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  1. - Top - End - #1
    Titan in the Playground
     
    Grod_The_Giant's Avatar

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    Oct 2006
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    Default A LOT of minor class tweaks

    Little tweaks to things that bug me. Or, if you'd prefer to think of it that way, low-impact balance adjustments. (Links to full-on fixes for my benefit as much as anyone else's)

    General
    • Any class with 2+Int skill points is bumped up to 4+Int.
    • And class missing Listen, Spot, or Profession has it added to their list of class skills.
    • When determining skill points per level, your Int modifier always counts as at least +0-- a negative Int modifier cannot reduce the number of skill points you gain at level-up below whatever is the default for your class.
    • Classes do not have multiclass or (apart from paladin) alignment restrictions.
    • Material components without cost just aren't a thing. Strike them from existence. Strike spell component pouches from existence. Strike Eschew Materials from existence. It's just not a thing that happens. The only spells that require material components are those with a listed price.


    Archivist
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    Becomes an ACF of the wizard:
    • Access to Sorcerer/Wizard list traded for the Cleric list
    • d4 Hit Die improved to 1d6
    • Gains simple weapon and light armor proficiency.



    Artificer-- I don't know enough about the class to suggest a fix. Don't allow XP/crafting cost cheese?
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    • Effective caster level is equal to his artificer level, not his level+2
    • Retain Essence can only refill your crafting reserve-- any additional points are simply lost.
    • Ditch Metamagic Spell Trigger
    • Disable Trap = Trapfinding

    Houserule for games with no experience: double the size of the craft reserve


    Bard
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    • Increase his HD to a d8
    • Be sure to allow access to the whole range of ACFs
    • Remove all feats, items, spells and such that boost Inspire Courage. Instead, have the bonus granted from all bard songs be equal to one-half his level or his Charisma modifier, whichever is lower.



    Barbarian
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    • No Illiteracy.
    • When raging, gains DR/-- equal to the Strength bonus and stacking with class-granted DR.
    • Greater Rage at 7th level, Mighty Rage at 14th, and "Perfect Rage" (Str/Con +10, Will +5) at 20th
    • Tireless Rage at 11th level
    • Infinite Rages at 20th level
    • Gains a fighter bonus feat every fourth level
    • Gain a bonus to Strength checks equal to your class level.



    Beguiler
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    • Casting based on Charisma, not Intelligence.
    • Advanced Learning at 3rd, 6th, 9th, 12th, 15th, and 18th.
    • Advanced Learning spells may be any sorcerer/wizard spell, at the default level



    Binder
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    • 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.
    • 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)



    Cleric
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    • Becomes a spontaneous caster, who knows all spells from his deity's domains. (5 of them-- pick and choose if he has more, or pick related domains if he has fewer).
    • At 1st level, he gets the granted power from one domain. At 5th, 10th, 15th, and 20th he gets another.
    • At every even-numbered level, he can add one spell from the Cleric list to his list of spells known. The spell cannot be listed under a domain his deity disapproves of-- a cleric of Pelor couldn't learn Animate Dead, for example.

      Clerics of a cause should work with their DM to pick out 5 thematically relevant domains, most likely including at least one alignment domain.



    Crusader
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    Can take a standard action to restart his maneuver-granting chain thingie


    Dragonfire Adept
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    • Improve his BAB to medium, and grant proficiency with light and heavy picks.
    • Level out breath weapon damage to 1d6/2 levels
    • Learns 2 invocations/3 class levels, minimum 1-- see medium BAB for the progression.
    • Beginning at 4th level, you take a move action to inhale, increasing either the save DC of your breath weapon by 1/4 your class level, or the damage to 1d6/class level. Doing so prevents you from using your breath weapon again for 1d4 rounds. You may apply metabreath feats to your weapon when using this option At 8th level, you may do so as a swift action, and at 16th, you may do so as a free action.



    Dragon Shaman
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    • Improve his BAB to full
    • Improve his breath weapon damage to (3/4 level) d6 (as the medium BAB progression.)
    • Gain a bonus [Draconic] or Metabreath feat at 1st, 5th, 10th, 15th, and 20th level.
    • Draconic Aura bonus equal to his Charisma modifier or the number shown on the table, whichever is higher.
    • Double all natural armor bonuses
    • Gain wings at 10th level, but with clumsy maneuverability.
    • At 19th level, your fly speed improves to 120 feet, with good maneuverability, and you may fly with a medium load at no penalty, and a heavy load at half speed. You also have an overland movement speed as a dragon.



    Dread Necromancer
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    • Fear aura lasts for one minute/level
    • Advanced Learning at 3rd, 6th, 9th, 12th, 15th, and 18th.
    • Advanced Learning spells may be any sorcerer/wizard spell, at the default level



    Druid
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    • Add Knowledge (Geography) to their class list.
    • Use the Shapeshift variant in the PHBII
    • Becomes a spontaneous caster, although he knows +1 spell/ spell level more than the table indicates.
    • You still get an Animal Companion from the original list, but he progresses as a familiar. You must take a feat ("Improved Animal Companion") to get a creature from the higher level lists.



    Duskblade
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    • Add Balance, Handle Animal, Profession, Listen, Spot, and Use Magic Device to skill list, boost points to 4+ Int
    • Add Detect Magic, Read Magic, Light, Mage Hand, Message, and Mending to the list of 0-level spells, and ditch Arcane Attunement
    • Advanced Learning at 4th, 8th, 12th, 16th, and 20th levels, learning a single sorcerer/wizard spell of any school from any level up to 1 level lower than the highest level of spell you can currently cast.
    • Duskblades know all spells on their list, and cast them spontaneously


    As a variant option, have your spellcasting based on Charisma and Bluff, Diplomacy, Gather Information, and Intimidate to skill list, replacing Decipher Script, all Knowledge skills but (Arcana).


