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    Dwarf in the Playground
    Join Date
    Mar 2008

    Default Re: 3.5e overhaul: generic classes homebrew project

    Flaws: I like the idea, but I've always found the list of flaws from Unearthed Arcana to be pretty easy to min/max due to the fact that most of them impose minor penalties on a fairly narrow basis. You can take a penalty to something that you're not going to be using anyhow, or something that you're already so awesome at that a small penalty won't have much effect, and hey free feat! So flaws are in, but they are much harsher than before.

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    FEEBLE [Flaw]
    You are unathletic and uncoordinated.

    Effect
    When making a Strength-, Dexterity, or Constitution-based ability check or skill check, you must use a d10 for your roll instead of a d20. When you take 10 on a Strength-, Dexterity-, or Constitution-based skill check, treat your roll as a 5 instead of a 10. When you take 20 on these checks, treat your roll as a 10 instead of a 20.

    FRAIL [Flaw]
    You are thin and weak of frame.

    Effect
    The number of hitpoints you gain at each level (including first) is halved.


    MEAGER FORTITUDE [Flaw]
    You are sickly and weak of stomoach.

    Effect
    When making a fortitude saving throw, you must use a d10 for your roll instead of a d20. A roll of 10 is not considered an automatic success.


    NONCOMBATANT [Flaw]
    You are relatively inept at combat.

    Effect
    When making an attack, you must use a d10 for your attack roll instead of a d20. A roll of 10 is considered a critical threat but does not hit automatically, and feats, spells, or other effects that would extend your critical threat range have no effect. You must roll critical confirmation as normal (again using a d10 instead of a d20) and your critical multiplier is always no higher than x2, regardless of your weapon or other modifiers.


    OBLIVIOUS [Flaw]
    You have little interest in the world and people around you and are particularly unaware of your surroundings.

    Effect
    When making an Intelligence-, Wisdom-, or Charisma-based ability check or skill check, you must use a d10 for your roll instead of a d20. When you take 10 on an Intelligence-, Wisdom-, or Charisma-based skill check, treat your roll as a 5 instead of a 10. When you take 20 on these checks, treat your roll as a 10 instead of a 20.


    POOR REFLEXES [Flaw]
    You often zig when you should have zagged.

    Effect
    When making a reflex saving throw, you must use a d10 for your roll instead of a d20. A roll of 10 is not considered an automatic success.


    SLOW [Flaw]
    You move exceptionally slowly.

    Effect
    Your movement speeds are halved, including modifiers (round down to the nearest 5-foot interval). When making an initiative check, you must use a d10 for your roll instead of a d20.


    VULNERABLE [Flaw]
    You are not good at defending yourself.

    Effect
    You take a -5 penalty to Armor Class.


    WEAK WILL [Flaw]
    You are highly suggestible and easily duped.

    Effect
    When making a will saving throw, you must use a d10 for your roll instead of a d20. A roll of 10 is not considered an automatic success.


    Other tables and lists:

    Minimum Spellcasting Requirements
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    {table=head]Spell level|Required ability score|Required base caster level

    0|10|0 (treat as 1 for spell effects)

    1st|11|1st

    2nd|12|3rd

    3rd|13|5th

    4th|14|7th

    5th|15|9th

    6th|16|11th

    7th|17|13th

    8th|18|15th

    9th|19|17th[/table]


    Spell Capacity by Base Caster Level
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    {table=head]Base Caster Level|0|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    1st|3|1|-|-|-|-|-|-|-|-

