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    Default Re: Giants and Graveyards: Grod's collected 3.5 revisions

    Base Classes

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    Ardent-- A psionic champion who derives mental power from his beliefs.
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    • Increase HD to a d8.
    • Add Climb, Intimidate, Jump, Sense Motive, and Swim to the list of skills, and increase skill points to 4+Int
    • Knows all powers from his mantles.
    • His maximum power level is the same as a Psion, rather than the original ML-based limit, and and he may not take the Substitute Mantle ACF.
    • At 4th level, and every subsequent even-numbered level, he learns one new power from the Psion list at one level higher than normal-- ie, what would have been a 1st level power now costs 3 pp to manifest.



    Barbarian-- A savage warrior, capable of channeling his strength into amazing feats of destruction.

    Bard-- A musical jack-of-all-trades, mixing music and magic with martial and social skill. Capable of many things, but shines as a leader or supporter.

    Beastman-- A shapeshifter par excellence, capable of transforming into a wide variety of animals and vermin. An original creation.

    Beguiler-- A smiling trickster, augmenting his natural charm with powerful illusions and enchantments.

    Binder-- A mystic who communes with forgotten spirits, granting them a window into the world in exchange for great power.
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    • Add Spot and Listen to the list of class skills, and increase skill points to 4+Int.
    • Expel Vestige is an inherent class feature now, usable 1/2 Charisma modifier times per day. The -10 penalties stack.
    • A feat, Improved Expel Vestige, reduces the penalties by 1/2 your binder level, rounded up, and grants an additional 2 daily uses of Expel Vestige.
    • Abilities with a 5-round cooldown instead move to a d4 round cooldown, similar to a dragon's breath weapon.
    • You may bind 1 vestige/5 class levels, minimum 1 (ie, one vestige at 1st, two at 5th, three at 10rd, etc)


    The vestige Zceryll (from the online supplement) no longer grants the Summon Alien ability.


    Cleric-- A warrior and a mystic, granted power by his god, with a spell list largely based on his chosen domains.

    Conjurer-- A master of planar magic, of summons and teleportation. An original creation.

    Crusader-- A skillful warrior, an almost unstoppable champion of a cause.
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    • d12 HD
    • Add Climb, Handle Animal, Listen, Spot, and Swim to the list of class skills, and increase skill points to 4+Int.
    • Can take a standard action to restart his maneuver-granting chain thingie



    Dragon Disciple-- A mystic warrior, tapping into the powers of the dragons as he slowly assumes their form. Breath weapons, natural weapons, and invocations galore. An original creation.

    Dread Necromancer-- A dark and sinister figure, master of death and undeath alike.

    Druid-- A devotee of nature, with spells and powers based on the specific aspects they revere.

    Duskblade-- A destructive mage-warrior, capable of channeling spells through his weapon to cause massive devastation.
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    • Add Balance, Handle Animal, Profession, Listen, Spot, and Use Magic Device to skill list, boost points to 4+ Int
    • Duskblades know all spells on their list, and cast them spontaneously
    • Revised spell list.
    • Duskblades may channel any melee or ranged touch attack spell through any melee or ranged weapon attack. (Including natural weapons)
    • Arcane Attunement is replaced by a familiar.
    • At 2nd level, they gain Skill Focus (Concentration) instead of the now-defunct Combat Casting.
    • Eclectic Learning: At 4th level, and every subsequent even-numbered level, a Duskblade learns one spell from the Sorcerer/Wizard list. If the spell is a touch attack or ranged touch attack, he learns it one level lower than normal. If it does not, he learns it at its normal level. He must be able to cast the spell at its adjusted level in order to learn it.


    Fighter-- The peak of mundane capability. A warrior par excellence, capable of taking the basic aspects of the system and stretching them to the breaking point.

    Hexblade-- A dark warrior, wielding the power of misfotune as others wield a sword.

    Incarnate-- A warrior-philosopher who channels the mysterious energies of incarnum to augment his own abilities.
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    • Ditch the stupid alignment fluff, because I hate it when alignment restricts build choices. Instead, they're the wizard-analogues, devoted to exploring meldshaping as an art.
    • Add Spot, Listen, Sense Motive, Use Magic Device, Speak Language, and all Knowledge skills to the list of class skills, and increase skill points to 6+Int.
    • Boost their BAB to medium (as the cleric)
    • Double the number of times per day Rapid Meldshaping may be used.
    • Perfect Meldshaper may be used [Wis Mod] times per day.



    Mage of the Unseen Hand-- A powerful mage, master of telekinesis and force magic. An original creation.