    Factotum
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    • You have Inspiration Points equal to your 1/4 your level (rounded down) + your Intelligence Modifier (min 1). At the start of a fight, you regain all expended points; otherwise you regain one every five minutes.
    • The Font of Inspiration feat adds a flat two Inspiration Points, and may only be taken once.
    • Cunning Strike adds 1d6 Sneak Attack damage per three levels. You may spend multiple points to add the damage to multiple attacks in a round, but not to add extra damage to the same attack.



    Favored Soul
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    • Knowledge (Religion) replaces (Arcana)
    • All spellcasting is based off either Charisma or Wisdom (your choice at character creation)


    Fighter
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    Revised Class Skills: The fighter’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Jump (Str), Knowledge (Architecture and Engineering), Knowledge (History), Listen (Wis), Martial Lore (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spot (Wis), Swim (Str), Tumble (Dex).
    6+Int skill points/level.

    • When he takes any fighter bonus feat which grants a static bonus (such as Weapon Focus or Dodge), the bonus is equal to the original number of 1/4 his fighter level, whichever is higher.
    • When qualifying for fighter bonus feats, he may treat his ability scores as if they were a number of points higher than they are equal to one-half his fighter level. Thus, an 4th level fighter with a Dexterity of 13 could qualify for feats like Two-Weapon Fighting which require Dexterity 15.
    • Gain a bonus to Strength checks equal to one-half your class level.
    • At 10th level, you may make a full attack as a standard action.
    • At 15th level, you may make a full attack any time you could normally make one attack, such as on an attack of opportunity.
    • Gain the benefits of the Zhentarim Soldier ACF.
    • Gain the benefits of the Dungeoncrasher ACF without giving up your bonus feats.
    • Gain the benefits of the fighter ACFs from the PHB 2 at one level lower than indicated, and without giving up bonus feats. They're also activated with a standard action, not a free action.



    Healer
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    • All spells and abilities key off Wisdom
    • Spontaneous casting from their entire list, as a Warmage, Beguiler, or Dread Necromancer.
    • At 4th level, and every subsequent level, they may add one Cleric spell to their list of spells known. The spell cannot deal hit point damage (such as searing light) or cause pain (such as wrack) to its target), and cannot have the [evil] descriptor. Spells learned this way are one level higher than they originally are.
    • Healing Hands also adds Healer level.
    • Cleanse [X] abilities may be used [Wis Mod] times/day
    • 10 levels after they are gained, Cleanse abilities may be used [level] times/day
    • New Limb may be used [Wis Mod] times/day



    Hexblade
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    • Hexblades know all spells on their list, and cast the spontaneously.
    • Hexblades get one spell per day per spell level more than shown on the table.
    • His curse may be used once every 1d4 rounds as a swift action. If an opponent successfully saves, the curse is not considered used.
    • Curse applies to all die rolls made by the target, and all rolls made against them, although only once on opposed rolls.
    • Bonus feats every 4 levels, and may select fighter bonus feats as well as the limited list presented.
    • At 9th level, curse recharge time improves to 1d4-1 rounds (minimum 1 round), and at 17th to 1d4-2 rounds (minimum 0 rounds)
    • At 11th level, he may expend his curse to cast a spell as a swift action.



    Incarnate
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    • 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.



    Knight
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    (Some credit to Ziegander for ideas)
    • Good Fortitude save
    • 4+Intelligence Modifier skill points/level; add Bluff, Craft, Diplomacy, Knowledge (History), Listen, Profession, Sense Motive, and Spot to the list of class skills.
    • Tower Shield proficiency
    • Upon using your Knight's Challenge against a foe, you gain an amount of smite attempts equal to your Charisma modifier that may be use against that foe. Any melee attack against the challenged foe may be turned into a smite attempt. When smiting, you may add your Charisma modifier to attack rolls and ignore the foe's damage reduction, in addition to the bonus damage described below.

    {table]Opponent's CR| Bonus Damage
    Level -2 to Level| Knight level
    Level +1 to Level +2| One and a half times knight level
    Level +3 and up| Two times knight level[/table]
    • Armor Mastery (Medium) applies to the penalties from tower shields as well as armor.
    • Mount- At 2th level, a knight gains the services of a special mount. This mount is normally a heavy warhorse. Treat it as a druid's animal companion, without the Share Spells ability and with an effective druid level equal to your knight level. A knight may replace an unwanted or fallen mount with a week of intensive training. If he doesn't have time for intensive training, his mount still gains the first step of benefits, and gains one additional "step" on the table for each week it spends in the knight's service.
    • Strike of Denial (Ex)- Beginning at 7th level, any foe successfully struk by one of the Knight's attacks of opportunity must halt his movement for the turn.
    • Righteous Indignation (Ex): Starting at 11th level, whenever a creature within the Knight's reach attacks one of the Knight's allies, that creature provokes an attack of opportunity from the Knight. For the purpose of this ability, any non-harmless, targeted spell, ability, or effect counts as an attack.
    • Fast Reach (Ex)- Beginning at 13th level, a Knight threatens creatures in melee as though his reach were 5ft further.
    • Improved Strike of Denial (Ex): Starting at 15th level, a Knight's attacks of opportunity resolve before the provoking action, and should such an attack hit, the provoking action fails entirely, spent with no effect.
    • Master Shield Ally (Ex)-- At 18th level, a knight's Shield Ally ability improves still more. As an immediate action, he may move up to (five times his Strength modifier) feet in order to place himself adjacent to an ally being attacked.



