact Boon
6
6
6
5
-
-


13th
+9/+4
+8
+4
+8
Eldritch Blast 7d6
6
6
6
6
2
-


14th
+10/+5
+9
+4
+9
-
6
6
6
6
3
-


15th
+11/+6/+1
+9
+5
+9
Eldritch Blast 8d6
6
6
6
6
4
-


16th
+12/+7/+2
+10
+5
+10
Pact Boon, Advanced Learning
6
6
6
6
5
-


17th
+12/+7/+2
+10
+5
+10
Eldritch Blast 9d6
6
6
6
6
6
2


18th
+13/+8/+3
+11
+6
+11
-
6
6
6
6
6
3


19th
+14/+9/+4
+11
+6
+11
Eldritch Blast 10d6
6
6
6
6A
6
5


20th
+15/+10/+5
+12
+6
+12
Primal Transformation
6
6
6
6
6
6



Class Features
All the following are class features of the warlock base class.

Weapon and Armor Proficiency:
A warlock is proficient with all simple and martial weapons and with light armor, and with light shields.

Spells:
You cast arcane spells, which are drawn from the warlock spell list (See Below). You can cast any spell you know without preparing it ahead of time.

To learn or cast a spell, you must have an Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Cha modifier.

You can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on Table: The Warlock. In addition, you receive bonus spells per day if you have a high Charisma score. A warlock's caster level is equal to his warlock class level.

Spells Known:
Unlike a wizard or a cleric, a warlock need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. For example, at 1st level, the warlock Kaine can cast three 1st-level spells per day — Two for being 1st level (see Table: The Warlock), plus one thanks to his Charisma score of 15.

Upon reaching 5th level, and at every odd-numbered warlock level after that (7th, 9th, and so on), a warlock can choose to learn a new spell in place of one he already knows. In effect, the warlock "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged.

Table: Spells Known


Level
0th
1st
2nd
3rd
4th
5th


1st
4
1
-
-
-
-


2nd
5
2
-
-
-
-


3rd
5
2
-
-
-
-


4th
6
3
-
-
-
-


5th
6
3
1
-
-
-


6th
7
4
2
-
-
-


7th
7
4
2
-
-
-


8th
8
4
3
-
-
-


9th
8
4
3
1
-
-


10th
9
4
4
2
-
-


11th
9
4
4
2
-
-


12th
9
4
4
3
-
-


13th
9
4
4
3
1
-


14th
9
4
4
4
2
-


15th
9
4
4
4
2
-


16th
9
4
4
4
3
-


17th
9
4
4
4
3
1


18th
9
4
4
4
4
2


19th
9
4
4
4
4
3


20th
9
4
4
4
4
4



Eldritch Blast (Su):
The first ability a warlock learns is eldritch blast. A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage.

An eldritch blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. An eldritch blast deals 1d6 points of damage plus the Warlock's Charisma bonus, if any, at 1st level and increases in power as the warlock rises in level.

Otherworldly Pact (Ex):
The Warlock has found himself in the services of one of the Beyonders. The Warlock must select one at first level, affecting his class features. This selection cannot be changed later.



https://i.pinimg.com/564x/f6/6e/5c/f66e5c877e418d7e33e488b7fdb557e2.jpg
Marchosias
Description

Boon:
The warlock gains

Ban:
The warlock may not

Advanced Learning:
The warlock may only select _______ spells for their Advanced Learning.

Deformities:

Deepen Pact (Least):
At 4th level, the warlock

Deepen Pact (Lesser):
At 8th level, the warlock

Deepen Pact (Greater):
At 12th level, the warlock

Deepen Pact (Superior):
At 16th level, the warlock

Primal Transformation (Su):
At 20th level, the warlock




https://i.pinimg.com/474x/08/ae/19/08ae19d23610a599faff1ca74430173e.jpg
Buné
Your lungs fill with putrid air as your eyes begin to water. Before you stands a massive, three-headed beast, towering above you on four mighty paws. Its flesh, or what is left of it, hangs in rags about its exposed skeleton. Six milky eyes gaze through you and fill you with an unnatural dread. You know now that true death will never be an option for you.

Boon:
The warlock gains immunity to being Nauseated, Sickened, and to all diseases, including supernatural and magical diseases.

Ban:
The warlock may not consume anything freshly killed, cooked, or otherwise created. Their bread must be stale, their meat must be old, and they may not drink from a fresh river, instead opting to drink from the stagnant pond.

Advanced Learning:
The warlock may only select Necromancy spells for their Advanced Learning.