    Marshal-- A simple martial (ha ha) leader, who supports his allies and controls the battlefield through sheer presence.

    Monk-- see Swordsage

    Night Soul-- A master of stealth and shadow magic.

    Paladin-- A pure, noble hero, desiring nothing more than to protect the weak and punish the wicked.

    Psion-- An unusual spellcaster who derives his power from the pure workings of the mind.
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    • Add Spot, Listen, and Use Psionic Device to the list of class skills, and increase skill points to 4+Int.
    • At first level, you may choose Intelligence, Wisdom, or Charisma to use as your casting stat.
    • Knows all powers from his chosen discipline; however, he selects only 1.5 powers known/level, alternating between learning 2 and learning 1 (two powers known chosen at 1st, one at 2nd, two at 3rd, one at 4th, and so on)



    Psychic Warrior-- A warrior-mage, augmenting his body with pure mental energy.
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    • Add Spot, Listen, Intimidate, Handle Animal, and Tumble to the list of class skills, and increase skill points to 4+Int.
    • At first level, you may choose Intelligence, Wisdom, or Charisma to use as your casting stat.
    • Multiply his power points per level by 1.5, rounding up (starting with 1 point/day)


    ACF: Soulknife
    Lose: Bonus Feats
    Gain:
    • Mind Blade-- At first level, you can manifest your mind blade. It takes the form of one melee weapon of your choice (chosen at first level and not changeable without the Shape Mind Blade ability), and has an enhancement bonus equal to one-half your level, rounded down. It is always sized appropriately for you. Manifesting your mind blade is a swift action.
    • Throw Mind blade-- At second level, you can throw your mind blade, with a range increment of 30 feet. If you are a high enough level to gain multiple attacks, you may make multiple attacks with your thrown mind blade.
    • Shape Mind Blade-- At fifth level, you may shape your mind blade into any melee weapon you're proficient with as a swift action. You may also shape your blade into two light weapons-- if you do so, the total bonus from your mind blade enhancement that you can apply to each blade is one point lower than normal.
    • Mind Blade Enhancement Starting at 6th level, you may apply special enhancements to your mind blade in lieu of the enchantment bonus. There is no restriction on the list of properties, although you must follow normal magic weapon rules. Changing the enhancement takes one hour.
      Swift Shape Mind Blade-- At 10th level, you may change the shape of your mind blade as a free action, which may even be taken in the middle of a full attack.
    • Swift Mind Blade Enhancement-- At twelfth level, you may change your mind blade enhancement as a standard action.
    • Effortless Mind Blade Enhancement-- At twentieth level, you may change the enhancement of your mind blade as a free action, which may even be taken in the middle of a full attack.



    Ranger-- A mobile scout and warrior, master of the wilds.

    Ritualist-- The slowest, weakest, and most methodical of mages, but with unrivaled versatility. An original creation.

    Rogue-- A brilliant, underhanded trickster. Check your pockets.

    Savage-- An animalistic barbarian slowly morphing into a beast himself. An original creation.

    Seer-- A master of divination magic, prepared for everything because he's already seen it. An original creation.

    Shadowcaster-- An ominous magician who weaves shadows into sinister spells.
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    • Add Listen, Search, Balance, and Tumble to the list of class skills, and increase skill points to 4+Int
    • Gain Trapfinding at first level
    • You gain twice as many uses/day of your abilities as originally suggested.
    • Use the creator's suggested fixes



    Shaper-- A mystic warrior capable of altering forms-- his own, his allies, his enemies, and even the environment around him. An original creation.

    Shugenja-- An eastern-flavored elementalist
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    • Add Spot and Listen to the list of class skills, and increase skill points to 4+Int.
    • You know all spells from your element and order, and may cast them spontaneously.
    • At 4th level, and each subsequent even-numbered level, you may learn one spell from a non-prohibited element at one level higher than normal.


    Soulborn-- A noble warrior who channels the mysterious energies of incarnum to augment his own abilities.
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    • Add Sense Motive and Knowledge (Nobility and Royalty) to their skill list. In addition, alignment no longer determines their bonus skill-- all Soulborn get Bluff, Diplomacy, Gather Information, and Intimidate.
    • Increase skill points to 4+Int
    • Smite Opposition does Charisma Mod+1d6/level damage, and may be used once every 1d4 rounds. At 9th level, this recharge time improves to 1d4-1 rounds (minimum 1 round), and at 17th to 1d4-2 rounds (minimum 0 rounds)
    • His bonus feats may be drawn from the list of Fighter bonus feats, as well as Incarnum feats.
    • Share Incarnum Defense is continual and at-will-- it affects all adjacent allies automatically, and for [Cha Mod, minimum 1] rounds after they leave.
    • He gets additional bonus feats at 15th and 19th levels (continuing the progression).
    • Gets Rapid Meldshaping as an Incarnate, although he does not get the uses doubled as my Incarnate tweaks describe.