    Marshal
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    Use my Fighter Fix and play a Leader. Alternately:
    • Upgrade BAB to full
    • Lose Skill Focus (Diplomacy)
    • Double the bonus from Major Auras
    • Fighter bonus feats every third level.
    • Grant Move Action may be used as a swift action once every d4 rounds.
    • At 9th level, allies moving due to Grant Move Action don't provoke attacks of opportunity while doing so.
    • At 10th level, once per encounter, you may grant an additional standard action to one ally as a move action. At 15th level, you may do so twice per encounter, and at 20th level three times.



    Monk
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    • Full BAB
    • Flurry of Blows may be used with any standard or full attack, or replaced with Skirmish (as the scout)
    • May use Wisdom in place of Strength for attack and damage rolls with unarmed strikes and special monk weapons, and when attempting combat maneuvers, starting at first level.
    • Slow Fall negates all falling damage-- at level 4, as long as you are within arm's reach of a wall; at level 8, as long as you are within arm's reach of a wall or make a Tumble check with a DC equal to half the fall distance; and at level 14 you never take falling damage as long as you are not helpless.
    • You can allow any spell you want to bypass the SR from Diamond Soul, which is also boosted to 15+level.
    • Abundant Step is useable every (10-Wis Mod, min 1) rounds.
    • Quivering Palm may be used Wisdom Modifier times per day, as a standard action, but targets who save can't be targeted again for 24 hours. It affects Constructs and Undead. It's a touch attack that inflicts full damage as well as the death effect. You must declare the time delay before death at the time you make the attack.
    • Empty Body may be used for 1 minute/level/day, distributed however you wish.
    • Perfect Self grants DR 10/chaos, a +4 perfection bonus to all abilities, and turns you into an Outsider (native), allowing you to still be raised from the dead.



    Ninja
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    • Ki may be used class level plus Wisdom modifier times per day
    • Replace Sudden Strike with Sneak Attack
    • Free Weapon Finesse feat at 1st level
    • Abilities that last for 1 round (Ghost Step, Ki Dodge) instead last for Wisdom modifier rounds
    • Acrobatics grants a bonus equal to your class level
    • Gain Evasion at third level, and Improved Evasion at 12th
    • At 9th level, gains Death Attack, as the assassin ability, with the save DC equal to 10 + 1/2 Ninja level + Wis mod. At 13th level, he only needs to study a foe for two rounds to use the ability, and at 17th level he only needs one round of study time.



    Paladin
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    • Smite does Charisma Mod+1d6/level damage, and may be used once every 1d4 rounds.
    • Lay on Hands is replaced by the Dragon Shaman's Touch of Vitality ability. You may also heal diseases by spending 15 points of healing.
    • Spellcasting based on Charisma. He knows all the spells on his list, and may cast them spontaneously. +1 spell/level/day, starting at the first level a spell level becomes available. CL = paladin level -3
    • At 7th level, he may expend a smite attempt to cast a paladin spell as a swift action. The Battle Blessing feat does not exist.
    • At 9th level, smite recharge time improves to 1d4-1 rounds (minimum 1 round), and at 17th to 1d4-2 rounds (minimum 0 rounds)


    Or, use a proper fix


    Psion- As an alternate option, you may base manifesting on Wisdom or Charisma.

    Psionic Warrior- As an alternate option, you may base manifesting on Charisma.

    Ranger
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    • Favored Enemy grants an insight bonus equal to one-fourth your ranger level plus your Wisdom modifier to all attack rolls, damage rolls, and skill checks made against your favored enemy. Selecting an already-favored enemy again raises the bonus to 1/2 level, and a third selection to your full ranger level.
    • Knows all the spells on his list, and may cast them spontaneously; CL equals ranger level -3. +1 spell/level/day, starting from the first level they get access to spells of that level.
    • Animal Companion as a druid 3 levels lower instead of as a druid of half your level



    Rogue
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    • Improve hit die to a d8
    • Gain Darkstalker as a bonus feat at 6th level
    • Gain Hide in Plain Sight at 9th level



    Samurai- it's a re-fluffed Knight

    Shadowcaster
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    Shugenja- fine

    Sorcerer
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    • Gain bonus Heritage feats at 1st, 5th, 10th, 15th, and 20th level.
    • At 4th level, and every subsequent even-numbered level, he may exchange one spell he knows for another spell of an equal or lower level. The exchanged spell may be of any level up to one level lower than the highest level spell he can cast.
    • Gain Rapid Metamagic as a bonus feat at 8th level


    Scout
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    • Spring Attack or Shot on the Run as a bonus feat at 2nd level, ignoring prerequisites. Bounding Assault (or an equivalent ranged feat) at 8th, and Rapid Blitz (or an equivalent ranged feat) at 15th.
    • Beginning at 9th level, no attacks of opportunity from moving.


    Soulborn
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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.
    • 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



    Soulknife
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    Pathfinder Conversion:
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    The 3.5 skill list includes Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spot (Wis), Swim (Strength), and Tumble (Dex). Upgrade their skill points to 6+Int/level, to compensate for 3.5's less condensed skill list.

    It's highly suggested that you take the Gifted Blade ACF-- if you do so, double the number of power points and powers known.

    If you stick with the non-manifesting version, gain the following extra abilities:
    • At 5th level, you may re-shape your mind blade (and, thus, change your assigned mind blade enhancement) with 5 minutes of meditation.
    • At 10th level, you may charge your Psychic Strike as a Swift action.
    • At 15th level, you may re-shape your mind blade as a standard action.
    • At 20th level, you may apply Psychic Strike damage to every attack without taking actions.


    Becomes an ACF of Psychic Warrior-- give up the bonus feats in exchange for the following abilities:
    • 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.
    • [B]Shape Mind Blade[/B-- ]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 is shared between the two weapons.
    • 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.



    Spirit Shaman
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    • Base all aspects of spellcasting off Wisdom
    • Spontaneous spellcasting, with spells known as a sorcerer.


    Swashbuckler
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    Play a Warblade and wear light armor, or a rogue.