    2nd|4|2|-|-|-|-|-|-|-|-

    3rd|4|2|0|-|-|-|-|-|-|-

    4th|5|3|1|-|-|-|-|-|-|-

    5th|5|3|2|0|-|-|-|-|-|-

    6th|5|3|2|1|-|-|-|-|-|-

    7th|6|4*|3|2|0|-|-|-|-|-

    8th|6|4*|3|2|1|-|-|-|-|-

    9th|6|4*|3|3|2|0|-|-|-|-

    10th|6|4*|4*|3|2|1|-|-|-|-

    11th|7|5*|4*|3|3|2|0|-|-|-

    12th|7|5*|4*|4*|3|2|1|-|-|-

    13th|7|5*|4*|4*|3|3|2|0|-|-

    14th|7|5*|5*|4*|4*|3|2|1|-|-

    15th|7|5*|5*|4*|4*|3|3|2|0|-

    16th|8|6*|5*|5*|4*|4*|3|2|1|-

    17th|8|6*|5*|5*|4*|4*|3|3|2|0

    18th|8|6*|5*|5*|5*|4*|4*|3|2|1

    19th|8|6*|6*|5*|5*|4*|4*|3|3|2

    20th|8|6*|6*|6*|5*|5*|4*|4*|4*|3[/table]
    *Only available if the caster has the Expanded Spell Capacity feat; otherwise spell slots are capped at 3 per spell level, excluding level 0.


    Spontaneous Spells Known by Base Caster Level
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    {table=head]Base Caster Level|0|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

    0|3|-|-|-|-|-|-|-|-|-

    1st|4|2|-|-|-|-|-|-|-|-

    2nd|5|2|-|-|-|-|-|-|-|-

    3rd|5|3|1|-|-|-|-|-|-|-

    4th|6|3|1|-|-|-|-|-|-|-

    5th|6|4|2|1|-|-|-|-|-|-

    6th|7|4|2|1|-|-|-|-|-|-

    7th|7|5*|3|2|1|-|-|-|-|-

    8th|8|5*|3|2|1|-|-|-|-|-

    9th|8|6*|4|3|2|1|-|-|-|-

    10th|9|6*|4|3|2|1|-|-|-|-

    11th|9|7*|5*|4|3|2|1|-|-|-

    12th|10|7*|5*|4|3|2|1|-|-|-

    13th|10|8*|6*|5*|4|3|2|1|-|-

    14th|11|8*|6*|5*|4|3|2|1|-|-

    15th|11|9*|7*|6*|5*|4|3|2|1|-

    16th|12|9*|7*|6*|5*|4|3|2|1|-

    17th|12|10*|8*|7*|6*|5*|4|3|2|1

    18th|13|10*|8*|7*|6*|5*|4|3|2|1

    19th|13|11*|9*|8*|7*|6*|5*|4|3|2

    20th|14|11*|9*|8*|7*|6*|5*|4|4|3[/table]
    *Only available if the caster has the Expanded Spell Knowledge feat; otherwise spells known are capped at 4 per spell level, excluding level 0.


    New Spell Schools
    Conjuration and Transmutation have been split into two schools each to cut down on their versatility, thus there are now 10 schools of magic (plus the universal school). Here is a listing of how core spells are being divvied up so far:

    Demiurgy: Mostly conjuration (creation) and conjuration (healing)
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    Acid Arrow
    Acid Fog
    Acid Splash
    Cloudkill
    Create Food and Water
    Create Water
    Cure Critical Wounds
    Cure Critical Wounds, Mass
    Cure Serious Wounds
    Cure Serious Wounds, Mass
    Cure Moderate Wounds
    Cure Moderate Wounds, Mass
    Cure Light Wounds
    Cure Light Wounds, Mass
    Delay Poison
    Fire Seeds
    Fog Cloud
    Glitterdust
    Grease
    Heal
    Heal, Mass
    Heroes' Feast
    Incendiary Cloud
    Mage Armor
    Major Creation
    Maze
    Minor Creation
    Neutralize Poison
    Obscuring Mist
    Raise Dead
    Regenerate
    Remove Blindness/Deafness
    Remove Disease
    Remove Paralysis
    Restoration
    Restoration, Greater
    Restoration, Lesser
    Resurrection
    Sepia Snake Sigil
    Sleet Storm
    Solid Fog
    Stinking Cloud
    True Resurrection
    Unseen Servant
    Wall of Iron
    Wall of Stone
    Wall of Thorns
    Web