Deformities:

Deepen Pact (Least):
At 4th level, the warlock

Deepen Pact (Lesser):
At 8th level, the warlock

Deepen Pact (Greater):
At 12th level, the warlock

Deepen Pact (Superior):
At 16th level, the warlock

Primal Transformation (Su):
At 20th level, the warlock




https://i.pinimg.com/474x/08/ae/19/08ae19d23610a599faff1ca74430173e.jpg
Name
Description

Boon:
The warlock gains

Ban:
The warlock may not

Advanced Learning:
The warlock may only select _______ spells for their Advanced Learning.

Deformities:

Deepen Pact (Least):
At 4th level, the warlock

Deepen Pact (Lesser):
At 8th level, the warlock

Deepen Pact (Greater):
At 12th level, the warlock

Deepen Pact (Superior):
At 16th level, the warlock

Primal Transformation (Su):
At 20th level, the warlock




https://i.pinimg.com/474x/08/ae/19/08ae19d23610a599faff1ca74430173e.jpg
Name
Description

Boon:
The warlock gains

Ban:
The warlock may not

Advanced Learning:
The warlock may only select _______ spells for their Advanced Learning.

Deformities:

Deepen Pact (Least):
At 4th level, the warlock

Deepen Pact (Lesser):
At 8th level, the warlock

Deepen Pact (Greater):
At 12th level, the warlock

Deepen Pact (Superior):
At 16th level, the warlock

Primal Transformation (Su):
At 20th level, the warlock




https://i.pinimg.com/564x/74/c2/b7/74c2b7cfd031c3001d4e8ed51512a56b.jpg
Name
Description

Boon:
The warlock gains

Ban:
The warlock may not

Advanced Learning:
The warlock may only select _______ spells for their Advanced Learning.

Deformities:

Deepen Pact (Least):
At 4th level, the warlock

Deepen Pact (Lesser):
At 8th level, the warlock

Deepen Pact (Greater):
At 12th level, the warlock

Deepen Pact (Superior):
At 16th level, the warlock

Primal Transformation (Su):
At 20th level, the warlock




https://i.pinimg.com/474x/08/ae/19/08ae19d23610a599faff1ca74430173e.jpg
Name
Description

Boon:
The warlock gains

Ban:
The warlock may not

Advanced Learning:
The warlock may only select _______ spells for their Advanced Learning.

Deformities:

Deepen Pact (Least):
At 4th level, the warlock

Deepen Pact (Lesser):
At 8th level, the warlock

Deepen Pact (Greater):
At 12th level, the warlock

Deepen Pact (Superior):
At 16th level, the warlock

Primal Transformation (Su):
At 20th level, the warlock




https://i.pinimg.com/474x/08/ae/19/08ae19d23610a599faff1ca74430173e.jpg
Name
Description

Boon:
The warlock gains

Ban:
The warlock may not

Advanced Learning:
The warlock may only select _______ spells for their Advanced Learning.

Deformities:

Deepen Pact (Least):
At 4th level, the warlock

Deepen Pact (Lesser):
At 8th level, the warlock

Deepen Pact (Greater):
At 12th level, the warlock

Deepen Pact (Superior):
At 16th level, the warlock

Primal Transformation (Su):
At 20th level, the warlock




https://i.pinimg.com/474x/08/ae/19/08ae19d23610a599faff1ca74430173e.jpg
Name
Description

Boon:
The warlock gains

Ban:
The warlock may not

Advanced Learning:
The warlock may only select _______ spells for their Advanced Learning.

Deformities:

Deepen Pact (Least):
At 4th level, the warlock

Deepen Pact (Lesser):
At 8th level, the warlock

Deepen Pact (Greater):
At 12th level, the warlock

Deepen Pact (Superior):
At 16th level, the warlock

Primal Transformation (Su):
At 20th level, the warlock



Advanced Learning (Ex):
At 3rd, 6th, 11th, and 16th level, a warlock can add a new spell to his list, representing the result of personal study and experimentation. The spell must be a sorcerer spell of the school specified under their Otherworldly Pact, and of a level no higher than that of the highest-level spell the warlock already knows. Once a new spell is selected, it is forever added to that warlock's spell list and can be cast just like any other spell on the warlock's list. This spell does not count against a warlock's spells known.

Summon Familiar (Ex):
At 3rd level, a warlock can obtain a familiar. Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.

The warlock chooses the kind of familiar he gets. As the warlock advances in level, his familiar also increases in power. Treat the warlock as a sorcerer of three levels lower for determining the familiar's powers and abilities.

If the familiar dies or is dismissed by the warlock , the latter must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per warlock level; success reduces the loss to one-half that amount. However, a warlock's experience point total can never go below 0 as the result of a familiar's demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, but it does not lose a level or a point of Constitution when this happy event occurs.

A character with more than one class that grants a familiar may have only one familiar at a time.