    Swordsage
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    • Adaptive Style as a bonus feat at first level
    • At 10th level, may use Adaptive Style as a standard action


    Totemist
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    • Boost HD to a d10
    • Add 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.



    Truenamer
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    • Truespeak DCs are never based on 2*CR or 2*HD-- instead, reduce it to being based on unmodified CR or HD.
    • The Law of Sequence only applies to Utterances used against the same creature. You can use the same utterance on multiple targets just fine.
    • Decrease penalties from the Law of Resistance by (Int Mod) per hour, to a minimum of 0.
    • You may automatically speak your own personal Truename.
    • Gain Knowledge Focus at 2nd level, and every 3th level thereafter (5th, 8th, 11th, and 14th, 17th, and 20th)
    • Move Speak to the Masses to 10th level
    • See the Named may be used at will, but the Law of Resistance applies.



    Warblade
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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.



    Warlock
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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)
    • 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.

    New 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
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    • Warmage Edge adds one-half your Warmage level plus your intelligence modifier
    • Advanced Learning spells may be any sorcerer/wizard spell, at the default level
    • Advanced Learning at 3rd, 6th, 9th, 12th, 15th, and 18th.
    • Gain a metamagic feat at 5th, 10th, 15th, and 20th level. This replaces the bonus Sudden metamagic feats.
    • Beginning at 10th level, you may increase the CL cap on evocation spells by an amount equal to your Int modifier-- so with an Int of 20, fireball could deal up to 15d6 damage.


    Wilder
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    • Begins with 2 powers known, and learns one new power every level.
    • Psychic Enervation leaves them shaken instead of dazed, and 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.



    Wizard
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    • Wizards are now spontaneous casters. A wizard begins play knowing (2*Int Mod) 0-level spells and (Int Mod) 1st level spells. At each subsequent level, he learns 2 spells of any level he has access to.
    • Specializing grants +1 CL, +1 DC, and +1 spell known/spell level of your chosen school (learned when you first gain access to that spell level).
    • A wizard may scribe spells in his spellbook and cast them at will. Casting a spell from his spellbook takes 10 minutes per spell level to cast, or 8 minutes per spell level if from a favored school. Circumstances distracting enough to require Concentration checks require a new check every 10 minutes that the distraction is still going on.
    • Gain the Archivist's Lore Mastery and Dark Knowledge class abilities.
    • At 4th level, and every subsequent even-numbered level, he may exchange one spell he knows for another spell of an equal or lower level. The exchanged spell may be of any level up to one level lower than the highest level spell he can cast.



    -------------------------------------------------------

    For easy reference: entirely new classes
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    • Beastman-- A shape-shifting barbarian warrior.
    • Savage-- An animalistic barbarian slowly morphing into a beast himself. Highly customizable.
    • Shadow Assassin-- A stealthy, spell-casting assassin.
    • Windrunner-- A super-fast skirmisher.

    Last edited by Grod_The_Giant; 2014-02-03 at 11:28 AM.

    STaRS (and STaRS Lite)
    A non-narrativeist, generic rules-light system, by me. Now officially released!

    Grod's Guide to Greatness
    A big book of player options for 5e, by me

    Quote Originally Posted by Grod_The_Giant View Post
    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use
    Giants and Graveyards: My collected 3.5 class fixes and more.

  2. - Top - End - #2
    Troll in the Playground
     
    Yakk's Avatar

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    Default Re: A bunch of minor class tweaks

    Wizard? Cleric? Rogue? Paladin? Ranger? (all banned?)

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    Default Re: A bunch of minor class tweaks

    Quote Originally Posted by Yakk View Post
    Wizard? Cleric? Rogue? Paladin? Ranger? (all banned?)
    The rogue, paladin, and ranger are all in there.

    I'm not a fan of many of these changes, though the increase from 2 + Int skill points to 4 + Int and the inclusion of Listen, Spot, and Profession is nice. Still, those alone don't warrant a post, so...carry on.
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    Default Re: A LOT of minor class tweaks

    Quote Originally Posted by Yakk View Post
    Wizard? Cleric? Rogue? Paladin? Ranger? (all banned?)
    Rogue, Paladin and Ranger were there.

    I've also gone back and added the ones I missed. I think that's everything but the Incarna classes, and I don't know enough about those to want to touch 'em.

    Quote Originally Posted by Temotei View Post
    I'm not a fan of many of these changes, though the increase from 2 + Int skill points to 4 + Int and the inclusion of Listen, Spot, and Profession is nice. Still, those alone don't warrant a post, so...carry on.
    Anything you can put your finger on? Or is it just a personal preference thing?

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    Default Re: A LOT of minor class tweaks

    I haven't looked at many of the changes, but I love the Monk. It looks almost exactly what I was planning to do with it.

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    Default Re: A LOT of minor class tweaks

    Quote Originally Posted by Grod_The_Giant View Post
    Anything you can put your finger on? Or is it just a personal preference thing?
    It's mostly a feeling thing. Nothing against the homebrew itself.

    On the cleric, it would be all spells known from every one of the deity's domains, right? It's a bit ambiguous, though leaning toward that. The other interpretation I can think of is that the cleric only knows spells from the two domains he or she chooses from the deity's list of domains.

    A few things seem to be shoring up bad classes, but then the sorcerer gets boosted. Re-reading the top makes it seem to be just a preference thing for yourself, anyway, so 's'all good.

    I like the warlock change.
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    Default Re: A LOT of minor class tweaks

    Quote Originally Posted by Lupus753
    I haven't looked at many of the changes, but I love the Monk. It looks almost exactly what I was planning to do with it.
    Thank you.