    Schimatism: Mostly transmutation spells which manipulate objects without altering physical properties
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    Air Walk
    Align Weapon
    Animate Objects
    Animate Plants
    Animate Rope
    Awaken
    Bear's Endurance
    Bear's Endurance, Mass
    Bless Water
    Bless Weapon
    Blink
    Bull's Strength
    Bull's Strength, Mass
    Cat's Grace
    Cat's Grace, Mass
    Command Plants
    Control Plants
    Control Water
    Control Weather
    Control Winds
    Darkvision
    Disrupting Weapon
    Eagle's Splendor
    Eagle's Splendor, Mass
    Ethereal Jaunt
    Etherealness
    Expeditious Retreat
    Feather Fall
    Fly
    Fox's Cunning
    Fox's Cunning, Mass
    Glibness
    Goodberry
    Haste
    Jump
    Knock
    Levitate
    Longstrider
    Mage Hand
    Mage's Lucubration
    Magic Fang
    Magic Fang, Greater
    Magic Stone
    Magic Vestment
    Magic Weapon
    Magic Weapon, Greater
    Message
    Mnemonic Enhancer
    Open/Close
    Overland Flight
    Owl's Wisdom
    Owl's Wisdom, Mass
    Pass Without Trace
    Repel Wood
    Reverse Gravity
    Rope Trick
    Sculpt Sound
    Slow
    Telekinesis
    Temporal Stasis
    Time Stop
    Virtue
    Water Breathing
    Water Walk
    Whispering Wind
    Wind Walk




    Lists for ability choices:

    Channeled Powers (standing in for Turn Undead, divine feats, etc.):
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    AIR DOMAIN
    Channeled Powers:
    -Rebuke or command air creatures
    -Smite earth creatures (attack roll bonus equal to Cha, damage bonus equal to caster level)

    ANIMAL DOMAIN
    Channeled Powers:
    -Speak with Animals: As the spell, but you can also charm a single animal (as the charm animal spell) for 1 min/level.
    -Animal Power: Grant yourself a +2 enhancement bonus to Str, Dex, Con, or Wis for 1 minute.

    CHAOS DOMAIN
    Channeled Powers:
    -Smite lawful creatures (attack roll bonus equal to Cha, damage bonus equal to caster level)
    -Entropic Spell Power: As the Divine Spell Power feat (Complete Divine), but applies to [Chaos] spells only.

    DEATH DOMAIN
    Channeled Powers:
    -Rebuke or command undead
    -Death touch: As the normal death domain ability
    -Profane Lifeleech: As a standard action, inflict 1 point/level negative energy damage to all targets in a 30' burst (excluding caster), and gain the total damage inflicted as temporary hitpoints for 1 minute.

    DESTRUCTION DOMAIN
    Channeled Powers:
    -Turn or destroy constructs
    -Smite attack (smite anything, bonus damage equal to caster level, no attack bonus)
    -Weaken Defense: If you deal damage with a melee attack, you can activate this power to reduce the target's armor and natural armor bonuses by 1 for 1 minute. This ability can't reduce a creature's armor or natural armor bonus below +0.

    EARTH DOMAIN
    Channeled Powers:
    -Rebuke or command earth creatures
    -Smite air creatures (attack roll bonus equal to Cha, damage bonus equal to caster level)
    -Earth's Warding: As a standard action, grant yourself or an ally in touch range 1 point of DR/adamantine, +1 for every 5 caster levels you have. This effect lasts for 1 minute, but is only effective while the target is in contact with the ground.