Warlock/Hexblade Spell List:

Candlelight (Ghostwalk)
Launch Bolt (Spell Compendium)
Launch Item (Spell Compendium)
Light Evocation (Player's Handbook v.3.5)
Preserve Organ (Book of Vile Darkness)
Prestidigitation (Player's Handbook v.3.5)
Repair Minor Damage Transmutation (Spell Compendium)
Resistance (Player's Handbook v.3.5)
Stick (Spell Compendium)
Touch of Fatigue (Player's Handbook v.3.5)


Armor Lock (Complete Scoundrel)
Augment Familiar (Complete Warrior)
Cause Fear (Player's Handbook v.3.5)
Charm Person (Player's Handbook v.3.5)
Bloodletting (Complete Mage)
Catsfeet (Complete Mage)
Death's Call (Complete Mage)
Detect Weaponry (CityScape)
Disguise Self (Player's Handbook v.3.5)
Distract Assailant (Complete Adventurer)
Ebon Eyes (Spell Compendium)
Erase (Player's Handbook v.3.5)
Feather Fall (Player's Handbook v.3.5)
Grease (Player's Handbook v.3.5)
Karmic Aura (Complete Mage)
Mage Burr (Complete Scoundrel)
Peacebond (CityScape)
Phantom Threat (Complete Warrior)
Primal Hunter (Dragon Magic)
Reaving Aura (Complete Mage)
Sticky Floor (Races of the Dragon)
True Strike (Player's Handbook v.3.5)
Ventriloquism (Player's Handbook v.3.5)


Adoration of the Frightful (Dragon magic)
Animate Weapon (Complete Mage)
Arcane Turmoil (Complete Mage)
Bothersome Babble (Complete Mage)
Crisis of Confidence (Heroes of Battle)
Darkness (Player's Handbook v.3.5)
Divest Essentia (Magic of Incarnum)
Karmic Backlash (Complete Mage)
Knock (Player's Handbook v.3.5)
Magical Backlash (Drow of the Underdark)
Primal Instinct (Dragon Magic)
Ray of Stupidity (Spell Compendium)
Shadow Double Illusion (Drow of the Underdark)
Silence (Player's Handbook v.3.5)
Soul Blight Necromancy (Magic of Incarnum)
Suppress Magic (Magic of Incarnum)
Swift Ready (The Forge of War)


Arcane Sight (Player's Handbook v.3.5)
Blacklight (Player's Handbook v.3.5)
Control Darkness and Shadow (Champions of Ruin)
Dispel Magic (Player's Handbook v.3.5)
Fracturing Weapon (The Forge of War)
Haste (Player's Handbook v.3.5)
Hood of the Cobra (Complete Mage)
Hound of Doom (Complete Warrior)
Nightmare Terrain (Complete Mage)
Phantasmal Strangler (Complete Mage)
Primal Senses (Dragon Magic)
Rend Essentia (Magic of Incarnum)
Shadow Binding (Complete Arcane)
Suggestion (Player's Handbook v.3.5)
Trance of the Verdant Domain (Dragon Magic)
Tremorsense (Spell Compendium)
Unbind Chakra (Magic of Incarnum)


Armor of Darkness (Spell Compendium)
Balor Nimbus (Planar Handbook)
Bite of the Werewolf (Spell Compendium)
Cursed Blade (Complete Warrior)
Deeper Darkness (Player's Handbook v.3.5)
Early Twilight (Heroes of Battle)
Fear Necromancy (Player's Handbook v.3.5)
Finger of Agony (Complete Mage)
Horrid Sickness (Complete Mage)
Karmic Retribution (Complete Mage)
Phantasmal Killer (Player's Handbook v.3.5)
Primal Speed (Dragon Magic)
Remove Curse (Player's Handbook v.3.5)
Spell Theft Abjuration (Complete Scoundrel)
Stoneskin (Player's Handbook v.3.5)
Suppress Legacy (Weapons of Legacy)
Unseen Strike (Complete Mage)


Charm Person, Mass (Races of Destiny)
Dancing Blade (Player's Handbook II)
Dimension Jumper (Complete Mage)
Dismissal (Player's Handbook v.3.5)
Dispel Magic, Greater (Player's Handbook v.3.5)
Dominate Person (Player's Handbook v.3.5)
Etherealness, Swift (Player's Handbook II)
Hold Monster (Player's Handbook v.3.5)
Ironguard, Lesser (Spell Compendium)
Phantasmal Thief (Spell Compendium)
Shadow Form (Complete Adventurer)
Slashing Dispel (Player's Handbook II)
Superior Resistance (Savage Species)
Teleport (Player's Handbook v.3.5)
Touch of Adamantine (Book of Exalted Deeds)
Vulnerability (Draconomicon)

LoyalPaladin
2019-01-29, 02:09 AM
Warmage
https://gdurl.com/BdiL (Credit Link)
"Ashes can’t be embalmed."
Neheb, the Eternal

Hit Die
d6

Class Skills
The Warmage's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (History) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Points at Each Additional Level
4 + Int modifier.