    Quote Originally Posted by Temotei View Post
    On the cleric, it would be all spells known from every one of the deity's domains, right? It's a bit ambiguous, though leaning toward that. The other interpretation I can think of is that the cleric only knows spells from the two domains he or she chooses from the deity's list of domains.
    Sorry for the ambiguity-- I've clarified that now.

    A few things seem to be shoring up bad classes, but then the sorcerer gets boosted.
    The heritage feats aren't that good, but they fit properly into the class, and it's nice to get something for not dropping it like a hot potato as soon as you can enter a PrC.

    I like the warlock change.
    Thanks.

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    Default Re: A LOT of minor class tweaks

    I'm only going to comment on things that are questionable... just assume if I don't comment on anything that I approve, or I am unqualified to comment on the subsystem.

    Quote Originally Posted by Grod_The_Giant View Post
    Barbarian
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    • Double his DR when raging
    • Greater Rage at 7th level, Mighty Rage at 14th, and "Perfect Rage" (Str/Con +10, Will +5) at 20th
    • Tireless Rage at 11th level
    • Infinite Rages at 20th level

    The DR is still low... perhaps shift the DR back to start at 4th level? or maybe 1st? then it ends at 6-7(12-14 while raging).

    Cleric
    hmm... still could use more class features. You know like these bigger domain granted abilities.

    Druid
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    • Use the Shapeshift variant in the PHBII
    • You still get an Animal Companion from the original list, but he progresses as a familiar

    Why not make this a cleric ACF? Then make the shapeshift variant a spell, or a specific class.

    [quote]
    Monk
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    • Full BAB
    • Flurry of Blows to any attack, or replace with skirmish
    • May use Wisdom in place of Strength for all attacks, damage rolls, ability checks, skill checks, and so on, starting at 1st level
    • Abilities usable once per day are instead useable every 1d4 rounds.
    • Slow Fall simply negates all falling damage, no questions asked.
    • You can allow any spell you want to bypass the SR from Diamond Soul, which is also boosted to 15+level.
    • Quivering Palm may be used Wisdom Modifier times per day, as a full-round action, but targets who save can't be targeted again for 24 hours. It affects Constructs and Undead. It's a touch attack that inflicts full damage as well as the death effect. You must declare the time delay before death at the time you make the attack.
    • Empty Body lasts for 1 minute/level/day
    • Perfect Self grants DR 10/chaos, and a +4 perfection bonus to all abilities.



    What 1/day abilities count for the 1d4 cooldown time?


    Paladin
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    • Smite does Charisma Mod+1d6/level damage, and may be used once every 1d4 rounds.
    • Spellcasting based on Charisma. He knows all the spells on his list. CL = paladin level -3
    • At 7th level, he may expend a smite attempt to cast a paladin spell as a swift action. The Battle Blessing feat does not exist.
    • Lay on Hands may be recharged Charisma Modifier times per day
    • Remove Disease may be activated by spending 20 points from Lay on Hands
    • At 9th level, smite recharge time improves to 1d4-1 rounds (minimum 1 round), and at 17th to 1d4-2 rounds (minimum 0 rounds)

    why not make it a proper half caster? add 2 spell levels, and use the bard progression? then give full CL... Also, why not staple on the dragon shaman healing hands ability?


    Ranger
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    • Knows all the spells on his list; CL equals ranger level -3
    • Favored Enemy grants an insight bonus equal to one-fourth your ranger level to all attack rolls and skill checks made against your favored enemy
    • Animal Companion as is a druid 3 levels lower

    See paladin. Also, might be fun to add the shapeshift variant...

    Sorcerer
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    • Gain bonus Heritage feats at 1st, 5th, 10th, 15th, and 20th level.
    • Gain Rapid Metamagic as a bonus feat at 8th level
    I think... the sorc could use some other features... like some selectable features to sacrafice spell slots for an effect or something.



    Warlock
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    • Gain a free blast shape or eldrich essence invocation at 1st, 4th, 8th, 12th, 16th, and 20th levels.
    • May upgrade either Eldrich Blast damage or Hit Die to a d8 at first level.
    • At 10th level, Eldrich Blast damage dice improve by one step (d6->d8, d8->d10), and again at 20th.
    • Eldrich Blast deals (2/3 level)d6 damage, as the medium BAB progression.
    Hmm... much higher damage(not insanely high but still). The HD or damage die feels weird... Like +1 HP/level, or +1 damage per 3/4level to his main attack.

    Warmage
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    • Warmage Edge also adds one-half your Warmage level
    • Advanced Learning spells may be any sorcerer/wizard spell, at the default level
    • Advanced Learning at 3rd, 6th, 9th, 12th, 15th, and 18th.
    • Beginning at 10th level, you may increase the CL cap on evocation spells by an amount equal to your Int modifier-- so with an Int of 20, fireball could deal up to 15d6 damage.
    • Replace the Sudden feats with a bonus metamagic feat of your choice
    Warmage Edge is still low damage boost. What about TGs CL*Int Mod/2 to damage spells.


    Wizard
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    • Knows 2 spells/level and casts them spontaneously. Can apply metamagic without increasing their casting time. Specializing grants +1 CL, +1 DC, and +1 spell known/spell level.
    • Spells in his spellbook take 10 minutes per spell level to cast, or 8 minutes per spell level if from a favored school.
    • Eat the Archivist's Lore Mastery and Dark Knowledge class abilities.

    Might be cool if they could spend 10 minutes to change 1 spell of his selection for a spell from his spell book.
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    Default Re: A LOT of minor class tweaks

    Do you mean to say that the Wizard can spontaneously cast 2 spells/ level, and s/he still has prepared spells, or 2 spells/ level only?

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    Default Re: A LOT of minor class tweaks

    I approve of most of this.