    Meldshaping
    A Soulborn has the Meldshaping ability of a Totemist 3 levels lower, with the following exceptions:
    • Save DCs for his soulmelds are based off Charisma, not Wisdom.
    • Soulborn do not get access to the Totem chackra.
    • Soulborn may bind to the Crown chakra at 5th level. (effective meldshaping level 2)
    • He still draws from the list of Soulborn soulmelds.

    Otherwise, they follow the Totemist table for access to Chakra binds, Soulmelds/Day, Essentia, and Chakra Binds. Their Meldshaper level is equal to their Soulborn level-3. Thus, a 5th level Soulborn would be able to shape 3 Soulmelds, bind his Crown chakra, have 2 essentia from his class, and a Meldshaper level of 2.

    Add the following Soulmelds to their class list:
    • Bloodwar Gauntlets
    • Lightning Gauntlets
    • Incarnate Weapon
    • Adamant Pauldrons
    • Vitality Belt


    Remove the following Soulmelds from their class list:
    • ALL Necrocarnate soulmelds
    • Soulspark Familiar
    • Illusion Veil
    • Theraputic Mantle
    • Arcane Focus
    • Flame Cincuture



    Swashbuckler-- A daring outlaw, capable of fighting off the law with one hand still around your wife's waist.

    Soulblade-- see Psychic Warrior

    Swordsage-- A disciplined devotee of the art of the sword
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    • Add Spot to the list of class skills, and correct the "x6 skill points at first level" error.
    • Gain Adaptive Style as a bonus feat at first level
    • AC Bonus functions in light or no armor, not just when wearing light armor.
    • At 10th level, may use Adaptive Style as a standard action


    ACF: Unarmed Swordsage
    Lose: Discipline Focus, Martial weapon proficiencies
    Gain:
    • Proficiency with the kama, nunchaku, sai, shuriken, and siangham.
    • Unarmed Strike -- As the Monk class feature)
    • Ki Strike (Su)-- Beginning at 4th level, your unarmed strikes have an enhancement bonus equal to one-fourth your Swordsage level.
    • Wholeness of Body (Ex)-- At 8th level, gain the benefits of the Monk's Purity of Body and Wholeness of Body abilities
    • Diamond Soul (Ex)-- At 12th level, gain SR equal to 12+level. Unlike most forms of SR, you may allow any spell you wish to penetrate your resistance.
    • Timeless Body (Ex)-- At 16th level, as the Monk class feature.
    • Perfect Body (Ex)-- You become an Outsider (Nature), gain a +2 perfection bonus to all ability scores, and DR 10/--.



    Totemist-- A savage warrior who channels the mysterious energies of incarnum to augment his own abilities.
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    • Boost HD to a d10
    • Add Listen, Hide and Move Silently to their skill list, along with Knowledge (Geography)
    • No Illiteracy.
    • Rebind Soulmeld may be used twice as often as the table shows.



    Warblade-- A flamboyant warrior, master of the art of the sword.
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    • Hit Die reduced to a d10
    • Revised skill list: Balance, Bluff, Climb, Concentration, Craft, Diplomacy, Escape Artist, Intimidate, Jump, Knowledge (Local), Listen, Martial Lore, Profession, Sense Motive, Spot, Swim, Tumble, Use Rope
    • Class features are based off Charisma, not Intelligence
    • The list of warblade bonus feats includes all fighter bonus feats.
    • You must spend a move action to regain maneuvers; no more attacking-and-recovering. Starting at 10th level, you may recover as a Swift action.



    Warden-- A warrior and powerful mage, with magic focused on aiding and protecting himself and his closest allies. An original creation.

    Warlock-- A troubled mage, gifted with great power by dark sources.
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    • Upgrade his HD to a d8
    • Add Hide and Move Silently to their list of class skills
    • His number of invocations known equals his level (see Complete Mage for more choices). He learns one additional invocation at 6th, 11th, and 16th level, when he gains access to a new level of invocation)
    • Add your Charisma modifier to Eldrich Blast damage. At level 10, add twice your Charisma modifier, and at level 20, add three times your Charisma modifier.
    • Eldrich Blast deals 1d6/2 levels damage, as a rogue's sneak attack. You may full attack with Eldrich Blast.