Table: The Warmage
Table: Spells per Day


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Class Features
0th
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st
+0
+0
+2
+2
Armored Mage (Light)
5
3
-
-
-
-
-
-
-
-


2nd
+1
+0
+3
+3
Warmage Edge
6
4
-
-
-
-
-
-
-
-


3rd
+1
+1
+3
+3
-
6
5
-
-
-
-
-
-
-
-


4th
+2
+1
+4
+4
Advanced Learning
6
6
3
-
-
-
-
-
-
-


5th
+2
+1
+4
+4
-
6
6
4
-
-
-
-
-
-
-


6th
+3
+2
+5
+5
-
6
6
5
3
-
-
-
-
-
-


7th
+3
+2
+5
+5
Advanced Learning, Sudden Empower
6
6
6
4
-
-
-
-
-
-


8th
+4
+2
+6
+6
Armored Mage (Medium)
6
6
6
5
3
-
-
-
-
-


9th
+4
+3
+6
+6
Bonus Reserve Feat
6
6
6
6
4
-
-
-
-
-


10th
+5
+3
+7
+7
Sudden Enlarge
6
6
6
6
5
3
-
-
-
-


11th
+5
+3
+8
+8

6
6
6
6
6
4
-
-
-
-


12th
+6/+1
+4
+8
+8
Advanced Learning
6
6
6
6
6
5
3
-
-
-


13th
+6/+1
+4
+8
+8

6
6
6
6
6
6
4
-
-
-


14th
+7/+2
+4
+9
+9
Bonus Reserve Feat
6
6
6
6
6
6
5
3
-
-


15th
+7/+2
+5
+9
+9
Sudden Widen
6
6
6
6
6
6
6
4
-
-


16th
+8/+3
+5
+10
+10
Armored Mage (Heavy)
6
6
6
6
6
5
6
5
3
-


17th
+8/+3
+5
+10
+10
Advanced Learning
6
6
6
6
6
6
6
6
4
-


18th
+9/+4
+6
+11
+11

6
6
6
6
6
6
6
6
5
3


19th
+9/+4
+6
+11
+11
Bonus Reserve Feat
6
6
6
6
6
6
6
6
6
4


20th
+10/+5
+6
+12
+12
Sudden Maximize
6
6
6
6
6
6
6
6
6
5



Class Features
All the following are class features of the Warmage base class.

Weapon and Armor Proficiency:
Warmages are proficient with all simple and martial weapons, light armor, and light shields. At 8th level, a warmage gains proficiency with medium armor. At 16th level, a warmage gains proficiency with heavy armor (see Armored Mage, below).

Spells:
As Warmage from Complete Arcane, page 10.

Armored Mage (Ex):
Normally, armor of any type interferes with an arcane spellcaster's gestures, which can cause his spells to fail (if those spells have somatic components). A warmage's limited focus and specialized training, however, allows him to avoid arcane spell failure as long as he sticks to light armor and light shields. This training does not extend to medium or heavier armors, nor to heavy shields. Nor does this ability apply to spells gained from a different spellcasting class.

At 8th level, a warmage learns to use medium armor with no chance of arcane spell failure.

At 16th level, a warmage learns to use heavy armor with no chance of arcane spell failure.

Warmage Edge (Ex):
A warmage is specialized in dealing damage with his spells. At 2nd level, when he casts a spell a warmage may add half his warmage level to to the damage dealt. A warmage may do this a number of times per day equal to his Charisma bonus (if any).

A single spell can never gain this extra damage more than once per casting. For instance, a fireball deals the extra damage to all creatures in the area it affects. However, if a 3rd-level warmage casts magic missile and produces two missiles, only one of them (of the warmage's choice) gains the extra damage, even if both missiles are directed at the same target. If a spell deals damage for more than 1 round, it deals this extra damage in each round.

Scrolls scribed by a warmage do not gain any benefit from warmage edge. Scrolls activated by a warmage also gain no benefit from warmage edge. The same is true for most other magic items, such as wands and potions. However, staffs activated by a warmage use not only the warmage's caster level but also gain the benefits of the warmage edge, if applicable.

Advanced Learning (Ex):
At 4th, 7th, 12th, and 17th level, a warmage can add a new spell to his list, representing the result of personal study and experimentation. The spell must be a wizard spell of the evocation school, and of a level no higher than that of the highest-level spell the warmage already knows. Once a new spell is selected, it is forever added to that warmage's spell list and can be cast just like any other spell on the warmage's list.

Sudden Empower:
As Warmage from Complete Arcane, page 10.