    EVIL DOMAIN
    Channeled Power:
    -Smite good creatures
    -Profane Spell Power: As the Divine Spell Power feat (Complete Divine), but applies to [Evil] spells only.
    -Profane Aura: As a standard action, all allies within 60' gain 1 point of DR/evil, +1 for every 5 caster levels you have, and deal damage as though their weapons were evil-aligned. This effect lasts for 1 minute.

    FIRE DOMAIN
    Channeled Powers:
    -Rebuke or command fire creatures
    -Smite water creatures (attack roll bonus equal to Cha, damage bonus equal to caster level)
    -Deal 1d6/2 levels fire damage to all creatures in a 30' cone (Reflex negates)

    GOOD DOMAIN
    Channeled Powers:
    -Smite evil creatures (attack roll bonus equal to Cha, damage bonus equal to caster level)
    -Sacred Spell Power: As the Divine Spell Power feat (Complete Divine), but applies to [Good] spells only.
    -Sacred Aura: As a standard action, all allies within 60' gain 1 point of DR/good, +1 for every 5 caster levels you have, and deal damage as though their weapons were evil-aligned. This effect lasts for 1 minute.

    HEALING DOMAIN
    Channeled Powers:
    -Turn or destroy undead
    -Lay on Hands: As a standard action, heal one character a number of HP equal to your caster level + 1.
    -Sacred Boost: As the Sacred Boost feat (Complete Divine).

    KNOWLEDGE DOMAIN
    Channeled Powers:
    -Divination Spell Power: As the Divine Spell Power feat (Complete Divine), but applies to divination spells only.

    LAW DOMAIN
    Channeled Powers:
    -Smite chaotic creatures (attack roll bonus equal to Cha, damage bonus equal to caster level)
    -Axiomatic Spell Power: As the Divine Spell Power feat (Complete Divine), but applies to [Law] spells only.

    LUCK DOMAIN
    Channeled Powers:
    -Divine Fortune: As an immediate action, reroll a single d20 roll. You must accept the results of the reroll.
    -Survivor's Luck: As an immediate action, gain a +5 luck bonus to a single saving throw.
    -Lucky Shot: As the Luck Devotion power (Complete Champion).

    MAGIC DOMAIN
    Channeled Powers:
    -Divine Metamagic: As the Divine Metamagic feat (Complete Divine), but works with all metamagic feats; however, the number of channeling uses you expend is equal to the level of the total adjusted spell slot plus one (rather than just the metamagic adjustment plus one).
    -Spellbolt: Make a ranged touch attack against a single target within 60', dealing 1d8 damage/2 caster levels.
    -Magical Insight: As a swift action, you can gain the ability to activate any spell completion and spell trigger items as if you had the relevant spells on your spell list. This effect lasts for 1 minute.

    PLANT DOMAIN
    Channeled Powers:
    -Rebuke or command plant creatures.
    -Living Sap: Grant yourself or an adjacent ally partial fortification (50% chance to negate critical hits or precision damage) for 1 minute.

    PROTECTION DOMAIN
    Channeled Powers:
    -Protective Ward: As a standard action, grant yourself or an ally in touch range a resistance bonus equal to 1/2 your caster level on their next saving throw (within 1 hour).
    -Divine Resistance: As a standard action, grant all allies within 60' energy resistance 5 against an element of your choice (acid, cold, electricity, fire, or sonic). This resistance increases by 5 for every five caster levels, and lasts for 1 minute.
    -Divine Shield: As a standard action, grant yourself or an ally in touch range a +1 deflection bonus to AC, +1 for every five caster levels. This effect lasts for 1 minute.

    STRENGTH DOMAIN
    Channeled Powers:
    -Feat of Strength: As a swift action, grant yourself an enhancement bonus to Strength equal to your 1/2 caster level for 1 round.