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    Default Re: A LOT of minor class tweaks

    Quote Originally Posted by bobthe6th View Post
    The DR is still low... perhaps shift the DR back to start at 4th level? or maybe 1st? then it ends at 6-7(12-14 while raging).
    How 'bout I put it like my in-depth fix, where you start with the default DR, and then get a DR boost during rage equal to the Str/Con boost?

    hmm... still could use more class features. You know like these bigger domain granted abilities.
    Odd-numbered levels, he gets new spell levels. Even-numbered levels, he learns new spells. I'm trying not to add too much to these quick fixes.

    Why not make this a cleric ACF? Then make the shapeshift variant a spell, or a specific class.
    Druid is distinct enough to stand on its own, methinks. It's iconic and all.

    What 1/day abilities count for the 1d4 cooldown time?
    Abundant Step and, err... OK, I'll fix that.

    why not make it a proper half caster? add 2 spell levels, and use the bard progression? then give full CL... Also, why not staple on the dragon shaman healing hands ability?
    Adding too much casting erases the boundary between cleric and paladin, methinks. Good call on the Touch of Vitality, though, thanks.

    See paladin. Also, might be fun to add the shapeshift variant...
    See response to paladin. And I have my own solution to the shapeshifter base class...

    I think... the sorc could use some other features... like some selectable features to sacrafice spell slots for an effect or something.
    Again, low-

    Hmm... much higher damage(not insanely high but still). The HD or damage die feels weird... Like +1 HP/level, or +1 damage per 3/4level to his main attack.
    The HD boost was for melee 'locks. Now that I think about it, though, I kind of like allowing iterative EB attacks better...

    Warmage Edge is still low damage boost. What about TGs CL*Int Mod/2 to damage spells.
    Don't forget that they also get to lift the CL cap. And CL*Int/2 is just... silly. Like, at 10th level, that's probably (10*5)/2=+25 damage on every attack. That's much too much bonus damage. I might be persuaded to add CL+Int, but...

    Might be cool if they could spend 10 minutes to change 1 spell of his selection for a spell from his spell book.
    Maybe with an XP cost as well, but I don't want it to be "like a normal wizard, but even slower.

    Quote Originally Posted by falloutimperial View Post
    Do you mean to say that the Wizard can spontaneously cast 2 spells/ level, and s/he still has prepared spells, or 2 spells/ level only?
    Basically, he has a list of 2 spells known/level that he can cast spontaneously, with the spells/day shown on his table. He can cast spells from his spellbook at will, but each takes ridiculously long.

    Quote Originally Posted by Zman View Post
    I approve of most of this.
    For the ones you don't like... personal preference, or balance/play concerns?

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    Default Re: A LOT of minor class tweaks

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    Quote Originally Posted by Grod_The_Giant View Post
    How 'bout I put it like my in-depth fix, where you start with the default DR, and then get a DR boost during rage equal to the Str/Con boost?
    That is a lot of DR though... I liked the double, it just didn't seem to start early enough.

    Druid is distinct enough to stand on its own, methinks. It's iconic and all.
    Not really... it is seriously a cleric with nature focused domains. Wildshape/ shapeshift should be spells, and animal companion was always broken.

    Always felt extraneous and kinda pointless with the ranger around.

    Abundant Step and, err... OK, I'll fix that.
    wait, dimension door every 1d4 rounds? I suggest either drooping that to shadow jaunt and co.(50ft with LoS and LoE.), or make that a 10min cool down. Possibly both(50ft teleport every 1d4 rounds, and the option of a longrange version that acts as dimension door and has a long cool down.)

    Adding too much casting erases the boundary between cleric and paladin, methinks.
    Half casting isn't that much more casting, and it means casting at all levels.
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    Default Re: A LOT of minor class tweaks

    Quote Originally Posted by bobthe6th View Post
    That is a lot of DR though... I liked the double, it just didn't seem to start early enough.
    Hmmm...

    Not really... it is seriously a cleric with nature focused domains. Wildshape/ shapeshift should be spells, and animal companion was always broken.

    Always felt extraneous and kinda pointless with the ranger around.
    I like the Druid. <shrug> And he's got quite a few unique spells that it'd be a shame to lose.

    wait, dimension door every 1d4 rounds? I suggest either drooping that to shadow jaunt and co.(50ft with LoS and LoE.), or make that a 10min cool down. Possibly both(50ft teleport every 1d4 rounds, and the option of a longrange version that acts as dimension door and has a long cool down.)
    Mmm, yeah, I like that.

    Half casting isn't that much more casting, and it means casting at all levels
    I do like adding 0-level spells to the 4th-level-casters, but... these are simple, low-profile changes, y'know? Nothing that requires me to re-draw a table, and no really new abilities beyond bonus feats, was my rule.

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    Post Re: A LOT of minor class tweaks

    I went through a big chunk of these fixes. Very nice work Feedback for each one I looked at follows:

    Bard: Why? I think the bard is fine at d6. This change seems less minor and more...arbitrary.

    Barbarian: DR touch is cool and flavorful.

    Dragonfire Adept: For this are you saying he can only apply metabreath feats when inhaling? Because if so, that's a great, simple change.

    Druid: I don't really like the familiar progression...I know that animal companions are broken, but I feel like there has to be a better way to deal with that. A druid's wolf just shouldnt be the same as a wizard's toad.

    Hexblade: Maybe a progression for the curse usage that's a little more consistent then the one you have? (e.g. 1d10 rounds at 1st and down by 1 die every 5 levels, or something)

    Knight: Smiting seems random.

    Marshal: Probably my favorite fix on here. GREAT work.

    Warlock: Second favorite fix on here, probably.

    So overall, I love what I see!
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    Default Re: A LOT of minor class tweaks

    Quote Originally Posted by Empedocles View Post
    Bard: Why? I think the bard is fine at d6. This change seems less minor and more...arbitrary.
    Bards are generalists, and... I dunno, a d6 just seems to small. Like I said, some of these are just personal preference. I have vague, nebulous plans for tweaking the bard... it's a good, solid class if you dig through the books and pick the right ACFs and such, which seems wrong... I dunno. One of these days I'll do a proper touch-up.