Bonus Reserve Feats:
At 9th, 14th, and 19th level, the warmage recieves a bonus reserve feat. A warmage must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A warmage is not limited to the list of warmage bonus feats when choosing these feats.

Sudden Enlarge:
As Warmage from Complete Arcane, page 10.

Sudden Widen:
As Warmage from Complete Arcane, page 10.

Sudden Maximize:
As Warmage from Complete Arcane, page 10.

LoyalPaladin
2019-01-29, 02:10 AM
Alright! That should be everything for now. I'm holding this last post just in case I need it in the future.

LoyalPaladin
2019-01-29, 03:22 AM
I'll also hold this in case I get ambitious and dig into Wu Jen or something.

noob
2019-01-29, 09:36 AM
I excepted adjustment for Tier 1 and 2 since low is usually that way.
I guess you meant high tier.

LoyalPaladin
2019-01-29, 11:21 AM
I excepted adjustment for Tier 1 and 2 since low is usually that way.
I guess you meant high tier.
Yep. I'm going to toss some bonus feats on certain classes and add some skill points here and there. I need something for my players to look at basically and the website I use to host my setting doesn't support tables. Plus here I can get some peer review if I accidentally give Monk something nuts. Gotta keep Monk in it's place. :P

noob
2019-01-29, 11:51 AM
Yep. I'm going to toss some bonus feats on certain classes and add some skill points here and there. I need something for my players to look at basically and the website I use to host my setting doesn't support tables. Plus here I can get some peer review if I accidentally give Monk something nuts. Gotta keep Monk in it's place. :P

Also will warmages have nukes?
I am still surprised to see that the low save of a scout is reflex saves.

ngilop
2019-01-29, 11:58 AM
Also will warmages have nukes?
I am still surprised to see that the low save of a scout is reflex saves.

My only complaint is, I think you did too much copy-paste on your tables because just about everything has full base attack bonus good fortitude and Will saves and poor Reflex saves, Even classes that historically are known for adroitness (such as the rogue) But, i think once you actually start working on the class said issues will not be a thing.

noob
2019-01-29, 12:05 PM
My only complaint is, I think you did too much copy-paste on your tables because just about everything has full base attack bonus good fortitude and Will saves and poor Reflex saves, Even classes that historically are known for adroitness (such as the rogue) But, i think once you actually start working on the class said issues will not be a thing.

Am I loyal paladin?

ngilop
2019-01-29, 12:29 PM
Possibly??

LoyalPaladin
2019-01-29, 02:33 PM
Also will warmages have nukes?
I am still surprised to see that the low save of a scout is reflex saves.
I did all the framework before I went to bed last night, so it's going to take me some time to get through every table and add all the tidbits.


My only complaint is, I think you did too much copy-paste on your tables because just about everything has full base attack bonus good fortitude and Will saves and poor Reflex saves, Even classes that historically are known for adroitness (such as the rogue) But, i think once you actually start working on the class said issues will not be a thing.
Yeah, I've only managed to get the tables up and some spell progressions. I'll be working on BAB, saves, features, etc. Soon. It'll probably take me a week or so to finish it all.

ngilop
2019-01-29, 03:34 PM
I have two suggestions for the warmage.
1)Take a page out of the Age of Mortal's warmage and give them extra damage per dive at certain levels (the PrC gives you +3 bonus damage per die) and
2) Give them some battlefield control spells becuase the 19th way to do Xd6 dmg in Y shape is kinda moot.



For the fighter I would like to see some sort of specialization, where you have a base set of abilities for all fighters, but depending on if you want to be an archer, cavalier, or soldier you have a different pool of abilities to chose from.

LoyalPaladin
2019-01-29, 04:06 PM
I have two suggestions for the warmage.
1)Take a page out of the Age of Mortal's warmage and give them extra damage per dive at certain levels (the PrC gives you +3 bonus damage per die) and
2) Give them some battlefield control spells becuase the 19th way to do Xd6 dmg in Y shape is kinda moot.



For the fighter I would like to see some sort of specialization, where you have a base set of abilities for all fighters, but depending on if you want to be an archer, cavalier, or soldier you have a different pool of abilities to chose from.
I'm hoping to get to work on these (probably fighter first) tonight. But it'll be a bit. I'm not adding much, but I'm probably going to offer them some specialization feats and a small leaf from the Warblade's book.