    • Eldrich Essence invocations apply to all attacks in the full attack, but only once per target.
    • Blast Shape invocations are standard actions, and thus not compatible with full attacking. Eldrich Spear and Hideous Blow are exceptions to this rule.

    ACF: Stalwart Warlock
    • Upgrade his BAB to full
    • Proficiency with all martial weapons
    • Gain the Duskblade's Armored Mage ability, with all its upgrades.
    • Lose Eldrich Blast
    • Eldrich Essence invocations may be used with mundane attacks instead of your Eldrich Blast-- as a standard action, make a single attack (melee or ranged) at your highest BAB. If it hits, it deals damage as normal, and the foe is affected by the invocation.



    Warmage-- A walking artillery barrage and master of offensive magic.

    Wilder-- An unusual mage, deriving odd powers from pure mental power.
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    • Begins with 2 powers known, and learns one new power every level.
    • Psychic Enervation burns a number of power points equal to twice the original amount surged for.
    • Elude touch applies to all attacks, not just touch attacks.
    • Can replace Volatile mind (and subsequent improvements) with psionic bonus feats.




    Prestige Classes

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    Arcane Theurge-- A dedicated arcanist, merging the teachings of two different classes. An original creation.

    Frost Mage-- Mystic champion of snow and ice, mastering the magic of the winter.
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    • Strike "arcane" from the requirments-- you must be able to cast first level spells, period.
    • Advances spellcasting at all levels except 1 and 5.
    • New class feature at first level: Frozen Insight-- Every time you gain a level of this class, you select two spells described in Frostburn and add them to your list of spells known.

    • If you are adding spells to the Cleric, Druid, Paladin, or Ranger lists, the spells must come from the matching class list.
    • If you are adding spells to the Bard list, spells can come from either the Bard or Sorcerer/Wizard lists, taking whichever version is lower level if there is a disagreement.
    • If you are adding spells to the list of a different arcane caster, select your spells from the Sorcerer/Wizard list.
    • If you are adding spells to the list of a different divine caster, select your spells from the Druid list.


    Mystic Healer-- A powerful mage, dedicated to the cause of Life. An original creation.

    Sand Shaper-- Mystic champion of heat and sand, mastering the magic of the desert.
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    • New entry requirements: Knowledge (Arcana) 5 ranks, Knowledge (Nature) or Survival 5 ranks, Caster Level 5, Drift Magic.
    • Advances spellcasting at all levels except 1 and 5.
    • Revised Desert Insight-- Every time you gain a level of this class, you select two spells described in Sandstorm and add them to your list of spells known.

    • If you are adding spells to the Cleric, Druid, Paladin, or Ranger lists, the spells must come from the matching class list.
    • If you are adding spells to the Bard list, spells can come from either the Bard or Sorcerer/Wizard lists, taking whichever version is lower level if there is a disagreement.
    • If you are adding spells to the list of a different arcane caster, select your spells from the Sorcerer/Wizard list.
    • If you are adding spells to the list of a different divine caster, select your spells from the Druid list.


    Wave Keeper-- Mystic champion of wind and wave, mastering the magic of the ocean.
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    • New entry requirements: Knowledge (Arcana) 5 ranks, Knowledge (Nature) or Survival 5 ranks, Caster Level 5, Aquatic Spellcasting (Lords of Magic), Ship's Mage (Stormwreck) or Steam Magic (Stormwreck)
    • Advances spellcasting at all levels except 1 and 5.
    • New class feature at first level: Ocean Insight-- Every time you gain a level of this class, you select two spells described in Stormwreckand add them to your list of spells known.
      • If you are adding spells to the Cleric, Druid, Paladin, or Ranger lists, the spells must come from the matching class list.
      • If you are adding spells to the Bard list, spells can come from either the Bard or Sorcerer/Wizard lists, taking whichever version is lower level if there is a disagreement.
      • If you are adding spells to the list of a different arcane caster, select your spells from the Sorcerer/Wizard list.
      • If you are adding spells to the list of a different divine caster, select your spells from the Druid list.
    • Wave Master may be used a number of times per day equal to your Wisdom modifier at second level, and at-will at 7th.
    • Wave Form lets you take the form of a Small Elemental at 4th, a Medium Elemental at 6th, a Large Elemental at 8th, at a Huge Elemental at 10th. It may be used for a total of 1 hour/day/class level, split up however you wist.
    • Call of the Abyss may be used a number of times per day equal to your Wisdom modifier.

    Last edited by Grod_The_Giant; 2018-07-30 at 08:29 AM.