    Inspirational Performance (standing in for bardic music and its spin-offs):
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    {table=head]Inspirational Abilities|Type|Prerequisite|Effect

    Inspire Courage|Extraordinary|3 ranks|As the core bard ability (+1 bonus, does not scale)

    Fascinate|Supernatural|3 ranks|As the core bard ability

    Countersong|Supernatural|3 ranks|As the core bard ability

    Inspire Competence|Extraordinary|3 ranks|As the core bard ability

    Inspire Toughness|Extraordinary|3 ranks|As the war chanter ability (Complete Warrior), no Diehard feature

    Inspire Recklessness|Extraordinary|3 ranks|As the war chanter ability (Complete Warrior)

    Inspire Awe|Extraordinary|3 ranks|As the war chanter ability (Complete Warrior)

    Chant of Fortitude|Extraordinary|3 ranks|As the feat (Complete Adventurer), lasts for duration of song + 5 rounds

    Inspire Greatness|Extraordinary|9 ranks|As the core bard ability

    Ironskin Chant|Supernatural|12 ranks|As the feat (Complete Adventurer)

    Lyric Spell|Supernatural|12 ranks|As the feat (Complete Adventurer)

    Jarring Song|Supernatural|15 ranks|As the virtuoso class feature (Complete Adventurer)

    Song of Freedom|Supernatural|15 ranks|As the core bard ability

    Song of Fury|Extraordinary|18 ranks|As the virtuoso class feature (Complete Adventurer)

    Inspire Heroics|Extraordinary|18 ranks|As the core bard ability

    Inspire Legion|Extraordinary|18 ranks|As the war chanter ability (Complete Warrior)[/table]


    Ki powers: (standing in for stunning fist feats and assorted ninja/monk/monk-based PrC abilities)
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    Unless otherwise noted, all ki powers cost 1 point of ki and are free actions; you can use more than one ki power at once, paying the appropriate cost, but no ki power stacks with itself. Save DCs for your ki powers are equal to 10 + 1/2 your character level + Wisdom modifier.

    LEAST KI POWERS
    Ghost Dodge: Gain concealment (20% miss chance) for 1 minute
    Lesser Ghost Strike: Grants all your attacks the ghost touch property for 1 round
    Iron Fist: Next unarmed strike deals +1d6 bonus damage
    Shadow Step: Turn invisible (as the greater invisibility spell) for 1 round
    Stunning Strike: Next attack stuns enemy for 1 round (Fort negates)
    Wholeness of Body: For each ki point spent you regain a number of hitpoints equal to caster level (minimum 1).

    LESSER KI POWERS
    Cobra Strike: Next attack paralyzes enemy for 1d3+1 rounds (Fort negates)
    Dragon Fist: Next unarmed strike deals +1d6 + Wisdom bonus damage, +1d6/5 levels, of a chosen energy type (acid, cold, fire, or electric)
    Ki Blast: In place of an unarmed strike you can make a ranged touch attack up to 60' away, dealing 3d6 + Wisdom damage
    Soul Strike: Grants all your attacks the holy, unholy, axiomatic, or anarchic weapon property (choose one for which you have the appropriate alignment component) for 1 minute
    Spider Fang: Successful attack delivers poison damage, primary and secondary damage 2 Con (Fort negates).
    Tongue of the Sun and Moon: For 1 hour you can converse with any living creatures
    Way of Perfection: For 1 minute you gain a +4 enhancement bonus to an ability score of your choice

    GREATER KI POWERS
    Abundant Step: Teleport as dimension door spell
    Dragon Soul: As a standard action deal 6d8 energy damage (choose acid, cold, fire, or electric; Reflex half) to all creatures in a 60' cone
    Ghost Step: Become ethereal for 1 round
    Ghost Strike: Your next attack is equally capable of hitting ethereal or material opponents, regardless of whether you yourself are ethereal or material

    SUBLIME KI POWERS
    Ghost Walk: Spend an expended period of time ethereal, as ethereal jaunt spell
    Quivering Palm: As core monk quivering palm ability (but limited only by ki pool, no 1/week stuff)
    Last edited by TeeEl; 2008-10-02 at 10:09 PM.