LoyalPaladin
2019-02-01, 08:27 PM
Update!
The Fighter, Monk, Paladin, Samurai, and Ranger are now complete! Next up is the Healer and Knight. :smallbiggrin:

noob
2019-02-02, 09:02 AM
Will you give apocalypse from the sky to warmages?

ngilop
2019-02-04, 11:44 PM
I don't enjoy what you did with the fighter. The fighter can already get 'bigger number's in combat. and already has enough feats I have said his everytime I see a fighter fix that I didn't care for so I am going to post again



AT the very least. mundanes need the following types of actions

ways to affect all 3 saves
ways to cause different status effects (dazed, stunned, paralyzed, bleed etc)
ways to be able to use all 5 types of actions: full, move, standard, swift, immediate
ways to interact and affect the world outside of combat
ways to make combat more efficient for them than others in the case of fighters
way to do more than just damage HP, give them some kind of ability damage attacks


I did a couple fighter fixes. (http://www.giantitp.com/forums/showthread.php?318268-My-Latest-big-project!-(-a-big-deal-fighter-fix)) both in 3.5 (http://www.giantitp.com/forums/showthread.php?424466-My-Third-Fighter-fix-trying-something-new) and pathfinder (http://www.giantitp.com/forums/showthread.php?568764-Pathfinder-Fighter-Re-Tool). Take a look at my designs and the philosophy behind them then try better to make mundanes better, hopefully, by not making them less useful and allowing fantastical heroes to actually BE fantastical.[/QUOTE]

LoyalPaladin
2019-02-05, 03:48 AM
Will you give apocalypse from the sky to warmages?
I believe that's an evil spell, isn't it? I'll probably stay away from those and just stick with the snazzy explody spells.


I don't enjoy what you did with the fighter. The fighter can already get 'bigger number's in combat. and already has enough feats I have said his everytime I see a fighter fix that I didn't care for so I am going to post again
I'm not really going for a big rework of classes here. Just like the OP says, I'm slightly touching up classes:


What this thread is meant for:
Adding small amounts of power to low-tier classes, either by expanding spell lists, updating their chassis, or beefing up their numbers a little.

What this thread is not meant for:
Totally reworking classes into amazing tier-1 power houses with tons of class features and d20 hit die.
Toss some feats in here, more favorable wording there, and possibly some new spells in the case of the paladin and ranger. In the event I do a full rework of the fighter, I'm sure they'd need much more. I think the furthest I went was Monk, who basically got a more monk-like combat style from ranger. That's about the furthest I'll go with any of these.

ngilop
2019-02-05, 09:23 PM
I believe that's an evil spell, isn't it? I'll probably stay away from those and just stick with the snazzy explody spells.


I'm not really going for a big rework of classes here. Just like the OP says, I'm slightly touching up classes:


Toss some feats in here, more favorable wording there, and possibly some new spells in the case of the paladin and ranger. In the event I do a full rework of the fighter, I'm sure they'd need much more. I think the furthest I went was Monk, who basically got a more monk-like combat style from ranger. That's about the furthest I'll go with any of these.

Fair enough. Though I think giving the fighter more feats doesn't really do any adjusting at all, I would have thought an inclusion of special abilities like at 1st 3rd and every 3rd afterwards that gave them such as Warcry :swift action to gain +1 to attack weapon damage, and saves vs fear for X rounds, or such like that would be good. In the end you didn't add anything to the fighter just gave him more access to the feats one would already get.

nonsi
2019-02-06, 05:28 PM
.

As a single-classed character, your Fighter still suffers from 5 totally-dead levels (5, 7, 13, 17, 19).

Nice touch with the Monk and Paladin. The latter has only 3 dead levels (8, 14, 19), but they're dead nonetheless.

LoyalPaladin
2019-02-06, 06:04 PM
As a single-classed character, your Fighter still suffers from 5 totally-dead levels (5, 7, 13, 17, 19).
The fighter is a little tricky. Feats are powerful, but dead levels are still dead. I'm not looking to recreate the Warblade, so I'm hesitant to give them martial progressions and stances, though the latter is appealing to me. Perhaps on a more railroaded route. I'll give that some thought.


Nice touch with the Monk and Paladin. The latter has only 3 dead levels (8, 14, 19), but they're dead nonetheless.
I'm proud of the monk, and content with the paladin. What keeps me from being proud about it is that these are small adjustments and I don't feel right giving too many things to the paladin as it's my namesake and it's expected I'll play favorites. I considered giving it some features from Fist of Raziel, as I see them as practically synonymous. Honestly, you could probably combine the two classes and still have a really bad class haha. Thoughts?

noob
2019-02-06, 06:27 PM
Maybe give the fighter the class feature "Armed as an army" that allows it to carry all the weapons,tools and fortification(such as castles and walls of iron and 5 by 5 by 5 foot cubes of steel and domes of steel big enough to trap colossal creatures or shield an army) it wants(thus making str optimization less needed for doing what a fighter wants to do because usually you have to make big efforts to get at level 12 the 80+ str that is needed for carrying all your stuff and to grapple a giant scorpion(I hate gms that ban freedom of movement and even with 80 str you have huge odds of autofailing grapples with a scorpion unless you get many sources of grapple bonuses))

Ranged Ranger
2019-02-27, 08:52 PM
Fighter
Weapon Aptitude (Ex):
Your training with a wide range of weaponry and tactics gives you great skill with particular weapons. You have the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus). You must have the newly designated weapon available during your practice session to make this change. For example, if you wish to change the designated weapon for your Weapon Focus feat from greatsword to longsword, you must have a longsword available to practice with during your practice session. You can adjust any number of your feats in this way, and you don't have to adjust them all in the same way.