    Barbarian: DR touch is cool and flavorful.
    Thanks.

    Dragonfire Adept: For this are you saying he can only apply metabreath feats when inhaling? Because if so, that's a great, simple change.
    Yup!

    Druid: I don't really like the familiar progression...I know that animal companions are broken, but I feel like there has to be a better way to deal with that. A druid's wolf just shouldnt be the same as a wizard's toad.
    Fixing animal companions would require a substantially updated progression... beyond the scope of these minor tweaks. And familiars are just easier than animal companions in so many ways...

    Hexblade: Maybe a progression for the curse usage that's a little more consistent then the one you have? (e.g. 1d10 rounds at 1st and down by 1 die every 5 levels, or something)
    The weird values were taken from levels where you originally got more uses/day of the ability.

    Knight: Smiting seems random.
    He needed a bit of an offensive buff, especially if fighting sword-and-board as appropriate. I cam see flat bonus damage against the challenged foe, though. Would that seem less random?

    Marshal: Probably my favorite fix on here. GREAT work.

    Warlock: Second favorite fix on here, probably.

    So overall, I love what I see!
    Thanks!

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    Default Re: A LOT of minor class tweaks

    Personally, the Knight is my favorite of these tweaks. I like everything you've done with it! :)
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    Post Re: A LOT of minor class tweaks

    Quote Originally Posted by Grod_The_Giant View Post
    The weird values were taken from levels where you originally got more uses/day of the ability.
    Oh okay, makes sense then.


    Quote Originally Posted by Grod_The_Giant View Post
    He needed a bit of an offensive buff, especially if fighting sword-and-board as appropriate. I cam see flat bonus damage against the challenged foe, though. Would that seem less random?
    Hmm when you put it like that...either way works, really. What sort of flat damage bonus would you give him?
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    Default Re: A LOT of minor class tweaks

    Quote Originally Posted by Empedocles View Post
    Hmm when you put it like that...either way works, really. What sort of flat damage bonus would you give him?
    Maybe something like:

    {table=head]Opponent's CR|Bonus Damage
    Level -2 to Level|Charisma Modifier
    Level +1 to Level +2|Charisma Modifier plus 1/2 level
    Level +3 and up|Charisma Modifier plus level[/table]

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    Default Re: A LOT of minor class tweaks

    Hmm. No love for the prestige classes?

    Not sure why you made the wizard spontaneous, since not being spontaneous is what DEFINES this wizard.

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    Quote Originally Posted by Jormengand View Post
    Hmm. No love for the prestige classes?
    What, all 516841387354 of them? Sure, give me ten minutes.

    Not sure why you made the wizard spontaneous, since not being spontaneous is what DEFINES this wizard.
    Simple answer? Because I, and everyone I've ever gamed with, hate prepared casters.

    Slightly more complicated answer is that, from a balance point-of-view, prepared casting is what makes Tier 1 classes Tier 1. You'll notice that the list of prepared casters and T1 classes are pretty much identical. Better, I feel, to ditch the idea entirely. See the link for my full wizard-mod along these lines; the idea is that casting from their spellbooks keeps the "I know all the magics" wizard feel, without letting in the negative "I know just the spell to end this encounter in one round aspect."

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    Post Re: A LOT of minor class tweaks

    Quote Originally Posted by Grod_The_Giant View Post
    Maybe something like:

    {table=head]Opponent's CR|Bonus Damage
    Level -2 to Level|Charisma Modifier
    Level +1 to Level +2|Charisma Modifier plus 1/2 level
    Level +3 and up|Charisma Modifier plus level[/table]
    Ehhh now I feel like the smiting is better, and a bit more flavorful. I think it's better, but either one...

    Carry on!
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    Default Re: A LOT of minor class tweaks

    Quote Originally Posted by Grod_The_Giant View Post
    Simple answer? Because I, and everyone I've ever gamed with, hate prepared casters.
    Play a damn sorcerer or oracle, then. Also, remember that - as V demonstrated in his attempt at fighting the druid as did Z in his attempt at fighting V - that unless you happened to prepare a sonic spell, being able to use it at some point after 8 hours uninterupted rest is not very useful.

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    Default Re: A LOT of minor class tweaks

    Quote Originally Posted by Jormengand View Post
    Play a damn sorcerer or oracle, then. Also, remember that - as V demonstrated in his attempt at fighting the druid as did Z in his attempt at fighting V - that unless you happened to prepare a sonic spell, being able to use it at some point after 8 hours uninterupted rest is not very useful.
    Rope trick... and you can just fill spell slots in 10 min if you leave them open.

    I personally agree with the fix. It feels like it fits the classes flavor, and makes gandalf a possible wizard. They can cast any spell... given like 10 minutes. They can also cast a variety of other spells(4 per spell level) in combat.
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    Default Re: A LOT of minor class tweaks

    Quote Originally Posted by Jormengand View Post
    Play a damn sorcerer or oracle, then. Also, remember that - as V demonstrated in his attempt at fighting the druid as did Z in his attempt at fighting V - that unless you happened to prepare a sonic spell, being able to use it at some point after 8 hours uninterupted rest is not very useful.
    I did say several times that some of these tweaks are purely personal preference. What I like, what the people I've played with have liked, what our experiences have been... Your tastes and experiences may well be otherwise, in which case that particular change is not for you.