However, you can't change the weapon choices in such a way that you no longer meet the prerequisite for some other feat you possess. For instance, if you have both Weapon Focus (longsword) and Weapon Specialization (longsword), you can't change the designated weapon for Weapon Focus unless you also change the weapon for Weapon Specialization in the same way.

As others have pointed out, fighters need more than 'Small Adjustments' to be more than a class to dip to get extra feats... that said, Weapon Aptitude is a nice addition...


Healer
Spells:
A healer casts divine spells, which are drawn from the healer spell list. A healer must choose and prepare her spells in advance.

To prepare or cast a spell, a healer must have an Intelligence score of 10 + the spell's level. The Difficulty Class for a saving throw against a healer's spell is 10 + the spell's level + the healer's Intelligence modifier. Like other spellcasters, a healer can cast only a certain number of spells of each spell level per day. She receives bonus spells per day if she has a high Wisdom score. Healers do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them through their own strength of faith. Each healer must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a healer can prepare spells. A healer may prepare any spell on the healer spell list (see below), provided she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Aligned Source (Ex):
A healer's source of power comes from intense study and her innate ability to draw on the energies from a variety of aligned planes. Due to this fact, the healer cannot be neutral and should she change to neutral alignment for any reason, she will immediate move one step further towards good or evil to maintain her power.

Empower Healing (Su):
Maximize Healing (Su):
Supreme Healing (Su):
As Radiant Servant of Pelor from Complete Divine, Page 52.

Spells

No Unicorn Companion!?! Sadness.... :puppy-dog-eyes:

Change from MAD to SAD is nice, not sure why you chose INT when when it used to be WIS/CHA...
Not sure why you would open it up to evil characters but not neutral ones...

The abilities from RSoP all mention domain spells from the Healing domain; while healers may have those spells on their list, they don't have the domain and thus no domain spells. Might want to specify which spells these abilities apply to: any spell they cast that heals? just the ones that are on the domain list (book and page number)? some other subset of their healing spells?


Knight
Shield Block (Ex):
A knight excels in using his armor and shield to frustrate his enemy's attacks. During your action, designate a single opponent as the target of this ability. Your shield bonus to AC against that foe increases by 1, as you move your shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss.

This shield bonus increases to +2 at 5th level, +3 at 10th, +4 at 15th level, and +5 at 20th level.

Bonus Feat:
At 2nd, 4th, 8th, 12th, 16th, and 20th levels a knight gains a bonus feat chosen from the following list:

Active Shield Defense
Animal Affinity
Armor Specialization
Diehard
Endurance
Great Fortitude
Greater Heavy Armor Optimization
Heavy Armor Optimization
Intercept Charge (https://www.d20pfsrd.com/feats/combat-feats/intercept-charge-combat-teamwork/)
Improved Shield Bash
Iron Will
Mounted Combat
Quick Draw
Ride-By Attack
Shield Specialization
Shield Ward
Spirited Charge
Trample
Weapon Focus

You must still meet any prerequisites for the feat.

The last section of shield block that you removed seems like flavor text that could have been left in, but anywho...
The increased access to feats is nice...
Also, I still think it's kinda ironic that the knight gets mounted combat for free but has to buy the horse, while the paladin gets a free horse but has to spend a feat to use it effectively in combat...


Monk
Flurry of Blows (Ex)
When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus. but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus × 1½ or ×½) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.

In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.

Still Mind (Ex)
A monk of 3rd level is continually immune to detect thoughts, discern lies, and any attempt to magically discern her alignment.

Chosen Way Acolyte
Chosen Way Practitioner
Chosen Way Master

Ex-Monks
A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities.

Like a member of any other class, a monk may be a multiclass character, but multiclass monks face a special restriction. A monk who gains a new class or (if already multiclass) raises another class by a level may never again raise her monk level, though she retains all her monk abilities.
A simplification of flurry of blows... looks like it's a slight boost at low levels and a slight nerf at higher levels...
Still mind does not seem to fit as well as the previous version, and seems a bit useless given that your alignment is restricted...
Chosen way looks like a fun little additional variation. Am I reading correctly that Way of Purity get both Purity of Body and Diamond Body at 5th level?
Still not a fan of the shaft multi-classers clause included in the Ex-Monks section


[CENTER]Ninja

Waiting for you to say it's done to assess this, but looking forward to it.


Paladin
Spells
A Paladin casts divine spells, which are drawn from the Paladin spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A Paladin must choose and prepare his spells in advance (see below).

To prepare or cast a spell, a Paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Paladin’s spell is 10 + the spell level + the Paladin’s Charisma modifier.

Like other spellcasters, a Paladin can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Paladin. In addition, he receives bonus spells per day if he has a high Charisma score. A Paladin also gets one domain spell of each spell level he can cast, starting at 1st level. When a Paladin prepares a spell in a domain spell slot, it must come from his domain (see Deities, Domains, and Domain Spells, below).

Paladins meditate or pray for their spells. Each Paladin must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a Paladin can prepare spells. A Paladin may prepare and cast any spell on the Paladin spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is one-half his paladin level.

Deity, Domains, and Domain Spells
A Paladin’s deity influences his alignment, what magic he can perform, his values, and how others see him. A Paladin chooses a domain from among those belonging to his deity. A Paladin can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.

The Paladin’s chosen domain gives him access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power.

If a domain spell is not on the Paladin spell list, a Paladin can prepare it only in his domain spell slot.

Detect Evil (Sp)
A paladin is under the constant effect of Blessed Sight (Book of Exalted Deeds, page 92).

Divine Health (Ex)
At 3rd level, a paladin gains immunity to all poisons and diseases, including supernatural and magical poisons and diseases.

Bonus Exalted Feats:
At 6th level and every three levels thereafter, the paladin receives a bonus exalted feat. A paladin must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A paladin is not limited to the list of paladin bonus feats when choosing these feats.

Mettle (Ex):
As Crusader from Tome of Battle, page 8.

Bonus Domain:
At 8th level, you gain an additional domain from your deity.

With access to two domain spells at a given spell level, a paladin prepares one or the other each day in her domain spell slot. If a domain spell is not on the paladin spell list, a paladin can prepare it only in her domain spell slot.

Domain Focus (Sp):
At 10th level a paladin chooses to embody one of her two domains more wholly. The paladin chooses a domain and gains a number of spell-like abilities based on her caster level. These spell-like abilities can each be used once per day and are taken from her chosen domain's spell list. The level of spell-like ability the paladin may use is equal to one-half her caster level rounded down to a maximum of 9th level spells.

For example, a paladin of 15th level that has selected the Sun domain may cast Endure Elements, Heat Metal, Searing Light, Fire Shield, Flame Strike, Fire Seeds, and Sunbeam once per day each.

True Resurrection (Sp):
At 20th level, a paladin has become so in tune with her deity that her prayers can be directly answered. The paladin can use True Resurrection, as the spell, once per year.

Spells improved = very nice; Spells and abilities keying off same stat = Yeah! (Personally, I'd prefer to key everything off Wisdom a la automatic free Serenity Feat, but changing spells works too.
Domain access = happy. Also you mention Evil and Chaos domains here but then ignore variant paladins of other alignments until you get to the spell lists...
Detect evil: does this mean the Paladin's eyes are constantly glowing, as per the spell? if so, can they suppress it? also are there equivalent spells for the variant paladins?
Divine Health - nice little boost
Mettle, Bonus Domain, Domain Focus = very nice; first paragraph of Domain Focus might need a bit of clarification


Ranger
Favored Enemy (Ex)
At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against such creatures.

At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.

If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

Combat Style (Ex)

Animal Companion (Ex)
At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of options: manta ray, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.

This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is three less than his effective ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

Spells
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is one-half his ranger level.

Improved Combat Style (Ex)
Combat Style Mastery (Ex)

A little Quality of Life boost to Favored Enemy, nice.
A nice new Combat Style. It looks good, but you may also want to consider inclusion of some of the existing ones (http://www.giantitp.com/forums/showsinglepost.php?p=10385980&postcount=4). (Including those from Dragon 341.)
Animal companion: simplified the relationship with the druid version... (but I think you missed an edit). Personally I'm of the give rangers full strength companions and druids half strength school of thought, but to each their own.
Spell fix is much appreciated for a pseudo-gish-in-a-can, as always; I think this might even drop the pseudo...


Rogue

Looking forward to seeing what you do w/ this; esp. the no-capstone fumble

noob
2019-02-28, 06:11 AM
I hate the fact your paladin is forced to choose a god: due to that it is impossible to play a really good paladin in the forgotten realms(due to all the gods being nasty beings of evil)

The Kool
2019-02-28, 09:30 AM
These feel like small reworks... When I imagine tweaks, I imagine things like "Monk: change to full BAB" and move on to the next class. Some interesting thoughts here though.