    Personally, I feel like wizards aren't meant to be battle mages. They're the smart ones, with a focus on out-of-combat utility. Need a waterbreathing spell for this adventure? Air walking for that one? Wizard's got you covered. They get a limited selection of spells that they can use in a fight, because everyone in D&D fights, but flexibility out-of-battle is the priority. The spontaneous from the book covers the flexibility-- and the whole "I've got a spell, but we'll need to wait 'til tomorrow before I can cast it" is kind of weird-- and the long casting time means that it's only practical for out-of-battle situations.
    Last edited by Grod_The_Giant; 2013-03-10 at 06:34 PM.

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    Default Re: A LOT of minor class tweaks

    More features for the Knight?

    Righteous Indignation (Ex): Starting at (10th? 11th?) level, whenever a creature within the Knight's reach attacks one of the Knight's allies, that creature provokes an attack of opportunity from the Knight. For the purpose of this ability, any non-harmless, targeted spell, ability, or effect counts as an attack.

    Improved Strike of Denial (Ex): Starting at (14th? 15th?) level, a Knight's attacks of opportunity resolve before the provoking action, and should such an attack hit, the provoking action fails entirely, spent with no effect.

    Also, the Fast Reach ability should be worded along the lines of, "starting at 13th level, a Knight can make attacks of opportunity as though his reach were 5ft further," or "starting at 13th level, a Knight threatens creatures in melee as though his reach were 5ft further." Something more to that effect.
    Last edited by Ziegander; 2013-03-10 at 07:23 PM.
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    Default Re: A LOT of minor class tweaks

    Just a note? The medium BAB progression is 3/4ths your level, not 2/3rds.

    In other words, you are underselling a few of the progressions (Warlocks should get 15d6 by 20th, not the 13d6 that they are getting under your progression.)

    Otherwise, they look pretty decent.
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    Default Re: A LOT of minor class tweaks

    Quote Originally Posted by Amechra View Post
    Just a note? The medium BAB progression is 3/4ths your level, not 2/3rds.

    In other words, you are underselling a few of the progressions (Warlocks should get 15d6 by 20th, not the 13d6 that they are getting under your progression.)

    Otherwise, they look pretty decent.
    ****. You know, I know that, I've known that for years, and just recently I've started typing the wrong one every dang time. Thanks for the catch. <facepalm>

    (Also, Warlocks don't get 13d6 or 15d6 anymore; they get 10d6 and iterative attacks. But the poor Dragon Shaman was robbed)
    Last edited by Grod_The_Giant; 2013-03-11 at 12:01 PM.

    STaRS (and STaRS Lite)
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    Default Re: A LOT of minor class tweaks

    I'm still going through the class-specific stuff. Most of it seems good, or at least not objectionable.

    But I have a few issues with the general stuff:
    Any class with 2+Int skill points is bumped up to 4+Int.
    What are you trying to accomplish, exactly? Do you just want to hand out more skill points, or do you want to make it easier for melee to dump Intllect?

    Although your idea is (possibly) simpler, I've got an alternative that I think will resolve the issue in an even better fashion-

    -The number of skill points you recieve each level is dependent upon your Intellect bonus rather than modifier.

    So essentially, you never get fewer skill points than the number listed on your class table, even if your character is as dumb as a sack of rocks.

    Any class missing Listen, Spot, or Profession has it added to their list of class skills.
    Why? What's the rationale for this? Spot and Listen are useful, true, but I could say much the same thing for ANY skill. There are a fair number of classes that fit the "not very observant" or "leap without looking" archetype.
    A better overall fix would be to simply make it easier to by cross-class ranks.

    And IMO, Profession should not be a normal skill. You're adventuring; "Adventure" is your profession.
    If you want a more detailed idea for a fix/replacement, let me know.
    Last edited by Deepbluediver; 2013-03-11 at 01:20 PM.
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    Default Re: A LOT of minor class tweaks

    Quote Originally Posted by Deepbluediver View Post
    What are you trying to accomplish, exactly? Do you just want to hand out more skill points, or do you want to make it easier for melee to dump Intllect?
    More skill points. 2/level is just not enough, basically forcing you to put a good score in Int if you want to be at all useful out-of-combat/without spells. 4/level lets you actually maintain a few skills at useful levels.

    Although your idea is (possibly) simpler, I've got an alternative that I think will resolve the issue in an even better fashion-

    -The number of skill points you recieve each level is dependent upon your Intellect bonus rather than modifier.

    So essentially, you never get fewer skill points than the number listed on your class table, even if your character is as dumb as a sack of rocks.
    I do like that, thanks.

    Why? What's the rationale for this? Spot and Listen are useful, true, but I could say much the same thing for ANY skill. There are a fair number of classes that fit the "not very observant" or "leap without looking" archetype.
    A better overall fix would be to simply make it easier to by cross-class ranks.

    And IMO, Profession should not be a normal skill. You're adventuring; "Adventure" is your profession.
    If you want a more detailed idea for a fix/replacement, let me know.
    Your second critique answers your first. Spot and Listen are key skills for adventurers, and everyone should be able to take them. If you want to play the absent-minded wizard, don't put any ranks in them-- but I consider them vital for any character I build.

    Profession is a background skill, and is found on the list of virtually every class (in the SRD, only the Barbarian and Fighter lack it). It bugs me that it's missing to know good reason. And it makes a lot more sense for everyone to have this than for everyone to have Craft, which WotC also gives everyone.


    To be entirely honest, I'm in favor of dropping class skills altogether, but that's a bit of a leap for this thread.

    STaRS (and STaRS Lite)
    A non-narrativeist, generic rules-light system, by me. Now officially released!

    Grod's Guide to Greatness
    A big book of player options for 5e, by me

    Quote Originally Posted by Grod_The_Giant View Post
    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use
    Giants and Graveyards: My collected 3.5 class fixes and more.

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    Default Re: A LOT of minor class tweaks

    Did you hate my suggestions for the Knight?
    Last edited by Ziegander; 2013-03-11 at 03:24 PM.
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